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Virtuality.8351

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Posts posted by Virtuality.8351

  1. > @"Cyninja.2954" said:

    > The actual issue will be the lack of demand for medium armored classes in T4 or CMs, which would be of far greater concern to a new player currently.

    > @"Virtuality.8351" said:

    > ...which I completely and sincerely agree on, but also is completely irrelevant to the topic.

     

    And by the way, I am all for it and will support you _if you want to start a new topic on this one_, about which I also have something to say.

  2. > @"Cyninja.2954" said:

    > > @"Virtuality.8351" said:

    > > > @"Cyninja.2954" said:

    > > > > @"Virtuality.8351" said:

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

    > > > > > > @"Virtuality.8351" said:

    > > > > > > [snip]

    > > > > > > Not to mention that what is requested in the OP is clearly _not_ to "constantly make changes".

    > > > > >

    > > > > > Not sure how you would assure no constant changes, given how the used ingredients are subject to the in-game economy. As such we are back to: constant adjusting here for such a minor difference is not needed.

    > > > >

    > > > > I would not. I do not develop this game. And if you follow the discussion closely, you'd see people agreeing on this proposal or having other thoughts about it do not request for constant changes either. They advocate to bring _back_ the original leather refinement ratio and to regulate the market via increase in supply via manipulating drop rate and so on instead.

    > > > >

    > > > > And the very first paragraph you snipped already tells you that the difference might not be actually as trivial as you would imagine, at least not for the new players.

    > > > >

    > > >

    > > > People agreeing on wanting things cheaper? If this is about fairness, wouldn't making the other sets more expensive also work?

    > >

    > > ...which I'd have zero problem with since all of my characters are already fully geared. Though, I'd still advocate for the new players and go with the opposite direction.

    > >

    > > > The difference is trivial by simple math of how easy it is so come by gold in this game. Which I abbreviated by giving 2 gold acquisition methods (dailies and login rewards) which make the difference insignificant.

    > > >

    > > > > @"Virtuality.8351" said:

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

    > > > > > Complaining about an individual armor set because of it being currently slightly more expensive, and yes anything which takes 2-3 hours is insignificant for a MMORPG player, even ones with little time, is just that: doctoring around a single commodity.

    > > > >

    > > > > And again obviously you did not read the part you snipped at all. The post is _not about individual armor set_.

    > > > >

    > > >

    > > > I did not want to get into detail. Suffice to say, your base premise that medium ascended armor is the main or only demand behind leather is false imo.

    > >

    > > And again, which was _not_ the premise but instead a straw man you brought up yourself. Might as well read again.

    > >

    > > > > > Even a new player, if he spent a little research about how to save or make gold, in case he himself is not adept at saving or making gold, can easily acquire this amount within hours. The monthly login rewards alone sum up to 60+ gold if converted or sold, not counting the 60 gold from dailies. Sorry but this is NOT an issue, not even for new players.

    > > > >

    > > > > Still you are missing the entire point of the OP, which is to provide a more equal footing and accessibility to equipment and hence contents regardless of the profession they choose for their first character. And yes, the disparity could be made up by the players through additional hours of grind, but the question remains: why should such disparity exist? Should it exist? What is the justification for its existence? Couldn't it be more friendly and equally accessible for new players regardless of their choice of profession instead of punishing them for it?

    > > >

    > > > It shouldn't exist. I never said it did. I said this is NOT an issue which needs addressing at the current time and quite frankly there is no permanent "fair" way to address it.

    > >

    > > To quote yourself: "leather is currently the most expensive, light armor was on release." In case you are not keeping track of the patch note, the exact reason why the the former is how it currently is and the latter became no more was the change of refinement ratio and the recipe. As long as it is not fixed, the disparity will remain permanent. And if it is fixed, well, as long as no additional changes were made to the said two factors above, the effect will likely be permanent.

    > >

    > > Honestly, you can have your own list of priority, which I respect. Though your arrogance to assume your counterparts position in an argument _without_ reading their text and to deny the need for others does baffle me. Just could we at least have a more civil discussion?

