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Randulf.7614

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Everything posted by Randulf.7614

  1. There is an Alan Partridge sketch begging to be played here...
  2. The south is fine, the north is too much and too wasteful with the map. Yes it is rewarding, but the whole thing lacks the simplicity of Silverwastes and the constant flow of Dragonfall which is still prob the best pure meta map. Drizzlewood is a nice idea which is just too long and lacks the natural ebb and flow when populations are low - something which doesn’t affect DF or SW which can progress with almost any size population
  3. Only if their inclusion added to the story and not added just for lip service like they did with the Dwarves this season and what will probably happen with the Tengu too. I think they did pretty well with the Kodan this season although there is scope for more. And HoT did mostly a decent job given its limitations in giving the three new Hylek tribes a platform. If they gave the time and effort we saw in core maps and even how the Norn were utilised in GW: EotN, then yes I'd be happy to see more of the lesser races
  4. I have no issue with them staying or gone, but I want at least a decent wardrobe change UI. The build template system is too cumbersome to use as one. This game has an enormous array of changeable styles and yet the worst system for actually changing styles I've ever seen in an MMO. I'd pay for wardrobe tabs like I do elsewhere, but the game needs something better than the current way of doing things. It's unbelievably antiquated > @"choon.6308" said: > Lotro has this feature from day 1. You can freely change the hair, face shape, skin color and even body shape from a barber for like 6 silver lol (6 silver in gw2 currency) so basically free Lotro has nailed the system perfectly. it just lacks the range of styles and colours because it is constricted by the lore. GW2 would be a perfect fit for such a system
  5. > @"grayskull.2367" said: > > @"Randulf.7614" said: > > There are more mastery points than you need to cover all masteries. Do you own Living Story 4? That will help. > > > > I've completed all non-raid masteries for PoF/LS4 and there are still 16 mastery points left over. There must be other achievements you can get points from > > ohhhhh is this so ok i go any look i had no idea LS gave mastery point lol thanks for the help i go and find the one im missing them. - Go to your achievement panel - Above the list is a search bar and a little cog icon. Click the cog icon to get a drop down menu - Add mastery point filter. Add path of fire mastery points as the next filter That will list all the achievements by episode/map/story you can get path of fire mastery points from Season 4 and Path of Fire share masteries in the same way Heart of thorns and Season 3 share masteries
  6. There are more mastery points than you need to cover all masteries. Do you own Living Story 4? That will help. I've completed all non-raid masteries for PoF/LS4 and there are still 16 mastery points left over. There must be other achievements you can get points from
  7. > @"FattyLumpkin.3420" said: > > @"Randulf.7614" said: > > There is no game guidance and never has been for making an actual legendary. They were originally designed to be a discovery thing, but now players just go to Wiki once they have the precursor of choice to see the next steps. > > > > The crafting is just for the precursor. There's a long way to go for the legendary itself > > I have The Mechanism, isn't that the precursor? I was just looking for information about what to do next. Yes. There is still a long way to go after you have that, but as I said, there is no in game guide beyond the precursor which is just one stage of the process. Only the wiki has the lists of all the materials you need next. https://wiki.guildwars2.com/wiki/Astralaria It does give a decent breakdown of what you need though if you scroll down about halfway
  8. X raptor Ctl c skimmer Ctl v jackal rest are the extra mouse buttons I have
  9. There is no game guidance and never has been for making an actual legendary. They were originally designed to be a discovery thing, but now players just go to Wiki once they have the precursor of choice to see the next steps. The crafting is just for the precursor. There's a long way to go for the legendary itself
