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Kumori Tensei

Member Since 05 Oct 2012
Offline Last Active Oct 25 2015 03:27 AM

#2331998 Arab Reapers Army Battleground [ARAB] English Speaking

Posted Sakaliet on 15 July 2014 - 01:47 AM

Arab Reapers Army Battleground [ARAB] is a small PvX guild

Home World on Desolation.  

We grew tired of guilds with hundreds of faceless members

and only officers\masters parties

we started [ARAB] to be our place to gather and meet all Arab and non Arab players who enjoy playing guildwars2 in casual way.

we do like quality over quantity
we try to have a friendly, social community.
we like to hang out in the guild chat chilling and having fun

we do activities by voting in the guild chat at any time we find many people online
rather than we set schedule and most of us don't make it
so u don't have to worry about missing anything, just let us know when you are online

we discuss what we would like to do together and go from there.

What do we like to do?

In PvE
we help each other doing maps completion, jump puzzles and story missions.
we also do dungeons speed runs and fractals on daily bases.
we also do world boss's and guild missions.

In WvW
we sometimes follow larger groups with big guilds we know on our server.
but we mostly like to go in as a small group taking camps and towers.
we also have some of the best commanders in WvW and Eotm

In PvP
we are not pvp focused but we do a lot of duels ( 1 vs 1 ) just to keep the blood flowing

Who are we looking for?
We are looking for players who are:

1-Casual and relaxed players (average member is on 2-4 hours per day)
hardcore players are welcome but don't blame us if u didn't like it

2-we are not focused on any aspects of the game, we enjoy it all.
so if u are only do pvp or wvw or pve don't keep tell us to join you, we will when we want to

3- Age Requirement: 18 years of age or older (most members are 25-35)

4- Able and willing to hang out with the rest of us and talk in the guild chat

5-Able to follow instructions and work with others as team, but don't worry if you're not an expert at the game

We are a very social group of players.
so we want people who will actually feel like a part of the group rather than just some player we regularly play with.
If you like the idea of community based guild you are likely to be a good fit.

We have a wide range of players in our guild from different races, ethnicity, sexuality, age, class, and gender.

Discrimination or racism will not be tolerated

we will report you as a group

If you think [ARAB] might be the guild you was looking for.
Feel free to contact me in game by mail


#2328299 Would you pay?

Posted I'm Squirrel on 16 June 2014 - 03:50 PM

wouldnt pay for anything arenanet releases after what gw2 has become in the past 2 years

#2330096 The Music Of Season 2

Posted Alexei Hart on 01 July 2014 - 12:57 PM

Sounds beautiful.

I don't think we think about the music in Guild Wars 2 nearly as much as in Guild Wars, because there are crowds and noise everywhere. In Guild Wars, you could savor the sounds while running from place to place through areas otherwise devoid of action. That's not the case in this game.

It's kind of sad but also kind of modern. I'll definitely be keeping an ear out for this music in the new content though.

#2284944 "We were making [the wurm] specifically for the hard core groups"

Posted Inraged Twitch on 24 January 2014 - 11:19 PM

keyword there being "groups" there are no groups when doing these so called "open world raids."  Give us FoW UW 25 man INSTANCE raids not open world crap.

#2284155 Nothing is sacred, everything can be destroyed

Posted Konzacelt on 23 January 2014 - 08:33 PM

"You know, like you would in the real-world when something momentous happens!"

I can't tell which is worse: that ANet likens a game to real-life, or that they think the LS is momentous.

#2279528 The feature only patch and beyond

Posted Datenshi92 on 12 January 2014 - 04:02 PM

View PostBaron von Scrufflebutt, on 12 January 2014 - 03:29 PM, said:

Mike O'Brien on the design of GW2:

Don't get me wrong: I like the way you think, but there's is a reason why so many of us are pissed with A.Net and the game.

They can keep raising the roof all they want, it will not matter in the end if the player base keeps leaving like this. Right now we have no alternatives to the grindy end-game and that's one of its main issues.

#2279504 The feature only patch and beyond

Posted nerfandderf on 12 January 2014 - 02:25 PM

a level increase and
a new tier of gear - because that way it will be shown what the game is.

So there is no pretending what it isnt. A statement of the direction of the game in game and not some wishy washy non committal drivel that they say in double entendre and info speak that they back track on a few weeks/months later saying you misunderstood what was said.

and yes I would consider going back because the game has a direction and it has a soul. It may be against what it was to be but at least there would be no doubt. It may not be what it stated out as and against everything gw was but it is a way forward.

