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The Official Guild Wars 2 thread

Sounds risky. I think theres like a 10-20% chance at precursors at the forge.


Not much of a risk if your run a lot of dungeons like I do. I don't care much for the dungeon armors or weapons. So I have a crap load of dungeon tokens that I can't sell, can't sell the armor or weapons either. Why not gamble the pieces you earn? You're pretty much guaranteed a weapon that will sell for 2g at the least. Its free money with the chance for a precursor.

Also, if anyone wants to run some dungeons, msg my main.(Pris Nexus, on jade quarry) Usually do at least ac exp once a day, sometimes twice, the cof 1&2, and finish it off with fractals or ta
 
I agree with much of this. I think ArenaNet missed the boat on fixing core mechanic issues / skill bugs.

WoW does interrupt mechanics much better for sure. Plus much of the time in GW2 I don't feel like there is much worth interrupting (or maybe I just suck, which is likely the case).

ANET has outlined the various teams that work on the game. There's a team dedicated to live content, special events and such. Having them work on those items aren't taking away from the team working on fixing bugs. They also have team working on class skills/balance.

They've posted extensively about their process and the reason why more progress hasn't been made on class mechanics. It takes them time to test new changes to class mechanics. They know some things are broken and/or unbalanced. But there's a team working on it and testing changes. I'd say another 2 months would be a reasonable amount of time before I will start getting concerned at the pace.

With that being said, I'm not necessarily giving them a free pass either. The game does have it's issues and some of them are enough for some to quite.

However, I think they're doing a fine job balancing giving enough to keep the majority of players happy as evidences by the stable population on most servers. But and even that's based on anecdotal evidence. Only ANET truly knows if there's been a significant change in population, but I haven't experienced it in game.

I'm still having tons of fun and the amount of new content they roll out is fantastic even with the bugs here and there.
 
ANET has outlined the various teams that work on the game. There's a team dedicated to live content, special events and such. Having them work on those items aren't taking away from the team working on fixing bugs. They also have team working on class skills/balance.

They've posted extensively about their process and the reason why more progress hasn't been made on class mechanics. It takes them time to test new changes to class mechanics. They know some things are broken and/or unbalanced. But there's a team working on it and testing changes. I'd say another 2 months would be a reasonable amount of time before I will start getting concerned at the pace.

With that being said, I'm not necessarily giving them a free pass either. The game does have it's issues and some of them are enough for some to quite.

Since they fundamentally broke Mesmers almost a month ago and still haven't resolved it, I think their claim of having multiple teams and being focused on player experience/testing is a bunch of crap. The 11/15 patch (date might be a bit off) accidentally nerfed the only decent Mesmer AOE (iBerserker) ability by 50% - 60% damage. Anyone playing the class could tell it wasn't working right. Then with the 12/3 patch it took me about 60 seconds to determine Phantasms went from nerfed to totally broken. That was on my own, not reading forums or anything (which immediately exploded once players logged on). And it wasn't like they are just "sort of broken", they are totally fucking broken to the point where they do 0 DPS in some situations. I don't think ArenaNet play tests anything with competent people.
 
I don't think ArenaNet play tests anything with competent people.

I have to agree with this 100%. My warrior has tons of bugs across all traits. Stuff like "endure pain" the buff description says it lasts for 5 seconds (dont get me started on the fact that it has a fucking 90sec cooldown) but it's bugged and only lasts 2 seconds...Shit like this doesn't need testing before being fixed. And Warriors along with other classes are plagued with bugs just like this. There is a confirmed bug sticky on the official forum for warriors going on. There are literally a shit ton of confirmed bugs across all warrior weapon, utility, elite, and trait skills. Not balance problems, bugs. This is just one class, and from what I've read and heard from other classes, warriors have the least amount of bugs! How the fuck did all this make it past the play testers? Who play tested this shit? A bunch of fucking CoD playing, tapout wearing console bro's? Fuck the new content, fix your core game.
 
