Jump to content
  • Sign Up

Firebeard.1746

Members
  • Posts

    676
  • Joined

  • Last visited

Posts posted by Firebeard.1746

  1. I'm a night owl and can't raid sooner than 9-10 pm PST, preferably 10, once a week. I'm looking for a guild I can raid with that focuses more on progression than training, I'm fine with learning bosses and mechanics, I just want a group that cares more about downing a boss and adjusting strategy if necessary over following an SC meta. I have a decent amount of experience with around 12 bosses downed on various training runs. I'm fairly skilled, but need a group that is more consistent and successful than training runs to progress further. I can only raid once a week, so one training run on a harder boss each week isn't giving me the practice I need to stay on top of my skills. I'd prefer not to be forced to rep, I feel attached to TIME even though most of their US player base is gone these days. I'm on call every few months for 2 weeks, so either I need to sit out those nights or you guys are okay with me dropping mid raid if I get a call.

     

    Here are the builds I have available:

    Ele-> heal Tempest staff or X/horn where X is dagger or scepter

    Power DPS tempest -> Have a decent gear set for this, am a little rusty on rotation

    Power weaver

    Mesmer -> Chrono: Boon support -> Almost full diviner's with up to 90% BD, alternatively, a givers/diviners hybrid for chrono tank with around 80% BD

    Chrono -> Power DPS

    Mirage -> Condi DPS

    Ranger -> Druid heals

     

    I could probably bring another build online fairly quickly-> I have over 8 selectable stat exotic armor banked in warlord's boxes. I have 7 classes -> Engi, Mesmer, Guardian, Elementalist, Necro, Ranger, Revenant

     

    I'm fairly flexible, I just want to kill the boss without the BS.

  2. > @"Seera.5916" said:

    > > @"Firebeard.1746" said:

    > > > @"Cyninja.2954" said:

    > > > > @"Firebeard.1746" said:

    > > > > > @"Ayrilana.1396" said:

    > > > > > Such entitlement to expect others to teach you how to play the game.

    > > > > I think it's entitlement to defend terrible metas, people teaching them and then whine when no one plays the game mode. Gee whose fault is that?

    > > >

    > > > No one is "teaching" the SC "meta". Most raiders, and by that I mean players who raid beyond those 1-2 initial raids where they got carried by benevolent experienced trainers, know what SC is as a resource.

    > > >

    > > > The site itsself has extensive information one ca read up on, especially under the writen guides for each class and build. A vast majoroty of the builds aren't even meta, just good builds to run. As such they are already providing a vast amount of information and guides which are off meta and safer. There is an entire ranking of how difficult a build is and how well it performs on specific bosses. That's not something needed for top tier players.

    > > >

    > > > The complaint here is not that SC is providing only meta builds and should provide "safer" builds, given how they already provid substantial non meta builds and go out of their way to explain how to play them. The argument in this thread is literally: the SC builds are not safe enough for some players. Well how safe is safe enough? You could make a setup which is nearly unkillable, the famous multi scourge raid setup for example, and there would still be players for whom this would be not safe enough. **The issue with "safety" is that it's completely subjective and dependant on a players skill. That's something each and every player has to figure out for themselves (or within their squad).**

    > > >

    > > > The problem here is the complaint put forth targets an issue of ability, lack of reading comprehension, lack of desire to understand, lack of desire to improve, etc. In short: human ignorance and lazyness. Instead of putting the blame with the individual though, it is put with the group who try to provide information and share their findings/knowledge. The self pity and entitlement is off the charts with this line of thinking.

    > >

    > > Sure the 98% of players who just don't bother with raids are stupid, entitled idiots. Super healthy opinion to have of the community. Honestly the community will give you flack for trying something different even in Strike missions.

    > >

    > > Can you point me to the link in snow crows for the nigh unkillable scourge comp?

    > >

    > > Also i can personally attest to people bending over backwards to match meta while having a few good trainers who make safer comps and we actually pass the boss. SH being my most famous experience with this. Also people give me flack for running 3 heals in WoJ runs. We have like 80-90% 1-shot pug rates with that. I mean you can blame the community all you want for being idiots but i think snow crows doesn't put enough emphasis on changing strategy to actually clear.

    >

    > But those players who were just handed those safer comps were hurt unless the trainers took time to make sure they understood the reasons why they chose certain traits and skills over others.

    >

    > Snowcrows aren't aiming at just clearing. They're aiming at the meta. The meta will more than just clear content.

    >

    > And no one is saying that a majority of players don't want to learn. Just that bad PUG's tend to have these players in them. Because to me, even if a group doesn't clear the content before the group disbands, if improvements were made, then that's a win. The next group they get into they'll be able to take that improvement and improve further and maybe clear it the next time. And no amount of giving them builds or spending time with them is going to change them. They have to change for themselves.

    >

    > **Your getting on a site who has no part of this problem. You think giving out fault tolerant builds will help but it's just a crutch and many will rely on that crutch too much and be more harmed than helped by it**. They won't strive to improve to not needing the fault tolerant build. Key word being strive, some people may just not be able to improve enough given their own limitations at a specific time.