    >

    > How was I uncivil? I disagreed on your arguments, you ignored mine. I explained why I believe that the current disparity is insignificant.

     

    And I explained why I believe your belief was far from close to the reality, which was later not addressed.

     

    How were things not civil? First of all you snipped the majority of my earlier reply and addressed none of them. Secondarily, to quote yourself: "I did not want to get into detail. Suffice to say, your base premise that medium ascended armor is the main or only demand behind leather is false imo.", which already indicates that you not only did not address any of them but intentionally not doing so, yet you still make assumption about my proposition while clearly did not read my reply since it was not at all what I meant. Third, while you addressed little of my rebuttal, I have been addressing most of yours, yet now I am accused to be the one ignoring their counterpart's argument. I just do not feel like we are talking to each other on equal terms.

     

    > Yes, the disparity remains in that leather armor remains the most expensive and it has for a long time.

    ...which was, again, introduced by the changes of refinement ratio and crafting recipe.

     

    > Meanwhile even this disparity has shrunk because it was way bigger in the past, as a direct result to changes to the game and additions.

    ...which could use more specification, but still the disparity exists, and even while it has shrunk, it is still arguably a considerable burden for new players. Reasons provided in earlier comments, which were also not addressed.

     

    > Making the argument that one fix/change now will be of permanent duration.

    I'm sorry but I just could not understand this sentence.

     

    > Again: it is impossible to have a permanent fair equal pricing between sets as long as they require differing materials.

    And you kept talking about _permanence_ of solutions, which is also another straw man and not what the post is about. Still, have already addressed it by providing the necessary conditions for the solution to be a permanent fix, which, though, you seem to still have no will to talk about while insisting the opposite.

  3. > @"Cyninja.2954" said:

    The actual issue will be the lack of demand for medium armored classes in T4 or CMs, which would be of far greater concern to a new player currently.

     

    > @"Virtuality.8351" said:

    > ...which I completely and sincerely agree on, but also is completely irrelevant to the topic.

     

    And the second thing I do not get is that you are talking as if my proposal and the solution to the problem of your priority are mutually exclusive, which begs the question: just how much developmental resource do you suppose is it going to take to change the ratio of refinement?

     

  4. > @"Cyninja.2954" said:

    > > @"Virtuality.8351" said:

    > > > @"Cyninja.2954" said:

    > > > > @"Virtuality.8351" said:

    > > > > [snip]

    > > > > Not to mention that what is requested in the OP is clearly _not_ to "constantly make changes".

    > > >

    > > > Not sure how you would assure no constant changes, given how the used ingredients are subject to the in-game economy. As such we are back to: constant adjusting here for such a minor difference is not needed.

    > >

    > > I would not. I do not develop this game. And if you follow the discussion closely, you'd see people agreeing on this proposal or having other thoughts about it do not request for constant changes either. They advocate to bring _back_ the original leather refinement ratio and to regulate the market via increase in supply via manipulating drop rate and so on instead.

    > >

    > > And the very first paragraph you snipped already tells you that the difference might not be actually as trivial as you would imagine, at least not for the new players.

    > >

    >

    > People agreeing on wanting things cheaper? If this is about fairness, wouldn't making the other sets more expensive also work?

     

    ...which I'd have zero problem with since all of my characters are already fully geared. Though, I'd still advocate for the new players and go with the opposite direction.

     

    > The difference is trivial by simple math of how easy it is so come by gold in this game. Which I abbreviated by giving 2 gold acquisition methods (dailies and login rewards) which make the difference insignificant.

    >

    > > @"Virtuality.8351" said:

    > > > @"Cyninja.2954" said:

    > > > Complaining about an individual armor set because of it being currently slightly more expensive, and yes anything which takes 2-3 hours is insignificant for a MMORPG player, even ones with little time, is just that: doctoring around a single commodity.

    > >

    > > And again obviously you did not read the part you snipped at all. The post is _not about individual armor set_.