ANET has outlined the various teams that work on the game. There's a team dedicated to live content, special events and such. Having them work on those items aren't taking away from the team working on fixing bugs. They also have team working on class skills/balance.

I'd like to know what that last team actually does day-to-day. There's been what, one patch in the last month? And that was mostly dynamic event fixes. I would be amazed if the skills/balance "team" is more than one person, and that person is probably also on other teams.

In any case the class mechanics don't need a little bit of tweaking, in some cases they need a complete overhaul. But it's far easier to crank out some more pointless and poorly-designed holiday events.
 
To be fair, I think GW1 lasted as long as it did/does because it has a bunch of expansions to strengthen the original content. Pitting GW2 against essentially all of the games and enhancements that GW1 consists of is a little... much.

That said, what I do miss is being able to have a secondary profession, something that I hope they bring back at some point. Yeah, yeah, it's completely impractical for my Ranger to be calling down meteor showers and causing earthquakes, but I want the option to be able to do it anyway, damn it! :p

By the way, does no one ever want to do the story mode for the Arah dungeon? :(
 
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So i just found another bug. For whatever reason whenever I get knocked down in dungeons i stay knocked down for close to 40 seconds sometimes longer. I can wake my guy up if I perform a running or charging move like shield bash. Other than that nothing works. Wow.
 
Since they fundamentally broke Mesmers almost a month ago and still haven't resolved it, I think their claim of having multiple teams and being focused on player experience/testing is a bunch of crap. The 11/15 patch (date might be a bit off) accidentally nerfed the only decent Mesmer AOE (iBerserker) ability by 50% - 60% damage. Anyone playing the class could tell it wasn't working right. Then with the 12/3 patch it took me about 60 seconds to determine Phantasms went from nerfed to totally broken. That was on my own, not reading forums or anything (which immediately exploded once players logged on). And it wasn't like they are just "sort of broken", they are totally fucking broken to the point where they do 0 DPS in some situations. I don't think ArenaNet play tests anything with competent people.

^This is a prime example of the things that plague ANet and they do not attempt to address in a timely manner.

Another example is my Necromancer. Why I play the class so much in its current state I don't know. It still has "skills" that are completely broken or barely work. Plague Signet has been broken since release and it still has not been fixed. There is testing and then there is fixing the shit that should have been functional from day one.

Plus, those saying you have to "balance" the game have never had to deal with perma-stealth thieves in WvWvW. On my necro it isn't the end of the world since I have 20,000+ HP, death shroud, and can just drop a bunch of wells and marks around me if I am resurrecting people to serve as an early warning of an invisible enemy approaching. However, it is just another example of a good class concept that disrupts the balance of the game precisely because the development teams did not properly vet their ideas versus their own game engine's quirks/limitations and the environments (PvE, WvW, sPvP) the skills would be used in.

I don't blame them for not catching everything since I myself design and maintain complex systems for my company. However, not fixing these things ASAP has an adverse effect on their customers. (Who they are hoping will remain engaged in the world enough to buy gems and other in-game items.) I can tell you that I have definitely noticed the player-base fall off through my trading in the trading post. The velocity of consumable items at all levels has slowed considerably since launch. My personal/professional opinion is that ANet should really fix the core problems in their game mechanics while they have players who are still sticking with them before trying to do guest passes, content expansion, and other things to try and draw in new players.


P.S. For those who don't know... permastealth thieves are due how the culling system works. A thief can go stealth and attack. On attack, they are supposed to be visible for around 3 seconds before they can go stealth again. The only problem is that culling in the graphics subsystem takes 5 seconds to load character information to draw the character. The net result is that the thief can pop out of and go back into stealth before the game engine can draw them on the opposing player's screen.
 
It's quite possible that I just haven't run into those players yet, but so far, in the dungeons I've been in, I've been able to play generally however I wanted, and everyone else has done the same. I've yet to see anyone say, you need this or that. I only hope it lasts.

As far as cultural armor, no, not for Achievements. I just like them. I actually like many of the exotics/dungeon sets just as much, and they're easier to get. Tier 3 is just a goal I guess. That and a legendary.

