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Vilin.8056

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Posts posted by Vilin.8056

  1. > @"lare.5129" said:

    > > @"Vilin.8056" said:

    > > One thing to consider with with Mystic Coin price hikes is that it deals a blow to all new and developing Guild Halls which still require many hundreds of coins to complete several essential upgrades, especially for WvW enhancements, while things gonna get worse as time pass by.

    > https://wiki.guildwars2.com/wiki/Guild_Enhancements#List_of_guild_enhancements

    > no any mystic coins

    >

    > > Hopefully we could find an alternative to these requirements.

    > let imagine that they are .. 100 mc? 200 mc? welcome on TP. It is cheap for player who play. Don't have time to play ? gems->gold>mc also welcome.

     

    I believe you never leveled a guild hall:

    https://wiki.guildwars2.com/wiki/Objective_Aura_1:_Supply_Capacity

    https://wiki.guildwars2.com/wiki/Objective_Aura_2:_WvW_Experience

    https://wiki.guildwars2.com/wiki/Objective_Aura_3:_Movement_Speed

    https://wiki.guildwars2.com/wiki/Objective_Aura_4:_Power

    https://wiki.guildwars2.com/wiki/Objective_Aura_5:_Precision

    https://wiki.guildwars2.com/wiki/Objective_Aura_6:_Toughness

    https://wiki.guildwars2.com/wiki/Objective_Aura_7:_Vitality

    https://wiki.guildwars2.com/wiki/Objective_Aura_8:_Magic_Find

     

    I'm not even including cost for guild traders.

  2. One thing to consider with with Mystic Coin price hikes is that it deals a blow to all new and developing Guild Halls which still require many hundreds of coins to complete several essential upgrades, especially for WvW enhancements, while things gonna get worse as time pass by.

    Hopefully we could find an alternative to these requirements.

  3. > @"Trevor Boyer.6524" said:

    > > @"Cyninja.2954" said:

    > > > @"Trevor Boyer.6524" said:

    > > > > @"yann.1946" said:

    > > > > > @"Cyninja.2954" said:

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

    > > > > > > > @"Cyninja.2954" said:

    > > > > > > > No, other games invalidate old content allowing skill less players to have a sense of success by beating content which otherwise would be unbeatable to them at a later point. Or they introduce difficulty tiers which are barely above free loot, to make even the worst players feel accomplished.

    > > > > > > >

    > > > > > >

    > > > > > > Nox100. I agree but you're moving what i was saying a different direction. The refresh helps make getting into groups easier.

    > > > > > >

    > > > > >

    > > > > > No, it doesn't. Players who did not properly tackle challenging content gain NOTHING with gear depreciation in other MMOs in regards to improving game skill wise. What they gain is the ability to out-gear old content and experience it.

    > > > > >

    > > > > > In that regard GW2 is actually superior. There is no required "cut-off" point one has to wait for. If you want to take on challenging content, you can start doing so at any point in time. Most often all it requires is a different approach to content in this game, often ideally paired with a more social approach and making contacts, but even that is only beneficial and not needed.

    > > > > >

    > > > > > Simply put:

    > > > > > If you lacked the knowledge, experience and underlying understanding how to approach challenging content, you are/were in the exact same spot in every other MMO even after a new gear set.

    > > > > >

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

    > > > > > > > @"Cyninja.2954" said:

    > > > > > > > We have that in GW2. We have that in lower tier fractals. What we do not have is the gear deprecation and dumbing down of content to the same extent, though power creep is certainly present.

    > > > > > > >

    > > > > > > > If you want to be successful in other MMOs and take on challenging content, the approach there is exactly the same as here: join a guild, practice, improve, succeed.

    > > > > > > >

    > > > > > > What % of guilds are doing progression runs?

    > > > > > >

    > > > > >

    > > > > > Irrelevant in that most players who want to get into CMs never even take that approach. They demand others take them "as is" via LFG groups. You are demanding just that in this very thread. I linked you youtube video of a fractal training guild member/leader. There obviously are discord and guilds.

    > > > > >

    > > > > > Even if not, here is what I did:

    > > > > > I asked guildies in one of my more casual guilds which were already doing T4 semi regularly if they would be interested in-trying CMs. I did so AFTER actually spending a ton of time as duo with a friend in learning how to run CMs. I trained up 3 roster worth of guildies to be able to run CMs because eventually people don't have time or take a break from the game or fractals, etc.