    > >

    >

    > I did not want to get into detail. Suffice to say, your base premise that medium ascended armor is the main or only demand behind leather is false imo.

     

    And again, which was _not_ the premise but instead a straw man you brought up yourself. Might as well read again.

     

    > > > Even a new player, if he spent a little research about how to save or make gold, in case he himself is not adept at saving or making gold, can easily acquire this amount within hours. The monthly login rewards alone sum up to 60+ gold if converted or sold, not counting the 60 gold from dailies. Sorry but this is NOT an issue, not even for new players.

    > >

    > > Still you are missing the entire point of the OP, which is to provide a more equal footing and accessibility to equipment and hence contents regardless of the profession they choose for their first character. And yes, the disparity could be made up by the players through additional hours of grind, but the question remains: why should such disparity exist? Should it exist? What is the justification for its existence? Couldn't it be more friendly and equally accessible for new players regardless of their choice of profession instead of punishing them for it?

    >

    > It shouldn't exist. I never said it did. I said this is NOT an issue which needs addressing at the current time and quite frankly there is no permanent "fair" way to address it.

     

    To quote yourself: "leather is currently the most expensive, light armor was on release." In case you are not keeping track of the patch note, the exact reason why the the former is how it currently is and the latter became no more was the change of refinement ratio and the recipe, which others have also brought up in this thread. As long as it is not fixed, the disparity will remain permanent. And if it is fixed, well, as long as no additional changes were made to the said two factors above, the effect will likely be permanent.

     

    Honestly, you can have your own list of priority, which I respect. Though your arrogance to assume your counterparts position in an argument _without_ reading their text and to deny the need for others does baffle me. Just could we at least have a more civil discussion?

  5. > @"Cyninja.2954" said:

    > > @"Virtuality.8351" said:

    > > [snip]

    > > Not to mention that what is requested in the OP is clearly _not_ to "constantly make changes".

    >

    > Not sure how you would assure no constant changes, given how the used ingredients are subject to the in-game economy. As such we are back to: constant adjusting here for such a minor difference is not needed.

     

    I would not. I do not develop this game. And if you follow the discussion closely, you'd see people agreeing on this proposal or having other thoughts about it do not request for constant changes either. They advocate to bring _back_ the original leather refinement ratio and to regulate the market via increase in supply via manipulating drop rate and so on instead.

     

    And the very first paragraph you snipped already tells you that the difference might not be actually as trivial as you would imagine, at least not for the new players.

     

    > Complaining about an individual armor set because of it being currently slightly more expensive, and yes anything which takes 2-3 hours is insignificant for a MMORPG player, even ones with little time, is just that: doctoring around a single commodity.

     

    And again obviously you did not read the part you snipped at all. The post is _not about individual armor set_.

     

    > Even a new player, if he spent a little research about how to save or make gold, in case he himself is not adept at saving or making gold, can easily acquire this amount within hours. The monthly login rewards alone sum up to 60+ gold if converted or sold, not counting the 60 gold from dailies. Sorry but this is NOT an issue, not even for new players.

     

     

    ...which are still additional grinds. And still you are missing the entire point of the OP, which is to provide a more equal footing and accessibility to equipment and hence contents regardless of the profession they choose for their first character. And yes, the disparity could be made up by the players through additional hours of grind, but the question remains: why does such disparity exist? Should it exist? What is the justification for its existence? Couldn't it be more friendly and equally accessible for new players regardless of their choice of profession instead of punishing them for it?

     

  6. > @"Inculpatus cedo.9234" said:

    > My bad. Thought the OP was complaining about the cost of a particular stat's armor (Zojja), and I thought there might be a different stat that was less expensive to craft, then change via the Mystic Forge.

    > As well, as using the Leather Farm, of course.

    >

    > But, if it's not the cost, and only the difference that is of concern, then...

    >

    > My apologies.

     

     

    No problem. It is not the difference between the costs of ascended armor of different stat combinations, but instead the costs of ascended armor of different _weights_. As stated in the OP, the berserker set is only brought up as an example, and perhaps even a representable one due to its prevalence.

