Tags: Guild Wars 2, MMO, mmorpg
Since before Guild Wars 2 was launched people have speculated about what weapons we would be able to use. Imagination was our only limit.
Now, some 11 months after launch, we’ve grown used to our skills and the weapons each class uses. We’re more aware of the weaknesses in each class, what they lack, and what people would look forward to. I think we can begin to theorize more accurately on what weapons we might use in the future based on that knowledge.
And with the mid year update from Colin’s blog and interviews in MMORPG.com and other places, we know that they’re looking to add new skills.
We’ll begin regularly adding new skills and traits to the game for each profession to expand your characters and builds!
What’s more is that the team is also working very hard on finding a way to make it so that every profession has access to every weapon…
That’s a lot of skills and I don’t think we can count on them ever actually accomplishing the goal of adding every weapon to every profession, but I do think we can count on some of the more obvious choices.
But for now I just want to talk about the engineer.
Starting with existing weapons there is a call for more melee options for the engineer. Most speculation seems to revolve around the hammer. Thematically it fits with engineer and currently only the warrior and guardian use the weapon. I imagine the skills would mostly have to center around crowd control, a medium class would need to avoid damage, but the engineer is very technologically orientated. Straight-forward generic hammer skills that don’t involve some technological gizmo or scientific achievement wouldn’t work. I would imagine similar results to other hammer skills, but different methods.
There is also the possibiity that Arenanet considers the hammer to be far too heavy and big for a more technological and nerdy themed class. One doesn’t necessarily picture a real life engineer in anything but horn-tipped glasses and a white collared shirt with a pocket protector. I don’t see a medium class character having the physical strength to launch foes with a traditional hammer. One of the reasons I expect a more technological take on it.
Unfortunately engineers already thwack enemies with a wrench using the Tool Kit. I’m not sure how likely it is to add another one-handed weapon that might end up doing some of the same things. Partnering mace with a shield would give you a very similar skill set to Tool Kit.
It already is the mace option. Just check out this preview image of Fixer Upper, an exotic named mace and contrast that with what I’m holding, the Tool Kit wrench.
On a side note Tool Kit has some pretty interesting gameplay options (take a look at this excellent Toolkit spec video) but it isn’t very popular. I think the main problem is, obviously, that engineers (or any class really) don’t do too well in melee range. While skill one and skill 3 are decent in the Tool-kit, I don’t think the auto-stacks enough vulnerability. Skill two doesn’t have good durations for the bleed or cripple, which is a common problem in my opinion for engineer condition durations.
With a little imagination you could potentially put any weapon in the hands of an engineer, as long as it has a tech themed feel to it. Then again with kits, it’s hard to imagine what would fit as a weapon when a kit probably already does the job. What would a torch skill do that the Flamethrower Kit doesn’t already handle?
That’s what makes the focus interesting to me. There is no readily obvious answer. But the energy coming off a focus reminds me of asura and the eternal alchemy. Surely if we build a gizmo that harnesses that power, we’d have a cool off-hand.
Shield and pistol have crowd control on off-hand, so I’d want to go more offensive or utility. There’s no obvious answer here, just something I’d like to see.
New weapons are always welcome, and for an engineer, aside from new kits, the only thing I can imagine that truly fits is a crossbow. Whether this crossbow is two-handed or perhaps a one-handed mini-crossbow doesn’t matter to me but here’s some things I’d like to see it do.
I think a crossbow themed after an engineer would be an excellent place to try out some kind of taser and other electricity themed skills. Shoot out a line and electrify your target, perhaps stunning them. Some kind of electrical net, although I think that moves into net turret territory. Maybe it could shoot out a net that acts as a wall, similar to the underwater skill or guardian walls. I suppose a crossbow would be a good place to add a skill that brings opponents to you, though I personally prefer ranged on engineer.
There are some small problems of course, skills leeching into already existing skills like poison dart volley which already fires darts in a crossbow like fashion.
I guess that’s about as wide ranging as my speculation is going to get. I did try writing this post about 2 months ago and thankfully didn’t have to change too much.
Tags: Guild Wars 2, MMO, mmorpg
If I post here often, it’s a bad sign, it means I’m bored.
Which brings us to Arenanets plans for the rest of the year.
Certainly there has been some major news over the past few months, most recently the change to a bi-weekly update schedule. It’s pretty impressive and seems very decidedly directed towards the weaknesses of an MMO. Typically an MMO remains stagnant between expansions or major updates. Guild Wars 2 has gone full bore, and I think quite brilliantly, into creating a steady stream of updates to keep people coming back. At the same time they’ve mentioned that although they haven’t ruled out expansions, expansions may not end up happening at all. That created a kind of mix of emotions for me. Who doesn’t like expansions? All that new content being unloaded at once, the crush of players, it’s like diving into a new game again. But I can understand the decision of course, it would be difficult to have 4 living world teams and have enough resources to be working on an expansion.
