Falling damage proc abilities need to have some other bonus. Maybe make the ability on a passive cooldown and make it ignore damage from falling, since you instead are doing damage to those around you?
It sounds neat to have but the practicality of it is nonexistent. I mean I am sure there are situations where you'd use it and the fact that it exists is more flavor for the flavor god, but honestly nobody would mix/max for it considering the much better options.
I like the idea I love the idea that fun traits exist but, yeah, they are just for fun and I wish sometimes it wasn't.
I think what happened is some dev came up with the names "Descent into Madness" and "Death from Above" and thought they were too cool to not make traits out of them.
Traits are comparable, somewhat, to just having a different weapon than the standard in TF2 anyway. Mind you without the usual downsides but I think the general idea applies. Untraited skills work just fine, traits just make them cooler.
Right off the top of my head, an Engineer having set it up where his Elixir(s)/Elixir Gun does damage to enemies and his bombs heal allies change things up pretty drastically.
Nice of you to think they beat it by cheating, it's more obvious that they just had more skilled players.
As for your argument about the rocks not knocking back, it's now invalid. You can clearly see in MikeB's video that it does, in fact, knock the boss back. It isn't a "BOOMACROSSTHEROOMOMFGBQQ" knockback but it still pushes them.
Look at what their abilities are doing to it, then notice that every couple of seconds a chunk of the Boss's health just evaporates with, apparently, no cause.
The problem with both videos is that they're both completely terrible at what they're doing.
They aren't using anything other than their weapon skills, and they aren't switching their weapons, laying down buffs, or really doing anything but DPS (complaints about dodging are so last topic). They are really, really terrible at that dungeon.
But that's perfectly fine. In their cases they probably only had about 36 hours of playtime themselves to get the system down. They aren't going to get into the game and instantly have everything on lock, especially when they artificially level themselves and have no real working knowledge of how the game is supposed to work at that level.
By the time we get into that dungeon, we will know how to pull things, we'll know how aggro works, and we'll understand that we have to actually swap weapons, use utility skills and set up buff zones. When we get to it, it'll be easy, it'll be cake, and it'll be so.. so much tastier.
Nice of you to think they beat it by cheating, it's more obvious that they just had more skilled players.
As for your argument about the rocks not knocking back, it's now invalid. You can clearly see in MikeB's video that it does, in fact, knock the boss back. It isn't a "BOOMACROSSTHEROOMOMFGBQQ" knockback but it still pushes them.
Look at what their abilities are doing to it, then notice that every couple of seconds a chunk of the Boss's health just evaporates with, apparently, no cause.
The problem with both videos is that they're both completely terrible at what they're doing.
They aren't using anything other than their weapon skills, and they aren't switching their weapons, laying down buffs, or really doing anything but DPS (complaints about dodging are so last topic). They are really, really terrible at that dungeon.
But that's perfectly fine. In their cases they probably only had about 36 hours of playtime themselves to get the system down. They aren't going to get into the game and instantly have everything on lock, especially when they artificially level themselves and have no real working knowledge of how the game is supposed to work at that level.
By the time we get into that dungeon, we will know how to pull things, we'll know how aggro works, and we'll understand that we have to actually swap weapons, use utility skills and set up buff zones. When we get to it, it'll be easy, it'll be cake, and it'll be so.. so much tastier.
Along with this, I'm pretty sure there was an NPC somewhere during the press event that let people instantly level to 30, and thus do the dungeon. They never had much time at all to actually learn the game, and most of the people spent most of their time playing ALL of the classes for short periods of time to get recordings for their youtube channels/etc. Still though, most of the Yogscast ones I see they rarely even use more than 1-5, if even using ANY of the weapon skills. You have like 14 buttons, push them. Even randomly! Just USE THEM!
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KlykaDO you have anySPARE BATTERIES?Registered Userregular
Everyone in here who talks about "raiding" and "grinding" the dungeons realizes that you only have to beat each mode of them once to get the armor they give you and that's it, right?