     

    As for the leather farm you brought up, well, now that you mention it, the proposal might actually make AFK farming (if that's what you mean by "leather farm" since there has been quite some discussion taking place about it recently.) less desirable due to reduced demand, and hence price, for leather. Personally, I do not care about it that much, but if it does helps...well, then, glad to help?

  7. > @"Cyninja.2954" said:

    > This complaint is insignificant. 20-40 gold are literally 2-3 hours of open world farms. It's a couple of days worth of dailies and some materials. It's NOTHING.

     

    For a veteran player, perhaps. Yet, please do also keep in mind that this post is all about advocating for new players to provide a more equal footing for them regardless of whichever profession they choose as their first character. Not to mention the profitability of one of the major and perhaps most accessible open world farms, Silverwaste, is highly dependent on player MF value, which new players generally do not have as much, and the disparity could thus for them become more significant than you'd imagine.

     

    > The worst idea possible is to start doctoring around on an individual item and individual price basis in regular intervals. So leather is currently the most expensive, light armor was on release, back then 1 set cost nearly 1k gold. It's not something which is in any way significant or warrants developer attention currently both because it is a minor difference as well as way to big of a hassle to pay constant attention to and the problems of constantly making changes here would be far worse.

     

    First of all, the proposal here is not to "[doctor] around an individual item and individual price basis in regular intervals", but instead provides a holistic view over the relation between crafting system and market of ascended armor, which is arguably one of the most important factor that drives market demand for leather. The Berserker set here is only brought up as an example, regarding its prevalence and thus its representability, and it is clearly stated in the OP.

     

    Secondarily, a major part of the charm is that the developers actually care about the experience of players. The more or less "no-grind" design philosophy. The level 80 cap that does not raise with each expansion. The idea "horizontal progression". And it is not just about those grand, systemic stuffs that ArenaNet has promised the players and keeping it since launch. It also comes to things as detail and insignificant as to reduce the chore for players when gathering from the synthesizers in the guild halls by making all plant based ones one-shot and wood two shots.

     

    And the market of critical crafting materials that is traded in tens of thousands daily is certainly nothing trivia, nor is the experience of new players. It is why the developers even took the effort to introduce the guide achievement. The point you made that this issue does not warrant developers attention simply does not stand.

     

    Not to mention that what is requested in the OP is clearly _not_ to "constantly make changes".

  8. > @"Super Hayes.6890" said:

    > > @"Virtuality.8351" said:

    > > > @"Super Hayes.6890" said:

    > > > The market is structured to control this. Demand for zerker gear in different weight classes will cause the crafting material prices to vary.

    > >

    > > Except that in fact the most significant historical factor of crafting material prices was not difference in demands for ascended berserker gear of different weights, which is more or less constant, but the refinement ratio of the material to craft these items. And if you look back into the market history, it is almost always the medium set that costs the most, if my memory serves right.

    > >

    > > > If you need a fixed price on exotic armor there is always the temple armors in Orr. All three weights are the same karma price at the trade off of less stat options and you cannot salvage them.

    > > ...which is not what is requested in the original post. It is instead about giving new players who main different classes a more equal starting point to begin Fractals. The temple armor set is just complete irrelevant here.

    >

    > Sorry, not sure how I glossed over the ascended for fractals part. Pretty sure the market imbalance you are referring to started because they messed with it by adding leather requirements for patches when they should have just reduced the amount of leather sources. Leather was dirt cheap before that. It swung hard and became one of the most valuable crafting materials after that. They should leave the market alone and maybe add a one time collection for your first set of ascended fractal armor.

     

    It wasn't your fault but instead more of mine. I did not made it clear enough in my first edition of the post. After your reply I updated it and hopefully people would get my point more easily. And yes, it was indeed the said patch that caused this issue. Here I agree with ArchonWing.9480 in another comment above that it was _way_ over-corrected.

