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MarshallLaw.9260

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Posts posted by MarshallLaw.9260

  1. > @"Zelanard.5806" said:

    > > @"MarshallLaw.9260" said:

    > > Gliders=Hot content, updrafts=Hot Content.

    > > Griffon=PoF content , updrafts not present in PoF.

    > >

    > > Updrafts and leyline gliding are literally the only things which make gliders still viable for people with Griffons (you can add stealth gliding to this if you want, I wouldn't).

    > >

    > I must disagree with you here. The Griffon seems clumsy compared to the glider. It's easier to make precise landings, gliding from a high point to a small landing spot, using a glider than it is using a Griffon.

     

    Varying results for different players certainly.

    Griffon dive for me is fairly accurate and you can descend directly down at a slower pace by holding "S" (or whatever your "back" key is) just like with a glider. Turning is arguably sharper on a glider but _Wing Flap_ on Griffon gives you extra elevation in case your positioning is incorrect.

  2. Gliders=Hot content, updrafts=Hot Content.

    Griffon=PoF content , updrafts not present in PoF.

     

    Updrafts and leyline gliding are literally the only things which make gliders still viable for people with Griffons (you can add stealth gliding to this if you want, I wouldn't).

     

    > @"Jski.6180" said:

    > Why not make gliders have the ability to clime once like a griffon not every one going to get griffons most ppl are going to have grinding.

     

    In all honesty, active players who own Griffons probably outnumber those who don't currently (especially given the frequent threads "can't complete griffon collection since nobody is doing the events for it any more"). Personally the griffon quests did not feel like a grind at all, but rather a series of adventures which in all honestly I enjoyed and would repeat happily.

    In addition - gliders **can** climb - _using updrafts_. That's how they were designed to interact with the environment.

  3. The max level boost IMO is good for any profession but tends to be more useful for experienced players who already know the basics of general combat.

    Personally I used my first on my one and only Revenant after playing the class to ~level10. Sure, for a short amount of time I wasn't confident with the class but given the skill structure of Rev whereby you cannot mix and match your utilities, it felt much better having access to all of them. Took a short while to figure out trait lines and what weapons are associated with which functions (power/condi/cc/support) but I didn't regret boosting it at all.

    The second boost I used on ele which was a class I had leveled to 50ish and abandoned a long time ago - I was familiar with the basics of the class but could not be bothered to finish leveling so just made a fresh toon.

     

    **TLDR: get used to basics of combat, try out a class at low level and in PvP lobby perhaps before boosting. Be prepared to read all the tooltips to really get to know the class.**

  4. > @"Urud.4925" said:

    > > @"Gamble.4580" said:

    > > This is a stupid. Everyone should learn more than one class in ranked.

    >

    > I'm asking to lock the class swap in UNRANKED. I totally understand that swapping a class is part of a good strategy. But the unranked is usually there to allow new people to start with PvP, or to allow players to play around with a new class/build. If you are that good that you can play efficiently several classes in PvP, why don't you play ranked, rather than taking advantage of new/unexperienced players?

    Just because it's unranked, should not mean that players cannot have the same functionality as ranked. It's not just a case of having a competitive advantage because you can pick a hard counter to your opponent, but more so that you can balance your team out.

    As an example: I started a match recently with the following set-up (from matchmaking system) -

    My team: 2 necro, 2 thief, 1 rev(myself)

    Opponent team: 1 war, 1 guard, 1 ranger, 1 thief , 1 necro

    A really odd situation but I decided that the role I fill with my Rev gameplay would not be suitable in this situation so I switched to ranger. I could have chosen to stack Necro and added to the AOE condi spam which would probably have worked, I could have also picked FB and taken to supporting both Scourges. I changed because I predicted that I would not have a fun match using the class I started with in this team composition.

    If we're arguing that unranked is all about testing builds and playing for fun, then why limit what people can change to? It's less enjoyable if you get locked into a class where you immediately know you're not going to have a good time.

    > Most of the players who play in unranked don't even know that you can see the opponent team before the match starts. Even fewer know that you can swap class.

    Unranked works based on MMR as far as I am aware. Experienced players will not be matched up with complete greenies that often.

