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Ra Ra.9423

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Posts posted by Ra Ra.9423

  1. In regards to the continuing 'weapon collection achievements'.

    To craft new Azure and Crimson, it's 5 Prismantium Ingots (50 Prismaticite Crystals, 250 Mithril Ingots (500 Ore)3.5g, 250 Orichalcum Ingots (500 Ore) about 11g, 50 Ectos 2.4g), and 10 either Destroyer 6.5g, or Corrupted Lodestones 5.6g, plus the weapon parts; about 17g material costs each, or about 544g for 32 weapons. You get 8-9 Prismaticite ore by doing the daily drm's, so seems you'll be able to craft maybe 1 weapon a week, and find a way to farm or buy Lodestones, Ori, and Ectos (for those that don't have that stockpiled). I can't imagine any newer players who would be able to participate in these 'achievements', but who knows.

    Though I'll probably do it over time, since I'm an achievement hunter (sigh), it looks to be a pretty long-term goal, and an expensive one. I'm feeling like those who do achievements are basically punished for wanting to complete stuff like this. That being said, achievements are obviously a personal choice. These are weapons that I'll simply craft and salvage. Maybe for some, it gives a feeling of accomplishment.

    For my part, all these recent 'weapon crafting achievements' have been a real deterrent in participating in an aspect of the game that has previously given me many hours of enjoyment, and frustration, but ultimately gave me something to do and strive for! Now, I've actually been playing less, trying to reconcile myself into not being a completionist.

  2. I quite like them. However, I think what makes them 'boring' is farming them over and over to get the exorbitant amount of Prismaticite necessary to craft the weapons. (for those that are doing so). I think it's a good thing to have some repeatable content that can be used over the years, and by new players when they get there. I could see future events for DRM's as a bonus thing periodically - like the Boss Rush.

  3. I can understand the OP's point, in that there is a lot of cc mechanics in the game these days. With the advent of harder foes in HoT and PoF versus the original game, there was a significant change in the difficulty of the maps. Some time ago, in one of Anet's Guild Chat episodes, a dev talked about reviewing groups of foes in Dragonfall (I think), and realized they had too many of them that had cc, so they adjusted the composition. I kinda think more of that should be done. For those that like to adventure on their own, it can be brutal to continue encountering groups that basically perma-down and kill you. Not Fun. I'd agree that this game has more of these kinds of mechanics than the other few MMO's that I play, if that's of any consequence. But Anet has focused heavily on break bar mechanics since their implementation, yet there's been very little tutorial opportunities for players to experiment/learn about it. Not to mention break bars on monsters actually work in different ways; some start with a break bar that you have to cc to break the bar, some bars only come up when the foe is about to do a bit hit skill, and some bars just don't seem to go away at all and are not affected by cc's.

     

    From my perspective, it has affected the way I have to create builds to successfully move about in the open world, and build diversity becomes quite narrow when you have to fill your bar and / or traits with stunbreaks, cc, stability, etc. Not to mention that I don't even bother with some classes that have less of those abilities than others. Yes, there are dodges, placement, footwork that we can utilize to avoid these mechanics, but sometimes you misclick, or can't avoid all the red circles when you're fighting a group of a dozen knock-down/stun/crazy foes. :D

     

    I enjoy GW2 combat over any other game, and I'd like to be able to have the ability to use some of the unique skills and traits that I feel are being superseded by skills that mitigate foes cc overabundance. (Note: I'm mostly focused on open world adventuring, not coordinated group content )

     

     

  4. I'd especially like to see a 'Dungeon Rush' type of activity during/soon after GW2 Steam release. You encounter dungeons as early as lvl 30, whereas Fractals have to be lvl 80. I still remember the fun of being eligible for that first dungeon, and exploring them for the first time - not always a pretty run, back then :D It also provides an avenue for exotic gear, and unique skins. Get new people hooked on Fashion Wars!

    Not to mention, the dungeons as a whole deliver the some of the story of Destiny's Edge, which is a nice thing for those who like the story/lore.

     

    It'd be helpful for new folks entering the game to have people to do dungeons with, and a populated lfg. Including Story paths!

    Dungeons may now be 'abandoned' content by Anet, but I still find them enjoyable, and I think that new players will as well. An event that would bring experienced players to that content to help out the new folks would be a positive thing.

  5. > @"Chyanne Waters.8719" said:

    > Why should people on steam get breaks that people who have played this game for 8+years will not get

     

    I won't feel like new folks will get a better break than I have had, having played the game since launch. After all, we got it for free (assuming logging in on a fairly regular basis). I think it's a great idea to offer Steam Players, or all players for that matter, the temporary opportunity to get one or more seasons for free; perhaps as celebration/promotion of GW2 on Steam.

