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LoperdosMember Since 28 Sep 2012
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Sanctum of Rall
Posted Silas_Lews on 07 November 2015 - 12:43 AM
This was my favourite thief build even before all of the fixes to condition damage. Now? Now it's my favourite build out of ANY class. And I just feel so vindicated for sticking with this build in spite of everyone else telling me I'm dumb for doing so.
Thank you again for coming up with--and continuing to update--this fantastic build. I never would have been able to stick with thief class otherwise.
Posted Phenn on 06 July 2015 - 06:56 PM
I'm not getting my hopes up, though. Waaaaaaay too many disappointments over the last three years.
But yes, if ANet manages to put the "I" back into AI, then control builds will definitely have a role to play. Just so long as they get rid of that stupid Defiant mechanic.
Posted Phenn on 06 July 2015 - 03:46 AM
And I want both because, in terms of damage, this is a hybrid build. The chill isn't intended to be my primary source of damage; its primarily a control thing. The damage trait for it and fear are there, along with fairly high condi damage stat, in order to supplement the direct damage from the great-sword. The build falls short in both direct damage and condi damage, I know, but my thought was that by having consistent access to both, plus might and vulnerability stacking, should somewhat make up for it. The DPS isn't intended to come from stacking conditions on mobs anymore than it is from just hack 'n slash; its a combination of BOTH.
Aha! I get where you're coming from now, totally.
Knowing the above I think I can help.
Yeah it'll be tanky as crap. Couple of things to consider, and take 'em or leave 'em as you see fit.
1. High Toughness usually pulls aggro better. You're right, there's no good hybrid prefix that also has Toughness. So...
2. Consider Soldiers gear, and try and hit the 600 ConD breakpoint (the point where scaling makes ConD stacking worthwhile after the patch) through food, runes, or trinkets. Or a combo of the above. That way the ConDs that you ARE throwing out will do respectable damage, AND you get Power and Toughness in the mix. Or...
3. Consider and combo of Knights and Cavs armor (my current choice for WvW), to amp your direct damage, and hit the 600 ConD breakpoint with food/runes/trinkets/sigils.
4. There is no point number four.
5. Consider investing in Strength Runes, and stack the crap outta Might. You seem to already be thinking in that direction, and a combination of Shroud #1 and Blood Is Power should get and keep you at a crazy high amount of Might. If you hit 25 Might, that alone will get you to the 600 ConD breakpoint.
Just some thoughts. I'll be interested to see how it plays out for you once the xpac drops. I'll throw it into my Intro-to-the-Necro thread when you get the kinks worked out.
Posted Konzacelt on 21 April 2015 - 03:05 PM
That's exactly my problem with it. If anyone wants to have any chance at making money in this game, they have to do things that are mind-numbingly boring. Chasing boss/champ timers all over the map in a never ending circuit of 1-spamming, screen-freezing, rainbow pyrotechnics should be no-ones idea of good gameplay. Neither should staring at TP for hours like it's the stock ribbon on the bottom of your TV screen. Dungeons are a little better, but even they still become grind-fests after a few runs.
All that stuff above should be for skins or rare items, not making basic money. Anyone should be able to make a moderate amount of money just by basically doing anything in the game. Want to spend 100 hours for map completion? Or go through the entire storyline? Make it worth more than a few nifty skins or a Legendary ingredient. I've specifically stayed away from all of the world/boss/champ timers in every map, stayed away from dungeons and Fractals, and not touched the TP. And I can tell you you don't make jack squat by doing so.
That's crappy gameplay design. Most games make you spend hours doing those things you mentioned for a chance at a rare drop or cool skin or whatever, and you could earn good money along the way just by spending time playing the game. Not GW2, these guys at ANet actually want you to do those things just to make ends meet. It's not only asinine, but sad. GW2 Tyria is one of the most beautiful digital worlds ever designed in an MMO. Yet if you want to simply experience it at a truly intimate level, you better do it in between "money-making" times because there's simply no way to earn some cash having fun running around Tyria unless you are making pit stops at all the WB spawns along the way. I guess it's a great time to make yourself a drink or have a smoke, you certainly don't need to be in your chair for group-killing any boss/champ less than Teq.
