Jump to content
  • Sign Up

Hesione.9412

Members
  • Posts

    1,069
  • Joined

  • Last visited

Everything posted by Hesione.9412

  1. > @"Veprovina.4876" said: > > @"LucianDK.8615" said: > > Theres more than enough hot mastery points to unlock everything in the base expack and all of ls3. But it can be difficult to find enough mps without enough unlocked ls3 episodes. Hot was really tight on mastery points before ls3. > > https://wiki.guildwars2.com/wiki/Mastery_point_unlocks#Heart_of_Thorns_mastery_points > > > @"Randulf.7614" said: > > Yes, eventually mastery points wont be an issue. There is way more than you need and LS3 as you play through it will help with that. You are slightly bottle necked now because you have already unlocked some of Ancient Magics which is actually an LS3 related mastery line, that uses HoT mastery points/xp. > > > > That will eventually rectify itself as you finish off various maps and content (there are over 50 surplus mastery points across HoT and LS3) > > Yes, ever since i got LS3, i've gotten a lot of mastery points just by playing it, plus a few of the map points. I finished ley line gliding (which has been EXTREMELY helpful in bloodstone fen!!!), and all the LS3 mastreries up to oakheart now. > > And they're all neatly labeled in the achievements and maps, you can just open one up and find out what you have to do for a mastery point. > I just have to dedicate a session to just doing masteries, and the way i play, i rarely get to do this. I play WvW friday through the weekend, WvW raids with my guild monday, tuesday and thursday, so inbetween that, i do PvE for gear, money and masteries. :smile: It's kinda slow, but other than money, i don't really need to do much PvE like mastery points. Those don't work in WvW anyway, and that's where i mostly am. :tongue: > > So i'm fine with the pace. Leyline gliding is also extremely useful in Dragonstand.
  2. Asking players to be more considerate/thoughtful about others has these drawbacks: 1. compared to the total playing population, there are very few high level players on any one map, so a request to players in map chat reaches very few players 2. high level players may enter the map after the request to be more considerate 3. high level players may have finished their dailies before the request to be more considerate 4. some players have map chat turned off 5. some players with map chat on, may not be consistently reading it and may miss the request 6. some players don't care about the effects of their actions on other players 7. some players who amend their behaviour after the request may revert to their previous behaviour at a later time Thus, asking players to be more considerate about newer players is going to have an insignificant effect on player behaviour. The problem is dailies on those lower level maps. The solution is for those dailies to be unavailable to players who have a level 80 on their account. The mounts are account-bound rather than character-bound, so the conditional has to be maximum character level. Finally, I refuse to be everyone's mom.
  3. This problem is also occurring with the scavenger's harvesting sickle. Edited to ask: does this also affect the gathering banners and guild buffs for gathering?
  4. > @"gavyne.6847" said: > What makes WvW stale is you take a squad of 20-25 players out there to raid for 2 hours, and finding no good guild groups to fight. You end up either ending raid early or run around chasing cloud or banging your head into siege filled T3 keeps that are not possible to break. Due to the tiered system, this happens way too often. There are only a handful of servers that have enough guild groups to fight during NA. And they are all spread out in different tiers, giving you potentially weeks of boring matchup before you finally find one matchup with good NA content. > > There are too many servers that have only offhour or odd hour content. There's nothing more frustrating than having people show up wanting to play GW2 WvW, but having no content to fight other than cloud or frustrating siege filled keeps. Or there is content, but they are on a queued map that you can't move your guild onto. So again, people log frustrated and slowly become uninterested in GW2. > > The key to fixing WvW staleness is to simply give me content to fight, don't make me waste 2 hours looking for content. None of the ideas posted in the original post would solve this problem. Sure, change up the meta, tweak balance, etc.. are all no brainers that the devs should already be doing. But too often you could spend weeks stuck in boring matchups. This has to be fixed, server stacking only makes the issue worse as there are now less servers with competitive content to make raiding daily worth while. This isn't entirely Anet's fault. Players choose which server they are on, and which guild they are in. Players/guilds can swap servers (assuming there is room) how often they want. And this leads to situations like the paired server hoping that the other server will compensate for their lack of players, particularly during certain time zones, only to find that those guilds transferred off and now that server pairing is a bit stuffed. The one that does seem to be a bit Anet's fault - setting aside the player-decided server swapping - is whether a server's population is full, high, etc. I've been on a server that is classified as having a high population, but large pockets of time where there seems to be only about 5 players across all 4 maps (we all talked to each other in team chat and then joined up on one map to havoc). Finally, not all guilds in wvw are "fight" guilds. And not all "fight" guilds are good at fighting, as demonstrated by their death rate when encountering an opposing team that has similar numbers. Again, this is not Anet's fault.