#2279435 ArenaNet to "address [...] the dominance of Berserker/DPS"

Posted Cube on 12 January 2014 - 09:18 AM

I just don't get it, if they want a game without healers than they have exactly what they want. What's left if you remove the trinity? Nothing besides DPS. Everyone has to be DPS in some shape or form with a few different utility skills than others.

I guess I just don't see a problem with it because all it will do is just make dungeons with PuG's slower or that everyone has boosted DPS. But a guardian is still gonna be needed, so is whatever else ends up being the highest DPS. How much can one dumb down this game.

#2279387 ArenaNet to "address [...] the dominance of Berserker/DPS"

Posted Arkham Creed on 12 January 2014 - 04:37 AM

How to fix GW2’s combat system in ten (ish) simple (ish) steps.

Step 1; rework Defiant to have a chance to reflect damage to melee attackers, effectively bundling Defiant with retaliation.

Step 2; rework Defiant to no longer be a permanent buff, but rather a shield that can be removed, overpowered, timed out, and periodically reapplied throughout a fight.

Step 3; rework all heal-over-time and damage-over-time effects to conform to the pip system of the original Guild Wars.

***Step 3A; rework healing power and condition damage to simply increase the number of pips applied by regeneration or conditions, accelerating health loss/gain within a player independent scale.

***Step 3B; balance skills so that no single player can apply beyond a limited number of regeneration/degeneration pips on a single foe at one time.

***Step 3C; allow regeneration/degeneration pips applied by multiple players to stack rather than overwrite; thus making health regeneration and condition damage builds vastly more effective when working in groups, as opposed to the current system of getting in each other’s way.

Step 4; add a skill interrupt effect to all existing control effects. Allow this interrupt to apply to targets normally immune to control effects.

Step 5; refine the existing target prioritizing AI, and better communicate when a player is being targeted and what caused the shift in priority to players. I suggest a special ring under players who currently have “aggro.”

Step 6; rework ranged combat to involve lower direct damage, but include an “armor penetration” stat unique to ranged attacks.

***Step 6A; allow ranged attacks to still do a percentage of their total damage to blocking targets based on their armor penetration attribute. Balance ranged attacks to include variable armor penetration attributes across weapon sets and skills.

***Step 6B; grant armor penetrating attacks a chance to still apply conditions to blocking targets, based on the armor penetration of the skill used.

Step 7; rework toughness to relate to a new “mitigation” attribute, with higher toughness raising the mitigation percentage. Mitigation is a percent based chance to convert any incoming direct damage attack into a glancing blow, reducing it to half damage.

***Step 7A; enable mitigation to affect all direct damage from any source, including the most powerful hits from bosses.

Step 8; establish a hard cap on player health, allowing no players the possibility of exceeding this limit regardless of build, gear, or buffs.

Step 9; establish a hard cap on all direct damage from all sources, including the most powerful boss attacks. Never allow the total damage done from any attack, attack chain, or area of effect to exceed this limit.

***Step 9A; match the above damage limitation to the previously decided player health cap. Thus insuring that a player with sufficient toughness can potentially survive any single attack, attack chain, or area of effect.

Step 10; to avoid abuse of the above, establish a hard limit to player toughness that cannot be surpassed regardless of build, gear, or buffs. Balance this limit as needed to maintain the inherent threat of combat in spite of the above mitigation attribute.

#2272556 Kicking Thieves in PvE

Posted jari on 18 December 2013 - 06:24 PM

don´t know how much accievement points u got ? thats one thing i look at with PUG parties. it doesn't what class u are as long as u have a desent amount of acchievement points. these points give me an indication if u are more or less experienced, it maybe sounds hard but this is what i use:

cof p1: >2500
any other dungeon: >3000
hi level fractels: >4000

if u don't have the amount of acchievement points i will kick u from te party. this is to keep the peeps who dont know how to play the game away from my party its just the lack of experience.

ps. sorry for my bad english.

#2267528 A Very Merry Wintersday - December 10 Update

Posted El Duderino on 04 December 2013 - 02:26 PM

Wintersday is always a fantastic time for Tyria. I hope it is the same this year. My only hope would be that the healing skills are less "whack a mole" healing skills and more buff/protection skills as they those skills tend to lead to more interesting game play.

Otherwise, Happy Wintersday! I hope everyone enjoys it.

#2245514 GW2 Halloween '13: Champ trains - now with Pumpkins!

Posted Inraged Twitch on 16 October 2013 - 08:54 PM

View PostDarkobra, on 16 October 2013 - 07:25 PM, said:

That's like the events in GW1. The only thing new was the end-festival hat. But you know what? Every year I still turned up and enjoyed it. It became a tradition. That's what this is.

The people running around a massive circle in the labyrinth complaining it's boring and unprofitable? You knew that before you even started. Why do you still spend hours doing it every day complaining about it?