Thanks for the info. Nice to get some feedback from a pro :p

I should clarify that there are definitely a number of builds that work well. It is just that the current system ends up ensuring that there are only a few "optimal builds" per class. That said, a build is only truly optimal if it naturally fits your play style. Running an "optimal" build that you are unfamiliar with or cannot play well is worse than running an "inferior" one that you are familiar with and can play well.

I would say that the limited number of optimal builds in each class is because:
1.) They ditched the primary/secondary class system from GW1.
2.) GW2 does not have the benefit of the deep skill stack that GW1 developed from all of the expansions.

The combination of the two has made GW2 a game that is several orders of magnitude simpler than GW1 in terms of balancing mechanics / skill interactions. This is also why I find the current state of many core game skills/mechanics in GW2 so maddening.

Also, I wish you luck on your armor and legendary. The recent introduction of ascended armor items makes me feel that GW2 will turn into an inevitable gear grind. Especially if they ever decide to raise the level caps with an expansion ala WoW; which they seemingly have tried to emulate. (I always liked the fact that GW1 never took the easy way out and raised the level cap because I saw the complexity of the game in the character builds. However, my uncle always qq'd about not being able to get above level 20 because he saw levels as progress and had no interest in learning the intricacies of the game.)


To be fair, I think GW1 lasted as long as it did/does because it has a bunch of expansions to strengthen the original content. Pitting GW2 against essentially all of the games and enhancements that GW1 consists of is a little... much.

That said, what I do miss is being able to have a secondary profession, something that I hope they bring back at some point. Yeah, yeah, it's completely impractical for my Ranger to be calling down meteor showers and causing earthquakes, but I want the option to be able to do it anyway, damn it! :p

By the way, does no one ever want to do the story mode for the Arah dungeon? :(

Amen... I always loved the secondary class system in GW1. Too bad they did not implement something like that for skill slots 6-10. It would have made the build combinations much more interesting. However, given the current state of several key game mechanics, I think it would have only made the game even more frustrating to play. :(
 
^This is a prime example of the things that plague ANet and they do not attempt to address in a timely manner.

Another example is my Necromancer. Why I play the class so much in its current state I don't know. It still has "skills" that are completely broken or barely work. Plague Signet has been broken since release and it still has not been fixed. There is testing and then there is fixing the shit that should have been functional from day one.

Plus, those saying you have to "balance" the game have never had to deal with perma-stealth thieves in WvWvW. On my necro it isn't the end of the world since I have 20,000+ HP, death shroud, and can just drop a bunch of wells and marks around me if I am resurrecting people to serve as an early warning of an invisible enemy approaching. However, it is just another example of a good class concept that disrupts the balance of the game precisely because the development teams did not properly vet their ideas versus their own game engine's quirks/limitations and the environments (PvE, WvW, sPvP) the skills would be used in.

I don't blame them for not catching everything since I myself design and maintain complex systems for my company. However, not fixing these things ASAP has an adverse effect on their customers. (Who they are hoping will remain engaged in the world enough to buy gems and other in-game items.) I can tell you that I have definitely noticed the player-base fall off through my trading in the trading post. The velocity of consumable items at all levels has slowed considerably since launch. My personal/professional opinion is that ANet should really fix the core problems in their game mechanics while they have players who are still sticking with them before trying to do guest passes, content expansion, and other things to try and draw in new players.


P.S. For those who don't know... permastealth thieves are due how the culling system works. A thief can go stealth and attack. On attack, they are supposed to be visible for around 3 seconds before they can go stealth again. The only problem is that culling in the graphics subsystem takes 5 seconds to load character information to draw the character. The net result is that the thief can pop out of and go back into stealth before the game engine can draw them on the opposing player's screen.

Agree 100%. I have no idea why I'm even attempting to play my warrior right now. They took away the awesome skill system that made me love GW1 and replaced it with this fisher price set of skills in the name of simplicity. They said this is so it would be easier to balance...Well what the fuck? The game is rife with balance issues and bugs!
 