World bosses do need a fix. They’re quite easy at this point, many not properly scaling to the number of people who show up. Some are two minute affairs, and they need to be ten minutes. The full range of boss mechanics don’t even get used. Shadow Behemoth doesn’t down a single person, the Jungle Worm doesn’t hit anybody either, the Frozen Maw events are over in seconds. I’m happy with the guaranteed rare they implemented a while back, but I’d almost say there are too many bosses with that reward.
They say they’ll continue to update dungeons but, they’ve only really touched Ascalonian Catacombs so far, and to be frank, all that has done is ensure that I don’t run Ascalonian Catacombs very often. They probably should have started with the 10 minute Citadel of Flame runs anyway.
Of course new Fractals will be a boon, I’m more than happy to see 3 new fractals being implemented by the end of the year. It’s one of the few things I hear people quite bitterly explode over, that and content that they’re not interested in, instead of a new dungeon. I guess that’s what happens when you mostly play with people who only do dungeons.
As for new world events and new events in general, I can’t say I was too impressed by the Flame & Frost events, or the new events in Southsun. Southsun in particular has events that run far too often, and were not integrated with previously existing content like Guild Rushes, creating a fairly annoying issue with completing events before starting a Rush, and then having to complete those events a couple more times before the Rush is over. In any case I don’t think people are looking for more events as far as content goes, not unless it provides some insight into lore, has a particularly fun mechanic, or fills some gap. I doubt players are eager to see more skritt burglar or Modus Sceleris events (should there be achievements for Modus Sceleris like there are for skritt burglar?) when I don’t think most people realize that update even happened.
As for world events, I do admit I have some fantasy of a fully underwater zone (despite most peoples unjustified hatred of underwater combat) with the main focus of the zone being some kind of world sea monster. I just hope that any new world boss keeps in mind the problems discussed above.
Traits and Skills
This is one of the things I’ve been meaning to post about, at least as far as new weapons for various professions go. Mace for engineer is one that is thrown around a lot, though I tend to think the Tool Kit is exactly the functionality that a mace on engineer would have. There is a fair amount of room to maneuver for some professions as far as weapons go, but what I’m really looking forward to are more utility skills. Guardian and mesmer have proven themselves to be immensely useful in dungeons, not necessarily due to DPS.
Traits of course have extensive potential, I just hope new traits don’t end up all being along the lines of “recharge times are reduced by 20%”. While those traits are useful, trait lines are already flush with these options. I’d be interested in more unique abilities.
I was listening to some guy talk about his sense of progression in Guild Wars 2 the other day and how, after he had unlocked all his weapon skills by level 15, he felt “done” with the game. I guess I can’t comprehend that statement. You’ve barely started unlocking traits by that point, you have crappy gear, you have zero utility skills unlocked. Makes no sense. And then there are all the people who talk about how Guild Wars 2 doesn’t have build variety but don’t seem to acknowledge the vast differences that combining traits, weapons, and stats can contribute to builds. Moving on.
Rewards were one of the biggest problems with the game from launch. A lack of them, to be precise. That’s certainly changed with more and more being added to the game, meta event bonus chests, laurels, guild commendations, achievement chests etc. I’m still not happy with random number generator gem shop items, I’m still not happy with the extreme rarity of certain drops, but we’re a long way from launch, and they’re still working on improving things. So champion rewards seem pretty good to me. A lot of people will be unhappy that they can’t put on gold find and farm dungeons to make money, and I imagine WvW players are scratching their heads about getting account bound crafting materials as a reward, but I’ll jump at the chance for more lodestones, more cash for different dungeon paths, and more unique skins.
As for the changes to Magic Find, I really think Arenanet is just caving to a vocal minority here. It’s been my opinion that most of the people complaining about magic find were unaffected by it. That said I admit that the change is in line with Arenanets overall philosophy, but there remains a problem. Rewards are better in Guild Wars 2 at this point but drop rates are not.
As an addendum, I have gear that ultimately gives me around 220% magic find. The possibility that that will become worthless is not appealing to me.
Account magic find, experince boost, karma, and gold find is a fair enough replacement, but I’m not looking forward to the inevitable insanely poor drop rate for these consumable items from blues and greens for a measly 1% boost. Ugh. That’s conjecture of course but, I’m confident enough in that assumption.
