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Sir Alymer.3406

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  1. > @"paulelle.6813" said: > what is stupid is that people write this kind of posts on reddit and this forum instead searching for some information first. Google is your friend. Search function on reddit/forum is also your friend, use it. Look, there's a certain demographic in GW2 that can't even be bothered to look at what their skills do. Why would they ever bother using any sort of search engine to better themselves if they don't want to get better to begin with?
  2. > @"Cyninja.2954" said: > While I wouldn't put my foot or hand down as to this being set in stone, the design decision behind raids being harder due to us not being the commander, it does work nicely as explanation. > > My personal view on this matter has been: > - when playing the personal story or story content, the player is the commander. If we assume there is only 1 commander, this does not conflict with each player assuming his role when on their own (and it even works when being with multiple players in the instance since only the instance owner is addressed as commander in case of story content. Even going so far that in some dual scenarios say against the Manifestation of Self-Doubt in _One Path Ends_ not allowing other players to interfere in the fight) > - when taking on content on a larger scale, be it meta events, raids, dungeons, fractals, etc. we are part of the pact or individual unit and not the commander. > > This in essence mirrors the living world season 2 story where we in part play as Caith and relive her story. In a way, we are living the commanders story in the living world. > > I'm sure there are minor inconsistencies here and there, but overall this work rather well narrative wise. This isn't quite right. There are multiple points throughout raids where one character is referred to as 'commander'.
  3. The nerve of apple supporters never ceases to amaze me. This is purely Apple's fault for dropping support for the infrastructure used for almost all games. Take your complaints up with Apple because, I'm certain that if Apple didn't drop support for OpenGL, or at least kept it as usable on the new systems, there wouldn't be an issue.
  4. The other thing is, Melandru is just a nature themed god and all of her art has her looking like the original concept of Sylvari. There are also the druids (Oakhearts and such) which have a very similar theme to Melandru. What's going on here is likely that Melandru's avatar form looks a lot like a sylvari already and, to save time in development of a new model with new animations, they just re-used a sylvari model.
  5. > @"Astralporing.1957" said: > > @"Sir Alymer.3406" said: > > /g(1, 2, 3, 4, 5) "Hey friends, any of you want to run (Raid Instance Name Here) and try to kill (Raid Boss Name here)? LF all roles and this is a chill learning run!" > > > > or that in discord, just replace the "/g" with "@(role)". > And then you end up with 9 other inexperienced dps roles, no healer, tank and support. Or you will have to make sure all required roles are covered, everyone knows what they need to do, and specific players take some specific roles if those are present in encounter (like mushrooms in Sloth). Just putting up a shout without a followup work to organize what comes after is nto likely to end up with any good result. Unless, of course, someone _else_ will take over. Uh, what? Did you purposefully exclude the "LF all roles" part? Do I need to make it *more* specific for you to understand because I can? Raids are endgame content that expect you to have at least some knowledge of your class and what they can do. It's the same with t4 fractals. Any guild and anyone that does both of these should know what they need to do. Knowledge like that should be assumed but if it's not, you can make an easy adjustment to the message I put up there to designate certain roles you're after. If you're only getting people in DPS roles, *stop inviting them.* You've control over your own squad. You don't post that message and then have 60,000,000 DPS trying to join at once either. You can filter out who gets to join especially if you've enough coverage of boons. > Also, from my experience, if at least some of the players that would show up wouldn't be veteran raiders (preferably a majority of them), the run will end up either as chill, or as learning, but generally _not_ both. That's nice that you've had that experience, but it sounds like you're focusing more on the negative. My experience is, it's chill almost all the time even with an inexperienced raider. My static gives raiders a chance, but if they consistently fail mechanics or pull under a certain DPS threshold (They just have to do more than the tank and healers combined) then they're politely removed. There's only been *one* instance where someone got extra salty after dying. And this is after 20gb worth of raid and fractal logs. > "Chill learning run" done by a group of 10 new players is usually an equivalent of saying "we're completely chill with fact that we _won't_ learn anything today". If you actually want to learn anything in such a group setup, it _will_ be stressful, there's no avoiding that. Learning