    The "think of the ~~children~~ new players" argument isn't too strong here.

     

  5. > @"Vague Memory.2817" said:

    > I think that people in ranked playing classes they have no experience on because it is a requirement to get their legendary wings is a far bigger problem. I seriously doubt there are people trying to get 3 pips from a defeat to get rewards. It makes little sense, and I very rarely see people afking from start.

     

    The Ascension requires people to complete some achievements with only 3 classes total. IMO it's not a big ask to be semi-proficient with 2 classes other than your main in PvP.

     

    > @"Abelisk.4527" said:

    > Without rewards PVP will literally be empty. The current DUO Q/SOLO Q system coupled with 0 rewards will be catastrophic.

     

    Track rewards still remain regardless.

    .

    I'll just rip my post from another thread since it's more relevant

    > Perhaps the better solution is to remove "pips on loss" and reduce how "farmable" ranked is.

    > Another option would be to increase rewards for players ending the season within the top 250 - extra GM Marks perhaps - and simultaneously reduce the rewards outside of the top 250 - e.g. only 1 GM Mark instead of the 3 we normally get, same number of dyes, less gold.

    > I see this as being something which would discourage farming for the sake of farming rather than playing the mode as intended. It's still important to have some rewards outside of the top 250 to encourage genuinely interested players who are trying to climb.

     

    > -another idea is to split rewards for ranks:

    > Using GM marks as example:

    > 1 for ending in Bronze

    > 2 for Silver

    > 3 for Gold (the same as current full run of league reward track)

    > 5 for Plat

    > 10(?) for Leg.

  6. Perhaps the better solution is to remove "pips on loss" and reduce how "farmable" ranked is.

    Absolutely no reason to put the same pips in unranked - it's better to have group ques added to ranked if people want to play with their friends/guilds.

    Another option would be to increase rewards for players ending the season within the top 250 - extra GM Marks perhaps - and simultaneously reduce the rewards outside of the top 250 - e.g. only 1 GM Mark instead of the 3 we normally get, same number of dyes, less gold.

    I see this as being something which would discourage farming for the sake of farming rather than playing the mode as intended. It's still important to have some rewards outside of the top 250 to encourage genuinely interested players who are trying to climb.

     

     

    EDIT: -another idea is to split rewards for ranks:

    Using GM marks as example:

    1 for ending in Bronze

    2 for Silver

    3 for Gold (the same as current full run of league reward track)

    5 for Plat

    10(?) for Leg.

  7. > @"Brother.1504" said:

    > How would a rating system based on completing objectives work for spvp. As you complete objectives your rating improves. Player kills, capping and decapping points, general activity, etc. Rating goes down if you die, lose objectives, lack of activity, etc. I often have no idea why my rating went up or down other then win or lose in a match. It’s not intuitive and very unsatisfing as it stands right now.

     

    Unfortunately this would encourage players to complete side objectives rather than aim to win the match. Some classes would struggle to reach those "top stats" while others would easily get "top DPS", "top healing" etc.

     

    Consider this - if everyone on your team was given 1 "top stat" but overall your lost the match, do you deserve to gain points? what if this happens for both teams - all 10 players get "top stats" - so nobody loses rating? That doesn't sound right.

    .

    At present, you get 1 extra pip for your top stats, which is really all the credit that deserves. The current system just can't determine how much a player truly _contributes_.

    Although I agree there could be improvements made in sPvP, I don't see side objectives as being the way forward.

  8. ANet only recently released the swim infusions which deal with the move speed issue. If they were to introduce an underwater mount, the only place those infusions would be useful would be the old "pre-mount" instanced content (like fractals). I don't know if the infusions were introduced as a gold sink only, but the demand for them would plummet in this scenario.

    Although I'm neither for nor against an underwater mount, I don't see it happening because of the above reason.

  9. > @"Cynder.2509" said:

    > Is it true that the mount is going to be 250g or 500g plus a collection like the griffon?

    > I've heard a player confirming this yesterday on mapchat.

     

    New mount is actually going to cost 10k gems, 700g and 1 unbound legendary wep. Confirmed by my milkman :lol:

    .