There is no reason to grind a dungeon. None. You do story mode, then you do the 3 exploration modes, which all offer different dungeon layout and bosses and then you are done.
Sure you can keep redoing it but there is no actual reason for it.
Everyone in here who talks about "raiding" and "grinding" the dungeons realizes that you only have to beat each mode of them once to get the armor they give you and that's it, right?
There is no reason to grind a dungeon. None. You do story mode, then you do the 3 exploration modes, which all offer different dungeon layout and bosses and then you are done.
Sure you can keep redoing it but there is no actual reason for it.
My wife and I were just talking about this earlier, how they're changing how MMOs are approached. Taking out the grinds. That being said, I thought you got 1 armor token per run, so you'd still do it more than once?
Everyone in here who talks about "raiding" and "grinding" the dungeons realizes that you only have to beat each mode of them once to get the armor they give you and that's it, right?
There is no reason to grind a dungeon. None. You do story mode, then you do the 3 exploration modes, which all offer different dungeon layout and bosses and then you are done.
Sure you can keep redoing it but there is no actual reason for it.
I'm.... callin' bullshit on this one.
While I don't foresee it taking a shit ton of runs to get everything off of the vendor/drops, you aren't going to come out of your first story mode with everything you want. As for the exploration modes, each one can differ enough that doing it repeatedly shouldn't be a chore.
Besides you aren't going into the dungeon to get the gear cause it's better, you're there because it looks cool. Not getting everything that looks cool all at once is A-okay for me.
Everyone in here who talks about "raiding" and "grinding" the dungeons realizes that you only have to beat each mode of them once to get the armor they give you and that's it, right?
There is no reason to grind a dungeon. None. You do story mode, then you do the 3 exploration modes, which all offer different dungeon layout and bosses and then you are done.
Sure you can keep redoing it but there is no actual reason for it.
Everyone in here who talks about "raiding" and "grinding" the dungeons realizes that you only have to beat each mode of them once to get the armor they give you and that's it, right?
There is no reason to grind a dungeon. None. You do story mode, then you do the 3 exploration modes, which all offer different dungeon layout and bosses and then you are done.
Sure you can keep redoing it but there is no actual reason for it.
ha?
they yogcast guy even complained that he only got blues of the one boss they killed, think the mikeb guy also only got blues of the two bosses
unless the thing wasn't properly done in the beta I assume only the end boss will drop a token
so unless the last boss drops something like 10 tokens I really doubt you need only one run
Everyone in here who talks about "raiding" and "grinding" the dungeons realizes that you only have to beat each mode of them once to get the armor they give you and that's it, right?
There is no reason to grind a dungeon. None. You do story mode, then you do the 3 exploration modes, which all offer different dungeon layout and bosses and then you are done.
Sure you can keep redoing it but there is no actual reason for it.
Where is this said?
It's actually the counter-argument to the stuff we're seeing in the videos. That is to say, it's the argument that goes against all the evidence we have available. Lewis even points out, rather correctly and saddeningly, that the loot earmarked for him after several of the boss fights is stuff he can't even use. Which the dev running them through tells them is always a random loot roll.
KlykaDO you have anySPARE BATTERIES?Registered Userregular
edited March 2012
Ok I have read up on it again.
If you do story mode, you get a story mode token which you can get a dungeon weapon with.
If you do exploration mode you get an exploration token which you can get 1 piece of dungeon armor with.
The stats on dungeon items are in no way better than other stuff you can find/buy/craft but they all feature unique dungeon themed looks.
So with the help of transmutation stones you can get whatever stats you want on the unique dungeon look loot.
If my calculations are correct, you will need 6 exploration tokens to have an entire dungeon armor set, so you would need to run exploration mode 6 times.
Edit: I was never talking about the random drop loot cause that's not the point of dungeons.
Ok I have read up on it again.
If you do story mode, you get a story mode token which you can get a dungeon weapon with.
