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Kimppari.9427

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  1. Post patch 14/03/2023 Loot: 23 blue UI gear, 151 green UI gear, 14, rare UI gear, 24 bags of stolen goods, 1 Canthan Backpack, x2 Luxon Hunter's Weapon Caches, 9 legendary fish (I didn't fish the first META) Conclusion: Map is worse after the latest patch as of 14/03/2023. Pros: The removal of the miner cards was positive. Cons: The adjustment of the loot table made the map META even worse, even with uncapped keys. Without the legendary fish, the META isn't really worth doing.
  2. To all the people saying the gas masks mechanic is obnoxious: You can easily replenish it at each camp This is probably the anti-AFK farmer mechanic we can expect in the future. It forces you to stay active during the meta, which is shouldn't be a problem for an active participant, since the whole thing lasts ~35min. So you either take this or similar, or don't whine about AFK farmers.
  3. Quite the long post to say something like "give us AI, so I can play the game alone with the computer". 1. You are doing something wrong when it comes to gathering players for a guild. 2. If you play WvW, then make a WvW Guild and teach new players from your server the fun part of it. 3. If you don't want to do that, then go play an RPG game, not an MMO.
  4. That is simply not true. You have the opportunity to replenish the filters at each camp and there is a jade battery next to each of the stations for the filters.
  5. You are supposed to recharge the air filters after each camp capture. There is a Jade Battery and another Vendor for the filters at each camp.
  6. Here is an updated impression from the META post-patch after the rare gear has been added again. Full squad of 50 people. Pros: The map really feels fast-paced without any long downtimes where you need to wait for NPC talk, which gives it a nice feeling. - The part of destroying these gates and opening the further caverns with the turtles seems like a good design to me - The rare gear certainly makes things a bit better (post-patch) The improvement of camps spawns chests, which can be seen on the minimap. From Tier 1 to Tier 3, the amount of chests spawned increases. The mushroom queen and similar side champions are a fun thing to incorporate to a META like this, so it doesn't feel like the whole time you are on the same track. It adds some variety. I would suggest uncapping the miner key cards for those. Neutral: Post-META champions: Nothing really do add here. Neither good nor bad. If anything, the only bad thing (IMO), is the fact that you need a lot of miner's key cards to open the chests. If that is fixed (as mentioned below), this can much more exciting. Cons: The Air filters: The additional 2 different filters that add concentration and magic find are a bad design/implementation in its current form. They replace the existing one, removing 30 charges. Change: A better idea would be to increase the research notes price from 5-20 and then stack the filter charges with the improved concentration and magic find. Jade Miner's Keycard from Events: seems to be capped at a number seemingly low (30-50) per day per account. If true, this is horrible. Uncap the amount of key cards you can get from the events. Ancient chest: 35 chests per account. Uncap as well. Capturing points and Champions: the champions don't seem to drop anything worthwhile, even when scaled to the maximum. The best drop was: green UI gear and x2 canthan backpacks. Champions despawn once the zone is captured. Terrible design in my opinion, as you can just ignore them and capture the point. I hope this is a bug. Champion loot bags or extra miner's key cards to the champion drops are necessary in my opinion to make those actually worth doing. This applies to all the champions outside of camps as well. The end boss: mechanics still non-existent. So here is some feedback + suggestions. The souther platform boss does a slash that covers 40% of the platform, which does only very little to no damage and a knock back. Change: make it an instant downstate or push of the platform. The phases are just way too many. No need for that many phases, especially when NOTHING changes over the course of the next phase. Change: Reduce the number of phases on those last mini-bosses. Killing them individually or at the same time doesn't seem to make any difference. Change: Add enrage mechanics whenever one of the three has been killed. Similar to Voice and Claw (Strike Mission), the Southern platform miniboss can start spamming the knockback attack around him, once of the other two has died. Loot: Here is the loot I gathered after a complete rundown of the META from start to finish in approximately 40 min: 40 blue UI gear, 135 green UI gear, 35 rare UI gear, 12 bags of stolen loot, 3 Canthan Backpacks, 1 Jade Tech Lockbox, 1 x Mini Void Brandbeast, 2 Luxon Hunter's Weapon Caches, 1 x Long-Lost Tahkayun's Weapon Stash. Conclusion: If key cards are not capped for doing events and all the events and champions drop 3-5 key cards each time, as they normally would do before the cap kicks in, I think this can be a good META to do.
  7. Here are my current impressions from the current map after leading a squad on it: Pros: The map looks visually very interesting The story is a fresh new start and certainly a change from the previous narrative, so I am excited to see where that leads us. I like the idea of having map progress at tiers, like Drizzlewood and maybe introduce this camp capture trend further, but the implementation was just poor in this case (imo). The mechanic of recharging the air filters seems interesting, and I would love to see that one being expanded even more, with masteries maybe unlocking different sections of the map (optional quests/events) to be completed. Similar to Dragon's Stand from HoT. I wish this had a bit more depth to it from the start, but hopefully we will see a change during the other part of the map. Cons: Breaching the camps and using turtles: Killing the power cores and then breaching the gates feels terrible boring. This is simply Echowalds Research Facility Meta + Drizzlewood. Neither are interesting, and hence why the Echowald is rarely being done. Drizzlewood is at least very profitable. You could have added a new mastery or something (like the Warclaw door chain pulling mechanic from WvW). No protective turrets that need to be destroyed or any real pushback to be fair. Capturing the areas + Champions: The champions are not challenging at all and de-spawn once the area has been captured. Which makes killing them not even necessary. Capturing the areas is just AoEing a bunch of filler mobs for way too long = not enjoyable. The individual Champions and "mini bosses": These felt less challenging than bounties in PoF. I was really hoping for something challenging. The "mechanics" are also absolutely the same as the PoF bounties (the orbs, the lasers) No coordination of big breakbars were needed, no extra support adds that need killing, no enrage timers or no special mechanics. No new mechanics, either. The last "bosses" Those were just golems. Those didn't deal any damage whatsoever, and just had a humongous amount of HP for "dps golem". This was so underwhelming that I just feel bad for spending time on it. The "loot": The system with dozens of chests spread across the map for killing champions or finishing events is just plain out annoying. Getting the loot either combined at the end or in a few batches directly, without having to buy keys and open caches, is such a better concept. I really hope you revert away from this trend of making each META a chest opening fiesta. The keys for the caches are ridiculously expensive and all you get is green UI Gear and corals. Every single person in the squad reacted the same way at the end of the META, when it came to loot. Not a single Antique Summoning Stone or Amber Chunks or Gold or anything worthwhile, the amount of time it takes. I really wish this was actually something better. Hopefully this feedback will change the rest of the map, as I highly doubt that the existing META will get buffed. Cheers.