Hats in GW1 were able to be used IN combat which made them worth getting... sadly in GW2 hats/costumes cannot.

Posted Image

#2245403 GW2 Halloween '13: Champ trains - now with Pumpkins!

Posted Darkobra on 16 October 2013 - 07:25 PM

View PostCastaa, on 16 October 2013 - 04:51 PM, said:

Virtually nothing is new.  80-90% is a cut and paste rehash.

That's like the events in GW1. The only thing new was the end-festival hat. But you know what? Every year I still turned up and enjoyed it. It became a tradition. That's what this is.

The people running around a massive circle in the labyrinth complaining it's boring and unprofitable? You knew that before you even started. Why do you still spend hours doing it every day complaining about it?

#2243360 What Happened to the Direction of ANet?

Posted El Duderino on 11 October 2013 - 08:06 PM

Kymeric hit on something that I wanted to respond to, but felt it needed it's own thread. Here is the quote and the source is here: http://www.guildwars...ve-development/

View PostKymeric, on 11 October 2013 - 07:39 PM, said:

Yes.  In this Collaborative Development thread I ran into how twisted that has become.

ArenaNet was extremely clear on what kind of game they thought was awesome and that they wanted to make.  They said death penalties weren't fun, that people should get to the best gear quickly, that players should get rewarded playing whichever part of the game suits them.

A year later, they've reversed all of that.  It looks a great deal like they decided they couldn't stick to their guns, and caved to what they thought the players were saying shortly after launch.

Yet in that Collaborative Development thread, there are posters saying that ArenaNet should not listen to people complaining about Ascended Gear and pushing people into certain parts of the game to get rewards, because they are the developers and should stick to their guns.

It's kinda mindboggling.  Which is it?  Was the original vision the game ArenaNet wants to make and they caved to financial pressure?  Or did they have a massive epiphany that they wanted to make a completely different game, and need to resist caving to "forum whining" to restore the original vision?

Which all comes down to something that is (unfortunately only occasionally) being repeated on the forums recently.  What is the current vision for this game?  We have roadmaps about things that will be implemented in the near to farther future, but no sense of what ArenaNet's core principles are anymore.

Unfortunately, the Collaborative Development thread got derailed for quite a while on how to poll the players for info.  Which is bizarre, really.  There's a ton of feedback for the developers.  The problem is that they aren't adequately communicating back.  In order to feel like we are being heard, we don't need more venues to share our thoughts with ArenaNet.  We need ArenaNet completing the other half of the conversation and saying, "We've specifically heard concern A, B, and C, as well as suggestion X, Y, and Z.  We want to address each of those concerns.  Here is specifically why X won't work, we have an idea of how to make Y happen, and would like to alter Z to Z.5 to really make it address concern C in a way that is fair for the entire player base and viable for us as a company that needs to make a profit for our investors."

I honestly think that GW2 was the unfortunate game that was closest to release when NCSoft needed a new game to pull them out of some financial issues. If you look at their financial statements from right before GW2 was release, you will see that they were close to going from black to red and their stock was tanking.

I think we all know that GW2 wasn't ready for release when it was released. Everything was hastily put together - and it showed.

Knowing that the payment model for GW2 was going to be the same as GW1, NCSoft needed to make sure that they could profit from micro-transactions. Hence, we see Kristin Cox get involved. Also, we see Nexon become a large shareholder of NCSoft stock - a company that is based on micro-transactions.

So, what does this have to do with the direction of ANet? Well, I think that GW2, much like GW1, was always going to be a niche game. It wasn't made to cater to hardcore MMO players. It was designed to take some of the best parts of GW1 and merge them with a persistent world where, in my opinion, Dynamic Events were supposed to play a major role in the game. And they did, at least in the beginning.

However, if we accept that NCSoft has already targeted GW2 as a profit center, then we may assume that NCSoft also had to protect that profit center from any issues that might arise. One of those issues could clearly be the fact that GW2 wasn't designed to be like a traditional MMO. Was that something that NCSoft felt safe with? Who knows? But, it is certainly safer to design an MMO that feels more like an MMO than like a niche game.

So, and I know this is all just a theory on my part, but I think that in order to make sure they could profit the most, NCSoft directed ANet to make the game more like a normal MMO. This is why we see the change in philosophy. Not because the players wanted it, or ANet wanted it, but because it was the safest way for NCSoft to protect its investment.

I'm sure I'm gonna get crucified with sarcastic and snide comment for this post...

#2237141 Mesmer WvW Build Question

Posted crizpynutz on 27 September 2013 - 03:42 PM

Thanks for the responses and yes I found something I like and appreciate the help from ya'll.