  10. You need utility skills that have stun breaks and stability if you are getting spammed with knockdowns.
  11. Anet made it that way to incentivise more players to that game mode and reward those dedicated to it.
  12. > @"Parasite.5389" said: > here's a couple of posts that should help > [https://en-forum.guildwars2.com/discussion/59653/old-and-slow-is-there-hope-for-me](https://en-forum.guildwars2.com/discussion/59653/old-and-slow-is-there-hope-for-me) > [https://en-forum.guildwars2.com/discussion/96492/easy-and-slower-class-and-build-for-pve](https://en-forum.guildwars2.com/discussion/96492/easy-and-slower-class-and-build-for-pve) > pretty sure the information is still valid Interestingly, both of which are created by the same OP as here. The info should still be valid Warriors, Guardians and Necros are still strong survivalists without requiring too much finger dexterity. Guardians probably need a bit more thought in their builds, but there's pretty much nothing they can't do to keep themselves alive. A great solo and group support profession should you ever wish to branch out a bit There is of course the classic "bearbow" ranger. Using a longbow weapon at range whilst the bear pet tries to keep the mob occupied. For casual, open world play I think it's still valid, although I've never actually used it myself. The further back you are, the less dodges you are going to be making as well
  13. > @"Victros.8154" said: > > @"Randulf.7614" said: > > > @"Victros.8154" said: > > > > @"Randulf.7614" said: > > > > > @"Victros.8154" said: > > > > > > @"Randulf.7614" said: > > > > > > 1) It can be quite tight, although dodging in advance does give you a second or so of grace period in terms of it counting. More important to be aware is that In solo and light grouping open world you will get plenty of tells on the floor when something devastating takes place - ie a big attack you need to dodge will show as a red area or circle on the ground. That will give you a small window to decide whether to dodge, move, block or just suck up the damage. Plus if you get knocked down in a group, most players will get you up if they can and it is safe to do so > > > > > > > > > > > > 2) Warriors have blocks. Guardians are good at blocking and keeping heals and boons going for surviving. Thieves get the daredevil espec which gives extra dodges. Rangers get an extra dodge on the shortbow. Necromancers have minions to take the brunt of attacks. There are plenty of options across all classes. > > > > > > > > > > > > 3) Player population is strong - at least in pve/open world. Expansion 3 is due this year and it'slikely a big one to be followed by more content. It's not at its peak, but it's not anywhere near its death either > > > > > > > > > > Thank you! With block, do Warriors and Guardians have to dodge at all? How often do Necros have to dodge? Are pets as effective at drawing aggro and absorbing damage as they are in a game like WoW? > > > > > > > > Aggro is complicated here. It doesn't work like traditional mmos. > > > > > > > > All toons need to dodge, it's just all down to how you build your toon. Warriors need to dodge more if you build them with heavy dps in mind and thus sacrifice HP and toughness > > > > > > > > My warrior dodges less than my other toons - he uses mace, shield and armour with high vitality and toughness. That means he has a long shield block (with projectile reflect when traited), a mace block and a full counter block as he is also a spellbreaker. If the blocks are on cooldown (and that will happen a lot), his high HP pool and armour can absorb a lot. However the trade off is rubbish dps. I use dodging when I know I can't counter the damage another way or if I am getting bombarded from multiple successive attacks > > > > > > > > There's no right answer. Dodge learning is key, but is more forgiving in open world play. It all comes down to practise, but for someone strugglig with the mechanics, all classes will have ways to help mitigate damage. > > > > > > > > One thing to mention is that dodging can be done by pressing V or double tapping space. Whilst I am fully used to double tapping space and is more convenient for me, in general the V button (or whatever you bind dodge to) is much quicker and more responsive > > > > > > > > If you learn to dodge when the attacks are clearly telegraphed it will make a difference, but precision timiung and expert use is not essential in open world > > > > > > > > > > > > > > > > > > > > > > OK, this is a big help. If I double press V or Space to dodge, what direction will I dodge in? Or does it matter? > > > > Sorry, I don't mean double tap space, I meant double tap the directional keys (ie double tap W to dodge forward, double tap S to dodge back) > > > > (sorry I've got wrestling running on my second screen so not paying full attention). > > No problem, I appreciate the help! One thing I'm sure I'll have trouble with is trying to figure out which direction to dodge in and pulling off the dodge in time. Do you need to dodge in a specific direction, usually? Or is it OK to, say, always dodge left? In my level of content, I mean. Most dodges can be wherever you want. If you dodge an attack, you dodge an attack no matter what direction you go in However, there is an advantage to doding away from an enemy attack. So if a red enemy attack circle is on the ground, dodging out of the circle will give you breathing space to maybe switch to ranged or evaluate your attacks.
