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BlueJin.4127

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Everything posted by BlueJin.4127

  1. Personally, I'd like to see them change Gift of Exploration requirement to any 25 map completions (from any chapter, LWS, IBS, etc.). Not only is core Tyria map completion mind-numbingly boring for veterans, this would also give incentive to map complete outside of core Tyria. Another option is to let the Gift of Mastery, Gift of Maguuma Mastery, and Gift of Desert Mastery be interchangeable.
  2. It would be very easy to add a personalized difficulty setting that affects all stories and open world content. Turn on easy mode: You get a buff that increases damage you deal to enemies and reduces damage you take from enemies. You get slightly less loot and XP. Turn on hard mode: You get a buff that decreases damage you deal to enemies and increases damage you take from enemies. You get slightly more loot and XP. Since the buff only affects you, multiple players fighting the same enemies in the same map can have their own difficulty set. To prevent abuse, you can only raise difficulty in the character select screen. However, whether this is a good idea or not is questionable. With all the visual clutter, I don't see myself using hard mode in metas. They need to fix this mess, first. Plus, this would simply make the mindless metas last longer if the better players are dealing less damage. Also, no doubt, there will be less skilled players just leeching off of veterans' effort by playing in hard mode when they're clearly not good enough to play in hard mode. Maybe only add difficulty settings for solo story instances, I don't know.
  3. I didn’t pick because I like to convince myself that size doesn’t matter. >_>
  4. For zergs and daily map events, I recommend using a long range weapon and skills with good AOE so that you can tag. Keep in mind that all you need is to get in like 1 hit to get credit for most regular events. Warrior: Longbow. This actually sucks, but rifle has no AOE. Guardian: Longbow, scepter, Sword of Justice. Revenant: Hammer. Ranger: Axe bounces. Longbow can pierce with the right talent, but may not be easy to AOE with. Thief: Shortbow bounces. Engineer: Pistols, rifle, Grenade Kit, and turrets. Necromancer: Axe and shout skills. Elementalist: Scepter, staff, AOE skills. Mesmer: Greatsword. It really doesn't matter if there's a huge group of players melting things. With the above weapons/skills, you really shouldn't have any problems getting credit.
  5. We need more repeatable solo stuff with meaningful rewards. Too many solo events are only worth doing once for a collection/achievement. Solo maps are often dead. Contents with good repeatable rewards are mostly for groups, but not everybody likes to mindlessly zerg constantly. Also, sometimes, we want to play specific maps, but there are no groups available. HoT Maps: Pre-meta events reward keys and materials, but too many event chains require groups. Not worth playing outside of metas. Change the event chains to be solo friendly and slightly increase rewards to make them worth repeating. Dragonfall: Pre-meta events reward keys. Good, but so few events are solo-friendly. We need more solo events that reward keys. Bjora Marches: Lots of solo events, but with no meaningful rewards, there's no reason to go back there. The solo events should have a very small chance to reward some good stuff, like the Drakkar's Hoard or something. Drizzlewood: Pre-meta events have a lot of good rewards, but like Dragonfall, so few events are solo-friendly. We need more solo oriented events. Gift of Exploration is one of the few solo stuff that's worth repeating (creating and selling gen 1 legendaries), but since it's only restricted to mind-numbingly boring core Tyria maps, it sucks, too. Change GoE to any 25 maps. Level 80 maps are more fun, and with GoE as a guaranteed reward, there would be reason to map complete other maps.
  6. These aren't just to buff heroes. All the skills I listed will have good effect on players, too. The Necromancer changes will make the builds more convenient to use for the players using said skills. Paragons and Rangers, for example, are in a pretty sad state without PVE skills. Buffing their regular skills will affect their effectiveness when used by players.
  7. Add purchasable keys to Dragonfall (similar to Drizzlewood). Too many times, when I join a squad in DF, the map is so far along that I can't get enough keys before the meta. It's not worth doing the meta to open a handful of chests. And with such limited solo activities in the map, it's not pleasant to farm keys alone before finding a squad.
