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DoomNexus.5324

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Everything posted by DoomNexus.5324

  1. > @"Firebeard.1746" said: > > @"DoomNexus.5324" said: > > My answer: > > The new maps are the only content saving it from a 1 to me. > > The story is tedious to follow and imho boring as hell - I never liked how GW2 handled story and most of the plots are imo really not good. > > > > My side notes for LS: > > I feel like Living Story is the main issue GW2 has, it holds everyone back of making actual content and instead we get instances consisting of waiting rooms with some conversations going on around you. I honestly can't appreciate anything positive since this just drags everything down for me and forcing myself through pure boredom has become synonymous to Living Story for me. > > > > If Anet just monetized their content they wouldn't be pressured to force those skins into your face I'm honestly just waiting for the house of cards to collapse, when most of the people are oversaturated and they don't think it's worth to buy another outfit they will never use. Anet is branching out with mounts, novelties,... and for a lot of whales this probably is sufficient (that's why it still works) but I think Anet's pushing here a little bit.. > > > > So I _really_hope that IBS will be the last living story season and that they _eventually_ monetize the stuff that people actually care about. Skins are just nice to have but I don't think a lot of people will login every day because they want to checkout their cool new cape for an hour or two - at 30 fps. (I know there are _some_ people like this actually) > > Honestly monetizing DLC in an MMO is a HUGE mistake. it stratifies the player base and puts artificial barriers on grouping. I actually think they should give LW seasons for just remaining active if you dont' have them all. I feel like that's one of the reasons why LW content doesn't age well at all. > They actually already have a strong pay to progress mechanic being able to convert gems to gold. I kind of agree with paywalling content being bad but on the other hand I'd vastly prefer it over losing any long term motivation the devs could introduce in the game because they have to get that money elsewhere. All of the endgame revolves around the gems2gold conversion. Which itself is great btw, I just think the need for pushing new stuff because they can't get money through "normal" means is kinda meh.. There's nothing you can achieve ingame since all new flashy skins - be it outfits, weapons, glider, back pieces, mounts, ... - are just pushed into the gem store. Even most of the legendary weapons come nowhere near the prestige that some Black Lion weapon skins have. Obviously it's a matter of taste but even if we disagree on individual skins noone can deny the overarching problem. The only exception are probably Raids since the PvE legendary armor is still unique but even then.. A) Only a relative small portion of the playerbase does them B) Anet pretty much discontinued raids at this point and C) a lot of the outfits are just prettier even without an animation. I remember when I saw a guy in dungeon armor some time after release when I still was like Lv 50 or something (I quit because I hated the leveling experience) and I thought this looks so cool compared to everything else I've seen up until that point and was eager to get to Lv 80 and do dungeons.. Because I wanted to achieve that and earn the armor myself. There are no moments like that anymore. Nowadays it's just something between "okay, how is the gold2gem course atm?" and "nah, I'm good, I'm not using those other 20 gem store skins I've bought already". I mean.. I currently have 2 legendaries in my bank for example, I still don't have the skins unlocked and I will never use them either. I just want to sell them at some point because I already have gem shop skins that I think look way better than _a kitten legendary that is meant to take months to get_ . And they are not the first 2 legies I've crafted and will sell because I don't want them btw. People were crying for (ingame) obtainable glider and mount skins for ages but well.. Anet has to make money so nothing earnable for us that gives any prestige I guess... I think the system Anet had implemented hurts the overall community more than it aids the whales..
  2. Yea PoF maps don't have great metas and the bounties are kind of.. badly designed. HoT maps are a mess and I still hate Tangled Depths (which I think was the reason why HoT was so disliked by many.. it's just bad for a story playthrough and needs some time to get used to it) but the meta events are good. They don't make the maps any better but gameplay wise they offer more grind-content which is good for long term fun. I'd happily go back and do some meta events but I am almost never going back to any PoF map because I simply don't know what I could do there that's worth my time. I wouldn't mind Anet reworking bounties a bit. At least tweak the numbers on scaling a bit so you can do them with a small guild squad or some friends.