Or even better, roll a joint and let the pretty color show on your screen trip you out.
Posted Datenshi92 on 18 March 2015 - 03:45 AM
1. World vs. World
2. Player vs. Player
2. Living Story S2 + Silverwastes/Dry Top
3. Fractals of the Mists
I can understand someone quitting at launch for a lack of endgame, but you cannot reasonably suggest that the only thing to do at level 80 is grind dailies when they have rigorously overhauled the "endgame" of WvW and PvE and even went back and fixed PvP's rated arenas with good rewards that actually lead back to PvE progression (e.g., reward tracks and dungeoneer title).
I did not suggest that the only thing to left to do are dailies... you're the one assuming that. What I said that it takes more than an overhauled daily reward to keep me interested in the game. The reason why I didn't mention the other things you can do its because I think they're insignificant in the greater scheme of things. When half of the stuff they changed is something you're not interested in and the other half is just "meh", like achievements, you kinda end up in the same predicament a I.
I've had GW2 since launch and I'm well aware of what has changed ever since, including the "rigorous overhaul" they did towards the end. I still keep up with with the news and patch updates, even though I don't really play the game anymore. My problem is that, to me, the game got reduced to a zerg-fest and a dungeon grind. PvP and WvW are pretty much straight out of the equation because I don't like it. PvE is my only option and even that I'm struggling with because I've done so much of it that I just burned myself. I have leveled dozens of alts (including classes that I deleted and re-done), I've got more than 8k achievements (including dungeon master), I've got the armor I wanted, I have completed the story, I've done my share of SW and dungeon farming, I've had more than 300g in my wallet (not the richest person in the game but for me it was a lot), I've burned a small fortune trying to get precursors from the Mystic Toilet and I've done enough fractals to last me a life time. Titles and achievements are nice and all but they can't really replace real gameplay content (i.e exploring NEW maps, progressing through the story, doing NEW events, more mini-games, etc).
The "rigorous overhaul" they did feels like bones they have thrown at us to keep us occupied while they work on REAL content. There's a huge time gap between the point where they stopped working on GW2 and the point where the expansion will be released. The Chinese year event doesn't count by the way. I don't know... I just feel like the game has nothing else for me. But like I said before, this could also very well be a personal problem of mine with MMOs - either they're really crap or its me who is growing out of them. Maybe both.
Posted ilr on 21 February 2015 - 10:03 PM
Instead they had these heavily sanctioned little threads on their official forum where the Designers obviously just gave up not even 1/10th of the way into the discussions. They've made it really clear time and again that they only want to do what they want to do and what they want to do is to never deal with any of the challenges ever again that made GW1 the complex game that it was. They're simply not responsive. They don't say what they're thinking. They do everything they possibly can to avoid tackling real criticism. I see them now as being everything that's wrong with the new Overly-Politically-Correct Afraid-to-try-Anything-Dramatic WestCoast-Culture Cabal within the gaming industry that is passive-aggressively trying to take everything away that we loved about old-school gaming.
It is impossible to trust them anymore b/c they made it abundantly clear that Transparency and Honesty are meaningless to them. They embody the completely insular polarization and cronyism and corruption which is fueling the culture divide that the gaming community is at war with itself over right now.
Posted El Duderino on 16 December 2014 - 04:14 AM
Seems to me if people like the game, they don't need to be incentivized just to log in.
Posted NerfHerder on 16 December 2014 - 12:33 AM
Posted Mordakai on 11 December 2014 - 02:55 AM
And precisely because of that business model they have absolutely no obligation to keep up the bi-weekly rhythm over the holidays or even offer you something on top of their scheduled announcement such as this change to the daily achievement system.