  9. > @"Trianox.3486" said:

    > I love preparation skills, visuals, effects, actual functionality BUT for PvE, the 3 sec delay is waaaay too long. We move fast across the battlefield, chainkill, or basically the fight location shift quickly... So the current skills are really lacklusters.

    >

    > Their only use case in PvE at the moment are against relatively immobile foes with very high HP that won't go down in less than 10 secondes, else it's just not useful at all and any other skills end up being a better option.

    >

    > I love the Seal area potential for crowd control and such, but fields effect are too weak (so whirl don't really make it shine that much) and against by the time I would pop it monsters inside and outside are already dead.

    > I used it on the past as a safe zone I would place on the floor to pop instantly later in the fight when I needed to reset the fight, but ....when my build is DPS oriented, foes get downed too fast or I can fight without ever a need for reset when rotation is spot on... So... :-/ not that great.

    >

    > A 1 second prep time instead of 3, would totally solve it for me for the knock down and the condi ones.

    > Portal is more of a PvP or WvW... And Seal, I wish would have an additional effect for PvE.

     

    Agreed. Everything about Preparation is awesome _excep_ that 3 s delay. If there must be something that functionally differentiate it from the Trap skills, it should be anything but.

     

     

  10. > @"Vincible.1065" said:

    > Hello fellow thieves,

    >

    > I'm new to the game (5 days in) and would like some advice about PvE content, specifically around 3 topics: 1.Current set up, 2.Alternative set ups & 3.End Game

    >

    > **1. Current set up**

    > I'm currently level 46, and using a P/P + SB: P/P for general purpose, SB for mobility + non-linear AoE.

    > I've maxxed Signet Training, Deception Training, Deadly Arts & Critical Strikes which seems to provide good passive bonuses allowing me to get through 90% of the stuff i've encountered so far by using Dodge + P/P 3 (Unload). Is there anything I could be doing better with my current set up?

    >

    > **2. Alterantive set up**

    > Whilst my current set up has allowed me to learn the game in general, I feel like it won't serve me well in the long run as its very simple, and I don't feel like i'm making the most of the profession. What different weapon and training combinations should I try out now whilst levelling to get a better feel for the class as a whole whilst still keeping a good 'flow'?

     

    Since now everyone has two equipment template, I'd advise you to try out P/P and P/D on one and P/P and SB on the other.

     

    P/D offers you a more dynamic play style against single target enemies. The set also grants you two fail safe option against melee enemies with #3 and #5 if you run out of dodge or other means of mitigation, provided that you still have enough initiative points. You can always switch back to the other template out of combat for mobility on SB.

     

    If you prefer things to be even more dynamic, try melee. Use Sword and Pistol against regular enemy mobs. There is a [guide ](https://metabattle.com/wiki/Build:Thief_-_Leveling_Duelist) that details how it works. Against single target that cannot be crowd controlled, use Dagger/Dagger instead.

     

    > **3. End Game (Dungeons / Fractals / Raids)**

    > From my limited reading and watching of guides, it seems that compared to other classes, thieves don't offer a whole lot to a group besides DPS. What can I do to make myself a better group player than just DPSing well and learning the fight mechanics? I see there are skills which provide group stealth, AoE blind, boon stealing, group healing etc. - should I focus on these over DPS, or try and mix them in to have a bit of everything?

     

    Almost none of the group utilities that you named (except healing) is dependent on attribute points, and all of them are situational in instanced contents. Therefore you will still be doing great DPS while providing any of those. As of healing, the profession is generally considered a subpar healer, so it is advised that you avoid specializing yourself into such role.

     

    You might have also come across raid builds designed to be boon support. Those are highly situational, limited to few specific bosses and require quite some investment in boon duration equipment, which is just not as useful for this class elsewhere, so you might as well get DPS gear first.

     

    > Also melee vs ranged, seems like i'd be too squishy to stand in 'the mix' to get the benefit of the boons, does this mean i'm better off sticking to P/P + SB, switching P/P to Rifle for some extra range, using one melee set and one ranged set in-case of mobs / bosses with the reflect mechanic, or just getting stuck in with melee and build some extra survivability?