raid encounters when you're all new to the content is an extremely painful process. Sure, some players actually enjoy that, but that doesn't make it any less of a hard and highly demanding work. > Ah, ignoring the fact that there are the following things for raids these days: Boss guides both written and video, class guides for builds and rotations, training discords, etc. How do you think the original raiders who went in day one without any of those guides learned? They observed. "Oh not standing in the greens on VG causes big damage to party." "Failing to kill the spirits walking towards gorseval at 66% causes a party wipe." "Ignoring big bombs and cannons on Sabetha causes the platform to die and wipes the squad." "We have to be aware of the person who eats the mushrooms on Slothosaur to not kill them" Etc. It's quite intuitive to figure these things out by using your eye-holes and making that brain work. Raids aren't the mindless open wold content where you CTRL+RMB your auto attack and go afk. VG teaches its mechanics slowly with the three elites beforehand. Gorseval goes invulnerable at 66% and 33% forcing focus on the four mobs that spawn. Cannons not only do platform damage but make it difficult to stand anywhere on the platform. > > Man, IDK what guilds you've been part of but in my 8 years and too many hours, I've yet to find a guild that doesn't try to run raids or have a group that will get together to poke a raid wing a week. > And how many of those attempts get anywhere without either help of some players that are already more experienced at raiding, and/or more serious approach to learning? > I couldn't tell you, but probably many, many more than have been actually successful. My static didn't really know anything when we took up raiding when it came out and when they came back two years after to try everything again. We went from maybe one wing a week all the way up to clearing wings 1-4, 5 up to dhuum, 6, and 7 regularly. Player skill shouldn't be static, and I can attest to this as I've witnessed players go from being actually quite garbage and dying to simple things in the boss fights to pulling 20k DPS regularly in a practical fight, hitting near snowcrow's DPS benchmark numbers on the golem, or even tanking bosses well. This is also just in my static. You don't get worse with practice over time, and raids are static. Raids don't change. The mechanics are always the same, however, it's the strategies used to deal with the mechanics that change as players get more skilled. > > This becomes even more-so when you factor in guilds that aim to do that content instead of just being yet another PvX guild with a 100% rep requirement. Funny that. Maybe if your guild that you're part of isn't trying to do the content you want to do, you should seek out a guild that does. > Thanks, i have already done all the raiding i wanted. I am also speaking from the point of the person that often _did_ the organizing of such groups. And, trust me, it never was chill _for me_. > That sounds more like a you problem, if I'm honest. I've never had problems organizing chill runs with or without my guild unless it was a really awkward time (like 4AM CST. The game's practically dead on NA at that time) > > > > > Learning completely from zero may be fun for some types of players, but even for them is hardly _chill_. Raids are a content of such difficulty, that it's hard to be laidback unless you are either completely fine with getting absolutely nowhere, or have a group that is well overqualified for the content already. > > > > > > So, again, telling _**first-time** would be raiders_ that they should "just organize a chill raid themselves" is not a good advice, and cannot rightly be considered as something offered in good faith. > > > > Nah, there's not a problem here. Remember when raids were first released and everyone had to learn from zero? Yeah, fun times where we were *actually* starting from zero. > Yes. And they were deadly serious about it. No they weren't. They used their brains to discern patterns and recognize mechanics. The more I read of what you say in your posts, you seem to imply that new players to raids won't even bother *thinking* which is quite insulting to them. > > > These days though, that's not the case. There are basically infinite guides out there to read up on or watch. Guides that give you advice on how to tank, what to kill, which things to focus on, what can be skipped, what must be done at this % of HP, and what skills to bring to mitigate other mechanics. There are even guides for builds that work well together. If you want a more hands-on approach, there are raid training discords that run raids basically every day for both EU and NA. > I know all of this. This has nothing to do with what i was speaking about earlier, however. > Also, sure, you are starting from a better position now than those that had to research strats themselves. Still, if you want to get anywhere in learning, you still need to be as deadly serious about it as those original first-wave raiders were. Laid-back, more casual approach to learning will _not_ get you anywhere. > I don't understand how you have to be deadly serious. You literally only have to pay attention to the boss and its arena. And it has everything