Crafting Ascended Gear
“Don’t worry folks, we won’t create a gear grind! Excuse me while I go create a gear grind.” The thing is I’m not super unhappy about this. I’m just noting that sometimes there is a disparity between what is said and what is done. I’ll be more than happy to start crafting to 500 and making ascended gear. One thing I’m not real happy about is any kind of time gating. Nobody is asking for time gating. Isn’t the consumption of lower tier materials to create higher tier materials enough to keep the economy healthy that we don’t need some arbitrary gate to hold us back? Celestial gear, which you can now get through crafting thanks to the Labynthine Cliffs update, seems to be the test phase for time gating. You have to “charge” 25 quartz crystals at a place of power (channeled skill point location) to get a charged quartz crystal. Once a day. With some dozens of these charged crystals required, and all charged quartz being account bound, it is (and I don’t feel unjustified in saying this) a complete atrocity of grinding.
I suppose I support efforts to give crafters the ability to have a crafting economy, but I’m quite unsure about the implementation so far.
I’m really genuinely happy about most of the news about legendaries. Legendary gear, a way to get precursors that isn’t hoarding hundreds of gold, changing the stats on legendaries at whim, and new legendary weapons. I’ll probably be dual wielding legendary pistols by the end of the year. Unless it’s a massive grind or something crazy, but Arenanet would never do that right?
And then of course there is all the other news, rumours about new WvW maps, Orbs coming back, PvP solo ratings, new map types (which I guess isn’t new game types which is what everyone wants) and lots of new tutorials… yay? I’m pretty excited about all the new changes, obviously I have some reservations, but at least the game is moving forward. A lot of MMOs begin to stagnate within months of launch and Guild Wars 2 for all appearances is going strong.
Tags: Guild Wars 2, MMO, mmorpg
Amongst all the Dragon Bash goings-on several things about the next update have begun to leak. Aside from the main theme of what’s coming up, steampunk, the most interesting update for me and my friends will likely be the new sets of armour.
The first new sets of armour since launch.
This is something that I know a few people have been waiting on for quite some time though I myself have been mostly content. I say mostly content because there are of course a few valid complaints about armour.
Too many medium sets have trench coats. I’m sure you’ll be disappointed to know that trend does not stop with these new sets.
All head wear makes you bald. I’m not sure what they could do about this exactly but I admit it looks odd.
Not enough variety in style or design, something I’m happy to say these sets add to.
Anyway here are some previews using some of the codes that have spread amongst the gaming populace. Keep in mind it’s possible these sets are not done, though I’d wager they’re close to it.
Something strange people immediately started to notice with these new sets, the genders vary more wildly than with most other armour sets. They don’t look much alike at all, as you can see.
I really like the male vest, tie, gears and straps on the male version here. It’s just too bad that it doesn’t seem to match the rest of the set. One of the best single pieces in the game in my opinion.
The female helm is strangely reminiscent to me of a rastacap. I wonder at it’s actual inspiration.
The male light set seems to be aristocratic or scientific in nature. The female set seems more adventuresome, less nerdy to me.
Don’t get me wrong, it’s one of the best trench coats in the game, well done, stylish and looks good. But it’s a trench coat. We already have a few in the game for medium classes. Personally I would have much preferred the male vest for light to have been a medium coat.
The female medium goes back to a very classy feel, right in the thick of steampunk. The helm speaks of baldness, as I attempted to note earlier.
Both medium sets are very pilot-like, but I think the male is more of a fighter pilot set and the female more of an officer on a ship.
For me the male set somehow reminds me of Elder Scrolls dwarven mechanical contraptions. Right down to the gears and feather plumes IIRC.
They’re very toy soldier-esque and different from most other heavy sets but from my perspective the female set is quite an oddity. Almost every heavy set tries to show off the defensive nature of the armour, a heavy metallic look and feel (or, barring that, how big the boobs of the female character are) that this armour doesn’t seem to have. A bit refreshing actually.
So yeah. New armour incoming apparently. Which only leaves one question. How will these armour sets be obtainable?
I’m not really looking forward to the options here. So far Arenanet have dropped skins mostly in two ways. Gambling or bought on the auction house. Black Lion Chests, Consortium chests, Dragon Coffers, whatever, you have to buy them or buy keys for just a chance, a terribly poor chance, of getting them to drop. Or you can spend hundreds of gold at times to buy a skin on the auction house.
Neither in my opinion are fun or necessary to fund Arenanet through the gem store.
I haven’t managed to get wintersday skins, sclerite skins, jade skins, Halloween skins or any other special skins for that matter through naturally playing the game. But I’m not bitter.
These are full armour sets however, a far cry from weapon skins. Perhaps they will be introduced in another manner, for example directly from the gem store. To me that would be a whole lot more acceptable than this insane random number generator bullshit Arenanet seems to love so much.