Amen... I always loved the secondary class system in GW1. Too bad they did not implement something like that for skill slots 6-10. It would have made the build combinations much more interesting. However, given the current state of several key game mechanics, I think it would have only made the game even more frustrating to play. :(

I think they over-designed the Trait and Skill systems to the point where they can't handle maintaining them:

Warrior
https://forum-en.guildwars2.com/forum/professions/warrior/Comprehensive-list-of-Warrior-bugs-2

Thief
https://forum-en.guildwars2.com/forum/professions/thief/Bugs-and-Issues-Compilation

Ranger
https://forum-en.guildwars2.com/forum/professions/ranger/Ranger-Bug-List

Necro
https://forum-en.guildwars2.com/for...er/Necromancer-bugs-compilation-NB44-NT18-NP7

Mesmer
https://forum-en.guildwars2.com/forum/professions/mesmer/Mesmer-List-of-bugged-abilities-and-traits

Guardian
https://forum-en.guildwars2.com/forum/professions/guardian/Guardian-Bugs-compilation

Engineer
https://forum-en.guildwars2.com/forum/professions/engineer/Engineer-Bugs-Compilation-1

Elementalist
https://forum-en.guildwars2.com/for...ist/NEW-Elementalist-bugs-and-glitches-thread

The second mistake was trying to balance the broken mechanics and abilities without fixing the bugs first.
 
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I should clarify that there are definitely a number of builds that work well. It is just that the current system ends up ensuring that there are only a few "optimal builds" per class. That said, a build is only truly optimal if it naturally fits your play style. Running an "optimal" build that you are unfamiliar with or cannot play well is worse than running an "inferior" one that you are familiar with and can play well.

I would say that the limited number of optimal builds in each class is because:
1.) They ditched the primary/secondary class system from GW1.
2.) GW2 does not have the benefit of the deep skill stack that GW1 developed from all of the expansions.

The combination of the two has made GW2 a game that is several orders of magnitude simpler than GW1 in terms of balancing mechanics / skill interactions. This is also why I find the current state of many core game skills/mechanics in GW2 so maddening.

Also, I wish you luck on your armor and legendary. The recent introduction of ascended armor items makes me feel that GW2 will turn into an inevitable gear grind. Especially if they ever decide to raise the level caps with an expansion ala WoW; which they seemingly have tried to emulate. (I always liked the fact that GW1 never took the easy way out and raised the level cap because I saw the complexity of the game in the character builds. However, my uncle always qq'd about not being able to get above level 20 because he saw levels as progress and had no interest in learning the intricacies of the game.)

Amen... I always loved the secondary class system in GW1. Too bad they did not implement something like that for skill slots 6-10. It would have made the build combinations much more interesting. However, given the current state of several key game mechanics, I think it would have only made the game even more frustrating to play. :(

Excellent posts and, as I've said myself, the limitation to the skill system is just one of the major core mechanics of a/the game that they've completely borked.

Gamers should be free to play the way they want to play, not the way the devs want them to play, and the skills being tied to weapons is fine, but not being able to choose other "main" skills that you might also enjoy and/or that would help your build, is maddening, frustrating, and has been a real deal-breaker for me.

I don't want to be forced to use pointless "utility" skills that I neither enjoy or even find useful.

So, never mind even allowing cross-class combinations... if they even just allow us to pick our own damn skills, and perhaps start creating a few more that are both creative, fun and useful, the game would then already improve a great deal.

But, that's just not going to happen, and the play base has indeed massively dropped-off, and relatively quickly, and there are also the other core mechanics that have been mentioned here that are in serious need of repair.

Games should be fun, there should be more choice in an MMO, especially one such as this, and core mechanics being both so limiting, and so broken, is what is going to bury this game totally.

It's sad, really, because I absolutely love the world itself, as it's just fucking astoundingly beautiful. I also love the visual effects and more action/movement oriented gameplay. Such a waste.
 