  8. GW2 dungeons: Failure, abandoned for fractals and raids. GW2 Raids: Not good enough. Srike missions were added to get people into raids. GW1 dungeons: Underworld and Fissure of Woe were launched in the first chapter of GW1. Even to this day, players STILL regularly play UW and FoW. That's how successful and well made they are. Sorrow's Furnace was a new dungeon added later in the first chapter of GW1. Again, highly successful and well made. The idea of unique items called greens added to SF were so successful that they were continued through all following GW1 chapters. Unlike GW2 where things were abandoned, GW1 dungeons had clear focus, were successful, and all additional chapters added even more dungeons. Factions added the Deep and Urgoz. Nightfall added DoA (though DoA sucked at launch and Anet fixed that later, instead of abandoning). EotN added more than a dozen dungeons. Again, all dungeons were continuations from the original chapter of GW1 with the same focus and design. Not abandoned like the failures in GW2. Even to this day, players STILL run these dungeons regularly. GW2 story: Personal story is very different from how stories are told now. LWS1 is gone. Anet is now experimenting stories in group instances (Forging Steel, DRM's), again, after abandoning them after Victory or Death. No focus. Abandoned. Experimentation after experimentation. GW1 missions and primary quests: The mission structure of GW1 had a clear and working focus and it used the same structure throughout all chapters. Some minor differences (such as the difference between bonus and masters, or having pre-requisite quests), but overall, well made and required no major changes through all 4 chapters of GW1. Very consistent and clear focus. GW2 combat: You're supposed to dodge based on enemy actions, but you can't see the enemy due to all the visual clutter. Too many random deaths through no fault of the player. Enemies might as well not even have any animations when you can't even see them. Why did I die? I got hit a dozen times by a skill called Impale. What does this skill do? What's it look like? How do I avoid it? What is the strategy? Am I just supposed to mindlessly spam my attacks until I just randomly die? Where's the strategy? The combat is shallow and mindless with no clear direction. GW1 combat: Tactical combat that gives you all the info needed for skill based gameplay. If an enemy uses a skill, you will know it. You can clearly see the skill icon. Want to know exactly what that skill does? You can read the full description; it's right there. Want to know why you died? Again, read the skill. If you die in GW1, it's 100% your own fault. All the info is clearly given to the player. And if you die in GW1, there was real penalty. None of this mindless unlimited revive and zerg again with no strategy. There's actual skill, strategy, and depth in GW1's combat. GW2 difficulty: OK, what are they even trying to do here? Some contents are mindless. Others, you have lesser skilled players screaming are too hard and there’s no consistent difficulty progression (many consider PoF easier than HoT). GW1 difficulty: Separate NM and HM. Regular dungeons and elite dungeons. Regular quests and master quests. All clear differences, labeled as such. GW2 PvP: Barely limping on with very little support from the devs. Players bash this game mode so much if you read the PvP section. GW1 PvP: Got a lot of attention from the devs throughout the game's life cycle. GW1's PvP was very well known at the time due to how well it was made, even to players outside the game. Clear focus, polished, had depth. GW2 WvW: Barely limping on with very little support from the devs. Players bash this game mode so much if you read the WvW section. GW1 AB: Extremely popular. Since it was a game mode that only made sense in Factions, there were no new AB's added in later chapters, but player participation was high even through later chapters with no new AB’s. GW1's various competitive modes were very popular to PVE players. Clear focus, polished, had depth. GW2 has a lot of other issues. Broken events that make obtaining precursors a frustrating mess. Again, the procedure for precursors were abandoned because their original design was poorly done. GW1 doesn't have legendaries, but you can obtain all prestige weapons and armors without major issues. The process of obtaining prestige weapons and armors never needed to be abandoned in GW1. Build templates comparisons between GW2 and GW1... sigh... I'm not even going to go there. The list goes on and on. Again, GW1 is much more polished, focused, and has depth. In terms of how well the games are made, GW1 is far superior.