  3. I've noticed the circle toggling to red and back to blue too. So I didn't experience the issue to a degree of it "rarely turning blue" but I can confirm that it's definitely a bit buggy.
  4. I would assume that PoF and EoD will be seperate for a while with a bundled version as a third option but I have no idea. Iirc then HoT wasn't included in PoF immediately either but idk. ~~Regarding the DLGamer thing: Anet doesn't do anything if problems with your key arise when you buy them from unofficial resellers. Often times key seller sites are involved in credit card fraud or other illegal stuff which invalidates your purchases. If the key happens to be invovled in some sketchy stuff then your friend will probably lose their account without any compensation. So either buy from Anet directly or from one of the official resellers. They go on sale quite often too. But don't take my word please, feel free to do your own research on that topic.~~ Nevermind, I didn't know DLGamer is legit/an official reseller.
  5. I actually thought about splitting skills depending on the elite spec today. A LOT of the changes in the past had huge negative side effects on other builds, mainly core variants. Would be nice if Anet could apply those changes to only when the targeted elite spec is active.. I mean they already do that with the profession skills and even dodge mechanics. Why not split some numbers? I mean they avoided to split between game modes for a LOOOOOOONG time (too long) because they didn't want that classes/skills behave differently but I mean.. First of all Anet already crossed that line imho long ago (just look at Mirage dodge) and secondly: Swapping to a different elite spec is already a big shift for the playstyle, why not refine each one individually? Would be nice if the especs would make even more difference than just 1 new set of utilities (you probably only use 1 of anyway), a different trait line (passive stuff for the most part) and other class mechanics (the most influencial regarding play stlye).
  6. Why is this topic coming up so much recently? There are far more serious issues that need to be addressed imho. Not everyone swaps because they try to counter btw, lots of ppl do other stuff while waiting for the queue pop on a different char or they swap to avoid double roles in the team.
  7. > @"Bazsi.2734" said: > I know something like this would happen: > I get into/make a team, we're obviously nowhere near to where we could be with enough practise, so we start Q-ing, and... first opponent is one of the top contestants of winning the monthly. We get curbstomped, but lets say we keep on playing... somehow most of our matches turn out like this. Because the veterans of the tournament system(those playing organised 5v5 for years) would stick to their own skill level while making teams, and Q-dodge each other for safe/slow rating farm. > New teams would have a horrible experience, seasoned tournament veterans would be bored by lack of competition, and with players leaving (why play if it's not fun?) the gamemode would completely die out within a month or two. I don't even disagree with you here, just one question: How is this different from current ATs? Are ATs superior because they limit the frequency of getting stomped by introducing super long waiting times between those matches? Idk.
  8. > @"Khalisto.5780" said: > I'd rather double and even 3x ats daily and make ranked only solo queue I wouldn't even mind that either, then the waiting gap between tournaments would be less at least.. But you still have to push through 3-5 matches at once, which some people just can't do due to real life. Also there's no matchmaking/rating involved, which is to be expected as a tournament, but I guess that's the prime reason why most people don't participate at all. Can't blame silvers/gold for not wanting to force through a 500:0 match every AT when they are matched against Worms, Prestige or whatever..
  9. > @"TheQuickFox.3826" said: > I wish this would be a little more accessible to lower skilled teams. Being paired against a team of platinums and losing with 5 against 500 is a bit discouraging. Well that's how it is... that's why it's a tournament, not the ranked queue. Sorry but the only thing which makes this less accessible is your own skill and not having a pvp group to play with. > It would be nice if there were more options to progress the Emblem of Tournament victory in a more level playing field. It will be a long hard grind this way. That's a different topic and okay, I can see that. On the other hand, pls let us PvP players have something too :c We don't get anything that's not a no-brainer, most stuff that actually takes some time is due to being time gated.