to do with what you were talking about earlier. You're claiming raiders these days start from zero, when, in fact, they do not. All we had back when raids first came out were the original dungeon builds and some theorycrafting on new builds using the new sets and runes (Viper's, trialblaizer's, Minstrel's, etc.). It took about a year for everything to get settled and the original 2 druid, 2 chrono, 4 dps, 2 warrior groups to start. > > If you can only play 2h a week, then bro, why you trying to get into raids? You literally won't get anywhere with 104 hours a year playtime. > I know that. That's exactly why i think an "advice" to such players that they should just organize a chill training LFG themselves is not made in good faith. Because following that advice leads only to failure, and everyone here that know anything about raiding realize that, including the person that issued it. > > In reality, that "advice" was not meant to help anyone. It was nothing more than a way of saying "You and others like you just get your problems elsewhere". Said poster wasn't trying to be helpful - he just didn't want to hear anything about it. > > Well no, raids require a time investment. It's the same as T4 fractals or getting into CMs+T4 fractals. You don't just make an account, get to 80, and then have all the technical skill and gear to just go through both. It's like joining a custom PvP match when you're brand new to the game and getting stomped by people who've put more than 100 hours into the game. Again, if you have such limited time, raids and fractals aren't going to be something you can just do on a whim. I don't think there's an MMO that this isn't true for as all instanced content done with a party requires a decent time investment to even do the normal routes with gear (Either score, sets, or otherwise) and the willingness to fail on mechanics until you understand them. This becomes especially true when done with randoms instead of people you know as the random people could be great or the worst players ever in gear they've just been picking up.
  6. > @"Astralporing.1957" said: > > @"maddoctor.2738" said: > > > @"Sobx.1758" said: > > > If you want a *chill, no req group of first timers* then by all means: create the squad in lfg and wait for the people with similar goals to join you. For some reason there are people that seem to think the weight of organizing their time should be on other players or anet. > > > > Or better yet, get help from your guild. Raids were always supposed to be guild activities anyway. > "Getting help from your guild" would be a solution, sure, but is the _exact opposite_ of what @"Sobx.1758" suggested. That would be exactly the case of putting the weight of organizing this on other players (guild mates, in this case). Which generally is the only option of having a chill experience available for first timers. /g(1, 2, 3, 4, 5) "Hey friends, any of you want to run (Raid Instance Name Here) and try to kill (Raid Boss Name here)? LF all roles and this is a chill learning run!" or that in discord, just replace the "/g" with "@(role)". > > @"maddoctor.2738" said: > > I'm curious, do "chill guilds" not organize anything? > Some do. There is usually at least one of two factors present (and sometimes two of them). Either the guild has some veteran raiders that organize everything so the _other_ players can have chill experience, or nooone in the group really cares about succeeding and learning anything. > Man, IDK what guilds you've been part of but in my 8 years and too many hours, I've yet to find a guild that doesn't try to run raids or have a group that will get together to poke a raid wing a week. This becomes even more-so when you factor in guilds that aim to do that content instead of just being yet another PvX guild with a 100% rep requirement. Funny that. Maybe if your guild that you're part of isn't trying to do the content you want to do, you should seek out a guild that does. > Learning completely from zero may be fun for some types of players, but even for them is hardly _chill_. Raids are a content of such difficulty, that it's hard to be laidback unless you are either completely fine with getting absolutely nowhere, or have a group that is well overqualified for the content already. > > So, again, telling _**first-time** would be raiders_ that they should "just organize a chill raid themselves" is not a good advice, and cannot rightly be considered as something offered in good faith. Nah, there's not a problem here. Remember when raids were first released and everyone had to learn from zero? Yeah, fun times where we were *actually* starting from zero. These days though, that's not the case. There are basically infinite guides out there to read up on or watch. Guides that give you advice on how to tank, what to kill, which things to focus on, what can be skipped, what must be done at this % of HP, and what skills to bring to mitigate other mechanics. There are even guides for builds that work well together. If you want a more hands-on approach, there are raid training discords that run raids basically every day for both EU and NA. If you can only play 2h a week, then bro, why you trying to get into raids? You literally won't get anywhere with 104 hours a year playtime.