Or at least it would be more acceptable if I could buy a skin from the gem store and have it permanently available to me. The current system of having to buy the same skin again if it’s destroyed is a little backwards considering the original Guild Wars had better functionality but I guess that leads into a discussion of just how much town clothes are broken and why I can’t wear town clothes in battle (because it would break immersion it’s said, but then shortbows that shoot rainbow unciorns, cargo short hotpants, and aviator sunglasses, those don’t break immersion at all) and then we’re really off on a rant here.
Best just to finish up and move along. To the world of tomorrow!
Tags: Guild Wars 2, MMO, mmorpg
In an effort to start blogging again instead of writing an essay on a subject and then not posting it because of how long and boring it is, I think I’ll just start throwing down far shorter posts about random things I talk about with friends.
For instance, I want more reasons to go to the racial cities.
Lion’s Arch is great and all but I hardly need new reasons to go there. All the festivals seem to take place there, dungeon vendor NPCs, Fractals of the Mists, 3 jumping puzzles, and more.
Plus all the things that other cities have by default. Bank, Auction House, crafting stations, repairs, profession NPCs, guild vendors, laurel vendors, etc.
Sure you go to racial cities in the beginning for personal storyline, something Lion’s Arch also has, but after the personal story is done, you have no reason to return beyond map completion. Even the rewards for that are shrug worthy.
At one point early on I guess the hope was that activities in cities would draw people in. But with real rewards for Keg Brawl outside getting your daily done, I don’t see that many people going to Hoelbrak. And besides, you’re in an instance in an activity. It’s not the same.
The only reason I can think of to go to a city that isn’t Lion’s Arch is cultural armour sets. That’s it. You may like the atmosphere, you may enjoy the art, but I doubt many people spend more time in one of these cities than LA.
Super Adventure Box was an interesting exception of course. Rata Sum was suddenly flooded with people. I actually felt like the utility of the bank/AH area was refreshing. But of course it was temporary content.
So come on Arenanet, give me a racial hearth type skill thing to get me back to my racial city and give them some of LA’s unique advantages. Or heck, go ahead and put some temporary content in one of the cities, lets at least get some use out of the most underutilized zones in the game.
Tags: Guild Wars 2, MMO, mmorpg
But I don’t think I worry about it the same way other people do.
For now the problem is this: Magic Find is not a useful stat to have on gear. While that is an acceptable loss for some people it has only negative consequences in group play.
As such, people have been complaining about the nature of magic find for some time now. Even I noted how some fellow guildies had been building magic find sets and bringing them to dungeons.
Recently Colin Johanson said this.
Some fun ideas in here, we’re also actively discussing ways on how we’d best like to alleviate having to make players choose between having better stats, or using magic find. It’s not a choice that’s great for game play and there isn’t really anything that fun about it, even more so when group composition is taken into account. Ideally we’d also like to keep the ability to slowly build your magic find over time, but doing this at the cost of using better stats isn’t the right way to do that.
No ETA on any changes here, just want to point out we agree there is an issue here that goes against what we want Gw2 to be, and is something we want to address.
So Arenanet is clearly aware that although Guild Wars 2 was essentially built around encouraging more people to play together, Magic Find somewhat encourages people to contribute less than others.
I agree with all of this, but I have a few problems.
First of all most of the people who want magic find removed or changed probably aren’t affected much by magic find.
The only time I run into magic find users these days is when I PUG or farm. Now if I’m farming, what do I care? And like any sane MMO player I keep pugging to a minimum.
And even then, what percentage of people use magic find? Surely the number of people leeching their way through PUG groups is a small percentage of the player population.
And what difference is there between an incompetent player, a player with poor gear, and a player with a full magic find set?
Ultimately if you are expecting optimal play out of a PUG group, you are deluded.
I guess what I’m trying to say is, is it that big a deal? Personally I don’t feel like I need further direction from Arenanet on what to do about magic find. I don’t need them hand-holding me every step of the way to make sure I’m contributing. There is plenty enough of that already.
Despite all that, I agree magic find isn’t ideal. Which is why I’m slightly worried about the statement above. They’re thinking about changing magic find.
As it is now, I can avoid PUGs or have a quiet word with a guild member or friend and tell them to not bring magic find gear. Problem solved socially.
How would Arenanet go about it however? After much familiarity with Arenanet I find myself worrying. I’ve come to the conclusion that no, they aren’t that great at balancing anything. They don’t mind grind as much as they say they do. They aren’t particularly generous with drops.
A number of solutions have been suggested (group magic find, complete removal, gear check, lockpicks, increased drop rates) but I fear any solution would end up being worse than the problem. All for a flaw that probably doesn’t effect as many people as its critics think it does.
