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foozlesprite.8051

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  1. Yeah mine haven't reset yet as promised. Even stayed up late waiting for it since it wasn't at their earlier usual patch time, haha.
  2. Quite frankly the community response to all this has been appalling. People need to calm down and realize this is just a game and devs are real people that deserve a basic level of respect regardless of whether you agree with them or not. In my mind the balance priority should be to allow many different builds that do similar things so people aren't forced into a small amount of classes and every class has options for different roles based on specs chosen. As someone that chose elementalist as a main at launch because of its lauded flexibility, I'm sick and tired of being forced into a DPS role with unforgiving rotations. I want a flexible class that allows me to respond to the situation and provide support for my team instead of following optimal rotations and team compositions for DPS. When the game launched, elementalist was absolutely fine for that. Now it's all about stacking all buffs all the time and if you can't do that you'd better be top-tier DPS. Where is the fun in that? The tempest change is a good change that can help elementalist provide some of that and fit into teams outside of the DPS role, but we'll have to see if teams will accept them for a support role even with that change. Another way this could sort-of be balanced is by designing encounters that rely more on interaction with the encounter/mechanics than DPS checks, but that won't do much about the DPS check encounters already in place that encourage people to only use meta classes and team comps. A way to fix that is by closing the gap in DPS between those using optimal rotations/team comps and those not, but I know it's far easier to say that than to do it. The prescriptive meta focus of the game from HoT onwards has been slowly choking the enjoyment out of it for me, and a large part of that meta focus is due to 10-man content, so the focus on balancing for 10-man content has me concerned. I really don't want to drop the game after 10 years, so I keep holding in there in the hopes that I'll eventually get an ele spec that's fun and provides proactive/reactive support solidly enough that it's accepted into high tier content. Until then I'm playing other classes, when I play group content at all. I just hope my frail optimism can hold in there until that day comes, because my primary belief about games is that they should be fun, and right now, trying to find a class I enjoy in GW2 that will also be accepted into group content is just not.
  3. I suggest using a specific bait, but making sure it's not one used by fish in Seitung such as Sardines or Shrimplings. That way it removes all of the Sardine/Shrimpling-only fish from the possible pool of fish you can get, raising your chance of getting the Humphead Wrasse. I had to catch this thing twice, because I got my first one (for the Seitung Province Fisher collection) before I unlocked the elite spec collection that needed it on my account. I used Glow Worms to get it since I had a bunch of them the mixed bait bags.
  4. The current implementation and community response to the fight has been disheartening. People in LFG are requiring raid KPs or doing it entirely with Scourges for an 'easy mode' when the original fight debuted before raids or elite specs existed. Many people will never see a fantastic fight that was originally accessible to anybody, unless the public version is kept. I agree with an earlier suggestion here - keep the public version and put it on alternating hours with Dragonfall. To be entirely fair, Tequatl was also defeated in Season 1, as were the Toxic Alliance, and yet those persist in the open world. We're certainly done with Mordremoth, yet the Iron Marches are overrun with Mordrem. Open world instances are often sort of frozen in place timewise, so I don't think it'd be that out of place for the Marionette to just be placed back in Lornar's.
  5. This happened to us on the first day of the fractal rush - the storm phase would not end even when the clouds were all dispersed. Was just showing some friends through on T1. Some info that might help: we started with 4 players and had a fifth join just before the last boss. Someone pulled on accident because they thought they could get close to the boss due to her being marked non-aggro, and we /gg'd that run since the fifth player hadn't gotten into the fractal yet. We tried /gg'ing several times to fix the issue but despite the fight being reset, she would not progress past the storm phase. Also had a friend experience this the other day on scale 100 but don't have the details of their run. I just know I'm not really interested in running the fractal any more until I hear this is fixed, which is a shame because it's beautiful and I have several friends that haven't beaten it yet. Managed to beat it on my EU account, but not on my NA (main) account yet, due to bugs, which is frustrating to say the least.
  6. I'm mostly just sore that you don't get the ability to give the letters to the boss and see the wrapup scene to the story unless you're doing it on challenge mode. I have a small group of friends that play GW2 and they're all very casual, and while we can get through t1 fractals just fine it's hard to get a full group of them together at a regular time to progress, most are interested in just having fun playing instead of doing meta builds and higher tiers, etc. so I know there's no way we'd ever be able to do the CM ourselves. There's no reason the boss needs to only be named on the CM or you can only give her the letters for the story ending scene on the CM, considering you can gather them even on t1. It's gonna leave a lot of people with a sense of disjointedness/incompleteness and most aren't even going to know there's more to be seen, much less how to access it or where to look for it. Keep exclusive rewards bound to the CM, that's fine, but people of all tiers should be able to see the full story.
  7. It's important to note that I haven't seen a full playthrough of CM so it may reveal more of the answers, I just got that info from the wiki. If you need to play the CM to make sense of the story though, I'm calling that a serious design flaw.
  8. The fractal story itself seemed rather disjointed/incoherent. And I say that as someone that's been replaying Cantha in GW1 recently/knows existing lore, read all the achievement books and shrine text in the fractal, and has had some time to sit and talk about it with friends. I understand what happened in the achievement books, but it's hard to get a clear picture of what happened in the fractal itself (and would have been even moreso for someone that didn't read the achievement books). There's absolutely no reason that you should only learn who the boss is on the tier 100 CM, since it's crucial to trying to figure out what's actually been going on the whole time. And even after learning who she is, it still leaves me wondering about other NPCs and some of the text on the shrines. The fractal was gorgeous and the fights were fun, but whatever they were trying to do story-wise it really wasn't as clear as it needed to be. There's something to be said for doing some sleuthing to arrive at an answer, but this was perhaps a bit too esoteric. Hopefully the actual Cantha story feels a bit less slapdash.