  7. > @"Tiilimon.6094" said: > > @"Sir Alymer.3406" said: > > It's easy, rework the fractals to now be a chain. Queue them up and immediately go from one to the next with no inbetween to Dessa's lab. Doing it this way gives your group increased rewards at the end of the final one in the queue if all fractals are a daily (CMs don't break this chain). Those that leave before you get to Dessa's lab are robbed of the increased rewards and have to deal with a 5 minute dishonor where they can't use the LFG. > > Carrot is always better than the stick, best idea so far.. But... > > If someone leaves, it's gonna be hard af to get a replacement. Yeah, thinking about it, the only thing I can think of is this: If you, as a player, haven't had the dishonor debuff at all this reset, you gain all tier rewards as though you were there the whole time (Not CM rewards or the daily rewards for completing a specific level) at the end. Kicking players doesn't give them the debuff **unless** they're hitting the afk timer. Fractals should have the same AFK timer as PvP (roughly 1 minute) so people can't abuse this to avoid getting dishonor. Now for the people who disconnect/alt+F4. Players who disconnect and don't log back on (Either on purpose or because the internet cuts out) don't get dishonor if they're removed from the group **and** don't log back in for 5 minutes. You, legit, won't get kicked from most parties if your internet goes out for a moment or your connection drops for a minute. Players who disconnect multiple times (Be it bad internet or trying to get kicked for jumping in and out) void this and gain dishonor on being kicked. This dishonor debuff can be tweaked depending. 5 minutes for the first time, 10 for the second, 30 for the third, an hour for the fourth, fifth, and so on. If this dishonor stuff is too much, just make something like a "Fractal streak" where the more times you finish all dailies in a row without leaving or breaking parties, the more rewards you gain up to a point.
  8. To jump onto the train of though going on here with 'easy mode r aids' and such I think I've got a solution. Make 3 wings. First event teaches something the first boss does. The first boss does something a little extra that translates out to what the second boss does, etc. etc. This goes on throughout the wings. So playing Wing 1 of this raid will get you passively ready for wing 2, and wing 2 for wing 3, etc. Now upon wing 3's release, all three wings should get CMs that stack all the organically learned mechanics onto every boss in a fun way. Think a bit about how wing 7's CMs add more stuff to the existing mechanics.