  10. > @"Hex.2579" said: > What do you think? Should class locking in PvP be a thing? No. Some people like to do stuff in open world and such while they are waiting in queue and do this on another char than what they want to pvp with. They shouldn't be forced to play what they are currently at imho nor should they be forced to stay on the char they want to pvp with (I think Anet also brought up this argument years ago - the discussion isn't particularly new...).. Let's say they are on a new twink or do some crafting or whatever, then this would be char bound. Forcing players to idle while waiting is not that great. > @"Hex.2579" said: > But it's unfair when people queue on specific classes so they could get the spawn on that class on the enemy team, then switch to the class they know it'll counter. And I think being able to do this is actually extremely important.. Or if you have 2 classes on your team where having only 1 would be prefered. I think it would be very bad to force good players into unfavorable matchups if they can spot their disadvantage in the prep phase and know how to counter. > I think Anet should let the team have 1 switch before the match starts, so it forces people to communicate, plan strategies or something in order to figure out who would make the call. Or just put a lock on class switching at the beginning of a fight. So people starts to play around classes and their teammates. Reality would be: Some douche just switching, wasting the switch and everyone's mad.. This works with a full team queue but as long as Anet doesn't provide a full team queue in ranked I think everyone should be equal since communication is kitten and everyone's potentially a douche. > As for ATs, it's not that fun when you're having good matches and your team is winning just for enemies to tryhard and swap stacking 3 of the same professions to zerg. Sometimes it works, sometimes it doesn't, but it still takes away the fun for folks who aren't try hard enough. I honestly have no idea what you point is. "Sometimes it works, sometimes it doesn't"... Okay, so where's the problem? Or asked differently: Why does it take the fun away? Isn't winning against a team that got so desperate they even waste time swapping chars to counter you even more pleasing? > Mid-match swapping feature shouldn't be in ATs. I agree but it doesn't have anything to do with class locking. Also "class locking" doesn't even exist in ATs, it's a bandaid for the matchmaking system. If you queue as full team you are in full charge and I think that's a good thing. We need more freedom in sPvP, not more restrictions. Exploitable flaws with the game should be directly fixed instead of making them unaccessible/harder to exploit by restricting players even more.
  11. It doesn't count as "loss", it just doesn't count at all since you didn't play one. You just automatically get 1 "victory point" for the Swiss rating. So you don't technically win either. > @"TheQuickFox.3826" said: > (...) giving more difficult matches to continue from, increasing the chance of more losses for lower ranked teams. That's not how it works tho. Swiss is kind of a round robin system so you are not "progressing" like in an elimination system (like the old system prior to Swiss). Also you could argue that you are stripped of 1 match you could've won but I don't think that's the full truth. Because if I understand Swiss correctly (didn't look into it sry) then every round should give 1 team a "bye". With 9 teams for example you can match 8 teams with one getting a bye. So you get a bye in round 1 for example and the other 8 teams are playing. In round 2 you are shuffled back in and everything is fine then this just means that another team doesn't have a partner and gets a bye. Or am I missing something? > This makes it a bit hard for lower ranked teams to progress the above achievement. Is this true? Maybe a bit. But as long as this isn't purely random but maybe takes rating into consideration or whatever, this rather benefits you with placing higher at the end, which is more important imho. To not just give the better teams free wins on top.
  12. > @"Ragazm.6018" said: > Basically i got lose strikes where i got -16 -15 and then i got "win" strikes where i got +12 +13. Yea, so your rating is higher than your/the opponent's team average. Don't see the problem with the numbers. The low population just forces the MM to match guys together with too much deviation. It's garbage but we can't change it... Gaining +0 when winning is actually a thing btw. > Apparently it's just not worth continuing playing sPvP, because if you are not lucky and system think you a not deserved higher ranking than you are doomed like for whole season. Yes, without full team queue in ranked it's almost pure luck. I'm barely playing ranked anymore and even then I'm just playing for the league rewards. Unranked is imho actually way more fun at this point. Or doing AT. I think the only reason why people are still bothering with ranked are the rewards. People who didn't grind the shit out of pvp when it was still "kind of fun" and don't already have tons of Ascended shards and stuff.. Or titles/gizmos.