Tags: Guild Wars 2, MMO, mmorpg
One of the great improvements to Guild Wars 2 over the past month was the update to several world boss chests. Completing a world boss now means you’re guaranteed at least one rare and as many as 3. This is an improvement over dungeon chests, personal story rewards, or just about any other loot in the game. Fractals had been one of the most profitable activity for me on a daily basis, now it’s going to world boss events.
And it’s not just the high level temple events in Orr either. World bosses in low level zones are also very generous. Here’s a list on reddit detailing which chests have the improved drop rates. Everything from The Maw meta event in Wayfarer to Taidha Covington in Bloodtide Coast.
And of course these new drop rates have created huge shifts in what people in Guild Wars 2 are doing. Dragon bosses in particular have gone from something done occasionally for some, to a must for virtually everyone playing. Overflow servers for Frostgorge Sound, Blazeridge Steppes, and Queensdale are now a regular occurrence. I haven’t seen this many overflow servers outside of Lion’s Arch since launch. And where Lion’s Arch has had overflow servers since the introduction of Fractals of the Mists, suddenly I can visit my own servers Lion’s Arch with ease.
But with change always comes discontent. Some of the more populous servers have extensive overflow issues with native server populations unable to get in on their own dragon spawns. A lot of blame for this has gone to guests. Using sites like Guild Wars Temple, with its very useful dragon timers, guests have the ability to show up to dragons in advance of their spawn. While I admit that guesting may contribute to the problem, I’m certain the actual cause of overflow servers for most is that their own populations recognize the potential for loot and are showing up en masse.
There are more legitimate concerns, in my opinion, than guests.
For instance the poor mechanics of many major world boss events. Several bosses are so quick and easy to kill as to make the whole endeavour laughable.
The Shadow Behemoth (finally available, thank you for that) lasts at most two stages before being killed. He barely uses some of his special skills, his adds die in moments, his big red circles barely hit anyone. Didn’t he used to do a thing where he sticks his fingers into the ground and they come out and attack people? Haven’t seen that in a while.
The Maw also takes only moments to kill. One of the events is to kill a totem which does not take long or have any kind of return attack, or maybe it does and is killed too quickly. The other events take mere moments and you have to struggle to tag each event. The final boss also dies in moments, despite the cool as hell ice tornado.
The Shatner works great, if you’re on the right side of him. If you’re on the left he does not attack you or significantly damage you in any way. He dies very quickly.
Tequatl has never been very interesting, but it’s not as big of a joke as some other events. It still works the way it did before huge numbers of people started showing up, but it never felt like it worked the way it should. The big laser should be required to defeat him, the poison spread over a wider area, with more bloated risen, fears, and other attacks.
Jormag probably works best out of all the dragons. On my low population server he still requires at least two rounds to get him to move to the secondary location. People still need to work together, at least somewhat. There is a spot at the 2nd location where a lot of people just stand and fire at him. Kind of wish that was gone. He can still be overwhelmed with numbers, just not as bad as some of the other bosses.
I think out of all the buffed chests the Orr temples probably work the best, despite a few problems. Malchor could probably put up more of a fight. I wish you couldn’t push the final fight with Dwayna into a wall. Lyssa goes down way too fast without her daze. The transform Melandru has could be reworked I think. But generally speaking Balthazar and Grenth work pretty well with a few good chances for failure, unlike Dwayna.
Of course all of this has had a major impact on the economy. The price of ectos has gone from about 38s before the patch to about 24s yesterday. I’m sure the major sigil and major runes markets are in a bit of disarray as well.
Altogether I’d say it’s way too easy to complete most of the events tied to these new buffed chests. I hate to say it, but I smell a nerf incoming. Whether that nerf is to the loot itself or a reworking of mechanics, difficulty, timing, or limit to how often you can participate is hard to say. A nerf to loot would be super easy and super effective. But in the long run a rework of mechanics would be much healthier for the game. Unfortunately that would probably be quite a bit of work.
I guess we’ll see what happens.
Tags: Guild Wars 2, MMO, mmorpg
I think there are a lot of assumptions when it comes to Guild Wars 2 and mounts.
For instance people assume there isn’t a need for mounts in Guild Wars 2 because there are waypoints. Apparently that is the studio line on the subject as well.
I say, if we ever did do them, we would need to find something really creative and very uniquely Guild Wars 2 to make them fit in the game, cause they don’t really make sense in the world – travel is so easy, it doesn’t really fit. – Colin Johanson
If travel is so easy, why do I use weapon and utility speed buffs on every single one of my characters? If there isn’t a need, why do I consistently and constantly use these skills in every aspect of the game? In concept Guild Wars 2 doesn’t need mounts, but I have to point out the reality of the situation is far different. Everyone has these skills on their bar. Everyone.
Another argument goes that there isn’t a basis for mounts in the lore.