    >

    > Players should learn the meta and then back it down to just the level that works for them. Not start at the most tolerant and work towards meta. That's just a recipe for bad habits being learned.

     

    I disagree. There's nothing wrong with telling Chronos not to use CS on SH and/or taking extra alac with a ren. It's just plain sense when you have so many instant death mechanics running around that you want one less thing to have to manage before you react to it. This, arrogant elitism you just displayed is exactly the problem.

     

    "Let's make this as hard as we possibly can and then treat people like idiots if they don't want to do that".

    and

    "Let's waste hours of our time learning it"

  3. > @"Cyninja.2954" said:

    > > @"Firebeard.1746" said:

    > > > @"Ayrilana.1396" said:

    > > > Such entitlement to expect others to teach you how to play the game.

    > > I think it's entitlement to defend terrible metas, people teaching them and then whine when no one plays the game mode. Gee whose fault is that?

    >

    > No one is "teaching" the SC "meta". Most raiders, and by that I mean players who raid beyond those 1-2 initial raids where they got carried by benevolent experienced trainers, know what SC is as a resource.

    >

    > The site itsself has extensive information one ca read up on, especially under the writen guides for each class and build. A vast majoroty of the builds aren't even meta, just good builds to run. As such they are already providing a vast amount of information and guides which are off meta and safer. There is an entire ranking of how difficult a build is and how well it performs on specific bosses. That's not something needed for top tier players.

    >

    > The complaint here is not that SC is providing only meta builds and should provide "safer" builds, given how they already provid substantial non meta builds and go out of their way to explain how to play them. The argument in this thread is literally: the SC builds are not safe enough for some players. Well how safe is safe enough? You could make a setup which is nearly unkillable, the famous multi scourge raid setup for example, and there would still be players for whom this would be not safe enough. **The issue with "safety" is that it's completely subjective and dependant on a players skill. That's something each and every player has to figure out for themselves (or within their squad).**

    >

    > The problem here is the complaint put forth targets an issue of ability, lack of reading comprehension, lack of desire to understand, lack of desire to improve, etc. In short: human ignorance and lazyness. Instead of putting the blame with the individual though, it is put with the group who try to provide information and share their findings/knowledge. The self pity and entitlement is off the charts with this line of thinking.

     

    Sure the 98% of players who just don't bother with raids are stupid, entitled idiots. Super healthy opinion to have of the community. Honestly the community will give you flack for trying something different even in Strike missions.

     

    Can you point me to the link in snow crows for the nigh unkillable scourge comp?

     

    Also i can personally attest to people bending over backwards to match meta while having a few good trainers who make safer comps and we actually pass the boss. SH being my most famous experience with this. Also people give me flack for running 3 heals in WoJ runs. We have like 80-90% 1-shot pug rates with that. I mean you can blame the community all you want for being idiots but i think snow crows doesn't put enough emphasis on changing strategy to actually clear.

     

    But hey, whatever makes you feel special and prevents you from getting more of this game mode you supposedly love, right?

  4. > @"Seera.5916" said:

    > > @"Firebeard.1746" said:

    > > > @"Seera.5916" said:

    > > > > @"Firebeard.1746" said:

    > > > > > @"Seera.5916" said:

    > > > > > The type of player that will blindly follow a build on a site will blindly follow a build a guildmate or fellow raid member gives them.

    > > > > >

    > > > > > They aren't going to bother to deal with the whys to figure out how to adjust when things don't go to plan.

    > > > > >

    > > > > > Snowcrows isn't destroying raiding or any other content. They're offering information on the meta build and rotation. What players do with that information is not up to Snowcrows.

    > > > >

    > > > > Except it's totally not. Because the game doesn't tell you how to play. So when the only definitive source is a speedkill guild, you get speedkill noob messes.

    > > >

    > > > How is any of that Snowcrows fault?

    > > >

    > > > Snowcrows isn't destroying raiding.

    > > >

    > > > The primary thing destroying it, if it's even being destroyed, is players' lack of willingness to put for the time and effort to learn about the build they are getting and why the choices made were done. This is regardless of whether the build is a speed build or a super safe PUG build.

    > > >

    > > > The second thing you touched on: the game not doing as good of a job as it could in teaching mechanics, especially CC.

    > >

    > > They could recognize that they're the de facto source of information as it pertains to raiding and actually take responsibility for that position and say "These are the most fault tolerant setups for PuGs" and spend more time teaching average players instead of over emphasizing builds and setups with really high skill caps.

    >

    > They don't have to do anything. They don't have to share the builds that they do. But they choose to share the meta builds that they come up with and provide guides on classes so that players can learn and master them.

    >

    > Personally, teaching a fault tolerant build is worse than not teaching one. If a player learns that, they've likely learned a lot of bad habits. Like being able to take more hits than they would on the meta build. So they don't get as good as avoiding/blocking the hit. Then when they move up now they're not only having to learn a new rotation, but fail at mechanics they thought they had down.

    >

    > Players should understand the meta build and then adjust it for their playing preferences/skill while making sure to cover all of the things the meta build provides or being aware of what it lacks so that they can make sure another raid member can pick it up if necessary.