I stopped playing after the first few weeks, coming from DOTA, the SPVP was a mess and wasn't very fun. Apparently they haven't improved it.. sigh.
 
GW2 is transitioning to long-term play, and there are some growing pains. It's still the best game you can buy now for ~$40 on sale, but it does need to be tweaked. I think there's only so much foresight/forethought the devs can conjure prior to release. The appropriate thing now is to start addressing the issues and bugs, especially when they're clearly defined and outlined by the community. I realize there isn't as much incentive to keep players when the game has no subscription fee, but the community is what makes the game, and I don't think the devs are so stupid as to turn their backs on them. Maybe once all the holiday nonsense gets out of the way they'll start pumping out bug fixes/better balancing/etc.
 

You are entirely correct. I sometimes completely gloss over it but the impact of traits on the game is huge. Nothing makes me want to grind out 10 levels on a sub-80 character than acquiring a major trait that enhances the build I want to run on it. This is one area I would say they made the game more complicated than GW1. Unfortunately this is not always in a good way. At this point the level of stat modifiers starts to get absurd.

Off the top of my head, you have the following things that affect every character's statistics:

1.) Base Armor Stats
2.) Base Weapon Stats
3.) Armor Upgrade Items (Runes, etc)
4.) Weapon Upgrade Items (Sigils, Crests, etc.)
5.) Rings, Ear Rings, Pendants, Back Armor, and other Accessories.
6.) Skill Effects (Boons, Conditions, Hexes)
7.) Level Scaling (up or down)
8.) Traits
9.) Skill Combos
10.) Food
11.) Guild Banners/Buffs
12.) WvW World Bonuses
13.) Class Special Abilities (F1, F2, etc.)

Some of these do not directly impact damage or health but are included because other groups have items that modify the character stats as well. Even at this point I am sure I am missing a couple of things. Listing them out like that is actually eye opening and not in a good way. Turns out the complexity that I miss in the skills system appears to have migrated down to the stat modifier system!

There are so many permutations and potential failure points that it is very likely to produce results they did not expect. Especially as you mix levels of logic that do/don't stack, modify stats as whole numbers and/or percentages. That would partially explain why they are so hesitant to change anything, even if it is plainly borked.

I commend them for their vision but I think they have attempted to "boil the ocean." If they had a solid base system where everything worked and then steadily expanded the complexity from there, I don't think they'd be in the situation they are in today. Hopefully they have the data gathering/sampling ability to run root cause analysis, six sigma, or some other process improvement plan to help them identify/resolve these issues. They certainly have enough activity in the system to find outliers in the data.
 
P.S. For those who don't know... permastealth thieves are due how the culling system works. A thief can go stealth and attack. On attack, they are supposed to be visible for around 3 seconds before they can go stealth again. The only problem is that culling in the graphics subsystem takes 5 seconds to load character information to draw the character. The net result is that the thief can pop out of and go back into stealth before the game engine can draw them on the opposing player's screen.

I basically have no answer to Thieves right now in WvW, at least 1v1. Against most every other class I can say I lost a fight fair and square, but against Thieves... when they either go permastealth and/or one-shot me, I have nothing. Previously I hated going against Mesmers, because HOW MANY OF YOU DO I HAVE TO KILL TO KILL YOU?!??, but at least against them there's a fight, and one I can win if I stay focused. Against Thieves... what do I have to do, max out toughness and vitality and trap the entire area?? The moment I see them is the moment I'm dead most times. :eek:
 
I basically have no answer to Thieves right now in WvW, at least 1v1. Against most every other class I can say I lost a fight fair and square, but against Thieves... when they either go permastealth and/or one-shot me, I have nothing. Previously I hated going against Mesmers, because HOW MANY OF YOU DO I HAVE TO KILL TO KILL YOU?!??, but at least against them there's a fight, and one I can win if I stay focused. Against Thieves... what do I have to do, max out toughness and vitality and trap the entire area?? The moment I see them is the moment I'm dead most times. :eek:

I would assume you are running Ranger?
Obviously surviving the initial burst is critical but if you go 30/30 on Toughness and Vitality you will likely have trouble generating enough DPS to convince the thief to go pick on someone else. If they do not immobilize, my first instinct is to hit dodge on the initial hit. I have it mapped to the gShift button on my Logitech G600. The key for me is that dodge is mapped to a place I can click instinctively and not have to rely on looking down. If you have to look down chances are you are dead because the thief will be hitting with their next attack. If they do immobilize, I try to remove it as quickly as possible and then dodge. Either way, the goal is to have a chance to heal and determine your next move. A prolonged fight does not suit the permastealth thief. If you manage to get past the first strike, the odds are still against you at this point but if you can focus on AOE skills and keeping your health up you will at least have a shot at convincing them that you aren't worth the effort.


Also have you hit level 80 yet?
If you have not, I would suggest upgrading your armor/weapons in the TP every 5-10 levels. The level scaling will actually make your armor/weapons an increasingly weaker level 80 equivalent. For most classes it is easy to place buy offers for blues and sometimes greens at 1c above the vendor price on the TP. However, greens tend to start getting more expensive as you get closer to 80. Best part is that when the cheap armor/weapons break or become outdated, just sell to vendor for vendor price and you have only effectively spent 1c. I see very few reasons to spend good coin on acquiring sub-80 armor/weapons that will only be a few points better than the blue equivalent of the same level, is soulbound, and will either be merched or salvaged.

Note, blues are certainly inferior to greens and above. If it is absolutely vital, you can always add minor runes pretty cheaply to minimize the gap. The biggest thing to remember is that even with the best armor and best weapons, under level 80 you are at an inherent disadvantage to a natural level 80 due to scaling and, more importantly, having an incomplete set of traits. Well, that AND the "gank me" arrow that appears next to your name.

Also, the key to mesmers is finding the one that will do things such as dodge, strafe, circle, etc. The clones tend to move in a predictable method. They may be tough to find sometimes but once you have identified the real mesmer at least your damage is going to the right target.
 
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Some of these do not directly impact damage or health but are included because other groups have items that modify the character stats as well. Even at this point I am sure I am missing a couple of things. Listing them out like that is actually eye opening and not in a good way. Turns out the complexity that I miss in the skills system appears to have migrated down to the stat modifier system!

Of that list I posted, I think the Engineer one give the best view on the state of the game. Its packed with stuff like "X doesn't work with Y, but it works with Z" type of bugs and it is fairly easy to read. Also it shows the staggering number of ways that abilities and traits can fail to work with each other. Much of the complexity and interaction between skills and traits in GW2 is unnecessary. I would have a lot more fun if my abilities work correctly. People just want to mash buttons and have things work the way they are described in the ability tooltips and in the Traits list.

I really like a lot about GW2. Hope they can take a step back and start moving down a better path for product development before they need to start downsizing the ArenaNet.
 
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Of that list I posted, I think the Engineer one give the best view on the state of the game. Its packed with stuff like "X doesn't work with Y, but it works with Z, but only if you did R" and it is fairly easy to read. Also it shows the staggering number of ways that abilities and traits can fail to work with each other.

I will take a read when I get home. Work is kind enough to block the GW2 forums hence why I post on here so much! Perhaps Nat Geo can do one of those anatomy of a disaster shows on GW2... I'd love to know what decisions caused this cluster. My opinion is that, with all of the odd behavior, they likely did not standardize a subsystem through which all the skills must operate and coded unique interfaces and logic for each skill, even if they had similar effects.
 
Having a lot of fun now that my mesmer is 65 (god bless the crafting guides, made it out at just a little under 2G im guessing to lvl cooking to 400 and artificer to 380 or so)
 
I would say that the limited number of optimal builds in each class is because:
1.) They ditched the primary/secondary class system from GW1.
2.) GW2 does not have the benefit of the deep skill stack that GW1 developed from all of the expansions.

Also, I wish you luck on your armor and legendary. The recent introduction of ascended armor items makes me feel that GW2 will turn into an inevitable gear grind.