  13. Before going afk pls just leave the match, it's only fair for those who still want to try at least. But yea I mean unfortunately Anet doesn't do shit with PvP that's why the population is so low. And without anyone else in your skill rank you'll get players from very different skill ranks. Remember: MM only tries to even out the team average, not on a player-per-player level. The problem obviously is way more pronounced during off-hours or on weekends. When I was in top100 I pretty much only played during peak hours and never queued late at night or on weekends. Due to my schedule now, I either can't pvp at all or am forced to play during shitty times and I'm hard stuck in gold since the last season. But as others have pointed out, ranked PvP is a just-for-fun mode by now. If you actually want to get competitive find yourself a good pvp group and do ATs regularly. I hate this tbh since I can barely make it into 1 per day and I'd prefer having a full team queue in ranked but ehh.. Anet doesn't want systems in place that could benefit PvP guilds. They only want to force scheduled shit and basically take the worst of both worlds: Long wait times inbetween occassions you can actually play the game (every 3h) with a huge prep time nobody needs and if you are queued in you have to be committed to several matches. Long gone are the advantages of having short matches.
  14. Definitely Skyscale. Griffon is only superior if you are standing somewhere very high and have to fly very far quick due to the dive. Other than that Skyscale is better.. 1) You can hover somewhere in the air, outside of enemy range if you need to go afk real quick 2) You can get a lot higher, a lot easier 3) Apart from dive speed boosting the griffon, the skyscale is faster (it has a dash as skill btw) 4) It's cheaper (goldwise) but time gated and you are forced to have LS4 map currencies Honestly I'm almost never using my griffon since I have my skyscale. Only if I'm reaaally high up and want to take a dive but then it's mostly for fun. Skyscale also works better with autorun.
  15. Should I laugh or cry over this thread? Is it just a troll or some meme I don't get?.. Seriously..
  16. I guess a full set of Hellfire/Radiant armor is the skin equivalent to it. Even if we forget about the backpiece for a moment, it still takes 30k AP and that's a big commitment. GW2 Skins and Achievements in general are what titles were in Guild Wars 1 imo. Of course Guild Wars 1 also had some fashion war going on and people wanted that juicy Dhuum Scythe or Elite armor/Obsidian armor but the real grind were titles.
  17. My answer: The new maps are the only content saving it from a 1 to me. The story is tedious to follow and imho boring as hell - I never liked how GW2 handled story and most of the plots are imo really not good. My side notes for LS: I feel like Living Story is the main issue GW2 has, it holds everyone back of making actual content and instead we get instances consisting of waiting rooms with some conversations going on around you. I honestly can't appreciate anything positive since this just drags everything down for me and forcing myself through pure boredom has become synonymous to Living Story for me. If Anet just monetized their content they wouldn't be pressured to force those skins into your face I'm honestly just waiting for the house of cards to collapse, when most of the people are oversaturated and they don't think it's worth to buy another outfit they will never use. Anet is branching out with mounts, novelties,... and for a lot of whales this probably is sufficient (that's why it still works) but I think Anet's pushing here a little bit.. So I _really_hope that IBS will be the last living story season and that they _eventually_ monetize the stuff that people actually care about. Skins are just nice to have but I don't think a lot of people will login every day because they want to checkout their cool new cape for an hour or two - at 30 fps. (I know there are _some_ people like this actually)
  18. > @"KurtLittleJesus.8139" said: > Am I missing something or you calling this a balance patch? You are missing the joke. A lot of people expected a balance patch and Anet just told you the punch line. I don't think we will get one before Chapter 3 of IBS (there's another joke hidden, can you find it?).
  19. Wew, I didn't even know this was a thing. Bump.
  20. > @"Metzie.3012" said: > > @"Trevor Boyer.6524" said: > > Eeeeeeeh > > > > You don't "always push far" or "never push far", it's more complex than that. You need to know when it's a good idea to open an initial split with a far push and when it would be a bad idea to open the initial split with a far push. It's all situational. > > Long story short - correct! And for this you don't need an oversized wall of text (which some(one) build up, where you fall asleep in between while reading - rather skimming). It doesn't need more content than this post or information! Please pin it. Thanks. :) > > The rest is a l2p issue (talk - more - about that instead, in general). Here's an even shorter advice: "Just do it correctly". There you go, never have to read a guide or anything ever again.. I'm sure you will NEVER fail with anything in your life from now on. You're welcome.