As an avid Guild Wars player I can tell you that dwarves rode Dolyaks and other beasts. Concept art showed humans riding giant beetles. We raced roller beetles. Oh and yeah, we rode inside the stomachs of giant Junundu worms as though they were some kind of, oh I don’t know, riding animal.
Of course that’s only if I’m going by the original game. I’m not forgetting that Guild Wars 2 is 250 years later and there is some indication that things have changed. We have motorcycle gangs (which incidentally give out one of the few free town clothes (why isn’t there more of that?) pieces, a bandana) and helicopters and tanks and blimps and submarines and supply crates that fall from orbit.
Some people think that mounts would be abused.
Well I would say that in the majority of games mounts disappear when you enter combat, can’t be used inside instances, have cooldowns, activation bars, and numerous measures are taken to ensure they aren’t abused. I suppose some games have mounts that go quite fast, but I’m not looking for a mount that would go any faster than swiftness at 33%. In fact I’d say it probably wouldn’t make any sense at all to introduce a mount that went any faster.
With a new speed option some people assume that people would feel obligated to buy a mount from the cash shop.
I can’t think of a single situation in other games where having a mount was anything other than an obligation to my own sense of convenience. However, I admit freeing up a skill slot would be a good motivator to buying a mount from the cash shop for some.
I also don’t assume that there wouldn’t be free alternative ways to get a mount. Through gameplay, through buying gems with gold, through tokens or laurels or other rewards.
Realistically speaking though, let’s just say they were cash shop only items. Am I effected by people who feel obligated to buy bank space? Am I effected by people who feel obligated to use magic find boosters, or other cash shop items? No, of course not, because that’s a subjective need. Objectively, as long as mounts don’t provide a speed boost that’s faster than swiftness, there is no obligation. It frees up a single skill slot. That’s not exactly OP considering I can switch out speed skills quickly and often.
Admittedly this does create a problem in World versus World. In PvE a min/maxers own sense of obligation does not bother me. The peer pressure of a WvW scenario however might be a little overbearing. I do know that when I’m in WvW I use speed buffs just as much as I do in PvE, which is to say, a lot. An eighth of my skills are devoted to just getting around.
I don’t think devs intended for speed skills to have a permanent home on 100% of skill bars in both PvE and WvW. Or hell, maybe they did, I don’t know.
Another concern might be that professions with too few speed buff options might have their own reasons for wanting a consistent boost from a mount.
I hear a lot of grief from mesmers about not having an appropriate utility speed buff of any kind. Rightfully so. I’d add that rangers, thieves, and necros have it sweet compared to other professions that have to twist and jive just to get a similar amount of speed.
I think, generally speaking, this is its own issue. Speed buffs are not fairly distributed amongst the professions. I’d definitely like to see this fixed whether or not mounts are ever introduced.
If mounts were introduced from the cash shop, it would absolutely have to be fixed.
That being said I think the kerfluffle over the lack of speed skills shows just how integral speed skills are in the game, how commonly they’re used, and how introducing a single out of combat speed boost might free us up to have more diverse skill bars.
But to be honest all of the above is a moot point to me.
People assume mounts are about speed, but I think you’re missing the point if all you see in mounts is a redundant speed boost.
Sometimes mounts are about prestige. Super hard to get or a rare drop, mount that thing up and take it for a spin through town to impress the local server population. No different than showing off your legendary. It’s the last Sky Bison in existence, eat your heart out.
Sometimes mounts are about having a nice pet. Okay sure, it isn’t cool when your 500 pound feathered riding lizard tries to cuddle up in your lap but he does get lonely.
Sometimes mounts are a trusty companion. Remember that time when you were trapped in a well and your mount went to town to get help and ended up going on a drinking binge with BattleCat? Good times.
Sometimes mounts are something pretty to look at. Not in the New Zealand sense of finding sheep pretty to look at but in the more adorable emergency kitten sense.
Sometimes mounts are a prized possession. Something you worked hard for, farmed for, or maybe it was a gift from a friend, a guildmate, a loved one.
Sometimes mounts are just wicked awesome cool stuff that I can spend money on to help fund Arenanet. Because you know, I wouldn’t mind supporting Arenanet in the slightest if they had more stuff I wanted. Let’s face it, Arenanet would make bank on this.
That being said, would I buy a mount if it didn’t have a speed boost? I guess that’s the big conundrum. Well I don’t own a Riding Broom if that answers your question.
Tags: Guild Wars 2, MMO, mmorpg
I have now joined the ranks of the many thousands of people who’ve acquired shiny footprints, unique weapon skins, rare sound effects and the envy of absolutely everyone in existence.
Quip is mine.