  5. > @"Dawdler.8521" said: > > @"whoknocks.4935" said: > > > @"Dawdler.8521" said: > > > > @"whoknocks.4935" said: > > > > If you are in an area range of 600 of a downed state ally you receive a -50% reduction to all stats. > > > Yes, please allow me to strip all my armor and walk into GvG fights. > > > > > > Some ideas are good, but others are just so brilliant they outshine the sun. > > > > It won't stack. If there is a downed ally on the map and you go in a 600 range to him (probably to ress him) you receive a debuff of 50% to all stats, so you decide if it's worth to commit for the ress if nobody is around or let him bleed to death. > > > > As I said, if you get downed it's because you got focused, or you are bad or bad positioning or whatever happened. > > You shouldn't randomly rally just because you tagged someone, or you shouldn't be ress in half a second just because 25 people commit to ress you, that's why cap the ress speed to 1 person only, only 1 person can ress. > > > > And I didn't say remove downed state completely because it's a core mechanic of the game, but in its current state it just carries big numbers over skill and so should be toned down and adjusted. > Nothing in here change the fact that aside from normal rallying, this could *easily* be used to grief guilds by running in and debuffing everyone stacked within 600 radius by intentionally going down. I also recommend using an ele or a thief so that if the guild moves, you can just teleport into them. > > Oh and you could also use a blood necro to teleport in downed people into the guild. If you're fighting in a tight space, e.g. on the lord, or the fight keeps circling around the same area, many people in the squad are going to be affected by this. As the fight moves around, and more people are downed, there is going to be a large area where the players in the squad are affected. It would also over-penalise the smaller group because the larger group is still going to get their downs up. For the smaller group, the penalty will be too severe. I agree with the suggestion earlier in the thread that downstate health pools should be standardised. I also think downstate skills should be standardised.
  6. > @"anduriell.6280" said: > > @"Zera Allimatti.2541" said: > > I beseech you: please revise the yield from those nodes and remove the yield of zero. Make it a minimum of 1 and then leave the additional yields to RNG. You can even lower the chance of an additional yield if you want, but at least ONE would be a massive QoL improvement. Thank you for your consideration in this matter. > There is no need to have any kind of hard limit on this currencies there are other mechanics like daily crafting in game. All this limitations over limitations is a bad design which is designed to frustrate any new and old players as soon as you are forced to grind anything. > **The grind in this game is the most horrible i've seen in any mmo because all this daily and character limits only make any grinding an slog.** I personally dread the grinding in this game so much i could not bring myself to do the last flying mount grind. I find the opposite - this game has the least slog I have encountered. I remember having to grind multiple faction reputations in order to get gear that was entry raid level in another game. And every time an expansion came out, there was new rep to grind with new factions because the character levels increased and the old gear was obsolete. _That_ was a grind.
  7. > @"Kunzaito.8169" said: > > @"Hesione.9412" said: > > > @"Sarpan.9074" said: > > > OP is right. I just got my Warclaw and noticed how it's like driving a 1950s Massey Ferguson. Another issue I have is when I'm running and mount up, it usually takes a sharp turn of at least 90 degrees but up to 180. That is at minimum frustrating, and at worst has lead to my death several times when trying to escape a group. > > > > > > I think it's the WvW maps that is the problem. I tested the Warclaw and other mounts in Tyria and did not have these problems. > > > > Oh good, I kept thinking it was only me that had the problem. Today's effort was mounting, immediately falling down a cliff because the mount wasn't facing the way I was facing when I mounted it, and then being killed by two players at the bottom of the cliff while I was in downstate from the fall. > > This happens with a few other skills too - e.g. using the 3 or 5 skill too quickly after picking up/swapping to ele Fiery Greatsword or warrior greatsword. Not sure if that helps pinpoint the problem, but it *is* really annoying (and usually fatal) to end up charging BACK into the mess you were trying to get away from however you do it. > > How did you end up in downstate after falling off the cliff, though? If the fall does enough damage to dismount you, unlike PvE you go straight to dead. Maybe I didn't kill off all the health but the remainder was insta-removed by the two players under the cliff that I pretty much fell on top of. YOLO :)
  8. My main wish is for it not to be outdone by the top of stairs (e.g. on the stairs immediately prior to engaging fire lord). Or on that path thing that goes from sec to air keep.