  9. Armor: Magi's Shoulders Harriers the rest Weapon (2h or dual wield) Harrier's (Staff with Mace/shield or Axe/Shield) Full trinkets Magi's. 6x Rune of the Monk Transference and Concentration Sigils 2 concentration stat infusions 16 healing power stat infusions Bowl of Fruit Salad with Mint Garnish Bountiful Maintenence Oil Harrier's can be substituted with Giver's for more toughness and less power while giving up neither boon duration or healing power and becoming a brick wall. The initial armor is min/maxed for 150 AR. Your goal should be to hit 207 (Fractal God + 162 AR). This just means you can slowly replace a harrier's piece with another magi's or even Cleric's as you accumulate more AR. Remember, potions, specifically fractal potions, give bonuses with the mastery that scale with your agony resistance well beyond 150. This: http://gw2skills.net/editor/?PWwAYd7jRYP2EsYmKf6A-zRRYQhEWNqvelR1pa6VlvHEBIBwlf/jl23sA-e Is the radiance build I suggest. You'll notice that one utility and one elite slot aren't taken up. This is becaues, with 100% boon duration, those slots are flexible. You can take extra healing in the utility slot if it's necessary, otherwise it's usually the cleanse mantra (Mantra of Lore). Feel My Wrath shout isn't really necessary for 100% uptime on quickness but it will help out with upkeep of fury. If you're using m ace, take Feel My Wrath, otherwise, if stability is necessary, take the elite mantra (Mantra of Liberation). This: http://gw2skills.net/editor/?PWwAYd7hRsnlgpy16TH-zRRYQhEWNqvelR1pa6VlvHEBIBwlf/jl23sA-e Is the virtues build I don't suggest **unless** you need the extra healing. It's useful in and of the fact that virtues allows you to heal more passively. It gives less offensive buffs (No perfect inscriptions so no need for signets) Has less CC, with more healing and more options for utility. Only take this build as a last resort. Here's the gear optimizer for if/when you need to upgrade/change your gear as you gain more AR. https://snowcrows.com/gearoptimizer/
  10. > @"Westenev.5289" said: > > @"Nephalem.8921" said: > > > @"medivh.4725" said: > > > At least create some short cuts or extend the timings or something. I literally hate having to do swampland and the players kept leaving and leaving. I hated it. > > > > There are tons of shortcuts. It used to be 30sec even at level 1. Some classes can even solo it. > > They aren't the sort of shortcuts you stumble upon for a miraculous last second save. They're the sort of shortcuts you know through research and practice, and can feel kinda buggy with the weird collision, which kinda takes the fun out of it imho. Wha? Nah man. Jumping up the roots is intended and doesn't look buggy at all.
  11. > @"dani.5680" said: > Impossible for new players to get in a new raid! All require 150+ LI Those are experienced groups. They're allowed to have their own requirements. You also don't need to join them and can write up your own LFG to start your own groups. My static, when filling for one or more roles due to absentees, doesn't even lists requirements beyond 'know the fight'. If the LFG doesn't work for you, raid training discords tend to have many parties forming for the less experienced people to hop into and get clears. > and all training require ascended so you are in a farming space of over 3 months for ascended gear just to get in the training! Then 1 year to get those 150 LI! What the hell is going on? Advanced trainings may actually require you to have a set build and full ascended as they entail more advanced strategies that require tighter DPS or healing checks. Normal trainings don't really require you but advise that you get trinkets+backpiece+weapons in ascended if DPS as this will give you the biggest boost to damage with the least amount of grinding. Now normal trainings don't really expect you to have anything but a cohesive meta build and the right gear in exotics. > Most of training guilds take you on weekends if they are free, if not, not! That's just a problem of finding a correct guild that fits your needs. > So as a new player you have to farm 1year to be in a LFG? Thats stupid isn't it? 150 LI isn't a year. Let's say you only do wing 1-4 and skip out on 5-7. That leaves you 13 bosses to get LI from per week which is just under 12 weeks to get 150 LI. This does not include events that also award LI, if it did, you can get a maximum of 15 a week from just wings 1-4 which would knock this total time down to 10 weeks of full clears. Now if it takes you two months to get to the point of regularly clearing 1-4, you'll have it all in about 4-6 months and be able to join basically whatever LFG posting you want. This is about the same amount of time it'd take someone to get full ascended, infused, attuned, and from fractal level 1 to 100.
  12. Gather double the amounts of cultivated herbs with a certain set up. Gather home instance nodes; consume after I can't deposit anymore. Spend magic on most valuable packet/shipment Craft dailies. These will be turned into other things later down the lines for bigger profit Stockpile karma (Do all dailies that give karma, including CMs+T4s+Recs); spend at wintersday for big money gains. Weekly raids (Monday & tuesday) With Fractals, it's about 12g a day. Add in some material conversion at the end of the month (28 days) from opening up the boxes for a good bit of extra coin.