    No, but seriously the cost has not been posted by anyone credible as far as I know. As others in this thread have speculated, it could be similar to the Raptor mount which was practically free or (I suspect) may cost an amount of new map currency (Domain of Kourna) and be tied into a quest of some sort.

     

  10. > @"Ashantara.8731" said:

    > > @"Cregath.7628" said:

    > > https://wiki.guildwars2.com/wiki/The_King_Toad

    > > https://wiki.guildwars2.com/wiki/The_Storm_Wizard

    > > They are rather easy. Can only be done during SAB though sadly.

    >

    > Those are _not_ ascended weapons, but Masterwork (i.e., green).

    I think it wasn't clear enough but the collection gives an ascended chest when completed:

    https://wiki.guildwars2.com/wiki/Kaiser_Snake_Weapon_Box (and a similar one for the Wizard)

     

    > @OP: As you correctly stated, there currently are no collections that will give you an ascended weapon without involving some sort of crafting.

     

    All the spec weapons[https://wiki.guildwars2.com/wiki/Category:Specialization_weapons] can be obtained without crafting. Any crafted materials required for these collections can be bought from TP.

    But yes, none of the spec collections provide a pistol as it isn't an elite spec weapon at present.

  11. > @"Pomdepin.7068" said:

    > Hi,

    >

    > I’d like to suggest the possibility to buy a black lion key only once a week for tomes of knowledge.

    >

    > 1 key = 10 tomes

    >

    > Please so that we won’t have to repeat the same story every week just for a key. Many people have no use for ToK and keyfarm characters are just boosted to speed run the 1st story chapter. This is just boring, so please consider having that function.

     

    Key farm was never the intended gameplay TBH. There was a point when leveling was a little harder but there were no weekly limits to key acquisition so many players spent hours just farming keys. This was changed to increase the sales of BLC keys but not eliminated as genuine new characters would be affected. As mentioned, the reward is designed to introduce new players to BLC and entice them to purchase more keys from Gem store since the abundance of BLC greatly exceeds the number of keys that drop from loot, map completes.

    10 TOK is arguably too cheap - I have about 500 left(many players have far more than this), I use some most weeks for key farm but if 10ToK = 1 key then I'm pretty much covered for the year AND can still complete key farm.

     

    In short - it's really not in the devs interest to increase the availability of BLC Keys. The fact that the starter(lvl10) story is boring to re-run every week, well that's because it wasn't intended to be farmed.

  12. > @"Kari.2813" said:

    > > @"FyzE.3472" said:

    > > Posting or at least describing the build would help people help you ;-)

    >

    > https://i.imgur.com/wXdNIsy.jpg

    >

    > > @"Poelala.2830" said:

    > > Well, ele sucks for pvp. So I’d start by choosing a real class.

    >

    > thats not helpful but thanks...

     

    Please post whole build including runes, ammy, weapons and sigils used.

    Easier to create on build editor and post link http://en.gw2skills.net/editor/

     

    Not an ele expert myself but the class isn't as prevalent(in ranked/unranked) as others since it's not in the best spot right now. Weaver is probably most common in PvP, followed by Tempest; personally don't see many core eles about.

  13. > @"Giotto.9413" said:

    > Greetings one and all!

    > I would like to request a simple floating clock set to server time on the corner of the screen. Oh, and it's my birthday on June 27th. Would it be possible to open some mount skins, please?

    > Thank you all for your time.

    > Geo :+1: aka, Minnie van Driver [TINY]

     

    You mean like the one we have on the minimap?

     

    https://wiki.guildwars2.com/wiki/Options

    _"-User Interface

    In-Game Clock — Select whether to display the current time on the bottom-left corner of the minimap. The time can be either your system's local time or the server's time (in UTC time)."_

     

    Edit: You're able to purchase mount skins most of the time from Gem store, just check which ones are available.

     

    https://wiki.guildwars2.com/wiki/Gem_Store

  14. > @"Ashen.2907" said:

    > An unfortunate antisocial aspect of the game's design.

     

    No, not at all.

    It's important to have some non-tradable personal items and skins (even if it's based on RNG). There is a diminished sense of accomplishment if anything and everything can be bought.

    Besides which, it's ascended quality and there is no tradable ascended gear (to the best of my knowledge) in the entire game so it just follows that rule.