  9. > @"Sarpan.9074" said: > OP is right. I just got my Warclaw and noticed how it's like driving a 1950s Massey Ferguson. Another issue I have is when I'm running and mount up, it usually takes a sharp turn of at least 90 degrees but up to 180. That is at minimum frustrating, and at worst has lead to my death several times when trying to escape a group. > > I think it's the WvW maps that is the problem. I tested the Warclaw and other mounts in Tyria and did not have these problems. Oh good, I kept thinking it was only me that had the problem. Today's effort was mounting, immediately falling down a cliff because the mount wasn't facing the way I was facing when I mounted it, and then being killed by two players at the bottom of the cliff while I was in downstate from the fall.
  10. > @"Sylvyn.4750" said: > Anyone else have the issue when mounting up that you see the generic Warclaw skin for a second before it morphs into one of your updated skins? For reference I have the Saberclaw and Sand Lion skins that I use. I guess it's loading the basic stats for the Warclaw first and then changing the skin out a second later. Yeah, I need to upgrade my potato rig, so maybe the delay is on my end, but it's weird they would even program it to always load the basic skin before swapping it out. I get this on my griffon also. Which is interesting given what others have said in the thread about the origin of the warclaw model.
  11. I count another 6 threads in this forum, on the first page, that are about match-ups. It does seem to be a relatively popular discussion topic. :(
  12. Could we have either 1. the guild arena permanently set so that WvW restrictions apply to skills, etc, or 2. the ability to flick a switch or something to set the guild arena to this format. It is difficult to test various WvW builds when a WvW stats-restricted test area for examining guild builds isn't available.
  13. I started this thread specifically about skirmish scores and servers bouncing up and down the tiers. It has turned into a Mag versus everyone else thread, which was not actually the point. https://en-forum.guildwars2.com/discussion/122058/na-prime-time-scores-on-na-servers The points raised on this other thread are also relevant to this thread, I think.
  14. > @"Lya Babies.9632" said: > > @"Balthazzarr.1349" said: > > > @"subversiontwo.7501" said: > > > > @"Balthazzarr.1349" said: > > > > > @"Hesione.9412" said: > > > > > Oh, we're not trying to tank. We're just completely overwhelmed by the other servers. It's like being in silver PvP and having platinums fight against you. > > > > > > > > No we’re not, but other servers are. > > > Well, this is nothing new since 2012. It is scoring- and population mechanics that are anathematic to the ladder we play on. It could be as simple as Balthazzar points out with other servers tanking around you to inflate your position on the ladder and you didn't see it in time to adapt. > > > > > > It could also be something more benign but easily as problematic. Something as small as a 10-man night crew that has no opposition in your "actual" tier inflating you up to a tier where they finally get some opposition, only then, your prime-time is out-populated 2:1 and has to suffer the consequences. Things like that can also pull and push you up and down like a yo-yo between content that matches you poorly. So you may simply be two tiers too high than what your are supposed to be at but what's broken in scoring and population mechanics simply lands you there. > > > > > > It could also be transfers of course and that is reaching some rather ridiculous levels by now where the movement of communities that are as small as a single guild in size can move servers across the entire spectrum from 500-gem husk to locked/unlinked simply because the content creator-consumer balance has grown so incredibly out of whack due to ArenaNet's actions. Guilds are often blamed for the migrations but in reality it is almost always "everyone else" that is the problem. > > > > > > > Nope. This is prime time at the bottom of the tier ladder with one server in particular that does this regularly, coupled with bandwagons. It’s not the other groups that are too high, in other words. > > > > I’ll never understand the need to play this way. And ANet can’t, or won’t do anything to deal with it. > > This is the current