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Xentera.4560

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  1. I have all expansion, and been playing since the first beta, and yes I absolutely loathe all forms of JPs.
  2. I love how everyone conveniently forgot the simple fact that 2 out of 8 options for weeklies are jumping puzzles. I guess the JPs account for 25% of the PVE content in this game huh?
  3. Aww the classic response of “if you don’t like them, don’t do them” imagine If next time they place HTCM and silent surf CM, on the same weekly rotation, and if u dare criticize you get the same response of: ” if you don’t like them, don’t do them”
  4. So 2 jumping puzzles for weeklies this week.. I strongly believe choosing jumping puzzles for weeklies in the first place is a terrible idea. While jumping puzzles can be a fun and challenging aspect of many games, they are not everyone's cup of tea. The weekly objectives should ideally cater to a broader range of player preferences and playstyles to keep the player base engaged and motivated. Opting for more diverse challenges or rotating through different types of content would likely be a better approach to ensure that weekly tasks remain enjoyable for all players, regardless of their gaming preferences. Edit: silly me, I forgot this is the official forum, and any kind of criticism is frowned upon and instantly gets you the “confused” emoji. Without any real counter point response.
  5. Exactly. What happened to me as well. Fanboys are out in force at this time apparently.
  6. Speaking of taking away players choice and offering less alternatives, why so few mastery points? And why so many of them locked behind an inappropriately high number of randomly occurring quests in each subzone? Remember, when GW-2 was all about respecting players time?
  7. Even the biggest fanboys are running out of copium to justify this kitten.
  8. Silent Surf CM is plagued by clunky mechanics that have left players frustrated and disheartened. The lack of fluidity and responsiveness in gameplay hampers the overall experience, leading to a constant struggle for many. Movement and skill interactions feel awkward and unpolished, making combat encounters a source of annoyance rather than enjoyment. Additionally, the unclear objectives and poorly communicated mechanics only exacerbate the problem, leaving players to figure things out through trial and error. To salvage this fractal and make it worth revisiting, urgent rework is imperative. ANet should prioritize optimizing the mechanics to ensure smooth and seamless gameplay. Clear and concise explanations of objectives and mechanics would greatly enhance the experience, allowing players to focus on the fun rather than deciphering obscure instructions. A more engaging and dynamic encounter design could inject excitement and challenge into "Silent Surf," rekindling player interest and encouraging repeated clears. By listening to player feedback and investing in a comprehensive overhaul, ANet can redeem this fractal and restore faith in their ability to deliver compelling content.
  9. From someone who’s been doing fractals CMs clears on a daily basis for years now here is the one advice I have for you: Take this kitten down, take it back to the drawing board. And let someone who’s actually played fractals before redesign it from the ground up. It is an embarrassment that this was released in its current state.
  10. Easily, and by far the worst fractal ever designed. It’s almost as if whoever was in charge of the design never played fractals before. the tether mechanic is clunky and poorly designed. The boss still has more HP than most 10 man instanced content. Watch it quickly become the new skip fractal. I see no reason at all for this to be at the same level of the other daily CMs in terms of clearance every day.
  11. Just remove the skill all together, literally unusable in the suggested state. Which makes me wonder if whoever decided on this change ever played virt in a competitive game mode.
  12. I really wish they would reconsider these changes. It’s not like virtuoso is doing exceptionally well in ranked. With these changes I don’t see how it’s going to be even remotely viable.
  13. Clearly the big issue is the MMR that literally punishes people for playing. Easy fix too: 1) Take the individual player rating not the average team rating when making matches, even if that means longer queues. 2) It is beyond idiotic for the MMR to target a win rate. This literally discourages players from playing driving the population even lower. 3) DuoQs vs randoms should not be a thing. Allowing DuoQs at high ratings vs randoms is beyond comprehension.
  14. It should be posted even more often. This is the biggest issue I have with ranked and have been this way for the past year at least. The MMR should not be the overwhelming factor in deciding who wins, and who loses a match.
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