If the kind of consumers who complained previously in this thread had indeed any saying, I'm fairly sure Anet wouldn't make a single buck with this game because said consumers keep on moaning about "how they don't financially support them till they make proper content" - which of course never happens because they are impossible to please. Empty consumers promises don't look very good on a financial report I'm afraid. They also do not make a company want to work overtime or involve them into decision-making processes.
Based on this research from April 2014, the average revenue per user is about 3.88$ - give or take a few. The important part to consider here is that because there is no actual sub, those players who actually do spend money on the game end up far far higher than this average, meaning they carry a whole bunch of those "complaining free-loaders" I've mentioned.
Since you brought up fairness, next time one complains about the games content or the perceived lack of such, said person might want to consider what his personal average spending per month is and how that stands in relation to what Anet should deliver to that person in return. We might just start seeing more constructive points in the future.
It's not just about content. Hell, I played GW1 for years with no meaningful updates.
But Anet is the one who promised "an expansions worth of content.". They are the ones who claimed we would be getting the same updates as a sub game. I didn't expect it until they promised it.
And I've spent well over $200 on this game expecting them to deliver. Now it's over 2 years in, and nothing to show for it but gimmicky LS segments.
Where are the major game-changing new professions, races, or at least weapons needed to breathe new life into this game?
Posted El Duderino on 10 December 2014 - 06:53 PM
Posted Baron von Scrufflebutt on 10 December 2014 - 06:24 PM
Posted Dahk on 05 September 2014 - 06:49 PM
Hopefully we see some meaningful addition in the future, but if there's not...well, EQ Next looks promising. =P
Posted draxynnic on 02 September 2014 - 05:24 AM
On the whole, I think they did a good job there. Not perfect - there are certainly gaps - but they're not ones that are particularly easy to fill. I've sketched out a few as mental exercises, but most either come out looking like an existing profession with the serial numbers filed off, or involve new mechanics that wouldn't necessarily be easy to implement. Note that back in the day I made pretty good predictions on both the mesmer and engineer - so while I'm still only one person, I've probably got a reasonably good handle on their thought processes there.
Continents, especially continents plural, I can accept the argument of the maps taking longer to make than GW1 maps. I'm not convinced the difference is so great as to be the difference between Factions and Nightfall on one hand, and Mad King's Labyrinth, the Wintersday stuff, Southsun, MF, Labyrinthine Cliffs, Queen's Pavilion, the two Aetherblade dungeons, Thaumanova fractal, Tower of Nightmares, Dry Top, Edge of the Mists, and assorted changes to existing maps on the other, but I can accept the argument there.
Skills and weapons, now... as I've said, development work that went into making the special effects for things like finishers and permanent harvesting tools could have gone into effects for new skills. Balancing would, of course, be an issue, but that may be a swing that goes both ways - from my observations some of the hardest professions to balance do seem to be the ones that have fewer options (because they tend to be very good at what they do well with those options, but take that away and they don't have much to fall back on), and giving them more options makes them less reliant on the style of any particular build.
Regarding what ArenaNet is doing with a 'tech debt': that might well be a reason, but as has been said before:
1) People will tend to judge based on the industry standard. Consider working at a job - an employer isn't going to have much sympathy for your special circumstances if you're underperforming, unless you give them good reason to believe that those circumstances are something you can get past and then your performance will pick up. And ultimately, a business is paid by its paying customers. If ArenaNet is underperforming because of something they expect to get around, then they should give us reason to expect that they will at some stage get past it and resume acceptable performance.
2) Unless given reason to do otherwise, people will base their expectations of future performance from past performance. This is partly where all the GW1 comparisons come from, which may be a spot where past exceptional performance is biting them on the foot. Now, though, most players are basing their future expectations for GW2 on the past two years, and a lot of people are growing sceptical that ArenaNet has any long-term plans for the game to speak of. If ArenaNet doesn't want people to base their expectations for the future of the game on the past - they have to give them a reason to.