Okay, I see what you're saying now. I have faith though honestly, because no matter your "build", it doesn't seem (in my rather limited endgame experience) to make a HUGE difference in the numbers. So that means there's still room for bigger, more meaningful changes to be implemented later.

Thank you, I'll need it. The armor alone will require quite a bit of work, and I haven't even started considering the weapon. Any crafting advice? I've been bouncing between types, but it's getting expensive to switch disciplines now that I'm getting better.

In regards to "gear grinds", just for conversation sake...what else is there, as far as end-games go? Don't all MMOs eventually turn into a gear/dungeon grind? (Not that it's okay, especially since ArenaNet doesn't want to be every other MMO, but just more of a general question)

Everyone else: We also have to remember that this is the first iteration. GW1 was complex, and deep but it also had years of work that went into it and numerous expansions/balancing. Just about every good MMO I can think of, had a less than lackluster beginning with lots of issues, only through years of work did they become what they ended up as. I'm sure there will be expansions coming, and hopefully they'll really look into balancing/tweaking. What's happening now is just growing pains I think. It'll smooth over.
 
Okay, I see what you're saying now. I have faith though honestly, because no matter your "build", it doesn't seem (in my rather limited endgame experience) to make a HUGE difference in the numbers. So that means there's still room for bigger, more meaningful changes to be implemented later.

Thank you, I'll need it. The armor alone will require quite a bit of work, and I haven't even started considering the weapon. Any crafting advice? I've been bouncing between types, but it's getting expensive to switch disciplines now that I'm getting better.

In regards to "gear grinds", just for conversation sake...what else is there, as far as end-games go? Don't all MMOs eventually turn into a gear/dungeon grind? (Not that it's okay, especially since ArenaNet doesn't want to be every other MMO, but just more of a general question)

Everyone else: We also have to remember that this is the first iteration. GW1 was complex, and deep but it also had years of work that went into it and numerous expansions/balancing. Just about every good MMO I can think of, had a less than lackluster beginning with lots of issues, only through years of work did they become what they ended up as. I'm sure there will be expansions coming, and hopefully they'll really look into balancing/tweaking. What's happening now is just growing pains I think. It'll smooth over.

GW1 actually did a very good job of not being a gear grind. The armors and weapons were basically vanity items. Heck, if you only wanted to PvP you could start out with a max level character straight out of the gate. I have 15 characters in GW1 because I would have dedicated PvE and PvP characters. However, if you didn't enjoy PvP, Factions, or some of the dungeons, running maps, etc... there was no end game. I suppose the gear grind adds an additional element to keep people involved. I just do not like it when you are forced into the grind just to stay competitive. Once gear stats get equated to the grind you are measuring who has the most time they can sink into the game, not necessarily how good the player is at the game.

That said, I still have a lot of hope for GW2. However, if I were them I would be releasing frequent little patches rather than trying to fix a ton of items at once. We already have seemingly weekly client updates that never receive patch notes. It would show the community that progress, however small, is being made. Additionally, it would make it much easier for them to catch patched items that don't behave as intended and have fewer consequences if they needed to do a roll back. We all have essentially paid for the privilege to beta test their software. They might as well use the player base to their advantage.
 

Yeah, I'm running a Ranger right now at level 80 with full Exotic Berserker's. I ran a conditions build prior to level 80, but since then I've taken to liking the instant-punch a power/precision build has, albeit at the cost of toughness (due to armor stats) and of course all the numbers rapidly spilling out of my targets. :p Most of my armor and weapons were crafted by myself once I took up crafting, but my "final" set was TP'd.

Thanks for the advice to TP my gear in the way you described; it'll certainly come in handy for my other characters, as just thinking about going through all I did for my Ranger for 4+ other characters makes me balk. And yeah, I got that strategy for Mesmers, it's the auto-targeting that makes battles with them frustrating. Maybe it's just me or because I didn't configure my settings correctly, but I can't seem to stay locked on to the real one for more than a couple of seconds or so. As for Thieves, it's basically like living or dying while balancing on the tip of a knife, then. Ayeesh... okay, I'm going to have to do some tweaking, including remapping dodge like you did.