     

    Try out both. But I'd recommend to try out melee with staff first. There are two variants, one for [open world](https://metabattle.com/wiki/Build:Daredevil_-_Bounding_Staff) and the other for [instanced contents](https://metabattle.com/wiki/Build:Daredevil_-_Power_DPS_(Fractal)).

     

  11. > @"Super Hayes.6890" said:

    > The market is structured to control this. Demand for zerker gear in different weight classes will cause the crafting material prices to vary.

     

    Except that in fact the most significant historical factor of crafting material prices was not difference in demands for ascended berserker gear of different weights, which is more or less constant, but the refinement ratio of the material to craft these items. And if you look back into the market history, it is almost always the medium set that costs the most, if my memory serves right.

     

    > If you need a fixed price on exotic armor there is always the temple armors in Orr. All three weights are the same karma price at the trade off of less stat options and you cannot salvage them.

    ...which is not what is requested in the original post. It is instead about giving new players who main different classes a more equal starting point to begin Fractals. The temple armor set is just complete irrelevant here.

  12. ~~Take the Berserker sets for example, which are the most prevalent in PvE. Here are the prices for the material to craft a full set of Zojja's armor in each weight.~~

     

    ~~**Heavy**: 245 ~ 255 g~~

    ~~**Medium**: 280 ~ 290 g~~

    ~~**Light**: 270 ~ 275 g~~

     

    Since too many have mistaken the point of this post for ideas around specific stat combination and/or individual armor set, allow me to rephrase it.

     

    There is a 35 to 45 g disparity between the costs of a full set of ascended armor of each weight, which does not seem to me justified, particularly for _**new players**_ with their first character of adventurer or scholar classes, who are required to spend more time or gold to obtain their very first set of ascended armor as _**their entrance ticket to fractals**_.

     

    Maybe the issue can be solved by lowering the cost of one of the major components in ascended armor: **Cured Thick Leather Squares**, which the medium armor set costs the most and the heavy armor set costs the least. If the number of **Thick Leather Section** to make one **Cured Thick Leather Square** is reduced back from 4 to 3 _**as it used to be**_, that would help reduce the disparity of cost between different armor weights.

     

    What's the communities take on this?

     

     

  13. > @"Taril.8619" said:

    > > @"Virtuality.8351" said:

    > > > @"Taril.8619" said:

    > > > Warrior Sword

    > >

    > > Features that improves swords on Warrior was added to Blademaster back in 2017, but yes, before then there were no trait that enhances it.

    >

    > Ahh, yeah, my bad.

    >

    > > @"Virtuality.8351" said:

    > > > Revenant Sword

    > >

    > > Vicious Lacerations would beg to differ.

    >

    > Said trait has not existed for 7 months.

    >

    > > @"Virtuality.8351" said:

    > > > Revenant Staff

    > >

    > > Tranquil Benediction is meh but still.

    >

    > Said trait has not existed for over a year.

     

    Damn you are right! Seems we both got screwed by patches lol

  14. > @"Taril.8619" said:

    > Warrior Sword

     

    Features that improves swords on Warrior was added to Blademaster back in 2017, but yes, before then there was no trait that enhances it.

     

    > Revenant Sword

     

    Vicious Lacerations would beg to differ.

     

    > Revenant Staff

     

    Tranquil Benediction is meh but still.

  15. > @"sevenDEADLY.5281" said:

    > > @"Virtuality.8351" said:

    > > > @"sevenDEADLY.5281" said:

    > > > > @"Niteraven.1372" said:

    > > > > I understand why people want to race. That's fine by me and I have NO problem with it. What I DO have a problem with is the little "adventure" game you force us to do in order to get the underwater skimmer addition. There are people on this game who CAN NOT do this. They may be elderly. They may be disabled. They may just not see well. When I started this game things were truly optional. Now I'm basically FORCED to do something I just can't do or be punished by not having a skill. So thank you Anet. Thank you from about 20 percent of the community. You just alienated a lot of people. Enjoy.