  13. > @"maddoctor.2738" said: > > @"Sir Alymer.3406" said: > > What "killed" these was the fact that the game does nothing to prepare the player for what this sort of content expects of them and ANet not wanting to really add a way to step up to those expectations, leaving the curve very steep for most players. > > Of course that alone killed Raids and not sending the group responsible for making Raids to make living world episodes instead, even after presenting to us a so called Raid team. Or how they handled the Path of Fire Raids. Do note that the developers were surprised by the popularity of Raids, so they exceeded their initial expectations. Then they blew it I'm pretty sure I covered the f act that the raid team being moved away from making raids was one of the factors in the death of raids.
  14. > @"Sajuuk Khar.1509" said: > > @"Astralporing.1957" said: > > It's a bit more complicated than that. It's more like when they do run into a problem with something - which they often do, because it is very hard to get something perfectly right in the first attempt - instead of trying to fix it they just abandon it straight away. > I've seen this comment made in pretty much every MMO I've ever played, and its simply never true. If Anet simply abandoned things straight away > * We would have never gotten Twilight Arbor's Aetherpath, because dungeons failed to lure in the majority at launch. This is false. For three years dungeon players had to use a third party site or join a guild to gather parties from more than just on their overflow map. Within that time period, reward tracks for PvP and WvW were released that allowed players in other game modes to not have to do dungeons to get dungeon skins or items which slowly killed dungeon participation. The final nail in the coffin was ANet purposefully nerfing dungeon rewards at the launch of Heart of Thorns which completely killed interest in dungeons. These days, they're still profitable, but no one runs them because the update that reverted the nerf was rather quiet. > * We would have never gotten any of the raid wings past the first three, because raids failed to lure in the majority upon release. All of the raid wings were planned with the content they came with. Wings 1-4 give context and history to the events of season 3. Wing 5 shows what is happening in the underworld post Grenth leaving. Wings 6-7 expand on Djinn lore. What "killed" these was the fact that the game does nothing to prepare the player for what this sort of content expects of them and ANet not wanting to really add a way to step up to those expectations, leaving the curve very steep for most players. > * We would have never gotten strikes past the first one, since those failed to lure in the majority upon release. Strikes were a pretty big success with the casual crowd until ANet dropped the ball with many, many bugs that took ages to fix. Most people remember Boneskinner as this boss that just deletes you if you stand too close to it for too long, but now, it's not that. > > All of these content types largely stopped having active development because they failed, even after multiple successive attempts to make them more desirable. Not because they failed immediately. > > >Also, dungeons were actually very popular when they axed them. In fact, when they officially announced abandoning that content (which happened long after they did it unoficially), they had to heavily cut rewards to them first in order to intentionally chase the people out (which they straight out admitted to), because they kept being popular long after dungeon team got dissolved and devs apparently didn't like that. > I never said they weren't popular. So your comment, and proceeding paragraph, has no relation to the argument. > > That being said, you can have 15-20% of the playerbase enjoy a type of content, which would make it popular among a noticeable percentage, but said content will still be considered a failure because the vast majority of the playerbase doesn't play it. Not to mention, the appearance of popularity is skewed via echo chambers(if you enjoyed dungeons, and hung around people who did also, you would be under the impression that most people do, since all the people around you say they do also), and because the vast majority of any game's playerbase(not just GW2s) doesn't go to official forums. Those that do tend to be the more hardcore crowd, who lean to those sorts of content types, and not the majority of players who don't. Get this. a majority of players play open world because it's the only thing regularly being updated. No one wants to play a dead game or game mode. The stigma around PvP being dead with no regular balance updates, toxicity from players, mismatching match-maker where high ranking players fight against the newbies, and filled with bots in ranked is why no one new really wants to touch it. No one wants to get stomped then harassed and no one wants to play with bots in a stale meta. The stigma around WvW being nothing but blob fights where only massive servers ever place first, very