Both these points, as you'll note, come back to the culture of secrecy. Now, I can appreciate that having people screaming on your forum about broken promises can be uncomfortable if you promise something and then you can't deliver... but in practical terms, I don't think such situations are really making anything worse except in giving the people who are unhappy something specific to voice their discontent over. The person who complains that something that was promised and that they were looking forward to got delayed or canned entirely is a person who may already have left under the culture of secrecy when they were given no rational reason to believe that what they expected was on the horizon at all.
At the moment, we have no rational reason to expect anything more than more of the same. No new races, no significant changes in skills, no new content beyond the rate we're currently getting. We may be wrong, but we have no reason to think otherwise.
For the record, my perspective is quite different to Poe's: most of my play has been either solo or as part of small guilds that have traditionally been made of people who knew each other from this or other communities - thus, usually relying on a core of players who play regularly and are willing to help each other out to achieve objectives. Such small guilds, however, tend to be quite sensitive to having people drop out of the game and losing critical mass as a result (particularly when people are in different timezones)... and this is something that's definitely been happening. This means that, to an extent, I'm actually content with the material that's been released so far being mostly soloable or open-world content - because my guilds have more or less fallen apart, this means I can still experience the story when I might not be able to if dungeon parties were required.
However, I'd really like it if GW2 was able to actually retain players like GW1 did, so that at least one of those guilds can recover and/or the next one I'm involved in doesn't have the specter looming over it of losing critical mass like previous ones did.
And, for the record, among many of those, I'm known as the person - in some cases the one person - who actually still has some faith whatsoever in the company. I'm here arguing because I haven't reached the point of not caring any more - I know several people who haven't. So that's a context to keep in mind - the people who are still here to argue are mostly those who do still want the company to succeed. The doom-and-gloomers declared their prophecy fulfilled and left months ago.
As I noted last page: one of you has set a date at which they'd start to get discontented, so the main difference between us is really a matter of where we set the time limit. Give it six, twelve, eighteen months, and you may well be in the position we are. How many people will then be in the same position you are now?
Posted Phineas Poe on 02 September 2014 - 04:24 AM
Yes, the LS1 began with hammering signposts and ended with an open-world group-coordinated raid boss. When the LS2 was announced, we expected that it would build on the content we saw from January through March (Wurm, Marionette, Scarlet). We did not expect that we would be metaphorically going back to fixing signs, especially since they took four months to prepare for this season.
When taking under consideration what they got done on two month cycles, we did expect a couple new zones and some new dungeons or a raid boss. Of course, we all expected the first few releases to be a slow burn that would pick up, but we are now halfway through S2 of the Living Story and we are no closer to fighting Mordremoth than we were back in March. We have one zone, similar to Southsun, where there is nothing to do there unless you care about the zone-specific rewards. And while everyone is sitting and waiting for more new zones and possibly a dungeon or two, they make us spend an entire month running around cities and talking to NPCs instead.
And our outrage is "unreasonable?" I get it that you haven't really been around much the past year, but as someone that has, and as someone that has been relatively active this is the poorest showing of support for this game I've seen. They've taken more months off from PvE updates than they have actually delivering content, and what content they've put out has been woefully inferior to what we got at the beginning of 2014. Now balance patches only occur every six months, and all WvW is getting in this feature pack are new traps and siege golem mastery.
A very stark trend is developing, and it's not a very pretty one.
It was acceptable that the LS1 was slow to start in large part due to the fact that the game was still new. Fractals and Guild Missions were what took up the majority of our time, and a lot of players still hadn't gotten a legendary yet. A lot of the game's content was still fresh, and most players hadn't gotten everything they'd wanted yet out of WvW and PvP. It was acceptable for the LS1 to suck to start because there was enough to do in the game even without it; and it's why despite the fact that most releases of the LS1 were mediocre that people like myself still regularly played the game three to four days a week.