    >

    > And we, again, go back to the players being the ones who choose to not learn and understand. Then when things can and do go wrong in a PUG situation, they don't know what to use because they don't know their build.

    >

    > Until you fix the players' desire to learn the builds properly, no amount of fault tolerant builds will actually solve the problem.

    >

    > You're blaming the wrong source. Its the players' fault that raids are "dying". Not Snowcrows.

     

    No, it's not bad to teach someone a fault tolerant build. You've just saved tons of people HOURS of dealing with a bad PuG. O my gosh. i can't believe you just said that. You're right they don't have to teach anyone anything different, but it sure as heck doesn't make raiding more accessible, which is one of the major problems right now. It's definitely not improving things. If Anet wants to force everyone to play like an SC monkey, they could make the HP bars of bosses that much bigger.

  5. > @"Seera.5916" said:

    > > @"Firebeard.1746" said:

    > > > @"Seera.5916" said:

    > > > The type of player that will blindly follow a build on a site will blindly follow a build a guildmate or fellow raid member gives them.

    > > >

    > > > They aren't going to bother to deal with the whys to figure out how to adjust when things don't go to plan.

    > > >

    > > > Snowcrows isn't destroying raiding or any other content. They're offering information on the meta build and rotation. What players do with that information is not up to Snowcrows.

    > >

    > > Except it's totally not. Because the game doesn't tell you how to play. So when the only definitive source is a speedkill guild, you get speedkill noob messes.

    >

    > How is any of that Snowcrows fault?

    >

    > Snowcrows isn't destroying raiding.

    >

    > The primary thing destroying it, if it's even being destroyed, is players' lack of willingness to put for the time and effort to learn about the build they are getting and why the choices made were done. This is regardless of whether the build is a speed build or a super safe PUG build.

    >

    > The second thing you touched on: the game not doing as good of a job as it could in teaching mechanics, especially CC.

     

    They could recognize that they're the de facto source of information as it pertains to raiding and actually take responsibility for that position and say "These are the most fault tolerant setups for PuGs" and spend more time teaching average players instead of over emphasizing builds and setups with really high skill caps.

  6. > @"Blumpf.2518" said:

    > In theory yes, but in reality people are stupid and snowcrows should consider this and maybe offer LFG builds and LFG raid setups for the average players.

    > Since they are the meta they have some responsibility and should not, even unintentionally, destroy raiding for average players.

     

    This is my gripe with snow scrows x1000

     

    They would do the commmunity so much more good teaching people builds for fault-tolerant kills than setting us up for endless training runs full of people not able to play at their level.

  7. > @"Seera.5916" said:

    > The type of player that will blindly follow a build on a site will blindly follow a build a guildmate or fellow raid member gives them.

    >

    > They aren't going to bother to deal with the whys to figure out how to adjust when things don't go to plan.

    >

    > Snowcrows isn't destroying raiding or any other content. They're offering information on the meta build and rotation. What players do with that information is not up to Snowcrows.

     

    Except it's totally not. Because the game doesn't tell you how to play. So when the only definitive source is a speedkill guild, you get speedkill noob messes.

  8. > @"AdamWarlord.6782" said:

    > Edit: This post is to voice a percentage of player base's opinion(may it be a minority, majority, or even just me) on HoT including mine. **I have nothing less than love for the game Devs and the community**. I have been playing for 2-3 years atleast, and have played some GW1 back in the day. Im not just throwing shade on the HoT content. ** I am trying to voice my opinion and my experience in a straightforward manner. **

    >

    > Alright, so i just finished up my online classes and studies for my upcoming third year exams and I sit to do my daily completion of a legendary, going on for weeks now. As you can understand, i don't have more than maybe 2-3 hours to play at best. Completion of Eternity and other core legendary weapons took time, but atleast it was doable without frustration and having "fun". When it comes to HoT, I don't know what i am even doing. I am trying to go around the map 90% of the time trying not to die because the floor minion mobs are so OVERPOWERED. I have been playing the game for 2 years, and i have avoided HoT every chance i got because of the same exact reasons i am about to mention.

    >

    > 1. Its very hard to see, hate the map design and how dark it is in 70% of the places.

    > 2. Lags way too much on my mid end laptop.

    > 3. Floor mobs are wayy too overpowered and feel like boss mobs.

    > 4. Hence because of the same reason above, VERY hard to level up the masteries.

    > 5. Why do masteries you ask? Because there are wayy too many hero points and other aspects of the completion of HoT, which require doing them. Which sucks.

    > 6. I can't Solo 50% of the hero points, being a max reaper.

    > 7. WAIT, I NEED TO DO A ADRENALINE MASTERY TO DO A HERO POINT WHICH CONSUMES MY LIFE WHEN I EAT BACON? WHEN MY LIFE POOL IS 22k??

    > 8. I actually start to rage(sorry for caps above) playing guild wars 2, which is 90% of the time fun, except when i play HoT.

    > 9. And due to the above reasons i mentioned above, I actually can feel better playing DARK SOULS than HoT.