  14. > @"Victros.8154" said: > > @"Randulf.7614" said: > > > @"Victros.8154" said: > > > > @"Randulf.7614" said: > > > > 1) It can be quite tight, although dodging in advance does give you a second or so of grace period in terms of it counting. More important to be aware is that In solo and light grouping open world you will get plenty of tells on the floor when something devastating takes place - ie a big attack you need to dodge will show as a red area or circle on the ground. That will give you a small window to decide whether to dodge, move, block or just suck up the damage. Plus if you get knocked down in a group, most players will get you up if they can and it is safe to do so > > > > > > > > 2) Warriors have blocks. Guardians are good at blocking and keeping heals and boons going for surviving. Thieves get the daredevil espec which gives extra dodges. Rangers get an extra dodge on the shortbow. Necromancers have minions to take the brunt of attacks. There are plenty of options across all classes. > > > > > > > > 3) Player population is strong - at least in pve/open world. Expansion 3 is due this year and it'slikely a big one to be followed by more content. It's not at its peak, but it's not anywhere near its death either > > > > > > Thank you! With block, do Warriors and Guardians have to dodge at all? How often do Necros have to dodge? Are pets as effective at drawing aggro and absorbing damage as they are in a game like WoW? > > > > Aggro is complicated here. It doesn't work like traditional mmos. > > > > All toons need to dodge, it's just all down to how you build your toon. Warriors need to dodge more if you build them with heavy dps in mind and thus sacrifice HP and toughness > > > > My warrior dodges less than my other toons - he uses mace, shield and armour with high vitality and toughness. That means he has a long shield block (with projectile reflect when traited), a mace block and a full counter block as he is also a spellbreaker. If the blocks are on cooldown (and that will happen a lot), his high HP pool and armour can absorb a lot. However the trade off is rubbish dps. I use dodging when I know I can't counter the damage another way or if I am getting bombarded from multiple successive attacks > > > > There's no right answer. Dodge learning is key, but is more forgiving in open world play. It all comes down to practise, but for someone strugglig with the mechanics, all classes will have ways to help mitigate damage. > > > > One thing to mention is that dodging can be done by pressing V or double tapping space. Whilst I am fully used to double tapping space and is more convenient for me, in general the V button (or whatever you bind dodge to) is much quicker and more responsive > > > > If you learn to dodge when the attacks are clearly telegraphed it will make a difference, but precision timiung and expert use is not essential in open world > > > > > > > > > > OK, this is a big help. If I double press V or Space to dodge, what direction will I dodge in? Or does it matter? Sorry, I don't mean double tap space, I meant double tap the directional keys (ie double tap W to dodge forward, double tap S to dodge back) (sorry I've got wrestling running on my second screen so not paying full attention). Pressing V is one tap only. I think it just dodges back, but I don't use it
  15. > @"Victros.8154" said: > > @"Randulf.7614" said: > > 1) It can be quite tight, although dodging in advance does give you a second or so of grace period in terms of it counting. More important to be aware is that In solo and light grouping open world you will get plenty of tells on the floor when something devastating takes place - ie a big attack you need to dodge will show as a red area or circle on the ground. That will give you a small window to decide whether to dodge, move, block or just suck up the damage. Plus if you get knocked down in a group, most players will get you up if they can and it is safe to do so > > > > 2) Warriors have blocks. Guardians are good at blocking and keeping heals and boons going for surviving. Thieves get the daredevil espec which gives extra dodges. Rangers get an extra dodge on the shortbow. Necromancers have minions to take the brunt of attacks. There are plenty of options across all classes. > > > > 3) Player population is strong - at least in pve/open world. Expansion 3 is due this year and it'slikely a big one to be followed by more content. It's not at its peak, but it's not anywhere near its death either > > Thank you! With block, do Warriors and Guardians have to dodge at all? How often do Necros have to dodge? Are pets as effective at drawing aggro and absorbing damage as they are in a game like WoW? Aggro is complicated here. It doesn't work like traditional mmos. All toons need to dodge, it's just all down to how you build