  9. People hate DRM’s. Oh, wait... you’re talking about Dragon Response Missions. OK, let’s try this again. People hate DRM’s. /bad joke Get it? :p
  10. I would be more than happy with just some minor updates that make martial heroes less subpar. Right now, martial heroes do too little damage compared to casters. This is on top of them having very little utility. Melee heroes, in particular, spend too much time wandering back and forth between targets, or getting body blocked and standing still doing nothing. Assassin heroes are even worse since they can rarely land a full lead-off-dual chain on the same target. I think making some PVE specific changes to some skills would make martial heroes more attractive for casual play, even if it doesn't include them in the meta. I'm not a dev, but I think the following might be simple ways of buffing martial heroes without too much work, and without accidentally buffing PVE monsters much. Monk Strength of Honor: Make it so heroes don't cancel this. Right now, heroes constantly cancel this (sometimes DURING combat), losing valuable recharge time. Against enemies that constantly remove enchants, micro casting this repeatedly gets annoying. Necromancer Order of the Vampire and Order of Pain: Double the duration so that heroes will have an easier time keeping these buffs up. Barbs: Reduce casting time. Heroes often start casting this when an enemy is almost dead. By the time the hero finishes casting Barbs, the enemy is dead with barely any ticks from Barbs. Mark of Pain: Give better AI usage. For example, heroes should only cast this on targets with high HP and adjacent to other targets. Paragon Go for the Eyes: Make it last for 2 hits. Anthem of Envy: Remove or reduce the HP requirement. Anthem of Flame: Make it last for 2 hits. Assassin Palm Strike: Reduce recharge time to 4 seconds. This may allow Assassin heroes to more reliably land dual attacks. Ranger Barrage: Don't lose preparations. Spirits: Lower casting time for PVE, just like Ritualist spirits. Because of how fast player groups move from one enemy group to another, spending 5 seconds to cast a spirit is completely useless.
  11. > @"Xiomaro.2563" said: > In my (very subjective and probably controversial on the GW2 forums) opinion, GW1 was a far superior game for its time. > > I think a modern GW1 would have done better in the long run than GW2 has. Even if the current fans of GW2 may not have liked it as much, I think others who don't currently play GW2 would have been more into it. GW1 had some ARPG-esque elements with the map-like open areas and grinding those zones for unique green items etc. Expanding on this idea could have been really popular with current gaming trends. > > Not to mention the PVP was much more varied and esports-like (let's not forget that was one of the goals for GW2). > > I have always wished they just took GW1, added open world areas where you can come across other players, add WvW etc but stuck with the formula. Dual professions, GvG, missions, more flexible skill system and so on. GW1 is much more polished, focused, and has depth. Outside of profession balance and some missing QoL features, GW1 is very well made. GW2 is a shallow and mindless zerg-fest with too many issues that seem to go against what the game is trying to accomplish. Since the 2 games are so different, it’s not possible to say which game is more fun; that is completely subjective. But in terms of how well the games are made, GW1 is far superior.