    >

    > I also get why they would be reluctant to nerf the mobs more and bring some player driven balance , but atleast 50% if not more gamers are casual on gw2 and want to play not to rage but to have a good time, i don't mind taking months to get my legendary, BUT ATLEAST let the process be fun. I don't want to get grabbed by a rip off stegosaurus while i'm on my raptor and get 2 shot with 22k health. Any balance, related to player level, or player-online time based balance on mobs, a bit more lighting in HoT maps, a bit more of anything. I get HoT is a very old expansion and that Cantha is coming. But atleast respect your players who are trying their hardest to stick to the game and trying to voice their opinions for a change. And of-course please try providing it. Alright! Back to returning to a checkpoint which takes me halfway across the map from the hero point i just died on, and try to re attempt it with broken armor, because there is no repair station nearby, and i don't have a million repair canisters because i'm a casual.

    >

    > Edit: I realized they have nerfed the difficulty once, i can't imagine what the mobs were like.

    > Edit: I get where most of you all are coming from, But as i said, its my opinion and many other casual gamers opinion on the content. Leading to a player driven balance, not a balance for everyone.

    >

     

    Just play PoF. Tbh, if I have a good open world build with an elite specialization, i don't normally die in open world in HoT. Yeah for bosses I might need some help, but I think it's fine. HoT has a niche for the masochists in the community and I don't want to take that from them. Ask map for help if you're HP farming. Usually outside metas they're very willing to help. Or heck, make your own group, people will join. It's happened for me.

  9. > @"KAipurge.2147" said:

    > I have been an avid Guild wars player since guild wars 1. Over time the mount unlocking in this game has become worse and worse to the point where even just unlocking the new mastery for one of the oldest mounts in the game has become a grind with the XP requirement. The world trek-ing the figure out where the clues lead was enough but tacking the extra XP requirement after all of that is just too much. I could understand if all the mounts were always of use but so many replace others making them useless that making such a grind for a mount that would be useless after another one releases that does its job better makes no sense to me. There are MMO players from Super grindy MMO's like WoW and BDO even saying that they would rather do crazy grindy things in those games than deal with the way guild wars 2 handles mount grinding.

     

    Are we talking achieves here or mastery XP? The mastery XP for the underwater skimmer, while alot, filled before I even took the time to earn the mastery points. Just do metas. Play PoF maps.

     

    >

    > And I know what people will say to this already. They will make the same tired excuses for why Anet decided to handle mount unlocks such as Griffon, Rollerbeetle, SKyscale, and even the new MASTERY(which isn't even a new mount)for the skimmer. I guarantee the next expansion will have a new mount that makes all those other listed ones that you spent all your time grinding for obsolete.

    >

     

    I actually doubt it. I expect them to hand us an entirely new mastery altogether. The bases are pretty much covered by the existing mounts.

     

    > and then there are those that have them saying that you don't need them whilst they fly away leaving you behind in map runs because the Original 4 mounts cant keep up with the newer ones thus the game tries to force you into participating in the long boring several day time gated rng based grind for the newer mounts.

     

    Most metas don't have you running around that much. So I'm failing to understand how you're left behind. Only in HP runs would this matter, and the only place I felt "left behind" when I hadn't earned the skyscale yet.

     

    I mean I sort of agree the skyscale was long and drawn out. The map currencies are really easy to earn with ice shards and some karma, but the other achieves are still kinda drawn out.

     

    With this MMO the sanest way to approach it is to do things you enjoy, interleaved with long-term goals. Straight up grinding a leggie would suck. So would grinding anything. But when you earn the mount or the leggy, it's that awesome and adds to the activities you enjoy. There's literally no rush on anything with how permanent the progression is.

  10. > @"Atomos.7593" said:

    > > @"Danikat.8537" said:

    > > > @"Teratus.2859" said:

    > > > > @"Obfuscate.6430" said:

    > > > > I think it's a safe bet to do you best to support the game. Path of Fire is often on sale and recently has come bundles with Heart of Thorns.

    > > > > You can experience mounts for free during festivals but they are not needed to experience the core game.

    > > > > Also, in a lot of ways, the core game is like a big tutorial and maybe it's good not to be crippled by a "need" for mounts before you've even explored much on your own.

    > > >

    > > > The problem comes at the end game.

    > > > Once players without expansions have finished the story and stuff they often find it difficult to keep up with event chains and champ farms etc because of the large mobility difference between mounted and mountless players, the Warclaw being made available to unlock for the core game players would help to diminish this difference but not completely eliminate it.. that in itself can also serve as incentive for people to buy PoF as well to get the faster Raptor mount now that they've had a good taste of what mounts bring to the open world game, and the Warclaw itself also serves as incentive for people to try out WvW as well which is desperately in need of a population boost.

    > > >

    > > > The Warclaw will suffice for a while though and players can make do with it through pre PoF content so they won't feel as pressured to rush ahead and unlock the Raptor, potentially spoiling the story for themselves.

    > > > It's all pros from what I can see and I really can't think of any reason why Anet should't make this change.

