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IndigoSundown.5419

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  1. The decision to base any rewarding game play in both PvE and WvW around group content while simultaneously providing huge visual effects and no means to significantly reduce those effects goes down as one of the more unfortunate design decisions in MMO's.
  2. The only time I'm not happy to see other players in open world PvE is while doing the daily task "Complete Events in [specific zone]." Completing this task, done when I prefer to play (around reset), produces the most ludicrous game-play I've seen in any game. Players spam attacks, preferably AoE's, at expected mob spawn points, hoping to do enough damage to get event credit because the mobs die as they spawn. Good news for me! I no longer do this task. The side effect of that decision, though, is that my consumption of open world PvE is reduced as a result.
  3. Absent some obscure "dev reason" which makes it "necessary" for characters to hold swords at the wrong part of the grip, it's hard to fathom that graphic artists would not do some elementary research into how swords are used. There are a ton of videos on Youtube, for instance. Yeah, this makes me cringe when I see it. Not that I expect ANet to ever _do_ anything about it -- as I don't expect them to do anything about a host of other issues which also detract from my enjoyment of the game.
  4. Just once, I'd like to be able to clearly see what the boss looks like in a GW2 Group Event -- without it being the size of the Wyvern Matriarch.
  5. Adding resources for such projects costs money. So what happens when not enough people support it? Refunds?
  6. I want a short period of CC immunity (a few seconds) after being CC'd. Nothing like getting CC'd 7-8 times in a row in a WvW zerg fight. The first couple eat your stab, the next eats your stun break, then the rest come in succession before you can do anything. By then, you've been unable to play your character for 8-12 seconds and are probably dead. GW2 has the worst implementation of CC for large scale competitive combat in any game I've played. There is the illusion of counter-play, but the counter systems are designed around sPvP one-on-one's and just don't work in anything bigger than 5v5 (if then).
  7. > @"tampss.2540" said: > Hello, > > So far I have bought 66 BLC Keys and used them. > Drops are not so good as for 66 keys I have only 3 uncommon drops(no griffon fluff or cape dropped...) - is it kind of joke or the rates have been lowered somehow? > Seems like a big scam for me. https://wiki.guildwars2.com/wiki/Black_Lion_Chest/Drop_rate As shown on the Wiki, the drop rate for uncommons is 0.078. That's 7.8%. That means that the average for 66 keys used would be a hair over 5 uncommon items. The thing about averages, though, is in order for it to _be_ average, those who get an uncommon on the first key will be counterbalanced by others getting a lower than average number. It would be poor luck indeed to open 100 chests and get zero uncommon drops, but that is not impossible. If that drop rate is too low for you, then don't patronize keys. The drop rate is such as it is so that players as a whole _will_ -- on average -- spend _more_ than they would be willing to pay for a given item than they'd be willing to pay straight up for that item. For the record, though, it's not a scam. While ANet does not publish the drop rates, those rates are known and the info is available. It would only be a scam if ANet promised something better than what is on offer -- and they aren't promising you anything other than that certain items are available _if you get lucky_. This is by no means me defending the practice. While it is not a scam, it is exploitive and predatory. I only ever open them with free keys.
  8. > @"Loosmaster.8263" said: > > @"IndigoSundown.5419" said: > > Dragon Bash. DB was enacted to celebrate Jormag's death iirc, and that was the last time I had much interest in the GW2 story. > Snip > > > I think it came out after Zhaitan or Mordremoth. Jormag is still alive. > > Oops, yeah, it was Zhaitan, my bad and good catch.
  9. > @"Stelawrat.6589" said: > @"Schimmi.6872" I just want to make sure that I understand how this works then, because last night the same thing happened to me, re: the pop-ups. > > In my case though, I only have 13 Masteries, with 1 Point earned towards the Advanced Logistics path, the last path in that section. While doing Map Completion in Mount Maelstrom, the experience bar filled & that message started its pop-up routine. I couldn't apply it to my current path, although I need 7 more points to complete that Advanced Logistics path. So I clicked into the next section, chose the first path in there & boom! the experience bar emptied & no more pop-ups. > > Are you saying that, had I just ignored / clicked away those pop-ups, gone on to another higher level map, that I could have applied that experience gain to my Advanced Logistics path? No. If you have completed the experience-gathering for an interim mastery on a given path, you can only advance to the next experience-gathering phase in that line by spending the point(s) needed to complete the mastery to which the filled experience bar applies. You can (as you saw) change to a different mastery line and gather experience in it, but eventually you will run out of mastery lines until you gather the necessary mastery point(s) to complete one.
  10. > @"paShadoWn.5723" said: > > @"IndigoSundown.5419" said: > > A lot of people play games to get _away_ from reality. For them, your suggestion would not be an improvement, > The original post is a sarcastic joke thinly veiled as a serious suggestion. > The purpose of said sarcastic joke is to make original poster enjoy his own dark sense of humour. > Then, consider that I was playing along.
  11. After playing Guild Wars for 7 years, I found the overall skill implementation in GW2 (including Elite Skills and the "locked to a slot" mechanic) to be an enormous letdown. I get the whole "but game balance" _desire_ which was used to justify the skill setup in GW2, but frankly I'd rather have had the smaller imbalances I saw in Guild Wars than the ludicrous "optimal build/player does 10x the damage of an _average_ build/player" we see in GW2. Regardless, neither the skill setup nor the effectiveness gap is going to change. ANet may not see these things as issues, and they probably don't have either the resources or the will to engage in what would be a large undertaking.
  12. A lot of people play games to get _away_ from reality. For them, your suggestion would not be an improvement,
  13. > @"paShadoWn.5723" said: > And that is exactly what I am questioning. Because that was the design decision made by ANet back when they were producing the game. If you need a _lore_ reason, then part of the enchantment of enchanted armor is that it self-repairs unless catastrophically hit (i.e., you were defeated).
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