your toon. Warriors need to dodge more if you build them with heavy dps in mind and thus sacrifice HP and toughness My warrior dodges less than my other toons - he uses mace, shield and armour with high vitality and toughness. That means he has a long shield block (with projectile reflect when traited), a mace block and a full counter block as he is also a spellbreaker. If the blocks are on cooldown (and that will happen a lot), his high HP pool and armour can absorb a lot. However the trade off is rubbish dps. I use dodging when I know I can't counter the damage another way or if I am getting bombarded from multiple successive attacks There's no right answer. Dodge learning is key, but is more forgiving in open world play. It all comes down to practise, but for someone strugglig with the mechanics, all classes will have ways to help mitigate damage. One thing to mention is that dodging can be done by pressing V or double tapping sp~~ace~~ directional movement keys. Whilst I am fully used to double tapping space and is more convenient for me, in general the V button (or whatever you bind dodge to) is much quicker and more responsive If you learn to dodge when the attacks are clearly telegraphed it will make a difference, but precision timiung and expert use is not essential in open world
  16. > @"Pacificterror.7805" said: > Sorry for my ignorance but are there Professions with a second jump or that do something when you press jump more than once? Or is this question/suggestion more geared toward accidentally activating jump while already airborne? No, but if you are jumping across platforms and you are accustomed by muscle memory to press the jump down longer rather just tap it, then you tend to fly over the platform you are jumping to. I'm guilty of it myself as I play various platformers where jump distance is determined by the the time of pressing the jump. GW2 characters jump the same distance no matter how long you press the button and it requires training yourself out of the habit of pressing it
  17. 1) It can be quite tight, although dodging in advance does give you a second or so of grace period in terms of it counting. More important to be aware is that In solo and light grouping open world you will get plenty of tells on the floor when something devastating takes place - ie a big attack you need to dodge will show as a red area or circle on the ground. That will give you a small window to decide whether to dodge, move, block or just suck up the damage. Plus if you get knocked down in a group, most players will get you up if they can and it is safe to do so 2) Warriors have blocks. Guardians are good at blocking and keeping heals and boons going for surviving. Thieves get the daredevil espec which gives extra dodges. Rangers get an extra dodge on the shortbow. Necromancers have minions to take the brunt of attacks. There are plenty of options across all classes. 3) Player population is strong - at least in pve/open world. Expansion 3 is due this year and it'slikely a big one to be followed by more content. It's not at its peak, but it's not anywhere near its death either
  18. > @"Milkshake.4370" said: > > @"Randulf.7614" said: > > LS2 is actually reasonably popular. Or at least accepted as being fine for what it was - ie clearing up the mess left behind by LS1 (Scarlet's War). It just lacks the production values of what came later. Omitting Season 2 would be a very bad idea > > > > I disagree with this statement... yes perhaps omitting it entirely would be a bad idea, however I still stand by the fact that it should be restructured. I think some of the missions regarding Scarlett like going through her secret hideout can be omitted. There is nothing crucial there to the story moving forward. Omitting Scarlet's hideout is kind of a problem. It is a major part of the backstory for Scarlet and LS1. All her motivations, all her character background is contained in that hideout - all that was missing in the 18 months prior. It really doesn't matter. They wont delete or restructure an entire season and they absolutely should not do it either. I certainly don't want bits of LS2 removed. There are some things you can say with confidence are not on the cards and this is on of them. I would like VA though for my toon and allowing achievements to unlock on a first run through with a given character. Neither of those are likely I do however agree with this: > @"maddoctor.2738" said: > To be honest, Season 2 is a waste of money for new players anyway. Remember that you need to buy it to unlock, at a very high cost considering it's just the story, the maps are always available. Compared to any episode of Seasons 3, 4 or 5, Season 2 is just a bad buy, only for completionists. I enjoy LS2 and it has some great fights and a better story than alot of the game (despite a few threads which go nohere), but I personally think LS2 should be free at this point and included either HoT or the core game. Given as said, the later seasons - as poor as I found the story to be - have a lot more work, lot more gameplay and a lot more presentation in them, LS2 is just buying some instances and achievements. The value is just not there in comparison