    > > > > >

    > > > > > The point is: the key in succeeding at this content is playing with other players regularly.

    > > > > >

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

    > > > > > > As for your comment on time, if nourishing the community around raiding is too time consuming then the game mode isn't sustainable.

    > > > > >

    > > > > > No, a game mode becomes unsustainable if the amount of players playing it drops to far or the developers decide that they have to move on due to technical reasons (dungeons were by far not underpopulated but a mess code wise) which is far more related to updates that content receives.

    > > > > >

    > > > > > Nourishing happens, just not the way you like it: between random parties all the time constantly. It happens in social groups of different degree most of the time.

    > > > >

    > > > > I agree with you.

    > > > > It seems to me people always seem to confuse being friendly with being social.

    > > > >

    > > > > People don't just stroll to random people playing boardgames and ask then to teach it to them.

    > > >

    > > > Actually, that is usually how people learn new board games or card games. You go somewhere and people are playing a game and they want you to play so they sit you down and teach you. I've been watching it happen for 35+ years.

    > > >

    > > > I have never once sat down and read a ruleset for monopoly or scrabble or poker or hearts, nor basketball or soccer or baseball. I learned these games because there were people around who wanted to get others involved in them, rather than push them away.

    > > >

    > > > Strangely enough, I can't help to imagen that people wanting to teach other people these games, must have something to do with why these games are undying and have stood the test of time. And as much can be said in contrast for why raids are dying Guild Wars 2, because people want to isolate instead of create community cohesion.

    > > >

    > > > It truly is an interesting difference in sociology to evaluate. The difference between how things work IRL vs. an online video game, and why.

    > >

    > > So, if I was now to make the case that every person you walk up to is unsocial because they might not be interested to teach you a board game right at that very moment in time, I'd have a strong argument?

    > >

    > > Yes, friends or family teach each other new board games. It's a social interaction. Or people go to comic/board game/trading card game shops and play and teach others. That's on their terms. That is akin to taking a guild member along or doing a training run.

    > >

    > > At no point in time does this happen though when the other party is not interested or lacking time.

    > >

    > > The differences between RL and online video game are not that different, IF one accounts for the fact that in RL you have spacial distance which manages interest and goals. In online games you do not since it's basically a binar state: online or offline.

    > >

    > > All you have to imagine is this:

    > > Players who are not in the mood to train others are basically not in your spacial vacinity. In real lifey, you wouldn't have met them at that point in time, aka they wouldn'thave shown up to that game night. If you want something from them, do so at the appropriate time and place, just as you would when interacting with them im real life. Easy peasy.

    >

    > This conversation has somehow deviated far far away from where it started.

    >

    > My OP post was never about player reluctance to take the time and effort to train someone new.

    >

    > My OP post was about experienced players discriminating against experienced players because someone has 9000 LIs and someone else only has 6000.

    >

    > A veteran wanting to get his clear done quickly on a night rather than taking hours and hours to train new players is certainly reasonable. But veterans discriminating against other veterans over some diminutive difference in skill value, could only be viewed as ridiculous at best.

    >

    > Big difference there.

     

    9000 and 6000 LIs? I guess making an unrealistic assumption to judge a community isn't ridiculous to you.

     

    Kill Proofs simply represent a means to bypass the trust barrier when strangers joining a squad for something that is only meant for players of a certain skill level. Even eliminating all KPs doesn't meant there won't be trust issues among different level of players, veteran players will still find a way to filter out undesired players in order to make the squad functional.

     

    Either way, I don't see experienced and skilled players with low KPs getting kicked often either, these people often communicate well, and know their role enough to convince the squad leader.

     

    And finally, what is the point in this thread?

    It's not going to convince any veteran Raid commanders because obviously you're not part of that crowd. Nor would anyone here to convince you otherwise. Continuously complaining in the forum wouldn't change the outcome nor the practice that's already been going on for years. It's what you _CAN_ do inside the game that matters.

  4. > @"HnRkLnXqZ.1870" said:

    > We always look at this problem from one perspective. Let us switch the roles for once:

    > - We start a LFG with "relaxed run, starters, no rush, no skip, NO RAIDERS OR FARMERS"

    > - Once the party/squad gets filled, ask for LI and other raid related KP and then kick those people who have it

    >

    > Would you consider that a toxic behavior and unfair treatment?