     

    On another note, I've been playing with some returning guildies who didn't have all the LW seasons unlocked, and at least in their case it was a bit annoying but not a deterrent to them playing GW2. The price is pretty low, and given there's no subscription they didn't fuss too much about buying the missing chapters so they could complete the story.

  6. I like to keep in mind that there are new players coming to the game, and the hearts are a way to explore, level, and gain xp, as well as learning some of the game mechanics. That is enough reason for me to believe the hearts are important to the game. I've done world completion several times, and yes, some of the heart mechanics could be improved, but I don't want them removed. Several of my other characters are around 75% just from wandering around and doing some hearts along the way.

    There may have been forum threads in the past that listed specific problem hearts, but I didn't browse to find out.

  7. Please label the 'Lighting the [area]' achievements as Repeatable/Infinite, if they are reset daily. I couldn't tell that from looking at the achievement, so just thought it was a bug and it wasn't counted when I did those light puzzles. It should be treated similar to 'Additional Secrets of the Khan-Ur' achievement in Bound by Blood, in my opinion, to keep things consistent.

  8. > @"RyuDragnier.9476" said:

    > > @"Konig Des Todes.2086" said:

    > > While we have your attention, do you mind clarifying the nature of the ruins for Cathedral of Flames and The Ooze Pits? In GW1, it was never truly clarified what those structures' origins were (CoF housed spoils from Ascalon, Ooze Pits had a Grenth mural, but all dungeons used a mixture of art assets, and only the Catacombs of Kathandrax was given origin lore: dwarven). When delving through, best guess I could gather was that Cathedral of Flames was charr-made (and, alongside Rragar's Menagerie, the only stone structures of theirs). For GW2, it seems you gave them Ascalonian ruins, but it's unclear if they were built there by humans (if so, why build underground?) or ruins taken by the charr (perhaps as part of the spoils of war), or it's just a case of "generic ruins" being used (wouldn't be the first time Ascalonian ruins got used as generic ruins)?

    > I actually asked about the lore on Cathedral of Flames just yesterday. Doesn't seem to be much of anything on it, and I really want to know why it's there, who made it, and what was it used for (outside of the weapon depository, I mean).

     

    It's my headcannon from reading the Tyrian timeline and lore, that CoF was built by the Ascalonians (probably also during the time they were building the Great Northern Wall, in a 900 year period), given that the ghosts that are fighting the charr (and you) are human: Murakai, her Steward. The Master, and others. After taking Ascalon from the Charr, they built the complex to store their treasures, then when the Charr recovered that land, they killed all within, and are faced with outraged ghosts. The Master Dungeon guide has only this to say about Cof:

    * _Once freed, Pyre's warband sacked the cathedral, looking for anything of value. In their search, they unearthed a blocked passage. Clearing the debris revealed a stash of treasure plundered from Ascalonian ruins... but there was more. The **spirits of those slain for these spoils of war **had attached themselves to the treasure, haunting the vaults. Worse yet, a powerful Necromancer named Murakai dwelt among them. She used the creatures' unliving essence to create a storm of souls, which she planned to unleash upon human and Charr alike. It fell to us to lay these disembodied spirits to rest and to suspend Murakai's wrath, if only for a time. _

     

  9. Chiming in with a 'heartily agree'. I've loved every minute in the map. The map, as usual, is gorgeous, and very reminiscent of the GW map. wow. I like where the story is going, and how the ambient dialogue adds to it. (and there's lots of it!) I've also enjoyed the humor; though, I never thought I'd be bailing Braham out of jail after a drunken brawl. (or - maybe I shouldn't have been surprised. Norn) :open_mouth:

    Thanks to you all at Anet for putting such thought and care into this game. It shows!

  10. I don't believe there is any 'blame' to be assigned, and I find 'pointing fingers' to be non-productive. I take responsibility for my own actions and beliefs. Anet presented exactly what they said they were going to - the next content to be released. Yes, they did it in a way that was different than all the previous LW seasons by having a live presentation, which made me wonder if there was something more beyond that they were going to reveal - which they did add the build templates and the Swiss Tourneys. So we got something more than just the new Saga (which is a new term for Anet, and we don't know what they plan to include in this)

    What I do know is that the LW seasons in the past have had a lot of good content, and I intend to enjoy what's coming!

     

  11. I'm so looking forward to playing in the Blood Legion and Far Shiverpeaks areas. The maps in the trailers looked really good, and you could still see the flavor of the Charr lands from GW1. The story content and maps have just been better and better for each season that has come out, and I'm sure we'll see some fantastic landscapes, and enjoy a good story. After 7 years and more than 14k hours of gameplay in PvE, WvW, and some PvP (I suck at PvP), I'm still enjoying GW2!

     

    It's nice they mentioned the upcoming WvW alliances, with a bit more of a timeline ('the next few months'), and we're perhaps seeing the light at the end of the tunnel for a change that's been in the works for a couple of years. Looking forward to that.