If you do exploration mode you get an exploration token which you can get 1 piece of dungeon armor with.
The stats on dungeon items are in no way better than other stuff you can find/buy/craft but they all feature unique dungeon themed looks.
So with the help of transmutation stones you can get whatever stats you want on the unique dungeon look loot.
If my calculations are correct, you will need 6 exploration tokens to have an entire dungeon armor set, so you would need to run exploration mode 6 times.
Edit: I was never talking about the random drop loot cause that's not the point of dungeons.
That's comforting to know. I pretty much do group PvE exclusively, so it's nice that you'll actually be rewarded for that.
I think Klyka meant it in terms of need. As in, you don't need to do the dungeon more than once for story mode / 3 times for explorable if you're intent on exploring all the content the game has to offer, versus the norm in what's currently in the behemoth of the industry which is to push a button and stand in a line to beat up some bad guys for a couple of love points that you can spend on making your numbers bigger.
On the other hand, if you want to go back and get specific items, armor, or whatever, all that is there, too. But you can set up the gear such that your current gear doesn't have any attribute advantages over the dated dungeon gear, too. Aside from the coolness attribute, which is what you went back for.
Or maybe you just wanna do the dungeon again. That's cool, too. They might even reward you with a title or something. Then everyone will know you've killed King Adelbern ten thousand times without standing in the AoE once with half a group in the span of twenty seven minutes.
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CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
Just for clarification, there is a difference between grinding (which can sometimes be fun, shocking) and repetition (which is never fun and grows increasingly aggravating the more evident it becomes). GW2, like all MMOs and many games of other genres, will have grind. Unlike most other MMOs however, there will be little to no repetition.
You'll be doing the same stuff over and over, but it will be optional with other funs things to do (like crafting and mini-games/bar fights), and dynamic events and WvW and such are structured in such a way as to make said grind more of an adventure. Your collecting crafting mats and items and such out in the world and come across dynamic events which ethier aid you in your objective or spice things up, while remaining optional. In WvW, body count and resource nodes/towers/keeps being captured is what counts towards the rep grind and reward, and already we have people declaring they will live in the Mists battleground because it's so much more open and full of possibilities compared to the average BG.
With dungeons, you enjoy the story and get a sense for how the one your running works, and everyone gets a reward. Exploration mode takes the grind for further rewards in said dungeon and makes it fresh and new again. And everyone gets rewarded.
I think Klyka meant it in terms of need. As in, you don't need to do the dungeon more than once for story mode / 3 times for explorable if you're intent on exploring all the content the game has to offer, versus the norm in what's currently in the behemoth of the industry which is to push a button and stand in a line to beat up some bad guys for a couple of love points that you can spend on making your numbers bigger.
On the other hand, if you want to go back and get specific items, armor, or whatever, all that is there, too. But you can set up the gear such that your current gear doesn't have any attribute advantages over the dated dungeon gear, too. Aside from the coolness attribute, which is what you went back for.
Or maybe you just wanna do the dungeon again. That's cool, too. They might even reward you with a title or something. Then everyone will know you've killed King Adelbern ten thousand times without standing in the AoE once with half a group in the span of twenty seven minutes.
So if Dungeons won't give you more powerful gear, what content does? I'm hoping it will be like GW1, where it's easy to get maximumly effective gear, and everything else is just for cosmetic value, but if the only way to get the most powerful gear is through WvW, then I'll be quite disappointed.
KlykaDO you have anySPARE BATTERIES?Registered Userregular
Guild Wars 2 is not about reaching a goal. It's about playing and exploring.
Sure you can set yourself goals, but the game doesn't set them for you.
It doesn't say "This is Molten Core, this is Ragnaros, he is the hardest boss, grind your way to the top and beat him and you have achieved the highest success in PvE".
GW2 says "This is our game, this is the content. Go and check it out".
And then you do that.