    > Would you rather be judged by your skill, experience and behavior than just kicked due to some prejudices?

    > Would you consider reporting a person who does this?

    > Would you consider lying about the questions from the party/squad leader, to stay in the group? Just not linking any of your KP/LI although you stack it in your inventory?

    > Would you start an argument with the leader of the group after getting kicked? Telling your KP/LI say nothing about your behavior in the group?

    > Would you complain about such an experience in your guild/discord or even on the forums?

    Here's another perspective:

    Why is nobody making a squad this way?

    Why aren't you doing it?

  5. > @"emopausal.5362" said:

    > This is the build from my Renegade who was failing in the personal story chapter:

    >

    > [&DQkDLg86PwLcEQAAKxIAANQRAAAGEgAAyhEAAAAQAAArEtQRBhIAAAAAAAA=]

    >

    > Main gear is orange (exotic?) self-crafted as are main and o/h and secondary weapons. Jewelry is a little weak (accessories) with only one ascended piece.

    >

    >

    > I am hoping that this game isn't like the old raiding days of WoW -- where you lived on Elitist Jerks trying to eek out +1 or +2 dps in order for the group to survive. I've moved past all that and prefer a play style that's more enjoyable to me. For example, in ESO, my mage toon is a lightening rod. I could mix/match abilities, but I like sparking things up. My engineer in GW2 uses dual wield pistols because Yippe-kai-yay, m--f---... a build you won't find as recommended on metabattle.

    >

    > Point is: I'd expect, if I was doing w/e the raid-equivalent was in GW2 to support one of the maxed-out builds. For general open world play, I'd expect to play w/e build makes me smile. That being said, my expectations may be off b/c I consider Personal Story to be "open world" and not something requiring an optimized build.

     

    You do not need to run raid build in story modes. But players are required to have some basic know-hows in the character progression and combat system. Failing the story means you simply do not have the knowledge yet, at this state you likely die just as frequent with a full acended build.

     

    Like all expansion stories you're taking a role of a well seasoned commander who has already taken down an elder dragons or two in his/her previous adventures, so will the combat scaling.

  6. > @"kharmin.7683" said:

    > Check my history. I have NEVER advocated botting. EVER. I agree with people who would like them stopped and have said so many times.

    I too am part of that history and I tend to disagree, I simply do not understand why the continuous effort to whitewash botters whenever there's a similar thread coming up, but it can be so convenient when a thread gets deleted.

     

    But there's a point here, there's nothing we can do as players. This game's management system has grown so weak to even make a decision against those obvious bots that's been rampant in pvp for months. Let alone the PvE ones.

     

    We'll just have to accept that Afk Farm, Botting, and PpT is the new type of norm. While any forms of competitive play, whether in Raid, Fractal, sPvP and WvW is on their way out.

     

  7. Not sure about legendary armor being excessive, I made all 3 sets just doing daily stuff outside of casual raiding, this is an old game after all.

     

    But I do feel worried about the impact of these armors.

     

    The economy usually follows a circulating pattern of hardcore player grinding instanced contents for raw gold to buy materials farmed by casual players on open maps.

     

    If suddenly the hardcore community no longer need mats, inscriptions, insignias, runes and sigils with the armory, this will further further driving down reward values for casual activities.

  8. > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > @"Vilin.8056" said:

    > > > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > > > @"Vilin.8056" said:

    > > > > > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > > > > > @"maddoctor.2738" said:

    > > > > > > So the real problem with Raids is that guilds aren't working as they should be. If your guild can't get 10 players together at a given time then it's time to start recruiting, or consider a different guild.

    > > > > >

    > > > > > and at the same time, guilds in the dead game mode wvw don't struggle to get 10, 20, 30 people together. Go figure.

    > > > > >

    > > > > > Maybe anet should stop the raid experiment.

    > > > > WvW guilds equally struggle to find over 10 structured players. Most 20+ squad runs consist a majority of Zergs that's incapable of sticking with tag in skirmishes.

    > > > > Some 30+ squad even turn to flee mode at the sight of 5-6 Roamer guild parties.

    > > > >

    > > > > Many skilled WvW players have left this game due to disappointment.

    > > >

    > > > well, my wvw guild was earlier this year and we have a solid 20 player core, doing well so far.