It was a long and arduous labour filled with many disappointments and a few moments of triumph. There is much to be said about it all. I started working on it almost at launch. For the average player such as myself it takes a lot of work, gold, and perseverance to get everything you need for a legendary.
The first thing I managed to finish was the Gift of Mastery. I had been methodically completing each zone as I passed through them, leaving only a few zones uncompleted by the time I reached Cursed Shore and finished the story. World vs World was another challenge. If you have any kind of fight on your hands in the mists you’ll have difficulty getting points of interest. I waited for an opportune time, my server was dominating the other two, and zipped around to get what I needed. I had 100% world completion within the first month or so. Everything else would be a challenge by comparison.
For instance badges of honor. I had spent enough time in WvW to gather about 200 of them simply from looting enemies, but my badges really started to accumulate once I started doing the Eternal Battlegrounds jumping puzzle on a daily basis on multiple characters. Around the same time I finished up badges I also got, the Gift of Wood (requiring 1000 planks of various wood), the Gift of Entertainment (requiring 500 tokens from Caudecus Manor), around 200 skill points and enough karma to buy my first 250 obsidian shards.
My first 250 obsidian shards. Those cost me over 500k karma. I would need a couple hundred more to eventually finish off my Mystic Clovers.
I didn’t finish those for a long time afterward, sometime in January I was still saving up ectos. I needed 250 just for the Gift of Fortune then another 200 at least to successfully craft 77 Mystic Clovers. This took a very long time. Drops for rares have been pretty terrible up until the last couple of months which meant ectos were consistently my biggest impediment to finally getting Quip.
But they weren’t the only impediment. Tier 6 crafting materials were definitely one of the bigger problems. I just finished getting stacks of powerful blood, elaborate totems, vicious claws, and armored scales today.
Which left me with two problems. I needed enough money for 100 Icy Runestones, 1 gold each. I needed enough money for the Chaos Gun, the precursor. After months and months of farming and saving I had about 330 gold. The Chaos Gun was going for 280 last week, but dropped to 220 today thanks to the new drop rates from dragon boss chests.
Reflecting on it all, it’s a shame about some of the requirements. Generally speaking the chance of getting the precursor you’re looking for, or any precursor, is just awful. Whether we’re talking about drops from the open world, buying it off the auction house or throwing exotics into the mystic forge and hoping for the best, it’s all extremely unsatisfying and I hope future generations have something better to look forward to.
I can’t say Mystic Clovers are a lot of fun either. It’s simply forcing people to gamble, not an optional mistake like with black lion chests.
Quip itself is a mixed blessing. I love the aura I give off and I can’t help but laugh at the trail of confetti footprints, streamer/daisies/confetti skill effects or the pop and whirring sound effects it gives off. But my god is it ugly. And couldn’t I just have colored footsteps like everybody else?
But I did like seeing the world, including World vs World. I did like the variety of activities I was made to do, from running dungeons to gathering to dailies to the Balthazar event chain. The whole ordeal took me from one side of Tyria to the other. Legendary.
Tags: Guild Wars 2, MMO, mmorpg
So far I’ve done two Guild Bounties, one with I Can OutTweet a Centaur, one with Relics of Orr, and I’m sure another soon with Hamstorm Nation. The experience has been a bit varied.
I don’t think Twit Guild had a single problem getting together the karma to unlock Guild Bounties. It sounded like they have karma to spare, but I can’t really check on that easily since I’m not on Jade Quarry. They were also very well organized. We were split up into two squads, there are two bounties at tier 1, a commander leading each. Everyone grouped into parties as well. When the bounties were activated one commander took one zone and the rest went to the other. We split into different vent channels and got to work.
We probably should have had a more concrete plan on just how to scour the zone for our prey, but we ended up just randomly warping around and running along some of the paths that our bounty takes. I say some, because in Iron Marches the bounty has an extensive path that doubles back, does figure eights, and is generally confusing. Once spotted, we were pinged the closest waypoint in chat, by the time I got there, someone had already talked to the NPC to activate the fight.
Finding these guys means searching the entire zone so it took us 10 minutes of our 15 minute time limit to find the bounty, a charr prisoner that has permanent swiftness. There were about 15 of us and half of us were downed by the time we had her at half health. With half of us down she started to run away again. We got everybody up, snared her, and finished her off with time to spare.
I didn’t realize until afterwards that the other team had beaten their bounty more quickly in Genderren Fields. Altogether it went by very quickly, and I didn’t feel a sense of accomplishment unfortunately. I was a guest on JQ and got credit for an event but as a guest was not able to reap the rewards of Guild Bounties.