  15. If anything, this topic might actually be highlighting that the problem is with players in T3 fractals.

    Having only started fractals towards the end of 2017, I still remember the journey from T1 to T4.

    T1 is as it should be, beginner level, very forgiving, many people don't know what they are doing but they spam skills and just bundle through the encounters.

    T2 is only slightly harder, some additional mechanics but really most can facetank, people dodge better and mobs and bosses melt quickly.

    T3 is where you get some issues relating to lack of experience. T1 and T2 you can ignore so many mechanics and take damage with little risk but at T3 things begin to hurt if you ignore warning and fail to dodge certain attacks. This is probably the 1st tier where attacks can 100-to-0 one-shot you. Because players rise through T1 &2 so quickly, they get to T3 and still don't know many mechanics. DPS classes still think they can dump bursts and kill bosses before they need to dodge or deal with encounter mechanics (subject 6 is an example).

    Once you get to T4s, these problems go away as there are lots of experienced players who can to a degree carry 1 -2 less knowledgeable players.

    .

    With regards to this fractal (TO), I personally find it very fun, it's far from the snore-fests which are Solid Ocean or Aquatic. Knowing the timing of AOEs is important for it however - there are some you can just walk out of and not waste your dodge and some where you can still be in the red circle but if you dodge at the correct time, the damage will be "evaded". I'd say having permanent vigor is good for the boss encounter. The skills are telegraphed very clearly and the "special action" has a low cooldown so once you get into the swing of things, it's a breeze.

    Having said all this, I'd still recommend having a dedicated healer - maybe even for T3 if you're sloppy with dodging.

    .

    My only gripe with the whole fractal is - _why do the "spinning vortex" attacks not get negated by having stability?_

  16. > @"dzeRnumbrd.6129" said:

    > Certain stat selectable armour (like Blood Ruby trinkets) do not have the newer stats available.

    >

    > I'm sure this was done so that players couldn't immediately buy the new stats with their old currency.

    >

    > HOWEVER!

    >

    > PoF has been out for a very long time now and the reason for making it exclusive on launch is no longer valid.

    >

    > It is time to add grieving / harrier to the list of "all stats" for stat selectable armour and trinkets.

     

     

    I agree that there are some missing selectable stats in various places such as -

    _Why does the ascended Orders backpack obtained through a HoT collection lack all of the HoT stat combos (Viper/Seraph/Commander/Minstrel/etc) when the comparable PoF banners collections provide backpacks with all PoF stats (Marshall/Harrier/Grieving)?_

    and

    _Why can you select any stat combo (providing you have the expac) on ascended **armor** from Fractals/PvP/WvW but only have the basic core stats on the ascended backpiece (Wings of Ascension)?_

     

    When it comes to map and LS specific trinkets/gear, it's understandable why they make it limited - it's to encourage players to engage in new content rather than recycling their old materials.

    I would recommend investing in Mist trinkets from Fractals/PvP/WvW since you can adjust stats to any combo you need (apart from Givers and Bringers apparently) for a very small cost.

     

     

  17. > @"Kraitan.8476" said:

    > Its kitten dumb that every game has 2 of X class, 2 of Y class and maybe 1 other if you're lucky.

    > Doesn't matter if you win or lose, it's aids nonetheless. I fought 2 mirages at close with over 10 clones coming at me, after a minute of aids I just thought to myself, kitten it, I'll leave & give them the point, this ain't worth it.

     

    We've had threads about this already, but I understand your concerns.

    The current MM system aims not to stack multiples of a classes but there are compromises made when there are fewer people queuing in certain bracket (eg silver/gold/plat). This is to reduce the variance in team MMR and prevent queue times being ridiculously long.

    I would say that a stacked team is also often the result of character switching (which is a player choice), and that function is not likely to be going any time soon.

    It's amusing watching an opposing team stack 3 necros and 1-2 FBs only to lose the match due to being easily out-rotated by a more balanced team with mesmers, engis, rangers, thieves and sometimes spellbreakers.

    I agree this scenario can be less fun but it's a case of exploiting the weaknesses of teams like that.

  18. > @"Rufo.3716" said:

    > Thief in general as it is right now is bad for the game. The crazy amount of stealth combined with all those stupid ports and movement are just plain dumb.