    > > >

    > > > Evidence to support that 20% of gamers are disabled elderly people incapable of completing an incredibly easy race? I'll wait.

    > >

    > > By indulging into a figurative number, I believe you completely missed the point, which is that there are indeed disabled and/or elderly people out there having a hard time completing contents that could grant them access to items or abilities that would improve their QoL in game. There is nothing wrong to advocate for them.

    >

    > And YOU miss a point made by someone else above. If you design a game based on the absolute lowest possible standard... there would be someone that exists that can't complete every existing aspect of this game. Some people are bad platformers, we need to remove all platforming from the game. Some people are incapable of competing in pvp, we need to remove all pvp from the game. Some people are incapable of the reflexes required to dodge appropriately, need to remove active dodging from the game. Some people just straight up don't have hands, need to remove any aspect of the game that requires the use of a keyboard and mouse. Stop attempting to force game design for a small percentage of the population.

     

    ...which, in case you have not noticed, was a combination of slippery slope and straw man originally brought up cNd.1096, instead of what the OP was ranting about. Simply compare the following statements:

     

    > @"Niteraven.1372" said:

    > I understand why people want to race. That's fine by me and I have NO problem with it. What I DO have a problem with is the little "adventure" game you force us to do in order to get the underwater skimmer addition. There are people on this game who CAN NOT do this. They may be elderly. They may be disabled. They may just not see well. When I started this game things were truly optional. Now I'm basically FORCED to do something I just can't do or be punished by not having a skill. So thank you Anet. Thank you from about 20 percent of the community. You just alienated a lot of people. Enjoy.

     

    > @"cNd.1096" said:

    > Yeah, let's stop making games at all because there are people who can't play them. You're not forced to do anything, Skimmer underwater is completely optional.

     

    Honestly I do not even know why people agree with cNd's apparent false rebuttal so much. Perhaps people just want to troll OP for venting. Though the position of the OP actually reads more close to something like this: "It is a good thing that people enjoy the mount race, but when to attain a certain degree of success in the activity becomes the _necessary prerequisite_ of functions that could greatly improve peoples QoL, it becomes problematic and thus extremely frustrating for people with technical difficulty." The _necessary prerequisite_, which by definition is _not_ optional, was apparently why OP felt being forced.

     

    I simply do not see the OP was actually advocating for the removal of race, or as you mentioned in your post, platforms, pvp, the dodge function or whatnot, which is indeed a point, but also just another slippery slope.

     

    And it is simply not a _necessity_ for those things to be removed in order to solve the issue. There is a difference in design consideration between simply lowering the difficulty for everyone and improving the _accessibility_ for those in need, and it is possible to improve QoL for people who are suffering from disability and other conditions without turning everything into a killjoy.

     

    For an obvious example, set the prerequisite to Bronze medal instead of Silver, and maybe further make Bronze more easily achieved by expanding the time limit, so that even people with technical difficulty can at least access the underwater skimmer function with better ease and perhaps redo this less. By doing so, the experience of regular players are hardly negatively impacted, and you improve the accessibility and QoL for those people actually in need.

     

    And if you happen to have read another popular [thread](https://en-forum.guildwars2.com/discussion/114101/no-hot-should-not-be-further-nerfed-it-is-not-meant-to-be-the-regular-power-fantasy/p1) I recently started, you'd actually find that I am against lowering difficulty for quite a lot of things and even advocating making certain contents even more difficult than their current state in the comments.

  16. > @"Jski.6180" said:

    > It maybe a bit much that your asking for. How reg is trigger needs to be updated to fix healing rain so your not waiting the strong reg effect on it. As for Shock wave it needs to be a non projectile but every thing else about it is fine.

     

    Hang on...I thought Regeneration from sources with highest Healing Power ignored the queue and came into effect first. Isn't that how it's been working?