  12. 1) Reduce PoF and LWS4 enemies aggro range back down to 600. Dealing with a chain of aggro after aggro is so annoying some players just avoid these maps like the plague. Occasional enemies with 900 range is fine, but giving all enemies such long aggro range like in PoF/LWS4 is very annoying. 2) Reduce visual clutter so that players can actually see. Right now, metas are a mindless and incomprehensible mess. It's like we're fighting flashing lights that may randomly kill us. Not very engaging gameplay. 3) Let us move the target UI to the side. Again, we can't see the enemies. 4) Let us turn off the player names (displayed as blue text on field) while in a squad. Again, we can't see the enemies. 5) Reduce the unhealthy and painfully bright visual effects. The brightness/contrast on some maps is so extreme it is literally painful to look at the screen. Then there are the ridiculous bright camera flashes every time a Holosmith uses a skill, whenever a Soulbeast mounts (exiting Beastmode), whenever gathering with the Volatile Magic gathering tools, etc. 6) Change Gift of Exploration requirement to any 25 map completions (from any chapter, LWS, IBS, etc.). Not only is core Tyria map completion mind-numbingly boring for veterans, this would also give incentive to map complete outside of core Tyria. Another option is to let all legendaries use either the Gift of Mastery, Gift of Maguuma Mastery, or Gift of Desert Mastery. 7) Give us more repeatable solo stuff with meaningful rewards. Too many solo events are only worth doing once for a collection/achievement. Solo maps are often dead. Contents with good repeatable rewards are mostly for groups, but not everybody likes to mindlessly zerg constantly. Also, sometimes, we want to play specific maps, but there are no groups available. HoT Maps: Pre-meta events reward keys and materials, but too many event chains require groups. Not worth playing outside of metas. Change the event chains to be solo friendly and slightly increase rewards to make them worth repeating. Dragonfall: Pre-meta events reward keys. Good, but so few events are solo-friendly. We need more solo events that reward keys. Bjora Marches: Lots of solo events, but with no meaningful rewards, there's no reason to go back there. The solo events should have a very small chance to reward some good stuff, like the Drakkar's Hoard or something. Drizzlewood: Pre-meta events have a lot of good rewards, but like Dragonfall, so few events are solo-friendly. We need more solo oriented events. Gift of Exploration is one of the few solo stuff that's worth repeating (creating and selling gen 1 legendaries), but even that is restricted to mind-numbingly boring core Tyria maps.
  13. A skin very similar to the Shimmering Skyscale skin, but with dragon wings instead of bug wings.
  14. It seems like somebody knows the email address to your account. I recommend making a new email address just for GW2. After that, contact support and ask them to change the email address associated with your account. Don’t tell anyone your GW2 email. Also, there’s always a possibility that there’s a virus like a key logger on your PC. You should try various virus scanning softwares.
  15. Bloodbound trinkets (like the Bloodbound weapons) would be amazing.
  16. If Anet did something like WoW Cataclysm to core Tyria by revamping all the maps, it would open up a lot of possibilities. They can remove personal story and add a short recap like with LWS1. This would probably be enough to let players race change. Many collections locked behind broken events can be changed, too. It would also make it easier to add new races and stuff.
  17. 1) Reduce PoF and LWS4 enemies aggro range back down to 600. Dealing with a chain of aggro after aggro is so infuriatingly annoying for some of us, we just avoid these maps like the plague. This is one of my major gripes, and one of the reasons I have no interest in EoD. 2) Let us reduce visual clutter so that players can actually see during combat. Right now, too many metas and world bosses are mindless and incomprehensible mess. It's like we're fighting flashing lights that may randomly kill us. This results in combat being too shallow, mindless, and not at all engaging. A slider that let's us adjust the visibility of other players' spell effects, my character's spell effects, and PVE enemies' spell effects would do wonders. Again, this is one of the reasons I have no interest in EoD. 3) Let us move the target UI to the side. Again, we can't see the enemies. 4) Let us turn off player names (displayed as blue text on field) while in an open world PVE squad. Again, we can't see the enemies. 5) Let us reduce the unhealthy and painfully bright visual effects and flashing lights. The lighting/contrast on some maps is so extreme it is literally painful for me to look at the screen (Mistlock Sanctuary, anything PoF and beyond). Then there is the spam of bright flashing lights every time a Holosmith uses a skill, whenever a Soulbeast mounts (exiting Beastmode), whenever a jackal uses the engage skill, whenever triggering a Vista, whenever gathering with the Volatile Magic gathering tools, etc. This is another reason I have no interest in EoD. Turning off postprocessing minimally helps with this, but it turns off all lighting and makes the game so dark that in dark maps at night time (like Ember Bay), I can't even see the surroundings. It's like trying to find my way around my apartment at night during a blackout. Also, it makes the game look too flat. It gets annoying constantly having to turn PP on and off depending on what I'm doing. 