Duuuuuuuude, this is not a bug. I love it when that happens. I figure Hunter's Call just calls whatever birds are nearby, so when that happens, I just imagine a bunch of condors or Great Eagles from LOTR answered the call. :p

This one, though: "Ranged attacks often say ‘obstructed’ even when it’s clearly a landed hit" Yeah, this one blows my mind. I'm shooting you IN THE FACE, POINT-BLANK! What's obstructing my arrows/axes besides YOUR FACE??! :mad:
 
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I knew something was up with the loot drops in open world! Long story short, they either nerfed loot drops, or there is a bug present since the lost shores patch. There is a thousand post thread on the official forums where everyone is unanimously saying drops fell off big time. I suspected this as well for weeks. The bad part about it is none of Anet has commented on the thread at all. All this is evident in the TP prices of goods. The patch (that supposedly made drops better) either fucked it all up, or they did it purposefully. Why on earth would they do that? Well lets see, look at the exchange rate of gems to gold...The writing is on the wall here. They nerf drops to boost sales of gems, simple as that. That's why they are not replying to the bug thread on the official forums, despite it being close to 1000 posts and 4 weeks old. I'd rather pay a sub than have to deal with this shit.
 
I knew something was up with the loot drops in open world! Long story short, they either nerfed loot drops, or there is a bug present since the lost shores patch. There is a thousand post thread on the official forums where everyone is unanimously saying drops fell off big time. I suspected this as well for weeks. The bad part about it is none of Anet has commented on the thread at all. All this is evident in the TP prices of goods. The patch (that supposedly made drops better) either fucked it all up, or they did it purposefully. Why on earth would they do that? Well lets see, look at the exchange rate of gems to gold...The writing is on the wall here. They nerf drops to boost sales of gems, simple as that. That's why they are not replying to the bug thread on the official forums, despite it being close to 1000 posts and 4 weeks old. I'd rather pay a sub than have to deal with this shit.

Conspiracy theories, my favorite. :cool:
 
I think it's pretty clear they are fucking with the drop rate to boost gem sales. It may go back up but just the fact that they are doing this crap pisses me off. And they are doing this at a time when the game is rife with bugs and balance issues. It's too much for me, im out.
 
I think it's pretty clear they are fucking with the drop rate to boost gem sales. It may go back up but just the fact that they are doing this crap pisses me off. And they are doing this at a time when the game is rife with bugs and balance issues. It's too much for me, im out.

Noooo. Come back when it's fixed.
 
For those that hated GW2 (Like myself)...They are now offering refunds to those that purchased the game off their website. I got my refund in an hour.

https://en.support.guildwars2.com/app/answers/detail/a_id/9053
I'm surprised they haven't put some kind of time frame on this. Like if you bought it within the last 7 days or so. The way it stands now, someone like myself who bought it pre-release can now get a refund. That's just wrong IMHO, Should be like 7 days or so.
So now people can play the WHOLE game for free, basically. Just wrong.

Not that I want a refund, I like the game and will get back to it here and there as I have free time ;).
 
I'm having a heck of a time finding which credit card I used to buy it with. What does it show up on a statement as?

Found it - NC Interactive
 
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Im not while the game wasn't the best I did put 70 levels into it and did get some enjoyment out of it. My big thing was the skills were boring.
 
I purchased mine at GameStop. :cool::cool:

I did too, still trying for a refund. In the end Anet got the money and i got a shitty game if they will give me my money back i will be happy. I will report back and let everyone know what happens.
 
Wish I had known you could return it since I played for a month and quit. They won't honor my return since it's been >180 days since they charged me. I pre-ordered in April.
 
Wish I had known you could return it since I played for a month and quit. They won't honor my return since it's been >180 days since they charged me. I pre-ordered in April.

And their best customers get screwed the hardest.
 
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