  8. Hello! Here is my suggestion regarding Gift of Battle. Gift of Battle: QoL Suggestion - Keep the Gift of Battle Reward track in WvW - Add Repeatable achievement (like Drizzlewood Coast) for Gift of Battle, where the currency is gathered from PvE METAs: including: All World Bosses (lower level World bosses would give less currency) Big META Events across all core + expansion maps: HoT, PoF, EoD METAs: such as Nightbosses, Octovine, Dragon's Stand, Dragon's End. I wouldn't include the LWS maps, as they are required for the trinkets and not the weapons. That is all.
  9. Hello, here is my suggestion list for a revamp of the mailing system. 1. Expand the UI so that there are the following categories from now on: Personal, Guild, System Personal would be where all private emails end up Guild: From your guild members (leader, officers and such) System: From the developers - Events/Gem store & Patch notes could be fit in here as well. Not everyone reads the forums (almost no one does in fact) 2. Guild Rank Officials mailing others: Guild officers and up with *new* proper permission would be able to send mails to @all guild members and/or certain roles. Add a function where mails can be used as a poll. The receiver could answer with "Yes" or "No". 3. Add tags to mails, such as "important", "event", "notice" 4. Add the category "sent emails", so we can see what and when did we send to someone else. 5. Add a category "favourite" or "saved emails", where we can save emails we want to keep for some time (Up to 10-20) This is basic stuff, that each game has to have from the start. If you are also planning to do alliances, guild mailing system HAS to be part of the game. Even if the majority use Discord.
  10. It gives you a better perspective to what you should expect from your/enemy team. When you lose/win by a mile, you won't have the false sense of you were amazing/bad. I highly doubt that anyone in mid-upper divisions would quit the game, just because their team seems to have higher ranked players. By muting, I was simply referring to the chat messages. I believe those are separately coded from the targeting mobs/players. Because people can be toxic, and I don't want to have to deal with their toxicity sometimes, but blocking seems too extreme sometimes. Swapping to a different chat is certainly another way to do this.
  11. Hello Devs and Community, here are my suggestions regarding PvP Ranked system. Badges: When playing in PvP ranked, division/league badge should always be visible on the player. Not during the match, but certainly at the start and at the end of the match, this should be represented. Introduce different colored frames (at the start of the game) for the different divisions. Different subdivisions (1,2,3) should be represented properly on the badge At the end of each match - each player should have their badge next to the name showing their division/subdivision. During the match: Allow to mute players on your/enemy team. End of the match: Add a spreadsheet of all Damage/Kills/Heals/Deaths/Revives + Offense/Defense of each player next to their name, visible for both teams, replacing the personal information you currently get. The data you get at the end of the match for your team/enemy team is not enough. Keep the name and class/specialization, whichever the player played during the match. Once people leave the match currently, class is directly removed, making it impossible sometimes to remember, who was who. Make it possible to view your stats after the match has ended for the last 5-10 fights. Damage/Kills/Deaths... etc. Decay: Nerf the amount of decay that is being currently applied to players. It is way too high and doesn't represent the skill level of players, and honestly it's just annoying to go down several divisions inside a week or two of inactivity. Example: If you haven't played 1-2 weeks, decay of maximum 100-150 points. What we have now suggests that you suddenly have forgotten how to play the game mode totally. Restrict the decay only to the current division or to the last 3 subdivisions. Example 1: Gold II, shouldn't be able to fall below gold division. Example 2: Gold II, shouldn't be able to fall below Silver 3. Long-shot suggestions: NPC with community suggested builds for core/expansion classes. Basic introduction/suggestion would be really useful to new players. If you just joined PvP, it might be nice if the NPC is highlighted in some way, so people make their way over there. So many people have no idea what build to use, then get wrecked in PvP, subsequently just quit, because they had a terrible experience. To be honest, most new players, don't even realize that the PvP setup is completely different. I get that Annet, believes they are encouraging players in this way to explore their classes, but this is such a detached perspective of reality. Most people would like some support/orientation when it comes to what build currently works/ is viable for their class. Special rewards for reaching a certain division/subdivision for the first-time during the season. Combined with reduced decay, this would mean people have another reason to play more. Add an option to give either thumbs up/thumbs down to a non-party ally or opponent after the match has ended. Only 1. Introductory PvP game on 1-2 different maps with bots, explaining the core mechanics of the specific map. Capricorn = Bell, Coliseum = Artifacts. Let me know what you think 🙂 Thanks for reading.
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