  21. I just hope they don't throw away Primordius at the end of Icebrood Saga. What I think would be cool is having to retreat to Cantha and get help from Kuunavang/other dragons there and entire EoD is a big showdown against Primodrius in a big siege like battle with all our alliances combined and Destroyers popping out of the ground everywhere. But then again, Anet was "gifted" with developing EoD after they knew how to end Icebrood Saga so chances are that they don't actually weave the plots together... maybe we kill everything in Icebrood Saga and Cantha is a fresh start or we continue slaughtering dragons there, idk. Not too hyped atm tbh, I hope Cantha doesn't suffer from the whole plot mess we got during the Living Story seasons. I also hope that IBS will be the last Living Story season and GW2 will get a more streamlined content delivery system.
  22. Everything since I wanted to support Anet but apparently money from the PvP community is too little to matter anyway (PvE/Story-kitten is apparently the only big fish in the pond that's worth feeding) so yea.. Wish I didn't support them through gem shop and just stick with buying xpac-content.
  23. > @"Artyrim.1945" said: > Ofc I go alone vs 2-3 people I don't necessarily disagree with your points but tbh you shouldn't engage into a 1v2 or 1v3 in the first place.. Defend a node in 1vX as a side noder yea, but not if you are trying to (de)cap a point. It's a waste of your time and you could be somewhere else, outnumbering another node. Like... If 3 people are on mid then this means that close and far are guaded by 2 people max.. Don't waste yourself into mid when there's a 2v2 going on on close or something. Other than that/regarding the topic itself, well... Like I said, I don't disagree, there are quite a few AoE skills thrown around, mostly condi and it gets annoying quickly.. but then again, you shouldn't just stand in them. They are used as area denial on a node and I think that's a good tool to have ngl. Does that mean it's currently balanced? No.. I think it's a bit overtuned across several classes atm. But it shouldn't go away completely. I'm primarily thinking about Scourge, since to me it is the prime example of this kind of skills. Very strong AoE area denial aka extremely good for on-point team fights but is counter balanced by pretty poor 1v1 capabilities and skills are relatively easy to dodge, meaning Scourges can be focused and ganked. The issue imho is when we consider other strong AoE classes/specs which I avoid calling out now because I don't want to spark those kind of discussions here.. Of course its crucial to know which wells and stuff you can facetank and which ones are mandatory to avoid. "Fighting on-point" also doesn't mean to stay within the circle 100% of the time nor do all team members involved in that fight need to stand in the circle. I'm really sorry to say that, because I think the essence of what you are describing is actually there and is kind of an issue (however not as prominent as other issues imho) but the way you are describing it is just a l2p problem.
