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chefwaffle

Member Since 29 Dec 2012
Offline Last Active May 17 2014 10:36 AM

#2313078 What GW2 does right

Posted Satenia on 01 April 2014 - 10:42 AM

Gonna start with what I think GW2 does right:

The daily reward system. There, I've said it.

One can complain about time-gating, about checklist wars and so on - while this may all be true, personally I find that this helps me maintain a healthy attitude towards the game. If I only have little time available to play, the game offers me a quick way to still make some progress through the daily rewards. If I have more time available, I can make additional progress, yet to me there will always be that one point where I think that I'm done for the day, because I'll much rather return another day when I can again benefit from the additional rewards.

To me, this is a refreshing experience. In other online-games I played in the past, I often felt like I had to continue for yet another activity and yet another and yet another...

That aside, I also like previously mentioned things such as the wallet or the pretty graphics :P

Commenting on the OP:

View PostMordakai, on 31 March 2014 - 07:52 PM, said:

1.  No spawn camping; everyone shares loot

Seriously, how can any MMO still have "first tags" on kills?  I'm so used to just getting credit for killing stuff that when in other MMOs I don't, I think it must be a bug.

I would have wholeheartedly agreed with this a few months into launch, however, recent changes to the game made me feel like it's moving away from its originally clever implementation.

First of all, there is spawn camping. The most obvious one are the champ trains. There is even a damage-competition, which means that not necessarily everyone is sharing loot. The less obvious places for spawn camping would be the "revamped" world-bosses such as Tequatl and Wurm. Due to the current overflow implementation, you'll be camping these spawns if you want any real chance to successfully complete the event.

As far as sharing loot goes, I've already mentioned it above: While near-perfect, the champ-trains somewhat left an ugly dent.


#2318878 Unlocking traits.

Posted Datenshi92 on 21 April 2014 - 03:05 AM

View PostPhineas Poe, on 20 April 2014 - 03:02 PM, said:

--snip--

The problem is that ANet is trying to cater to all possible sides, taking a preference for the casuals. But since they probably received enough complaints (or noticed) that players are simply steamrolling over the content they release, they probably realized that something needs to be done so they won't alienate the more "hardcore" players.

They're doing it wrong by dropping harder content, like the Wurm and Teq, right in the middle of the open world, where there's a good a chance that just about anyone can walk into it, with experience or not. Even if the player royally screws up, the numbers around him can be enough to redeem the whole situation, so he didn't really learned anything because others saved his butt and the whole event.

ANet needs to start implementing these tougher bosses right in situations where there's few people and where basically everyone plays a role in the whole group's success - that's right, I'm talking about dungeons. If this were to happen, it would be frustrating, there would be lots of deaths and repetitions but at some point, players would actually get BETTER. Dungeons are supposed to be challenging but instead, me and my group can freaking steamroll over AC in less than 12 minutes, 0 casualties and while trolololing on our Skype call... and we're NOT hardcore players. On top of that, mobs are now actually EASIER, because their stats got balanced to match our own for our lack of traits now!

Some of ANet's methods just don't make utter sense to me...


#2318439 Unlocking traits.

Posted Baron von Scrufflebutt on 19 April 2014 - 01:09 PM

View PostLiquidzoil, on 19 April 2014 - 01:01 PM, said:

This is wrong. It's forced content.
Speaking from a WvWer perspective, I can buy it, but it will take me a long time to get 360 skill points.
Now, speaking from a PVEr perspective, some of the traits require me to go to WvW. I can buy it, but might as well save my dough for the long run.


I definitely agree that it's a very shitty idea: I was just pointing out what type of content (PvE), seems to be promoted with these ideas. It's the same thing with sPvP: the loss of UAX and forcing players to waste 100+ skill points PER CHARACTER (along with gold) to simply unlock traits/skills/amulets, while skill points and gold are very much a PvE currency, shows the same pattern.
As I said, "unifying rewards" seems to have been the codename for "let's get players to do more PvE or at least make their lives harder if they choose not to do it". It's bullshit.


#2227822 Update Notes for August 20th

Posted Perm Shadow Form on 20 August 2013 - 08:05 PM

Might be the worst LS update yet, my opinion.
Logged in for about 1.5 hours, did some massive zerging and completed around 7 achievements already.


#2224650 Berserker gear a good idea?

Posted beadnbutter32 on 06 August 2013 - 11:37 AM

Anet is now designing content optimized for Zerkers. (the new gauntlet, the candidates trails, etc.)  If your not runnng Zerker with a few immobilize/stun abilities, your not going to be successful at this type of content which Anet is favoring now.

You need strong burst and a smidgin of CC to master Anet's new temporary content hotness.


#2215982 Campain to eliminate all others armor except berseker

Posted madmaxII on 02 July 2013 - 03:37 PM

View PostCoren, on 02 July 2013 - 02:34 PM, said:

To be honest, I'd LOVE to read ANet's stance on this and if they plan to.do anything about it. I haven't read anything regarding this.

And I am fairly sure that you will never read something about it because Anet has ignored this topic so far and I doubt that they will ever comment it. That's quiet reasonable, to be honest, because they couldn't say anything but "things didn't work out they way we thought they would and now we are stuck with it (or we have to use valuable resources to balance the game instead of creating awesome "press f" events and new cash shop nonsense)".


#2213951 Official Ranger Updates 25/6/2013

Posted Arshay Duskbrow on 25 June 2013 - 06:02 PM

The dust on my Ranger grows ever thicker and heavier.


#2184072 March patch feels like a nerf to me

Posted Bakelith on 26 March 2013 - 04:07 PM

This patch is mostly good for PvP/WvW by slowing burst builds and crippling a bit CoF farmers (Time Warp got a huge hit). But it's still a nerf for PvE rangers, buffing GS and stun break on QZ won't compensate for the loss. Let's hope for some better update in the next patch.


#2153662 Massive guardian nerfs

Posted Strife025 on 29 January 2013 - 06:58 PM

Not even a nerf to guardians, it's a fix to dodge rolls in general that happened to "fix" something beneficial because dodge rolls were broken with auto attack on.

Fixing the #1 annoying combat bug that would cause you to get downed due to a bug with dodge and the sole reason I had auto-attack turned off the past month is way better then anything bad that happens to one skill on one class.

Warriors contribute way more dps to a group as well... there's a reason groups run more warriors then guardians. Fury uptime and banners contribute way more to the dps of a group, not to mention 3 stacks of might for 30 seconds every 25 seconds which can be copied with Mesmer signet of inspiration before bursting down a boss, there is no real world situation where Guardian is a better choice then warrior for a dps role, the whole reason Guardian would be doing good dps is because of the warriors providing vulnerability, 100% fury uptime, and might in the first place.

Spirit weapons, specifically shield, was the real nerf, no more full 30 seconds of invuln to projectiles since your shield usually dies before then QQ.