tick. In addition, GREEN is 3x our score in the current skirmish. > https://imgur.com/a/aiNeVpf > > you guys are still on this 2016 conspiracy that mag is tanking so they can get "easy bags" when you could easily log on during ocx/sea/eu hours and see that mag has absolutely 0 presence during those hours. we try our best to ppt during na prime to get out of this forsaken tier but it can't deal with the heavy ppt during the morning hours. Unlike these other servers that post pictures from NA prime on NA servers, we actually have outnumbered buffs when your blobs are rolling through our bl and ebg keep daily so there's kind of an excuse. mag has zero public tags that they don't laugh off and are currently linked with dr that only has fight guilds that log on late na. Please tell me why it's not ok to have a populated NA prime on NA servers. > Taking it back to the more general point, if the servers were comparable in coverage, etc, then we would expect to see similar victory point scores. But we don't. For some servers, their KDR in a skirmish more than compensates for the objectives held. Take your example where the 259 potential points are being added to the war score. For argument's sake, let's assume that the server holds all those objectives at the same tier for an entire skirmish. Ignoring opposing player kills, that adds 6,216 points to the skirmish (259*(120/5)). Say that server wins the skirmish and gets 5 Victory Points. Which now brings us to scoring. As we all know, the winning server in each skirmish gets 5 points, the middle one 4, and the losing one 3. With 84 skirmish periods per week ( 7 days x 24 hours divided by 2, the latter being the skirmish duration), the maximum number of points is 420 (84x5) and the minimum number is 252 (84x3). This means that, at the end of the week, if the wiki points information is correct, then all three servers will have a score that lies somewhere between 252 and 420. If servers had a similar number of off-peak hours _which occurred at different times_ all three skirmish scores should rotate around so that wins, second, and last should be roughly equal. _But they are not_. The server that pulls away by the third day after the weekly rematch gets an unassailable lead _because pulling away in top score on Fri/Sat server time is correlated with a win rate that is relatively consistent for the rest of the week_. Conversely, _having the lowest score over that period is correlated with being the losing server at the end of the week_. With a balanced system, one would expect that the wins/middle/losses should rotate around the servers at a roughly even rate. That the server in your example with the lowest objective score is the one that is likely to win the current week suggests that the low score shown is not correlated with winning for the week. My image shows the likely placement of the three servers at the end of the week: blue will win, red will come second, and green will lose. Which then brings us to the point about "tanking". Seeing a server come down to a lower tier and then comprehensively win the week at the lower tier does look like tanking from the perspective of the servers that are now being slaughtered by that server. Given your point about lack of coverage during certain hours for your server and that your server appears to be bouncing between tiers 3 and 4 (correct me if I'm wrong on that point), then lack of coverage for your server appears to be a problem just like our being overwhelmed so much that it has been difficult to see how the winning server could drop to our tier in the absence of tanking. That a server can outperform other servers in one tier, go up to the next tier, and then get slaughtered so that they come back down to the lower tier suggests that the servers aren't performing equally well (within a range, of course). If the match-ups were made on the basis of trying to create server-link teams of roughly equal expected outcomes, then such an outcome shouldn't exist. Basically, the "oh, we were last for another week _again_" or "oh, we got up to the next higher tier, only to drop back down to the lower tier _again_" - the problem is the _again_. tl;dr are any of us happy?
  15. Oh, we're not trying to tank. We're just completely overwhelmed by the other servers. It's like being in silver PvP and having platinums fight against you.