6) Change World Completion (Gift of Exploration x2) to any total 303 hearts, 486 WP’s, 652 PoI’s, 189 HP’s, and 226 Vistas (regardless of chapter/expansion, LWS, IBS, etc.). This would allow characters to make GoE progress from any open world PVE map in the game instead of being restricted to core Tyria. Working on GoE's is probably the biggest repeatable solo content for characters to do, but since it is limited only to core Tyria maps, it can feel very restrictive and repetitive (all core Tyria maps feel the same). Allowing characters to play more maps in the game for GoE's would open up more solo contents to do. Too many level 80 maps have very little solo contents (HoT maps, Dragonfall, Drizzlewood, etc.), or are only worth doing once per account for a collection/achievement. Not only that, some of us veterans want to use more brain power than just face rolling our way through core Tyria, which is often just too easy to be engaging. Also, let the Gift of Mastery, Gift of Maguuma Mastery, and Gift of Desert Mastery be interchangeable for all legendary weapons (it's weirdly inconsistent right now since only some legendaries have interchangeable GoM's). 7) Speaking of solo contents, give us more repeatable solo stuff with meaningful rewards. Too many solo events are only worth doing once for a collection/achievement. Solo maps are often dead. Contents with good repeatable rewards are mostly for groups, but not everybody likes to mindlessly zerg-rush 24/7. Also, sometimes, we want to play specific maps, but there are no groups available. HoT Maps: Pre-meta events reward keys and materials, but too many event chains require groups. Not worth repeating outside of metas. Change the event chains to be solo friendly and slightly increase rewards to make them worth repeating. Dragonfall: Pre-meta events reward keys. Good, but so few events are solo-friendly. We need more solo events that reward keys. Bjora Marches: Lots of solo events, but with no meaningful rewards, there's no reason to go back there. Drizzlewood: Pre-meta events have a lot of good rewards, but like Dragonfall, so few events are solo-friendly. We need more solo oriented events. 8) Give us metas and bosses that have actual, interesting mechanics. Too many are just mindless zerg-rush and you can finish them with auto attacks while not even paying attention to the game. At least give us more dangerous moves with clear tells so that we have to dodge if we don't want to get killed. They don't have to be hard, just give us something more engaging. Also, don't make encounters drag on for too long. Some metas/bosses last too long for how simple the encounters are. 9) Let us completely turn off story objectives so it doesn't display on the top right. Quitting personal story doesn't work since the next time I log on, the story objective shows up again. With the nearby map completion item, story objective, holiday notice, and daily notices all taking up space on the top right of the screen, I can't see the event objective of the event that I'm trying to do in maps like Dragonfall. It's yet another example of this game's unnecessary clutter.
  18. With all the blinding and painfully bright visual effects and the mess of incomprehensible visual clutter that often turns GW2 into a mindless mess, I do not want the GW2 art team to go any where near GW1.
  19. > @"Veprovina.4876" said: > If you hate PoF maps for that, what's your take on Bitterfrost Frontier? I swear, there's a trigger on each winterberry spot that summons mobs when you get near them. Some spots even have parked mobs near them. Now THAT's a design fail, it's literally designed to annoy you. Personally, I don't mind the spawn much. This is popular enough that the nodes are usually cleared of enemies by a previous player. Plus, the fact that all enemies spawn at once means it just takes a raptor engage and 1 AOE rotation to move on. But not being able to kill them with 1 AOE rotation and they constantly evade and run away... that is really annoying.
  20. I enjoy that HP. I often wait for the veteran hydra to get near before I trigger the HP so I can take them both down together. It's fun. However, I completely agree that the long aggro range of PoF and LWS4 is extremely annoying. It's why I avoid these maps like the plague (and one of the reasons I quit the game about a year ago). As someone who enjoys exploring, the constant interruptions from the long aggro range ruins the game. Kill one enemy and before I mount, another enemy aggroes. Kill that one and before I mount, yet another enemy aggroes. Kill that one, and ANOTHER one aggroes. I just say screw it and run past, and they chase me for like an eternity while more enemies aggro. It's extra annoying when the enemies are all ranged and I can't ball them up together, forcing me to take them down slowly, one at a time. All because I wanted to gather one regular orichalcum node... And I agree it's a much bigger problem for newer players. While I have no trouble (begrudgingly) disposing of all the enemies, I do regularly hear about new players getting frustrated because they can't handle the swarm of enemies that aggro.
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