  9. My minor question: how will this impact the 'Twice-Told Legend' title? Will it be retired or obtained some other way? At this point I don't think there's a great way to implement a refund for people that crafted multiples of the same set, it may have to be a case of "be a decent person and be happy that the system was improved for those that came after you." Any refund or compensation they give isn't gonna satisfy everyone, because even if they 100% refunded materials, some people gathered themselves and some people spent gold on it, some people converted RL money to gold for it, there's a time factor involved that can never be restored, etc. I'd like to see them offer those people some kind of compensation, but It's gonna cause howling from some players no matter what they do, unfortunately. But I think it's an excellent idea all around, and a good way to encourage people to get more people involved in raids, PvP, or WvW.
  10. I think skill 2 is ground-targeted so you need to aim manually after pressing the icon once. I hate that you can't use hotkeys with them though, I don't know why some things are like that.
  11. If they were going to retouch old content as an activity hub it would likely be our home instances. As you say, not every player is in a guild with a hall, and if they used guild halls for it they'd need to place the content in three separate guild halls as well as build a new non-guild place for non-guild players to experience it in. At that point they're developing a new place AND having to retrofit three halls, so it'd be less resource intensive to just retrofit five home instances. Another problem with adding new content to guild halls is that there are already decorations everywhere in people's guild halls, so finding a way to place the new content without them being obscured by decorations and such becomes an issue. Pretty much any place you could put a new NPC, there's a guild somewhere that has a decoration literally on top of that spot. You could just move any decorations overlapping new NPCs to storage, but that runs the risk of doing things like breaking racetracks and making people mad. That being said I would love for them to build out ONE hub that EVERYBODY could use and just keep updating that with new content instead of having to come up with a new hub every season. It would have to be something core-game players could access as well, otherwise you'd run the risk of needing to go there in season X but not having access because you don't have season X-1, where it was introduced. Maybe an instanced version of Fort Trinity or something?
  12. Thank you so much for the clear communication, to the extent that you're able! We very much appreciate it and hope to see more in the future. I'm almost certain I'm gonna get flamed for this but since you're discussing it, these are some of the issues that stop me and/or my friends from joining raids despite wanting to, and I'm going to guess they account for a portion of the issues other people have as well. I'm not asking for all of them to be changed or addressed, I realize that not everybody sees these things as an issue (especially those already raiding), and I'm not trying to start any fights. This is just a sampling of barriers I've seen, even with the strikes in place. The game is designed in such a way that even people with a similar spec/gear can get as much as 8-10x as much DPS as others based on their rotation (I take that number from something a dev said in the past, I believe it was in a Guild Chat), but rotation is never addressed in-game. Even those that practice based on external builds/sources sometimes just can't 'git gud' enough to hit the higher end of the spectrum due to brain fog, memory issues, coordination problems, tremors, or (insert other possible issues here). There's nothing as demoralizing as looking up a build on Snowcrows and spending a ton of time and money outfitting yourself and practicing the rotation on a golem only to be told that your DPS is low and you should look up a build on Snowcrows, which is something that really happened to a friend of mine in the new strike. Not everybody's skill cap is the same. When your best isn't good enough, what do you do? Due to the relatively low number of people in a raid group, this means there's less room to take in someone who's still learning their class or the fight. When I raided in another game there were four groups of players, which gave a little bit more leeway for newcomers to learn because the amount of individual responsibility on a single player was lower. I realize raids are balanced around 10 and it's not likely worth taking the resources to change at this point, I'm merely pointing it out because it's a barrier. Hard dps checks like timers also discourage people, because you can be surviving and doing the mechanics just fine and then fail due to lack of time, which is super frustrating. Maybe they're put in there to ensure you don't waste too much time, but say it's a fight with a 10 minute timer and you get it to 5-10% every pull before the fight ends due to the timer running out. You're wasting 10 minutes per pull just because you don't have a slight more bit of dps, so it really just takes a lot longer overall because you're forced to restart over and over until you manage to have a spectacular run. When I did the Whisper strike with a PUG, we got the mechanics down fine within a few pulls. It was DPS that held us back, and we were there for about two and a half hours before we killed it. I can't speak for some of the people since it was a PUG, but I know that several of us were geared and in 'meta' specs and had practiced rotations, yet DPS was still our major issue. A 'story mode'/easy difficulty raid with a lower dps threshold like many other games have would allow more people to enjoy 10-man content, and allow people to practice their build in a real-world environment and learn the mechanics of the fights in a lower-stress scenario (for raid fights that take more time to pick them up, since as I said, it wasn't the issue with the strike). Achievement progress/the best loot would be locked to normal and challenge mode versions, as appropriate. I personally think this would do more to step people up to 'normal' raiding than strikes do. I already regularly see people in strike LFGs requiring 50 LI to join their PUG anyways, which explicitly contradicts the 'this comes before raids' philosophy. Another option would be redesigning combat so that rotation alone doesn't have an exponential impact on DPS, and using skills is more reactive than prescriptive. This would likely require a fairly serious overhaul of at least the way the skill animation/queueing system works, as well as a lot of skills, and I know it's unlikely you'll want to rock the boat that much. I definitely think there's something to be said for skill and practice, but the current dps disparity is quite exponential, and any reworks to even it out a bit could go a long way in making content more accessible.
  13. Thanks, I just came to say a friend and I found one as well. I'm not sure if it's possibly still considered bugged since the item name doesn't pop up above it like they usually do, which is needed for accessibility purposes. I'll still mutter about unfriendly design, but if the lack of a distinguishing marker/item name is intended, feel free to close the topic.
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