  16. > @"moony.5780" said: > > @"Hesione.9412" said: > > I'm not sure of your point. Are you saying that you are okay with possibly creating a negative experience for newer players? > > No im not ok with this. But thats what is happening right now by default. So increasing the campain difficulty is a good solution. The solution to make oneself weaker by bad gear/traits is a very poor solution because only like 10% of the player use it. Also it feels like ignoring all the hard work someone had to become a good player. Thats why i think the game should be changed and a stronger debuff for vetrans should be introduced. > > > @"Hesione.9412" said: > > How can you not notice that you're the one killing everything while the new players around you aren't getting the chance to hit anything, because it dies before they get credit? > It is really possible to not notice that! For sure not all the time, except someone is really dont care about others... > So if someone is aware of the problem but fully geared, only hit 1 time each monster and took like 50% health away, then it still just need 1 new player to kill the rest and the other 3 new player get no reward. Even my old father who have no real gaming experience other than strategy games can kill a monster with 2 hits! So this game is faaar too easy and causes unbalance during events. > I think it would be great if events were much more difficult..and so everyone have a chance to enjoy the fight and get loot. Random monster + heart quests should stay easy, so that new player can still feel strong. > > > @"Hesione.9412" said: > > Hannelore.8153 was being sarcastic. I don't know whether you are being sarcastic too, or serious. If the former, then I agree with the lack of empathy from players who do that. > > Im serious. > But what im saying is, that the game how it is, will make a typical player a very bad person for not so experienced player. > I think all player should be able to play side by side and support each other and enjoy the game. Thats why downgrading excists. But its clearly not balanced enough for vetrans. > Oh, I agree with you, except for players should be able to see that they are killing things in 1-2 hits during events, with lower level players around them not being able to get credit. This is why I think the best solution would be to remove the "do 4 events in this relatively low level map" daily from those available to level 80s. The mentors in those maps know that they are helping new players, because they are altruistic enough to put up a mentor tag and help with questions (I've seen mentors do this on starting maps). To be fair, I don't think that most of the higher level players are intentionally trolling the newer, low level players. I am firmly of the opinion that it is lack of mindfulness/being only focussed on getting that daily finished as fast as possible which is the problem. And that is (hopefully easily) solved with my remove-from-dailies-rotation suggestion. I really enjoy this game and I would like new players to have the same opportunity to really enjoy it too.
  17. > @"Sobx.1758" said: > > @"medivh.4725" said: > > Agreed. The given list for skyscale is madness > > What you do is stop treating it as a single achievement and treat it like a list of achievements, completing them one-task-at-the-time. And suddenly it's not madness. Yes, the skyscale isn't a goal that's designed to be knocked off in a couple of hours. I find it interesting that a bunch of posts on the forums are from players who complain that there isn't enough new content in the game, and other posts are from players who complain that there is a series of events to complete in order to reach a goal. Possibly this means that Anet has the balance about right. :)
  18. > @"moony.5780" said: > > @"Hannelore.8153" said: > > The difficulty's fine, I can one-shot five boars at once while some newbie is trying to get them for a heart quest. (This isn't a serious post, but this is really how half the player base seems to think based upon past threads.) > > Tottaly agree !!!! It need a loot of work to not kill everything so fast (which have no benefit at all, except beeing nice to others) > > It is a normal thing that everyone try to get the best possible build and armor, people spent over 400h just to do that....and for what? that u r the evil guy and everyone hates beeing with u during some events (meta events r different). > > Also if someone spent over 2000 hours to play 1 class perfect and is a very good player....and for what? You are the super evil guy and because you also know the spawns noone except you get rewards from an event (while u just play normal without notecing...) > > So now if i want to have fun in open world...i need to ignore all the progress i made..i need to abonden everything i worked hard for...why should i even play the game and get better if it just punishes me + a whole lot of other player? > > It would make so much more sense if someone could adjust the difficulty + get rewards to work on them (dont need to be extra loot..but maybe special titels for not beeing killed for like 100 hours, or make a map completation while not dying 1 time, find a special event and not get hit by xy...and all that while haveing a small debuff) > > And btw...not everyone likes raiding :/ I'm not sure of your point. Are you saying that you are okay with possibly creating a negative experience for newer players? How can you not notice that you're the one killing everything while the new players around you aren't getting the chance to hit anything, because it dies before they get credit? Hannelore.8153 was being sarcastic. I don't know whether you are being sarcastic too, or serious. If the former, then I agree with the lack of empathy from players who do that.
  19. In addition, what would happen if the group leader dc'd during the fractal/dungeon?
  20. > @"retconned.9358" said: > yeh if you get stuck in a matchup where enemy team outnumbers you the majority of the time to the point they can tier up your ebg keep, just find something else enjoyable to do with your time, whether it's on a different map or outside of WvW or the game itself. Denies them content too. Win Win. Also means they can't tank ;)
  21. I would like the warclaw to be able to get up stairs properly.
  22. > @"cobbah.3102" said: > Make Arrow Carts invulnerable to damage from ranger and necro rings , what the heck just make cart and user invul to all damage also cannon and oil user until entry into objective by attacking force Not sure if you are being sarcastic here, but just no. Making the siege invuln means capping will be almost impossible.
  23. All I can suggest is to do what I am doing - use the special tools for logging and mining, and just use a plain orichalcum sickle for the plants. That way you're not wasting the special sickles. :(
×
×
  • Create New...