    > >

    > > Offering mounts to all players at low levels, before they can start PoF and unlock the raptor even if they own the expansion, is an entirely different consideration which I think has both pros and cons. The core game world is not designed for mounts and there's a good chance you'll miss a lot if you get into the habit of rushing through it as quickly as possible right from the start. Not just dynamic events that you won't have time to notice or material nodes and other useful things you won't see/stop for, but also basic lessons in how to navigate the world. I've already seen people getting totally stuck if they can't reach a place using mounts, even if the solution is 'that's because the PoI is inside the building, you have to dismount and walk through the door'. That type of thinking just doesn't come into it if you get into the habit of using mounts for everything, all the time. It might seem like it's making the game easier, but by going through it faster you can actually make a lot of things harder to complete.

    >

    > This is a good point. As a new player I would be confused by this from seeing players with mounts running around the core Tyria and HoT maps. When someone tells me the mounts were added in all areas in the game with a later expansion, I would wonder why the mounts are allowed to be used in the older areas if they weren't designed for mounts and can make some things trivial.

     

    Trust me, you never want to experience HoT Maguuma maps without mounts. It's awful. I will just re-iterate that I strongly feel F2P players should get a mount at some point because the game didn't feel complete Vs. other MMOs until i got one. F2P is basically an advertisement for buying the expansions and Anet should consider that.

  11. > @"RedAvenged.5217" said:

    > > @"Firebeard.1746" said:

    > > > @"RedAvenged.5217" said:

    > > > > @"Firebeard.1746" said:

    > > > > > @"RedAvenged.5217" said:

    > > > > > > @"Firebeard.1746" said:

    > > > > > > > @"RedAvenged.5217" said:

    > > > > > > > There is a reward for pips in ranked and that’s faster gold access. Don’t change unranked to punish weaker players from ranking up which effects their achievements and possibility of doing ranked for the extra gold

    > > > > > >

    > > > > > > Please, explain. The only extra pips I've seen are from being a higher seasonal rank. Not your account rank.

    > > > > >

    > > > > > I said in ranked. Rank is your pvp level while ranked is a que type- during actual ranked season you get extra pips for being plat or legend toward the ranked pip system which gives more gold. Though you are correct in that it’s “seasonal”. The rewards for being a higher rank(pvp level) is access to certain basic reward tracks

    > > > >

    > > > > Which means we're talking about different things. WvW is objectively better for rewards long term. Got it. I think this should be more like WvW.

    > > >

    > > > We are talking about pvp. There is no actual reason to increase pups based off rank becuz rank doesn’t mean a whole lot- what means a good bit is ranked during seasons. That’s where pvp was designed to have the extra rewards and it should stay that way.

    > > > Plus unranked is very cringe and wouldn’t wanna have to spend my time there for anything but playing offmeta or non main builds without effecting my ranked season

    > > > Edit: also the title of the thread is “ranked” so it’s perfectly relevant and correct.

    > >

    > > Well I don't think the current system is working and there's been plat players caught cheating, so I would argue that it's unfair to reward cheating which is what the current system does. Tying rewards to account rank makes punishing cheaters that much more meaningful if their rank is reset beacuse they actually lose something as opposed to being able to just start cheating again and win all those rewards until anet finally notices.

    >

    > Idk why anyone would ever cheat just to get to plat. I could see ppl botting for rewards, but a bot program is probably gonna land silver at best and hence not get plat pips, so the system is working I guess

     

    But it's happened and has been mentioned before on these forums (as I believe that's where I heard it) and as recently as last week someone on my PVP discord showed a guardian literally porting across the map and no one could come up with a valid explanation. Tying wins to rewards like this is bad in a cheating environment.

  12. > @"RedAvenged.5217" said:

    > > @"Firebeard.1746" said:

    > > > @"RedAvenged.5217" said:

    > > > > @"Firebeard.1746" said:

    > > > > > @"RedAvenged.5217" said:

    > > > > > There is a reward for pips in ranked and that’s faster gold access. Don’t change unranked to punish weaker players from ranking up which effects their achievements and possibility of doing ranked for the extra gold

    > > > >

    > > > > Please, explain. The only extra pips I've seen are from being a higher seasonal rank. Not your account rank.

    > > >

    > > > I said in ranked. Rank is your pvp level while ranked is a que type- during actual ranked season you get extra pips for being plat or legend toward the ranked pip system which gives more gold. Though you are correct in that it’s “seasonal”. The rewards for being a higher rank(pvp level) is access to certain basic reward tracks

    > >

    > > Which means we're talking about different things. WvW is objectively better for rewards long term. Got it. I think this should be more like WvW.

    >

    > We are talking about pvp. There is no actual reason to increase pups based off rank becuz rank doesn’t mean a whole lot- what means a good bit is ranked during seasons. That’s where pvp was designed to have the extra rewards and it should stay that way.

    > Plus unranked is very cringe and wouldn’t wanna have to spend my time there for anything but playing offmeta or non main builds without effecting my ranked season

    > Edit: also the title of the thread is “ranked” so it’s perfectly relevant and correct.