I did get some rewards for the RO bounty however, they are on my server and I am a member. There were fewer people attending the RO bounty, probably 20 or so compared to the 30 Twit had on hand. And that was with a bunch of people from PIG jumping in to get credit. Still everything seemed to go smoothly. I was fortunate enough to discover our target in Mount Maelstrom after a bit of running around, even after a guildie must have run right past him without seeing him.
The other team in RO must have discovered their bounty very quickly actually because by the time I had found him in Mount Maelstrom, some of them started warping in from Lornar’s Pass.
I got 2 commendations, 50 silver, 2 rares, and RO got 15 merits.
PIG is a different story altogether. Despite running dungeons constantly, being somewhat active every night, around 10 people logging in daily, 83 members logging in once in a while and having everything but Art of War level 5 unlocked we were still left unable to start working on Guild Missions. First of all, we don’t world vs world much. That meant we had no need to unlock Art of War level 5, which is fine because we had saved 40k influence. Why bounties are in that tree remains a logical mystery, but I did see on the forums a few days beforehand that it needed to be unlocked, so a couple days after the patch it was ready. Except that we were left with a 30k influence deficit if we wanted to unlock Guild Bounties, a cost of 50k influence itself.
There isn’t currently a place for small guilds to take part in Guild Missions. I see that as a big oversight. Despite what a lot of people on forums and blogs might say about small guilds (a bunch of nasty, immature, bullshit) this isn’t their fault. Some people prefer small guilds and some people despite their best efforts can’t grow theirs. But the fanboys defend Arenanet on the grounds that you should just join a larger guild. Well there is something to be said for a small guilds morale. Personally I think people would rather play with people they know rather than being some anonymous random in a giant guild. Not to mention the fact it becomes increasingly harder to start a new guild or grow your small one when people find out you can’t do Guild Missions. Especially seeing members of your small guild, maybe even the guild leader, repping other guilds to get in on Guild Bounties. I don’t want to even start in on guesting or think about the consequences of moving servers.
Why does everything Arenanet introduce have to have some exorbitant cost attached? Halloween exotics, Black Lion Chest skins, Mystic Forge recipes. Does it always have to be about the material/gold/influence/karma sink? Particularly when it’s not an item I’m after, but content?
Anyway, I could not currently afford to contribute to the 60g someone in PIG must have plopped down to just outright buy the influence necessary to begin building bounties, but we’re about 16 hours away from completion. We’ve invited RO members to join up so they can take advantage of our bounties when they’re ready and in the future we’ll be coordinating which Guild Missions to unlock first, with them taking Treks or Rush and us doing Puzzles or whatever.
Overall Guild Bounties are… good, but with a limited shelf life as far as interest goes. They go by way too quickly, and require a lot of coordination for such a short challenge. But I guess that’s why there are other types of missions. I’m pretty lucky to be involved with multiple guilds doing them so far, and I don’t deny PIG is pretty lucky to have so few active members and as much influence as we have, but I certainly have empathy for anyone who doesn’t. Unlike some.
Tags: Guild Wars 2, MMO, mmorpg
One thing I think a low population server like Northern Shiverpeaks does right is temple runs. It’s one of the best things going on with my server. We can’t win a WvW match, we don’t have people in every zone, I’m not sure how much of a community feel there is, but damn it we don’t capture Lyssa, Dwayna, Melandru, the gates of Arah, Balthazar, and Grenth on a near nightly basis.
It is due mostly to the guild Brown Cow Train and a commander named Anths. Early on they got the idea to organize several times a week at 8pm EST at Meddler’s Summit and then do a number of different temples, usually about 3 runs.
Of course sometimes there are problems. Months ago people were still getting used to the fights so they didn’t know how to effectively do Melandru, or Balthazar or Dwayna or Grenth or Melandru would get bugged, or any other number of hiccups. Certainly the changes to Grenth in the most recent patch made for a few interesting nights on temple runs.
At this point most people on my server are familiar with the runs, they know the ins and outs of the events, how to unbug events if they haven’t been fixed, where to stand and not stand. I had gotten so used to the runs that I had forgotten these runs weren’t necessarily happening on other servers.
So it was a bit of a surprise when I started mentioning the runs a couple of months ago to friends on other servers and some of them didn’t have anyone organizing that sort of thing. Even when they were on high population servers that rarely captured the temples.
I guess the main reason for that is probably rewards. The NPC merchant is great and everything, but the chest drops are rarely anything more than blues or at best greens. I got the impression a lot of people did those runs for a chance at exotics and, flying spaghetti monster willing, a pre-cursor. Which frankly never happens.
I haven’t been on a temple run in a while but there was a stretch where I would do it a few times a week. I’m not even sure if they’re still going to be honest, I’ve been playing other games, but it was certainly a lot of fun. If you don’t have someone organizing this stuff on your server, give it a shot.