But dungeons, fractals, and guild missions aren't fresh anymore. WvW and PvP haven't gotten any real hardcore overhauls outside of WXP and rank point changes. And what new content we've gotten has pushed those gametypes in the wrong direction (Skyhammer, Edge of the Mists). It's also important to mention that there wasn't a four month gap where we got literally nothing at any point before the LS1 began.
We expected that the feature pack was going to implement some of these overhauls just in the same way the April feature pack redefined the game in a lot of ways (wardrobe, account-wide legendaries and WXP, etc.) but instead we're getting commander colors and a crafting UI overhaul. Yay?
I'm really glad we're taking another break for that.
You said the Dragonsreach was the type of content you've always wanted, but it was by and far one of their worst content releases to date, LS1 included. Part 1 was nothing but a series of conversation pieces separated by open world fetch/collection quests. The end boss fight was even a recycled boss fight from the starting charr instance. Part 2 was hardly any better being mostly dialogue. The end boss fight, granted, was enjoyable, but ten minutes of quality content is hardly something we should be happy about.
There was absolutely no reason why the Dragonsreach should have been spread out over a month anyway.
You can't compare the rate at which content was shipped in season one with the rate at which content is being shipped during season 2 without knowing the development process which brings me back to my main point.
Actually, we did know the development process. They were very forthcoming about that and they still are. The LS1 had 4 teams of 20ish people that were developing content on two month cycles. That was how they managed to release content every two weeks. They've gone back to only having one team for the LS2, and that meant we all thought the majority of the team were hard at work to make this feature pack something big.
So much for that.
I really don't mean to be so negative, and if you ask people around I was very supportive of ArenaNet and their direction for quite a long time. I would defend this game for pages. So please be careful about who you call unreasonable or pessimistic.
Posted Phineas Poe on 01 September 2014 - 10:12 PM
I'm hoping what they do in the future meets your standards as it appears they are VERY high.
This is so bullshit.
They developed LS1 content on very strict time frames of 2-3 months, starting with Guild Missions in the early months of 2013. From that point onward we got Edge of the Mists, Molten Facility, Southsun Cove, Labyrinthine Cliffs, Super Adventure Box World 1 and 2, the Aetherblade Retreat, Marionette, Scarlet, Wurm, Tequatl 2.0, the Thaumanova Fractal, and Twilight Arbor Aetherpath. That was all released in the span of roughly one year. Nobody complained about the quantity of this content; most criticism was that it was temporary, or that what was spread out between these events were largely fluff.
I cannot establish this enough: I played this game for 4000 hours over the past 2 years in large part because of this stuff. But the LS2 has me sitting on my hands wondering how I'm going to keep my guild interested in this game. We had to start coming up with new events to do together as a guild, but GW2 isn't a sandbox. It doesn't really facilitate player-driven content, and reward for this stuff were coming out of our own pockets.
Just for some perspective: Scarlet Briar died in March. We haven't seen shit from ArenaNet since except for Dry Top. I cannot stress enough how slow the past six months have been from a guild management perspective. With the megaserver there is very little incentive to do open world content as a guild, and we haven't seen a new fractal or dungeon in quite some time.
Is it really "unreasonable" to ask that they dedicate six months of their FULL resources and come out with a few new dungeons or some fights equal to Marionette? I mean seriously. If 20 people can put together Wurm in 2-3 months, if what the LS1 teams did was only a mere fraction of the staff, then it's hardly unreasonable to think that they could be doing more. A lot more.
To position it differently, Guild Wars 2 was a completely different game between the start of 2013 and the start of 2014. Ascended gear, the megaservers, Wurm, Lion's Arch blown up, etc. etc.
Now think about the start of 2014 and what can be reasonably done within the span of the next 3 months. Do you think the start of 2014 and the start of 2015 will be all that different, at least remotely distant as 2014 was to 2013? Because I don't see it. Since March we've gotten one new map and some personal story instances. It's all right, but it's not enough. And when is the next feature patch that will actually have the stuff we care about like precursor crafting? Another six months at least!