     

    Thanks so much to the Anet team for being able to pull through all this, especially in light of the layoffs in February. It's hard to imagine how tough it has been to pick up and carry forward this past six months. Good job, Anet! Despite the vocal nay-sayers out there, please know there are those of us who appreciate and enjoy what you have created for us.

     

  12. I had 6 Sup Runes of the Nightmare equipped, and was doing some testing in guild hall arena with some guildies. Tier 6 states: deliver an attack that transfers a condition and blinds nearby enemies after using an elite skill.

     

    On using the skill, the blindness is not occurring. Tried it after receiving conditions, thinking a condition transfer had to happen to proc the blindness, but that didn't work either. Nor does it appear to be transferring a condition, though I did lose a condition. A bug? or am I interpreting it wrong.

  13. ~~I was resetting keybinds in Options > Control Options > User Interface, and found that there is nothing on the list to reset the keybind for WvW panel. I had previously inadvertently changed the default keybind for WvW (I think it was B?), and would like to reset it. Can it be added to the User Interface keybinding list, please. ~~

     

    Never mind. It is on the list as 'Scoreboard', which I didn't realize was WvW , and not PvP or other. Still, would be nice to change that to 'WvW Scoreboard' .

  14. I enjoyed it, and glad that they brought back this festival. I really loved that it was in Hoelbrak! Norns love bashing and parties, and this festival was really fitting for them to host. I followed Knut Whitebear around for his entire tour of the event, and had a good laugh at some of his and the tourists comments.

     

    My favorite Reveler was the Asuran that was near the gate waypoint who was obviously a huge admirer of the Commander. 'I wonder how the Commander would look in Vermillion'. So funny, along with his other speculations.

     

    Highlights for me: Pinata Adventure, Mount Race, Arena, Holo Stampede, Moa Race, Pinata Bashing, Fireworks. Hmm, seems all the activities were my highlights! Not to mention the opportunity for more achievements.

    Thanks, Arenanet for the hours of fun!

  15. In a dev stream, when asked if there were any hints about upcoming content, one of the devs said there was a TINY hint if you listened close at the end of the final episode. I'm not sure what he meant, though I re-played the episode and tried to figure out what to listen for.

     

    However, my own speculation is on Kralk's last word 'Mother', and his earlier statement to Aurene that 'He hopes she never has to kill what she loves' (as he did in killing Glint) Since he killed Glint before Zhaitan, Mordy, and Balthz were killed, he wasn't infected with conflicting magics at that time. Yet he states 'had to kill what he loved'. Who 'made' him kill Glint? Did 'Mother' urge him to because he had to fulfill some kind of prophecy, since this dragon family seems to be gifted with prophecy?

     

    So, I'm speculating that S5 will begin assembling the pieces/clues to a more major story of what drives the Elder Dragons. Could there be a guiding Entity (Mother) to the elder dragons?

     

    I'm probably way off base, but that's where my thoughts on this have landed.

  16. What an amusing exercise here, and I can't resist.

    I"m a Veteran, and Dedicated (though Hardcore in a few areas).

    I'm Satisfied with a bit of Anticipation and hope for a solid, timely release of future content.

    Up until a couple of years ago, I was Married to this game - others surely didn't exist. However, with a GW2 friend iI tried out a few other games, which I've continued to play and enjoy as well. Sooo, I've become Polygamous, but GW 2 remains my 'first and primary wife' : P

    My outlook is 'Anet F-yeah'. I continue to like their efforts to try new things and make the game better.

  17. Seems to still be bugged. As stated earlier, Supply Forman Alan says the Ruins, the supply cache, and caravan is ready, and Wasamaa is done with her business (though he isn't sure). Pepperseed doesn't spawn in Symphony or Hundar. I, and several other players, have spent hours trying to get the event to trigger.

  18. I would support a wvw rental mount. Like the pve mounts, a rental mount may, or may not, include the ability to assign attributes, if that's something that is considered. I own the expansions, and play both pve and wvw, so I enjoy every benefit of the expansion. For players that pretty much solely play wvw, they may not see the advantage of owning PoF just to get the mount, though they also wouldn't be able to access the PoF elite specializations nor gear.

    I want to see more people play wvw, and think that this would only be a benefit to our wvw community to attract players, rather than possibly creating negative experiences. I've seen players racing to keep up with the zerg, or their group, and it does seem a disadvantage. Also, if they try the mount, it could encourage getting the expansion.

    My 2 cents.

  19. Just wanted to chime in and thank you for not putting the map currency behind repeated Heart completion. While I don't think Hearts are bad content, I have to say after the last few releases I'm tired of doing the hearts over and over and over, in order to complete the collections. I love being able to just harvest as I'm playing the map content.

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