  19. > @"Ashantara.8731" said: > And no start of a new event week today. Hmph. Even less motivated to do them. The new faction begins Tuesday 16th as per the original release page https://www.guildwars2.com/en/the-game/releases/january-19-2021/
  20. We don't have access to Anet's metrics, but the impression I've had is that the game generally does OK attracting new players and the personal story doesn't seem to put anyone off. Considering it's an 8 year+ mmo without a AAA name, it does pretty well in a declining part of the pc market. But, certainly regular players prob don't see a lot of evidence the core game puts many people off. In fact we see a lot of mixed feedback suggesting HoT is less popular than the core zones (I love the maps, many hate them) Scarlet's War was at the time a bit of a disaster. It has its fans for sure and there were a few really iconic battles in it, but there really wasn't much story (perhaps less than two-three episodes worth by todays standards over a year and a half). It was simply a series of monthly set pieces which added new stuff every couple of weeks sometimes that deleted itself when the next episode came along to keep the idea of a constantly evolving world- which was usually a festival or a boss fight. It needs a better catch up, but it's clear it'll never be rewritten now since it would need starting fom scratch - it was nothing like what we have now Marketing is poor. It always has been. The biggest barrier by far for new players is the fact so many don't know of the seasons between expansions and that they have to pay for them. The poor advertisement of this has been well documented LS2 is actually reasonably popular. Or at least accepted as being fine for what it was - ie clearing up the mess left behind by LS1 (Scarlet's War). It just lacks the production values of what came later. Omitting Season 2 would be a very bad idea I am unaware of any issue players have of finding out about expacs. In fact new players tend to go there first to get the mounts and gliders if all the forum posts we see are any indication
  21. King Jalis is very easy - just a handful of straightforward jumps. It's barely even a jumping puzzle Under New Management is also a very easy and very short Only Zuhl I don't remember being a difficult one either Hidden Garden I assume is Mount Maelstrom. That is straightforward although a few jumps on the tree are easy to mistep. It's otherwise straighforward Sapphire Sanctum I haven't done since WvW tokens stopped being needed for legendaries. I remember doing it daily and it had one or two tricky jumps, but otherwise was fine Trolls' Revenge used to be quite notorious back in the early days, but I think it lost its rep. Might be that mounts and gliders are usable now, I'm not sure The others are all either easy or mid level if you compare them to others. They aren't as infuriating as say the Southson geysers, Ember Bay, Aetherblade ones though. Guides will help speed through any routes you get stuck on Except Crystal Chaos is a bit annoying so perhaps put that one towards the harder end. It's one of the few to really get under my skin
  22. > @"meerfunkuhtron.9725" said: > > @"Inculpatus cedo.9234" said: > > You could try a -repair of the client. Instructions found in the Knowledge Base, accessed via the 'Support' link. > > > > Also, Episode 5 is set in Thunderhead Peaks, not Dragonfall. A character or player does not have to unlock and play previous Episodes to play and/or enter the next map/play the next Episode. > > > > Good luck. > > I get what you're saying but again, I remember doing the quest within that episode. If the episode wasn't previously unlocked, then there wouldn't have been a way for me to play through it. > I may be remembering it incorrectly, but I thought that back then at least, you couldn't play through the next chapter if you didn't play the previous one. I'm also a completionist so I don't leave stories incomplete. I was invested in the stories and I never liked not knowing what happened previously. > In any case, there's not much I can do atm. I'll just make sure that the next time I have to unlock something, that I'll check around first so that if it's a bug, I'll report the bug instead of having to deal with an issue I can't dispute. There was never a time you had to play through one to play the next. They've always been able to be played out of order
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