     

    God forbid a low HP squishy class with practically no blocks has any way of disengaging and avoiding getting hit.

    Stealth is a core mechanic of Thief and there (partly) because they have limited ways of directly blocking damage and (arguably) worse raw sustain than other classes.

  19. Fractal/PvP/WvW trinkets are an easy way to acquire these stats, but if we're excluding those, check the following

    .

    Amulet (_not backpiece_) can be obtained with story achievements (read the wiki)

    https://wiki.guildwars2.com/wiki/Goren%27s_Eel-Tooth_Charm

    .

    Rings come from Heart Vendors -

    https://wiki.guildwars2.com/wiki/Corsair%27s_Ring

    https://wiki.guildwars2.com/wiki/Sigil_of_the_Fool

    1,500 Trade Contract.png + 15 Pulsing Brandspark.png + 10 Laurel.png (each)

    .

    One accessory from PoF Herat Vendors -

    https://wiki.guildwars2.com/wiki/Elonian_Transit_Pass

    3,000 Trade Contract.png + 40 Pulsing Brandspark.png + 20 Laurel.png

    .

    Other accessory and Ring from Sandswept Isles

    https://wiki.guildwars2.com/wiki/Multifaceted_Difluorite_Earrings

    4,000 Volatile Magic.png + 150 Difluorite Crystal.png

    https://wiki.guildwars2.com/wiki/Difluorite_Band

    2,000 Volatile Magic.png + 100 Difluorite Crystal.png

    .

    Backpiece - complete any of the Banners Collections: - Note that these are character dependent as there is a choice to make at the beginning of the PoF story which determines which collection _that_ character can complete.

    https://wiki.guildwars2.com/wiki/Raise_the_Banners:_Sunspear_Support

    https://wiki.guildwars2.com/wiki/Raise_the_Banners:_Amnoon_Independence

    https://wiki.guildwars2.com/wiki/Raise_the_Banners:_Salute_to_Palawa_Joko

  20. > @"WilboFraggins.1825" said:

    > I bought HoT/PoF bundle with the 30% discount code and now it is on sale again for 50% off. If this was the situation then I would have bought the deluxe version. I'm tempted to refund as it was only a couple of weeks ago and buy the deluxe bundle, but what would be the best way of going about this? Create a ticket and ask for a refund or just ask to pay the difference between the two versions at current sale price?

    >

    > Thanks!

     

    You've already had the product for "a couple of weeks" so they probably won't make any deals with you at this point.

    Consider applying this theory to other items; today something is worth 1k gems, two weeks later it's only 500 - nobody owes you any refunds.

    I understand that there is a difference between standard and deluxe, feel free to try via support ticket but I wouldn't be too hopeful.

  21. For me it was the launchpad change that was the worst adjustment. Takes way too long to perform the extra jump and feels clunky most of the time.

    The map is mostly OK otherwise, not my favorite (better than Colosseum), but that's just personal taste.

  22. With all due respect, my dude, "rookies" have been around in ranked since the beginning of time so that's not likely to change.

    Addressing your points - character swapping should definitely remain - many (like myself) will look at team comp and if it looks unbalanced, change to a different prof to play a suitable role.

    Personally I agree it may be a good idea to increase the threshold for ranked to PvP level50 (or 60) or have a minimum number of _wins_ on a class in unranked before it being "unlocked" for league seasons.

    .

    Above all of that, maybe it's time to remove "pips on loss" from ranked. - Still have reward track progression. This might discourage pipfarmers since they won't be able to afk half the match or play poorly. Too many people only play ranked for pip farm IMO and if pips on loss were taken away, this might help the scene.

    .

    No win, no pips.

  23. > @"Ryan.9387" said:

    > Apparently they can't change account names. CD key tried and support couldn't do anything.

     

    Actually, there was a post recently where ANet changed the account name of a player.

    https://en-forum.guildwars2.com/discussion/42872/randomly-change-account-name-and-all-my-character-name#latest

     

    There have been a few older posts from devs stipulating that although they are able to change account name in certain cases, the process cannot be reversed and there are significant possible repercussions for the account going forward which cannot be fixed.

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