SC2 EU ID Klyka.110
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reVerseAttack and Dethrone GodRegistered Userregular
Have they said anything about how the high level gear works though? Like if all the best gear comes from doing a lot of WvW, then that's tantamount to saying "grind WvW at end-game".
Where are you getting this "all the best gear comes from WvW" stuff? Based on the information we've been given, it sounds like crafting, PvE and WvW drops can all produce level-appropriate, and therefore potentially highest-level, gear.
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CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
Note the "Like" in his statement, guys. He meant it as an example.
EDIT: Think of it this way, Meister: in Guild Wars 1 right now, when you cap you can get the best gear by earning rep in PvE and getting it from reward NPCs. Or you can get the best gear by rolling up a PvP character. Or you can just walk up to the nearest vendor/player and buy the gear for next to nothing. From there, you can socket up your gear for a pittance and be ready to roll, with the only non-immediate upgrades being stuff on your weapons. Is it gear you'll like? Not necessarily. That's why you do those other things.
They've said they're setting up Guild Wars 2 in a similar manner, where you hit cap and there's little barrier to having the best possible stats for your character. Just do what you like, and you'll get the same statted gear in a similar amount of time. But no one single area is going to outpace the other, because cap is cap.
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I think what happened is some dev came up with the names "Descent into Madness" and "Death from Above" and thought they were too cool to not make traits out of them.
In most cases, it seems like you won't even be able to tell what trait build an opponent is using unless you break out a calculator.
Hmm, I wonder what different weapons in GW2 do?
It's almost like we're talking about traits, not weapons.
That's what I'm saying.
Arthil was saying GW2 traits are like TF2 weapons.
I'm saying that it's more like GW2 weapons are like TF2 weapons.
Is that too much to ask?
Steam (Ansatz) || GW2 officer (Ansatz.6498)
I didn't say it is an exploit. I used exploit as a verb. My problem with that fight mechanic is just that it's boring.
Look at what their abilities are doing to it, then notice that every couple of seconds a chunk of the Boss's health just evaporates with, apparently, no cause.
The problem with both videos is that they're both completely terrible at what they're doing.
They aren't using anything other than their weapon skills, and they aren't switching their weapons, laying down buffs, or really doing anything but DPS (complaints about dodging are so last topic). They are really, really terrible at that dungeon.
But that's perfectly fine. In their cases they probably only had about 36 hours of playtime themselves to get the system down. They aren't going to get into the game and instantly have everything on lock, especially when they artificially level themselves and have no real working knowledge of how the game is supposed to work at that level.
By the time we get into that dungeon, we will know how to pull things, we'll know how aggro works, and we'll understand that we have to actually swap weapons, use utility skills and set up buff zones. When we get to it, it'll be easy, it'll be cake, and it'll be so.. so much tastier.
Along with this, I'm pretty sure there was an NPC somewhere during the press event that let people instantly level to 30, and thus do the dungeon. They never had much time at all to actually learn the game, and most of the people spent most of their time playing ALL of the classes for short periods of time to get recordings for their youtube channels/etc. Still though, most of the Yogscast ones I see they rarely even use more than 1-5, if even using ANY of the weapon skills. You have like 14 buttons, push them. Even randomly! Just USE THEM!
There is no reason to grind a dungeon. None. You do story mode, then you do the 3 exploration modes, which all offer different dungeon layout and bosses and then you are done.
Sure you can keep redoing it but there is no actual reason for it.
My wife and I were just talking about this earlier, how they're changing how MMOs are approached. Taking out the grinds. That being said, I thought you got 1 armor token per run, so you'd still do it more than once?
I'm.... callin' bullshit on this one.
While I don't foresee it taking a shit ton of runs to get everything off of the vendor/drops, you aren't going to come out of your first story mode with everything you want. As for the exploration modes, each one can differ enough that doing it repeatedly shouldn't be a chore.
Besides you aren't going into the dungeon to get the gear cause it's better, you're there because it looks cool. Not getting everything that looks cool all at once is A-okay for me.
Where is this said?
