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Member Since 01 Aug 2012
Offline Last Active Jun 06 2014 11:19 PM

#2292870 Healing Power

Posted Konzacelt on 09 February 2014 - 07:25 PM

View Postgw2guruaccount, on 09 February 2014 - 07:14 PM, said:

The same reason we bother to play the game: We want to.

I hate to be the one to tell you this dude, but most players don't play GW2 because they are trying to "beat the numbers", or theorycraft a winning strategy.  The game itself just isn't that deep or interesting.  Most GW2 players play it because it's gorgeous, it's fun to RP here, they have friends to hang with here, and there are not many MMO alternatives atm.

#2293179 Why Do People Call GW2's Combat "Action"?

Posted El Duderino on 10 February 2014 - 03:23 PM

View PostNikephoros, on 10 February 2014 - 02:51 PM, said:

Exactly.  Sounds like you are making a semantic argument duderino, rather than substantive.  What, exactly, are you arguing for?  Making glassy builds die more?  Die less?  Tanky builds tankier?  Less tanky?  What is the point you are working towards?  If the point is just that you want people to use different terminology because its a pet peeve of yours...

It is a semantic argument, I suppose. But, if we are going to use the fact that this is supposedly "action based" as a foundation for making other claims, I think it is important. For example, you said in a previous thread that "Anet should not buff passive defense in an action based combat game."

In fact, I wouldn't even call dodging an active based activity. It could easily be a skill that read "invulnerable for 1 second" where there is no animation. The animation itself, as well as the direction of the dodge, really have very little to do with defense. The dodge skill is very much a skill rather than an action.

#2287728 "We were making [the wurm] specifically for the hard core groups"

Posted Konzacelt on 30 January 2014 - 03:27 AM

View PostPhineas Poe, on 29 January 2014 - 07:00 PM, said:

There's this stipulation that hardcore content can only exist in instances, but FFXI proved otherwise years ago. The issue at hand here isn't that GW2 does a terrible job of educating players of its combat system, but that open-world content historically hasn't lived up to the difficulty level of dungeons and fractals outside of temple runs in Orr. Creating stuff like Marionette and Wurm is a step in the correct direction, and I'm still not sure how exactly you're purporting an alternative, superior way of fixing the issue.

I don't understand, you think the casual open-world should include "hard-core" encounters?  This can only be true if there was some kind of control over who gets to participate, and by it's very nature you can't do that.  The reason instanced areas are the places where hard-core content exists is because it makes absolute sense.  Oppenheimer is right when he says the only meaningful difference between the two is control and lack of control.  You have zero control over who wonders into the area in the open-world, and total control over who is with you in an instance, how is that not understandable?

If you think things like the Wurm are great that's fine, but then you have to readily accept any and all failures of the event because of an inexperienced player wondering by.  Since PlayerX has every right to be in the open-world as you do, you can't really condemn him or her for messing up the Wurm.  Because it's ANet's intention for everyone to have access to it at the same time.  So unless you're willing to teach The Wurm to every Tom, ♥♥♥♥, and Harry newbie who just wants to "enjoy the game," you suck it up and accept the loss.

Now, with your overflow map exploit you use, that's an entirely different story.  You're effectively creating your own "instance" in the open-world by manipulating invite mechanics.  I'm not saying there's anything wrong with that, I could care less.  But to create that essentially private overflow, beat the Wurm, and then say that's good open-world content is beyond delusional.

#2277806 Exclusive Interview with ArenaNet's Chris Whiteside

Posted Illein on 07 January 2014 - 11:11 AM

For some reason that was just a terrible read. :(

I get it, he likes the CDI, because it gives the impression that they care. Alright. Promises that people will see the impact they had on future updates, once they roll out. Great! I am sure someone in those 36 pages has mentioned something that could be remotely related to anything that's coming...

Very long read for essentially zero news, nor teases. It's one of those interviews, I feel, the world can do without. Especially as there is that air of inferiority to the interviewer - if he's going down the Charr Armor rabbit hole, then freaking do it for crying out loud! Ask them the hard questions, not some fluff. He could have at least asked, if the team is even aware of the complete lack of acceptable choices for Charr to wear in that regard, not just gloss over it with some tame provocation.

But yeah, your worries that you might have spilled more than you were allowed to, were utterly unfounded Mr. Whiteside, because you haven't shed any light on anything whatsoever, other than your enthusiasm for people caring about the game.

#2208728 Eight years later...

Posted Own Age Myname on 02 June 2013 - 11:24 PM

Guild Wars 1 was an amazing game, I think I have 2.5k hours or something..no other game can even touch those numbers for me (well League of Legends is catching up fast, whatever 1000 games worth of hours is). It kills me that I log into GW1 and everything is deserted, Temple of Ages had no one there. I thought I was in an International District! There's still a shit ton of stuff I haven't even completed but I don't think I can go back when the achievement is basically moot to me as I get my real enjoyment out of PvP, which GW1 easily had the best of any MMO I can think of.

Then come GW2, a game completely different then it's successor, from it's cash shop to it's lack luster character design. "Take everything you loved about GW1" my ass. I knew the balance atleast was screwed when Izzy was going to be in charge of it again. The same guy that has made GW1 fall into the state that releasing another campaign would of broke the game beyond repair. So they make a new game that isn't even remotely close to the same game; milk people like me off the brand name and then cator to the RNG crowd that has nothing to do with their core gameplay they were talking about during the early stages of developement. That's messed up business and something I can't support no matter how hard I want to like GW2/ANet again.

Enjoy falling back into obscurity by leaving behind the fanbase that created you.

#2200676 Why hasn't Anet addressed the current zerker or gtfo pve endgame?

Posted El Duderino on 10 May 2013 - 04:15 PM

View PostDraino, on 10 May 2013 - 04:00 PM, said:

This is a dangerous thread! ANet could be expected to respond to this (if they noticed it at all) by changing all silver and boss fights to one-hit everything they can touch, and to ignore all CCs like wall. Just don't hold your breath for a mechanic that makes the fights more interesting.

Oh, almost forgot...the other preferred response is to stack rat adds to the roof, like they've recently done in Cursed Shore / Shelter. A thousand baby veteran spiders. Yeah...that'll show us.

Exactly. Making the encounters more difficult is a lazy way to make them more interesting - which is really at the heart of the problem. Don't get me wrong, I'm all for making encounters more difficult, but that would in no way change the Zerker problem.

Creating a combat system where there are other interesting and effective choices to me made other than maxing damage and learn to dodge is the answer to this question. Unfortunately, there are tons of defenders who look admit to the Zerker problem, but don't agree to see it for what it is. The typical response is to place the blame on the player and belittling those that want to be effective. Unfortunately  that is simply being short sighted and naive at the in order to blindly defend the game and it's problems with combat.

View PostKichwas, on 10 May 2013 - 04:09 PM, said:

This kind of team structure is really only good in CoF path 1.

That's only one dungeon out of a whole world of content.

All they need to do is patch CoF path 1.

Anywhere else you need a well balanced team to do things, made all the more obvious by the many threads posted by 'zerkers' on forums about how this or that area has too many vets or champions or mobs that hit too hard (such as assorted complaints after the last patch's changes to Cursed Shore). People on balanced builds / teams have no problems with that stuff - but zerker's can't glitch it, so complain its broken... :)

Patch CoF Path 1, watch the zerkes light up the forums in rage, but the rest of the game community will be better for it.

This is not true. CoF is the most recognizable dungeon path as it relates to being the most profitable and the most run - however, provided you have a group of experienced players, a team of Zerker Warriors will tear through any content and dungeon much more effectively than anything else.