    > > > A 'friend' guild isn't much older and does equally well.

    > > > A very old guild I am in, doesn't care about organizing stuff. Someone just asks 'ebg?' and 5-10 are there.

    > > Which is called Zerging or Karma Train, that's what WvW has turned into.

    > > If you simply like the mindless grinding for track progress, all good, for the most hardcore WvW players this is just another form of tasteless PvE.

    >

    > 20-25 is not zerging. Neither is 5-10.

    Doesn't matter if you're running 5-10 or 20-25.

    Feel free to ask in your server team chat the definition of Zerging in WvW if you don't believe me.

     

    On a side note, most player don't care about WvW either, besides farming the Gift of Battle and the Legendary ring. If you really want to look into a grand scale of perspective.

  9. > @"HotDelirium.7984" said:

    > > @"Tails.9372" said:

    > > > @"Delita Silverburg.8632" said:

    > > > There are very clearly two different player bases for this game, those who want a challenge, and those who do not. I feel for Anet having to try and decide which of these two groups gets the attention in a given content release.

    > > They already did and the answer is neither. Strikes are based on the misconception that the game is doing a bad job of preparing players for raids while also assuming that people not having an interest to "challenge themselves" isn't a (major) thing at all.

    > >

    > > Ultimatly striles don't really have a (real) target audiace, they're "too hard" for the casuals and too easy for the "hardcores".

    > >

    > > As for deciding for one of these groups I feel like at this point going for the side of the playerbase that seeks more challenging content is the only thing that still makes sense. Strikes already accumulated too much of a stigma to be serviceable for the casual part of the playerbase.

    > >

    > > If they ever want to introduce dungeon / raid like content for the casual player base they need a fresh start with the stated goal of providing casual friendly instanced group content.

    >

    > What I don't get is why have Strike Missions at all if their goal is to magically lead to raids yet they fired the raid team?

     

    I don't think the strike advertised raid in anyway.

    It's just something that, to an extent, helps closing in on the skill gap.

  10. > @"Obtena.7952" said:

    > > @"Vilin.8056" said:

    > > > @"Obtena.7952" said:

    > > > It's not hard to do ... no one should need to be told if you don't like a game after 7 years it's worked this way, that's a choice you make to play it despite the things you don't like about it ... but here we are having people think the game caters to how they want it to work /shrug. Obviously the value you get from playing outweighs the things you dislike if you are still here ... or you are just sensationalizing how 'bad' things are to compel change.

    > > Not sure what you're trying to get at, a player made a comment about the state of getting player participation in a WvW squad compare to raid, and I responded it can still just as difficult finding structured players and why. Did I made a comment on how he should choose which way should he approach the game?

    >

    > You don't see how that's related? OK .. no wonder you have problems. I mean, I did explain how they are related so ... ?

     

    Feel free to keep trolling, I'll simply stop here.

     

    As said on another thread, and threads before it, your method never convinced anyone.

  11. > @"Obtena.7952" said:

    > It's not hard to do ... no one should need to be told if you don't like a game after 7 years it's worked this way, that's a choice you make to play it despite the things you don't like about it ... but here we are having people think the game caters to how they want it to work /shrug. Obviously the value you get from playing outweighs the things you dislike if you are still here ... or you are just sensationalizing how 'bad' things are to compel change.

    Not sure what you're trying to get at, a player made a comment about the state of getting player participation in a WvW squad compare to raid, and I responded it can still just as difficult finding structured players and why. Did I made a comment on how he should choose which way should he approach the game?

     

    > All communities in old MMO's dwindle after some time (I won't argue that it's happening in the game because it doesn't really matter to my point) so that goes without saying. That doesn't change the truth of what I said though ... if you don't want to play a certain way that you see other people playing, the answer to fix that is social networking ... nothing Anet is going to do is going to make teams happen for you or others that think in a similar way. If you can't find enough people to team with that don't want to play like you, that says more about you than it does the game. MMO isn't a catering service.

    More like contradicting it, this forum is one of the biggest social networking of the entire game, did it convinced anyone on either side, instead of spewing more toxicity?

     

    > So the biggest barrier to raids? People not making the social connections they need that has been a fundamental part of every MMO ever. That goes for the same issue with people QQIng about karma trains in WvW. If the social group to play iwth likeminded people just isn't big enough, which make you exceptional, that isn't a reason for Anet to adjust the game to change it.