It was started mid-drought, and the last media flood was pretty extensive.
What I'm trying to say is, like the last time this was brought up, we're all very, very bored.
they yogcast guy even complained that he only got blues of the one boss they killed, think the mikeb guy also only got blues of the two bosses
unless the thing wasn't properly done in the beta I assume only the end boss will drop a token
so unless the last boss drops something like 10 tokens I really doubt you need only one run
It's actually the counter-argument to the stuff we're seeing in the videos. That is to say, it's the argument that goes against all the evidence we have available. Lewis even points out, rather correctly and saddeningly, that the loot earmarked for him after several of the boss fights is stuff he can't even use. Which the dev running them through tells them is always a random loot roll.
If you do story mode, you get a story mode token which you can get a dungeon weapon with.
If you do exploration mode you get an exploration token which you can get 1 piece of dungeon armor with.
The stats on dungeon items are in no way better than other stuff you can find/buy/craft but they all feature unique dungeon themed looks.
So with the help of transmutation stones you can get whatever stats you want on the unique dungeon look loot.
If my calculations are correct, you will need 6 exploration tokens to have an entire dungeon armor set, so you would need to run exploration mode 6 times.
Edit: I was never talking about the random drop loot cause that's not the point of dungeons.
That's comforting to know. I pretty much do group PvE exclusively, so it's nice that you'll actually be rewarded for that.
On the other hand, if you want to go back and get specific items, armor, or whatever, all that is there, too. But you can set up the gear such that your current gear doesn't have any attribute advantages over the dated dungeon gear, too. Aside from the coolness attribute, which is what you went back for.
Or maybe you just wanna do the dungeon again. That's cool, too. They might even reward you with a title or something. Then everyone will know you've killed King Adelbern ten thousand times without standing in the AoE once with half a group in the span of twenty seven minutes.
You'll be doing the same stuff over and over, but it will be optional with other funs things to do (like crafting and mini-games/bar fights), and dynamic events and WvW and such are structured in such a way as to make said grind more of an adventure. Your collecting crafting mats and items and such out in the world and come across dynamic events which ethier aid you in your objective or spice things up, while remaining optional. In WvW, body count and resource nodes/towers/keeps being captured is what counts towards the rep grind and reward, and already we have people declaring they will live in the Mists battleground because it's so much more open and full of possibilities compared to the average BG.
With dungeons, you enjoy the story and get a sense for how the one your running works, and everyone gets a reward. Exploration mode takes the grind for further rewards in said dungeon and makes it fresh and new again. And everyone gets rewarded.
So if Dungeons won't give you more powerful gear, what content does? I'm hoping it will be like GW1, where it's easy to get maximumly effective gear, and everything else is just for cosmetic value, but if the only way to get the most powerful gear is through WvW, then I'll be quite disappointed.
Take my money already dammit.
With the introduction of stats, though, it'll be harder to find how high the gear goes.
Sure you can set yourself goals, but the game doesn't set them for you.
It doesn't say "This is Molten Core, this is Ragnaros, he is the hardest boss, grind your way to the top and beat him and you have achieved the highest success in PvE".
GW2 says "This is our game, this is the content. Go and check it out".
And then you do that.
the female mesmer booty content
gonna check it all
EDIT: Think of it this way, Meister: in Guild Wars 1 right now, when you cap you can get the best gear by earning rep in PvE and getting it from reward NPCs. Or you can get the best gear by rolling up a PvP character. Or you can just walk up to the nearest vendor/player and buy the gear for next to nothing. From there, you can socket up your gear for a pittance and be ready to roll, with the only non-immediate upgrades being stuff on your weapons. Is it gear you'll like? Not necessarily. That's why you do those other things.
They've said they're setting up Guild Wars 2 in a similar manner, where you hit cap and there's little barrier to having the best possible stats for your character. Just do what you like, and you'll get the same statted gear in a similar amount of time. But no one single area is going to outpace the other, because cap is cap.