  24. > @"Smoosh.2718" said: > > > > @"DoomNexus.5324" said: > > As this will be a Cantha expansion I'm almost expecting Anet to introduce more sPvP content. Expecting in the sense of "demanding" since Cantha was probably the single most impactful addition to Guild Wars 1. It introduced us to Luxon and Kurzick as PvP factions and for new modes there was Fort Aspenwood, Jade Quarry AND Alliance Battles... If Anet doesn't do anything for sPvP with EoD I'm deeply, deeply disappointed ngl. This would be their best chance to revitalize sPvP, if they miss it... idk... I actually still have _some_ hopes left for sPvP being improved so GW2 will not fail miserably with the steam launch. Even if it's just that, I'd be kinda happy tbh. > > > If this means open world PvP i'm all over this! (not WvW, that gets stale quite quickly imo) Nothing is more fun than having PvEvP content, having to watch your back for a ganker. I do hope they will make areas of PvEvP in EoD. Nah, like I said: more sPvP modes. I'm like 99.99999999% sure that open world pvp will NEVER come to gw2. First of all since it doesn't fit GW2 in general when you consider that everything's targeted at casuals and that gw2 is meant for dumb, casual fun every 3 months or so when something new comes out (I don't like it either but apparently that's how Anet envisions their product to be idk). Secondly it just falls out of favor in general, probably due to the increasing focus on casuals in pretty much every game.. Those are just the people who will play everything that the devs produce, will not criticize anything because it doesn't matter to them anyway but will pay everything you throw into the cash shop. Even games that heavily focused on that don't fully commit to it anymore. BDO shifted their karma system and how xp loss works a bit to discourage PK'ing (which imho makes the entire system pretty dumb but ok) or even New World which was designed to have a hardcore open world pvp system made pretty much a 180 last year before it even came out. Now Amazon Games isn't particularly known for making the best decisions when it comes to game design so take it for what it's worth. And to be perfectly honest I don't want it either.. At least I personally hate open world pvp.. I know a few people think that's the best pvp content ever but I personally don't see it as either pvp nor content. Of course it's "technically" PvP since two players "fight" against each other but...... only with a HUGE asterisk. Open World PvP imho only favors the guys who think stomping noobs who can't do shit against them is fun. And if I want some braindead pve stuff to do then I don't want to worry about someone ganking me since I'm not geared nor skilled for that (aka my build is picked to be efficient in PvE, not PvP) and it's just unfair, even if you have the same level and stuff. I vastly prefer doing pvp but I want to on the same playing field as my opponents and win by just being better as a player, not by being better built for the situation.
  25. > @"Grimjack.8130" said: > blanket statements arent helpful :) > @"snoow.1694" said: > Most top players do exactly what you are trying to stop, pushing far directly or from close to far into a 1v1 they know they will win and if they get +1‘ed, they stall through kiting and jumping puzzles in order to bind people in a 2v1, while the rest of the map falls into their hands in a 4v3, winning them the match. You pretend like they are afk‘ing on point and leaving the rest up for slaughter when in reality they are in a 1v1 or 2v1 at far 90% of the time with the exception when they defeat an enemy, whom they basically spawn camp from that point on, leaving the rest of you in a 4v4 while one point is constantly ticking in your favor > > This whole talk of „only play close and mid“ is typical gold division talk - players who get baited in a 2v1 or 3v1 at their close against one tanky scrapper/decap druid/soulbeast/spellbreaker/weaver and lose the rest of the map, because they refuse to send someone far are daily proof of that. Playing sides will always be more strategically favorable than playing close and mid > @"Trevor Boyer.6524" said: > Eeeeeeeh > > You don't "always push far" or "never push far", it's more complex than that. You need to know when it's a good idea to open an initial split with a far push and when it would be a bad idea to open the initial split with a far push. It's all situational. To address everything at once: This is not supposed to be blanket statement (well kind of actually, but the essence of my blanket statement would be: "If you don't know your strat is working out then play it safe, don't get greedy"), nor is it written as a black-and-white advice like "always/never push far" nor is it meant to educate top players. They know what they are doing and I've admitted in the very first paragraph of my initial comment that there are numerous times where you DO want to go for the third node and that this all is situational. However I'm not trying to give advice on how to make the best decisions and elaborate on every situation where you would go for the third node but it's rather meant specifically for low elo players to avoid making the worst possible decisions.. Like for example leaving a team fight prematurely just because the enemy holds far for more than a second, resulting in being outnumbered on the rest of the map and completely losing map control. You wouldn't find this kind of decision making on top players in the first place... they usually know when their team can deal with the rest in a team fight and leave to push another node, etc.. Like I said, if you know what you are doing and bad rotations aren't an issue in your matches then this is not an advice meant for you.. @edit: Thanks for the criticism tho, I'm taking that constructively and I've added a TLDR clarification at the top of my initial post since I don't want anybody to think that this is meant as some guideline to git gut or be complete or anything.. It's just a suggestion on how to "suck less".
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