sparse rewards that trickle in slowly and punish players who haven't been within the game mode since launch, and, like PvP, a lack of regular balance updates that shake up the meta, hardly anyone but the hardcore players who've been playing that mode really stick around. Raids had a good thing going. New raids allow new players to get their foot into the door and to slip in as new raids put everyone at nearly equal footing for figuring out the bosses. But again, the last update was almost two years ago now. Fractals were getting major content updates ages ago. And you know what? Those days, the lobby was full of people. Map chat in LA and the LFG were both consistently looking for groups to conquer the new CMs. Raids on launch were the same way with people always by the portal in VB trying to get more to try to overcome VG. Strikes were a bit more organized, and the veterans were critical of them (The boss mechanics can literally be skipped so it doesn't really teach players anything) along with the bugs that just left a sour taste in everyone's mouth. These days, though ,pugs generally do one of two things; steamroll all of them for easy rewards or do just the easy strikes and call it a day. > > This is also why game devs(not just GW2's) often make decisions that seem to "ignore" the common complaints on the forums. Because every game dev knows the official forums are not a particularly good representation of what the majority of the playerbase actually wants. Then don't produce a game that has multiple game modes like PvP and WvW or game modes within game modes like Fractals, Raids, Strikes, and Dungeons. If they don't want to support them, either cut them out or straight up say they don't want to. Don't string people along consistently over the years with promises of something new and exciting only for them to really just be the next DRMs. Here for one chapter, gone the next.
  15. > @"Sajuuk Khar.1509" said: > > @"battledrone.8315" said: > > manhours they are sorely lacking now to make a new xpac. GW2 had HUGE pontential, but they squandered it > What? All of that content, sans strikes, had ended long before they started making the new xpack. So them making it has no effect on the Xpack. Not to mention, by the time the xpack comes out it will be like a year and a half after its first announcement, which is generally how long xpacks take for most MMOs. > > > @"Sir Alymer.3406" said: > > Ah yes. No one liked strikes. Zero people enjoyed fractals. No one loved dungeons. HoT was trash and no one plays those maps. Zero people do Triple Trouble. No one figured out Tequatl after the rework. Everyone hated adventures wholesale and not the janky mechanics and uber-tight timers for gold attached to them. You ever stop to think that, maybe, people "enjoy" open world because it's the only thing that gets consistent updates? It's the only mode that has any sort of constant support. The rest are on life support. > I said most, not all. > And have you ever considered people don't enjoy dungeons, raids, fractals, and strikes, because they simply don't care for them, and that they don't play them because they don't want to and not because new ones aren't being added all the time? Yeah, I have, but that doesn't stop the fact that every day, in 2012, there were a ton of people in front of every dungeon entrance, trying to snag a group to go through and get loot. Then, when fractals were new, there were tons of groups for those as well with people trying to get the new shiny ascended rings. Same with raids and strikes when those came out. This is a theme park MMO. There's supposed to be content for everyone. Right now, the rides are old and there aren't any new rides coming in outside of the kiddie area (Open world) which leaves the ones who want those extreme thrills to leave. We also can't trust ANet's metrics as they've shown in the past that they consider anyone who enters WvW for a few hours to get a reward track done and then never touches it again as a WvW player. That's like considering someone getting a single full clear of raids and never touching them again as a raider or someone who plays 1 hour a month as a frequent player. This is on top of ANet actually hard nerfing dungeons back when HoT launched to kill them off because they were so popular back in the day and they wanted people to play the new content in the coming months. Players didn't kill this content with disinterest. ANet continues to not implement content in a way that's actually effective and seems to continually ignore any feedback to make said content more open with a more gradual difficulty curve. See fractal tiers being suggested for Raids. See suggestions for a more robust tutorial. ANet never nurtured the community for this endgame. ANet wants you to play t heir new shiny content and forget about any of the older content types that they tried to deliver on which is a damn shame as GW2 has one of the best combat systems in an MMO and it's hardly ever capitalized on in anything story related.
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