    Or people spending too much time trying to aquire recognitions by berating players, communities, and contents with meaningless debate tactics rather than playing the game.

  12. For new players I always recommend to go with these simple steps:

    1. Set Mantra of Pain on autocast.

    2. Sword/Sword should be your main weapon, focus on skill 2 and 5.

    3. Only use your greatsword for sniping, spawning illusions, but never as a focus for damage.

  13. > @"Tails.9372" said:

    > > @"Delita Silverburg.8632" said:

    > > There are very clearly two different player bases for this game, those who want a challenge, and those who do not. I feel for Anet having to try and decide which of these two groups gets the attention in a given content release.

    > They already did and the answer is neither. Strikes are based on the misconception that the game is doing a bad job of preparing players for raids while also assuming that people not having an interest to "challenge themselves" isn't a (major) thing at all.

    >

    > Ultimatly striles don't really have a (real) target audiace, they're "too hard" for the casuals and too easy for the "hardcores".

    >

    > As for deciding for one of these groups I feel like at this point going for the side of the playerbase that seeks more challenging content is the only thing that still makes sense. Strikes already accumulated too much of a stigma to be serviceable for the casual part of the playerbase.

    >

    > If they ever want to introduce dungeon / raid like content for the casual player base they need a fresh start with the stated goal of providing casual friendly instanced group content.

     

    I think as long as a constant dose new/casual players get to witness how support roles such as heal brands, heal scourges or alacgades function in a squad instance, the content has served its purpose.

     

    Casual players never had the opportunity to experience with these without joining a raid game. Likewise, if Anet nerf the difficulty any further, there will be no place for these roles.

  14. > @"Obtena.7952" said:

    > > @"Vilin.8056" said:

    > > > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > > > @"Vilin.8056" said:

    > > > > > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > > > > > @"maddoctor.2738" said:

    > > > > > > So the real problem with Raids is that guilds aren't working as they should be. If your guild can't get 10 players together at a given time then it's time to start recruiting, or consider a different guild.

    > > > > >

    > > > > > and at the same time, guilds in the dead game mode wvw don't struggle to get 10, 20, 30 people together. Go figure.

    > > > > >

    > > > > > Maybe anet should stop the raid experiment.

    > > > > WvW guilds equally struggle to find over 10 structured players. Most 20+ squad runs consist a majority of Zergs that's incapable of sticking with tag in skirmishes.

    > > > > Some 30+ squad even turn to flee mode at the sight of 5-6 Roamer guild parties.

    > > > >

    > > > > Many skilled WvW players have left this game due to disappointment.

    > > >

    > > > well, my wvw guild was earlier this year and we have a solid 20 player core, doing well so far.

    > > > A 'friend' guild isn't much older and does equally well.

    > > > A very old guild I am in, doesn't care about organizing stuff. Someone just asks 'ebg?' and 5-10 are there.

    > > Which is called Zerging or Karma Train, that's what WvW has turned into.

    > > If you simply like the mindless grinding for track progress, all good, for the most hardcore WvW players this is just another form of tasteless PvE.

    >

    > It's interesting that 'hardcore' WvW players haven't figured out how to just do their own thing and ignore these karma trains ... direct parallels to people that haven't figured out how to play so they get PVE teams with non-meta classes. Lesson to learn here: don't ignore the social aspect of an MMO.

    Lesson to learn here: if you value your own opinions, make a habbit of reading your own posts.

    This pattern of trash talking across various threads towards communities or game contents has been too obvious not to notice, as a form of trolling.

     

    It's interesting you're lecturing what hardcore WvW players do and should do out of a limited participation and experience, on a game mode that's been running over 7 years, or claiming that these groups does not possess a social link. None the less, nothing we say will change the fact that hardcore WvW community is also dwindling, with a steady decline of players "*willing*" to cross the skill gap.

  15. > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > @"Vilin.8056" said:

    > > > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > > > @"maddoctor.2738" said:

    > > > > So the real problem with Raids is that guilds aren't working as they should be. If your guild can't get 10 players together at a given time then it's time to start recruiting, or consider a different guild.

    > > >

    > > > and at the same time, guilds in the dead game mode wvw don't struggle to get 10, 20, 30 people together. Go figure.