  17. Unless you are particularly into condition damage based builds, I would recommend Berserker/Diviner hybrid.

     

    Herald can easily maintain permanent 25 stacks of Might, Fury, Swiftness and high uptime for many other boons with this setup, and Renegade can provide permanent Alacrity, Protection and many other boons just as well.

     

    Personally, I do not find either of them worse than full Berserker in open world, if not better. Since ascended trinkets are relatively easily available, swap your Diviner trinkets for Berserker ones when you feel like putting out more personal DPS, and switch them back when you want to support your allies better.

     

    As for instanced PvE contents, there is also demand for Alacrity in Fractals so you would also fit for purpose with this setup.

     

  18. > @"sevenDEADLY.5281" said:

    > > @"Niteraven.1372" said:

    > > I understand why people want to race. That's fine by me and I have NO problem with it. What I DO have a problem with is the little "adventure" game you force us to do in order to get the underwater skimmer addition. There are people on this game who CAN NOT do this. They may be elderly. They may be disabled. They may just not see well. When I started this game things were truly optional. Now I'm basically FORCED to do something I just can't do or be punished by not having a skill. So thank you Anet. Thank you from about 20 percent of the community. You just alienated a lot of people. Enjoy.

    >

    > Evidence to support that 20% of gamers are disabled elderly people incapable of completing an incredibly easy race? I'll wait.

     

    By indulging into a figurative number, I believe you completely missed the point, which is that there are indeed disabled and/or elderly people out there having a hard time completing contents that could grant them access to items or abilities that would improve their QoL in game. There is nothing wrong to advocate for them.

  19. Regarding connection quality and the negative impact it could cause to gameplay, I'd like to just remind everyone that, latency and ping spike are two entirely different things.

     

    For example, I regularly get 250 or so ping but only occasionally 1k+ ping spike. Therefore, I have come to the point that my reflex takes latency into account, since it is most of the time steady. For some people, however, they regularly suffer from both, which could lead to terrible playing experience.

     

    Though, as I stated above in another comment, that I still believe technical problems is to be better solved with technical approaches instead of design consideration. If there are enough people having the same issue speaking up about it and maybe initiate something (I'd recommend to start a new thread about it), the developers can look into it and hopefully alleviate the problem.

  20. (Reposting due to quoted post being removed)

     

    Just in case that those people you know in need of help are new to this game: tell them to change their key setting and set A/D key to strafe left/right instead of turn left/right by default. It makes the control of movement tremendously easier.

     

    Sometimes it is not really the problem of of the player but the problem of the control setting. I'd suggest people with problem completing any content really should first review their own key-bind layouts and spend some time to find out what works for them. Hope this helps!

     

    For reference this is my own setup:

     

    WSAD: move forward/backward/left/right

    Space: Jump

    E: Dodge

    1~5: Weapon Skills

    Z/X/C/V/B: Professional Mechanics

    Q/R/F: Utility slots, left to right.

    Shift: Heal

    Caps Lock: Elite

    `/Mouse Button 3: Change weapon

    Ctrl: Draw/put away weapons

    Alt: Turn camera (not character) 180

    F1 ~ F8: Mounts

    Shift + F1 ~ F5: Change build set

    Ctrl + F1 ~ F5: Change equipment set

    Alphebetic keys on the right half of the keyboard: shortcut for different windows/panels, chat and etc.

     

    As a rule of thumb, I'd recommend to:

     

    For movement and combat related controls, assign the functions to keys that you can easily and precisely reach with your left hand. For example, the E, Shift and space key are the three most immediate keys for my left hand when laying my middle finger on W key, so they were assigned life-and-death functions such as Dodge, Heal and Jump (to overcome terrain features in combat). Then I assign the rest according to function priority and key immediacy. Also, single key is usually easier and faster than key combination.

     

    For non-movement/combat related hotkeys, assign those on the peripheral keys instead of the most immediate ones for your left hand, such as F1~F0 and the right side of the keyboard. Use Ctrl/Shift/Alt key combinations if available options are running out.

     

     

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