     

    Well I don't think the current system is working and there's been plat players caught cheating, so I would argue that it's unfair to reward cheating which is what the current system does. Tying rewards to account rank makes punishing cheaters that much more meaningful if their rank is reset beacuse they actually lose something as opposed to being able to just start cheating again and win all those rewards until anet finally notices.

  13. > @"Azreell.1568" said:

    > > @"Firebeard.1746" said:

    > > > @"Azreell.1568" said:

    > > > > @"Firebeard.1746" said:

    > > > > > @"Azreell.1568" said:

    > > > > > > @"Firebeard.1746" said:

    > > > > > > > @"Azreell.1568" said:

    > > > > > > > > @"jwhite.7012" said:

    > > > > > > > > I've said it before, but I think they should drastically alter the pip tally.

    > > > > > > > >

    > > > > > > > > ie.

    > > > > > > > > Win: 3 pips

    > > > > > > > > Loss: 1 pip

    > > > > > > > > Rank tier: +1 pip /rank

    > > > > > > > > Top Stat: 2 pip / stat

    > > > > > > > >

    > > > > > > > > Add additional stats, like most executes (not assists), decap/capping (not just passive points for fighting on nodes), highest boon distribution, highest power dmg, highest condi dmg.

    > > > > > > > > I realize players might be intimidated by this at first (with the idea that it would limit non optimal builds), but that's the difference between ranked and regular games. I think this would also encourage diversity in comps. Players would want to strive to achieve a top stat (so if there was 3 condi's on the team already, they might switch to power..)

    > > > > > > >

    > > > > > > > Good way to put the final nail in the coffin.

    > > > > > > >

    > > > > > > > Nerf pvp rewards and watch this mode become a ghost town worse then what it is currently.

    > > > > > > >

    > > > > > > > As it stands rewards are the only saving grace conquest has in gw2.

    > > > > > > >

    > > > > > >

    > > > > > > The highest ranks would give you way more pips in this model (because of the massive pip buffs on losses). How is this a nerf?

    > > > > >

    > > > > > Water will always find the path of least resistance.

    > > > > >

    > > > > > Same with any games player base.

    > > > > >

    > > > > > You are directly reducing the current reward system especially for new players - and you think that will go over well?

    > > > > >

    > > > > > We need to attract new plaer's not scare them away.

    > > > > >

    > > > > >

    > > > >

    > > > > Depends on which way the new players view it: say they're struggling against people who have played this game for 8 years. They'll know their losses will become that much more valuable if they stick with it and play fair.

    > > >

    > > > I hate to tell you this friend but your idea will literally drive most new player away.

    > > >

    > > > Gw2 Conquest :

    > > >

    > > > 1) Terrible Class Balance

    > > > 2) Broken Match Making system due to low population

    > > > 3) Bots everywhere

    > > > 4) Afk players everywhere

    > > > 5) Huge Buff and Nerf swings

    > > > 6) Most toxic player base in gw2

    > > > 7) Mediocre rewards at best

    > > >

    > > > And now you want to reduce the rewards for new players or players in general and somehow think that will help?

    > > >

    > > > Your idea does not benefit the new player base at all - and let's be frank. Unless we find a way to attract new players this game mode is doa.

    > > >

    > > > Unfortunately your idea isn't it.

    > > >

    > > >

    > > >

    > > >

    > >

    > > Keeping it as-is will drive away anyone with a brain. In fact, the more I look at it, the less sense continuing to play once I earn the neck and ascension makes. WvW is much easier to step into and out of, with less BS. Keep in mind we're talking about an overall buff in rewards here.

    > >

    > > EDIT: Also the proposed model with the numbers, isn't mine at all.

    >

    > I have the exact opposite opinion.

    >

    > Increase rewards to increase the player base.

    >

    > Let's be honest conquest hasn't really been all that supported to begin with.

    >

    > Look at drizzlewood - tons of loot people there non stop.

    >

    > The same ideology could be applied to conquest.

    >

    > It would attract tons of new player's many who may stay and thus in the process fix our broken match making system ( because we may finally have enough players again for it to work ).

    >

    > Reduction in rewards for newer players does not increase the player base it has the opposite effect. Look at any time gw2 reduce rewards for an example.

    >

    > The change you suggest benefits the older player base far more then the newer one which would not lead to a net gain.

    >

    >

     

    With the number of bot and smurf accounts, the danger with increasing the rewards is that you're asking for even more BS given Anet's lax enforcement on cheating. And what sucks is that I don't even report every cheat I think I see. I've seen so many unguilded acccounts that spam 1 there's no way those are real players. Heck, just increasing the participation reward to 3 pips per match gets what you're asking for with this system. A new person is going to get creamed most times against 8 year veterans for the most part, and the rewards, as you state, are lacking against other game modes. WvW included. Adding account rank progression to it would help, not hurt and to get parity with the current system is actually pretty trivial.

  14. > @"RedAvenged.5217" said:

    > > @"Firebeard.1746" said:

    > > > @"RedAvenged.5217" said:

    > > > There is a reward for pips in ranked and that’s faster gold access. Don’t change unranked to punish weaker players from ranking up which effects their achievements and possibility of doing ranked for the extra gold

    > >

    > > Please, explain. The only extra pips I've seen are from being a higher seasonal rank. Not your account rank.

