But MM necro is a viable way to play the game. You can roll that build, bring it into a dungeon, and successfully complete it. It's just not optimal.
Viable is just another word for optimal. Unviable is just another word for crappy. You can complete almost any part of the game with a totally random build, I mean one that isn't even a concept build like MM but just random trait settings and random skills using a random weapon. It's "viable"? Not really, not if you want to allow the word "viable" to mean something.
There are already professions that cover each other, so I see no problem in adding yet another. I feel that importing the ritualist profession from GW1 would be a good idea, or maybe some sort of bard-ish profession.
I'd like to know what the Ancient Weapon was, how it could be replicated, and perhaps most importantly, why none of the many evil-minded denizens of Tyria has done so.
Konig Des Todes, on 22 July 2013 - 10:31 AM, said:
I have heard your proclaim that the lore isn't deep. And I greatly disagree. It's there. There's been a lot of lore - most of the lore, in fact, imo - that is based off of GW1 knowledge. Your statement about the fall of Abaddon "returning to their roots" is also false, because there'd be no returning. If you don't know that then clearly you've never been to
etc etc etc etc
I think that the main problem of lore in GW2 is not that it isn't there or even that it's not based on GW1 lore, because as you say, both these are false. There is lore, and a lot of it comes from GW1. I think that it's in the presentation. Compared to GW1, GW2 feels less serious-minded. The pop culture references are more explicit, so are the anachronisms. It doesn't feel like the lore is there, so people are far more likely to never even realize that it's there. Once you realize it's there, you have another problem: to get to the "serious" parts of lore - as in the stuff that you can take seriously - you have to dodge the pop culture references I mentioned earlier. It's just immersion-breaking.
Also, the lore is of a different style than in GW1, I think. In GW2, it comes in prepared, completed packets that fit in all too well with everything. In GW1, almost every damn thing was open-ended. The world was full of mystery that made you look. You were running around in the Crystal Desert, you found some random statue of a lion. Who put that there? What is it doing there? Or you go to the mountains and find the "back door" to UW. Opposite the temple is a couple of dwarf huts. Who lives there, on the backside of nowhere?
I never find myself asking those questions in GW2. Not because they're not possible to ask, but because I never find myself in a situation where I can ask them.
I never thought I'd say this but Raspberry Jam got the jist of it. I'd like to see some equality no matter if it's my play style or your play style. That is all.
I get the jist of all things. In fact, my job depends on it. It's just that sometimes my understanding doesn't match what people would like reality to be like.
I post stuff, on 14 May 2014 - 05:28 PM, said:
What's the deal with proving everyone wrong? It's a forum, not a battleground.
I see your post, and I see that you clearly didn't read any of what you replied to. There is no point replying to something you imagined in your head. Now you can also explain how you can prove wrong something that you didn't fully comprehend!
Oh, I might know how to explain you what happens so here it is:
There is a difference between a pet peeve and an actual poblem.
Which brings about questions like:
When does a pet peeve stop being a pet peeve and turns into a problem?
Should the company try to address people's pet peeves?
What is a problem?
To your earlier question about why the company shouldn't just go and make everyone happy is very simple! (you should actually know the answer yourself by now but ok) You can't please everyone (again, not that simple irl but will do for now).
Proving wrong people wrong is one way of reaching the most glorious of goals: the truth.
It's not a pet peeve that your playstyle is suddenly invalidated. Sure, after a major patch/update you always have to adapt, but usually that amounts to using different skills or changing your build a little, not going through content that you never were interested in.
I don't really see the GW2 skins having any prestige to them. They are time sinks and not really a showing of anything other than that. GW1 skins didn't really have prestige, though they did allow players to show investment in a specific profession in PvP. Thinking of monks here mostly as we were typically the most showy/invested the most time in a single profession. Front liners and mid liners often had a few professions while we monks pretty much just had the one. FoW, Tormented, Voltaic, headscarves etc weren't really prestigious in of themselves. But when you plop them on a character in PvP, you were able to show that this was your character, you were willing to spend hundreds of game hours to invest in this specific character so it meant something and could be seen as a sign of "this is what I do, hear me roar." It wasn't a show of skill per se, I could just be a PvE player hopping in on my main for the first time but an experienced PvP monk in full kitted out weapon sets and armor did have a sense of gravitas about them. Other professions could do the same sure, but monks really did it the most. I think that says something about the ego of the typical monk.
This doesn't really exist in GW2. Your skins don't really mean anything. Especially since you unlock account wide. It doesn't actually show character investment, just time in game. An impressive dye job on an armor set, or a really unique and pleasing mix of skins shows a sort of "care" for a specific character, but the nature of the system reduces the actual prestige. TSW has this same system where the skins don't show anything truly impressive but you can put together varied outfits or stand out with older cash shop or beta items. I wear my beta T-shirt for example. Sure it doesn't actually mean anything, but it has more of a meaning than most other items.
TSW's story is better. What makes it better is really the extreme level of focus though. GW2 is fractured with tons of NPC factions and war fronts all over the place while TSW just has this one single looming influence that has fingers in everything. There is just one story (three) and every side quest develops that. That, combined with a world that is easier to immerse in (real world) creates a more gripping story environment.
But there were plenty of GW1 PvE players who put prestige into their gear as well. And many a GW2 player feel that proof of time investment is highly prestigious. So, I mean, I get what you are saying, it's a good description of prestige in the GW1 PvP environment and I agree, for one part of the playerbase - but not for another part, and I feel that said latter part is also the majority. There are a lot of GW2 players coming not from GW1 with GW1 expectations, but from WoW and other MMOs with distinctly different expectations and views.
True enough though, account-wide unlocks is a change and I expect it to change expectations over time. One problem I see with it is that even the most long term goals are now more in reach, not appropriate for an essentially reward-driven game. I hope for an expansion.
The more I hear about TSW, the more I want to play it...