    > > >

    > > > Maybe anet should stop the raid experiment.

    > > WvW guilds equally struggle to find over 10 structured players. Most 20+ squad runs consist a majority of Zergs that's incapable of sticking with tag in skirmishes.

    > > Some 30+ squad even turn to flee mode at the sight of 5-6 Roamer guild parties.

    > >

    > > Many skilled WvW players have left this game due to disappointment.

    >

    > well, my wvw guild was earlier this year and we have a solid 20 player core, doing well so far.

    > A 'friend' guild isn't much older and does equally well.

    > A very old guild I am in, doesn't care about organizing stuff. Someone just asks 'ebg?' and 5-10 are there.

    Which is called Zerging or Karma Train, that's what WvW has turned into.

    If you simply like the mindless grinding for track progress, all good, for the most hardcore WvW players this is just another form of tasteless PvE.

  16. > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > @"maddoctor.2738" said:

    > > So the real problem with Raids is that guilds aren't working as they should be. If your guild can't get 10 players together at a given time then it's time to start recruiting, or consider a different guild.

    >

    > and at the same time, guilds in the dead game mode wvw don't struggle to get 10, 20, 30 people together. Go figure.

    >

    > Maybe anet should stop the raid experiment.

    WvW guilds equally struggle to find over 10 structured players. Most 20+ squad runs consist a majority of Zergs that's incapable of sticking with tag in skirmishes.

    Some 30+ squad even turn to flee mode at the sight of 5-6 Roamer guild parties.

     

    Many skilled WvW players have left this game due to disappointment.

  17. > @"frqnbbsov.9806" said:

    > > @"Deeyra.1476" said:

    > > I mean, most come from other games and want to dive straight into the hard content. 80% of them dont even know what tehy are doing but there are some who do their research.

    > > I think everyone should do raids to get better at the game instead of standing in LA 90% of the time. I would say the real problem is people who come to raids, dont know mehanics, fake their LI (make them split the stack to see if they can and you will realise how many there are that do this bs), then they get kicked from ''elitists'' like myself. 10 Minutes later you see them posting about toxic elitists here on the forums.

    > Fisrt sorry for my english. The real reason is the people, not li, not kp, all the problems created by people, in my case I never kick ppl from squad, because this is just game and we play for fun, I know that player want to play, he or she want kill boss, I can try 100 time with fails, li is not important for me, I never write li kp requirements, for me important that player to be happy, not annoy, all these depends on ppl, but in sad most ppl kicks players, they require li and these is chain, so in most ppl there are something how to say fear when they join squad, when they speak with comm, they fear about kick, these is very bad thing in the game what raid forms in ppl, I always open lfg free chest after clearing wings and not write about donations, ppl this is just game dont be stingy, dont break hearts of the players xD, because you not know who plays, can be child and think what are you doing. The second reason that ppl want play raids is only legendary armor and nothing more, we know that pvp and wvw legendary armor is simple in design. İ want to say just => do not lose your humanity . And İ call all players to help each other in game and we can change all this problems, all this depends on us do these =>

    > 1.When you clear wings mark chests on map and create lfg with free chests and do not require donations or not write donations welcome ( if you afk need )

    > 2.Help new players and play for funs

    > 3.Not write any li kp requirements

    > 4.Do not kick ppl from squad

    > 5.If player dps very low give them chance to trying 2 3 times and learning something

    >

    > In most I had all issues about kick and others in most, but I know that there are good ppl, which helped me in beginings, and I am doing same.

    > Be human!

     

    Make and command your own squad every week, and sustain the routine with least one boss kill for least 3 months to prove your point valid.

     

    So many commanders gave up this method simply because not only did this not attract cooperative players, but also encourage so many bad behaviors (Leechers, Quitters, Trash Talkers for "being told what to do")

     

     

  18. A lot of these sounds like a skill gap problem.

    You have least 5 years of blank slate unchallenged inside core Tyria to understand some core fundamentals of the class and combat, therefore does not understand how to perform or simplify your skill set.

     

    I recommend look up for some simple to play, cheap to build, yet high performance open world builds.

     

    A forum member also contributed a Weaver guide that is simple to play, tanky, cheap to make, yet very powerful.

    https://en-forum.guildwars2.com/discussion/107218/open-world-domination-fire-weaver

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