    >

    > I said in ranked. Rank is your pvp level while ranked is a que type- during actual ranked season you get extra pips for being plat or legend toward the ranked pip system which gives more gold. Though you are correct in that it’s “seasonal”. The rewards for being a higher rank(pvp level) is access to certain basic reward tracks

     

    Which means we're talking about different things. WvW is objectively better for rewards long term. Got it. I think this should be more like WvW.

  15. > @"Azreell.1568" said:

    > > @"Firebeard.1746" said:

    > > > @"Azreell.1568" said:

    > > > > @"Firebeard.1746" said:

    > > > > > @"Azreell.1568" said:

    > > > > > > @"jwhite.7012" said:

    > > > > > > I've said it before, but I think they should drastically alter the pip tally.

    > > > > > >

    > > > > > > ie.

    > > > > > > Win: 3 pips

    > > > > > > Loss: 1 pip

    > > > > > > Rank tier: +1 pip /rank

    > > > > > > Top Stat: 2 pip / stat

    > > > > > >

    > > > > > > Add additional stats, like most executes (not assists), decap/capping (not just passive points for fighting on nodes), highest boon distribution, highest power dmg, highest condi dmg.

    > > > > > > I realize players might be intimidated by this at first (with the idea that it would limit non optimal builds), but that's the difference between ranked and regular games. I think this would also encourage diversity in comps. Players would want to strive to achieve a top stat (so if there was 3 condi's on the team already, they might switch to power..)

    > > > > >

    > > > > > Good way to put the final nail in the coffin.

    > > > > >

    > > > > > Nerf pvp rewards and watch this mode become a ghost town worse then what it is currently.

    > > > > >

    > > > > > As it stands rewards are the only saving grace conquest has in gw2.

    > > > > >

    > > > >

    > > > > The highest ranks would give you way more pips in this model (because of the massive pip buffs on losses). How is this a nerf?

    > > >

    > > > Water will always find the path of least resistance.

    > > >

    > > > Same with any games player base.

    > > >

    > > > You are directly reducing the current reward system especially for new players - and you think that will go over well?

    > > >

    > > > We need to attract new plaer's not scare them away.

    > > >

    > > >

    > >

    > > Depends on which way the new players view it: say they're struggling against people who have played this game for 8 years. They'll know their losses will become that much more valuable if they stick with it and play fair.

    >

    > I hate to tell you this friend but your idea will literally drive most new player away.

    >

    > Gw2 Conquest :

    >

    > 1) Terrible Class Balance

    > 2) Broken Match Making system due to low population

    > 3) Bots everywhere

    > 4) Afk players everywhere

    > 5) Huge Buff and Nerf swings

    > 6) Most toxic player base in gw2

    > 7) Mediocre rewards at best

    >

    > And now you want to reduce the rewards for new players or players in general and somehow think that will help?

    >

    > Your idea does not benefit the new player base at all - and let's be frank. Unless we find a way to attract new players this game mode is doa.

    >

    > Unfortunately your idea isn't it.

    >

    >

    >

    >

     

    Keeping it as-is will drive away anyone with a brain. In fact, the more I look at it, the less sense continuing to play once I earn the neck and ascension makes. WvW is much easier to step into and out of, with less BS. Keep in mind we're talking about an overall buff in rewards here.

     

    EDIT: Also the proposed model with the numbers, isn't mine at all.

  16. > @"Azreell.1568" said:

    > > @"Firebeard.1746" said:

    > > > @"Azreell.1568" said:

    > > > > @"jwhite.7012" said:

    > > > > I've said it before, but I think they should drastically alter the pip tally.

    > > > >

    > > > > ie.

    > > > > Win: 3 pips

    > > > > Loss: 1 pip

    > > > > Rank tier: +1 pip /rank

    > > > > Top Stat: 2 pip / stat

    > > > >

    > > > > Add additional stats, like most executes (not assists), decap/capping (not just passive points for fighting on nodes), highest boon distribution, highest power dmg, highest condi dmg.

    > > > > I realize players might be intimidated by this at first (with the idea that it would limit non optimal builds), but that's the difference between ranked and regular games. I think this would also encourage diversity in comps. Players would want to strive to achieve a top stat (so if there was 3 condi's on the team already, they might switch to power..)

    > > >

    > > > Good way to put the final nail in the coffin.

    > > >

    > > > Nerf pvp rewards and watch this mode become a ghost town worse then what it is currently.

    > > >

    > > > As it stands rewards are the only saving grace conquest has in gw2.

    > > >

    > >

    > > The highest ranks would give you way more pips in this model (because of the massive pip buffs on losses). How is this a nerf?

    >

    > Water will always find the path of least resistance.

    >

    > Same with any games player base.

    >

    > You are directly reducing the current reward system especially for new players - and you think that will go over well?

    >

    > We need to attract new plaer's not scare them away.

    >

    >

     

    Depends on which way the new players view it: say they're struggling against people who have played this game for 8 years. They'll know their losses will become that much more valuable if they stick with it and play fair.

  17. I kinda feel like they should. GW2 didn't really feel complete for me until mounts were released. Obviously the masteries for it and other mounts should be gated behind PoF, but I feel anet isn't putting their best foot forward not letting players experience mounts at all at steam release. Perhaps it should be a leveling reward (like 10, 20 or 40).

  18. > @"Azreell.1568" said:

    > > @"jwhite.7012" said:

    > > I've said it before, but I think they should drastically alter the pip tally.

    > >

    > > ie.

    > > Win: 3 pips

    > > Loss: 1 pip

    > > Rank tier: +1 pip /rank

    > > Top Stat: 2 pip / stat

    > >

    > > Add additional stats, like most executes (not assists), decap/capping (not just passive points for fighting on nodes), highest boon distribution, highest power dmg, highest condi dmg.

    > > I realize players might be intimidated by this at first (with the idea that it would limit non optimal builds), but that's the difference between ranked and regular games. I think this would also encourage diversity in comps. Players would want to strive to achieve a top stat (so if there was 3 condi's on the team already, they might switch to power..)

    >

    > Good way to put the final nail in the coffin.

    >

    > Nerf pvp rewards and watch this mode become a ghost town worse then what it is currently.

    >

    > As it stands rewards are the only saving grace conquest has in gw2.

    >

     

    The highest ranks would give you way more pips in this model (because of the massive pip buffs on losses). How is this a nerf?

  19. > @"chillig Bruda.9541" said:

    > It is kinda unfair, that having a high pvp rank is giving you absolutely zero reward, while it helps you alot in wvw.

    > Just give us at least something for it.

    >

     

    Wholly agree. Finisher just don't cut it. Especially when some are cash shop items anyway (i.e. doesn't matter if I could use say a permanent mad king one instead).

  20. > @"RedAvenged.5217" said:

    > There is a reward for pips in ranked and that’s faster gold access. Don’t change unranked to punish weaker players from ranking up which effects their achievements and possibility of doing ranked for the extra gold

     

    Please, explain. The only extra pips I've seen are from being a higher seasonal rank. Not your account rank.

  21. > @"AoTsuki.8675" said:

    > Since my friend who is relatively new to the game dropped a precursor, I would like to ask you guys, did you ever get one dropped?

    > I play since launch and never had one drop, had to buy them all off tp or craft.

    > I won't say that I am not salty because I am.

     

    I got a random precursor identifying an Uni'ded green. It's the one and only I've gotten so far, have played on and off since LW seasoon 3.

     

    That said, there's ways to gamble for a precursor with loaded dice that I abuse with the mystic forge (but still haven't gotten, admittedly). IF you feel you can spare 4g, you can use 4 exotics of the particular weapon type for a shot. If you want a much cheaper shot (but less likely) you can use 4 rares. The latter is especially useful on Mystic Forger daily days as if you're not squeamish about selling the coin, you can actually make a profit with the attempt.

  22. > @"Carnius Magius.8091" said:

    > ...of everything and bags need to be empty before accepting the characters name. I lost a set of permanent harvesting tools because I forgot to unequip them first. I do have a support ticket submitted. This shouldn't have happened even by accident.

     

    The most important question is why? Why did you have them on a character you intend to throw away? I would imagine in this game, the only reason for throw away characters other than deleting items would be farming legendary explorations as they're per character. Just buy the expendable toolsets for those characters.

  23. The devs need to change pips to scale off of account rank and whether or not the match was a win or a loss (not season ranking, but your rank #) like WvW, but then when they punish people for botting or manipulation, nuke their rank. And also do a better job of detecting that. Doing this will make smurf accounts worthless (because nowadays you can use your free pips to earn gold from losses and send it to a main account), and also nuke the main accounts' progress/ability to earn legendary rewards and currency. Right now, bad behavior is too incentivized and given Anet is gunshy about permabans, there's really no consequences, so no active discouragement from trying again. That's the issue (I would say in addition to allowing FTP accounts to play ranked, that just makes it too easy to throw bots and smurf accounts into the mix). If your rewards scale off of both your dedication to the game mode and your win rate, I believe that's the best model and if that progress can be reset when cheating occurs, it will actively discourage it.

     

    Though I think the game mode as a whole needs more to it than just conquest if it's going to survive long term after the new influx of players. If anet fails to fix matchmaking and manipulation before this game goes to steam, it's a lost opportunity to save the game mode. I also think they need to introduce a separate queue for complete premades. And maybe kill duo altogether. It's just solo and/or premades against each other (but never mixed. Premades are never matched against solo players).

  24. > @"Astralporing.1957" said:

    > @"SeikeNz.3526"

    > Yes, on many bosses one inexperienced player _can_ easily cause a wipe. Dhuum is one of those bosses.

    > There's a reason why quite often people buying a boss kill are asked to /gg in the beginning of the fight - because the fight is much easier with them dead and not contributing than alive but causing complications.

     

    I bought dhuum and can confirm they asked me to do this.

×
×
  • Create New...