Kos Luftar
Member
They way it's being played these days, it isn't valid as a WvW mode at all.Valid as in it exists? I'll grant you that one. In every other sense of the word, no.
They way it's being played these days, it isn't valid as a WvW mode at all.Valid as in it exists? I'll grant you that one. In every other sense of the word, no.
Valid as in it exists? I'll grant you that one. In every other sense of the word, no.
They way it's being played these days, it isn't valid as a WvW mode at all.
Mystery Tonic drops have been greatly reduced.
Valid as in, it's got the same karma trains, the same commander bickering, and the same zerg on zerg clashing as EB, with fewer havoc groups.
EotM is a great training ground for people to get used to WvW, before heading into EB or a borderland. So I see it as that. That makes it valid in my opinion, even if the hardcore WvW'ers look down on it, as if them zergballing in EB makes them any better.
(I really hate elitist attitudes, and WvW generates some of the worst attitudes in that regard, so anything that sticks in the craw of such people, like EotM, I approve of. You are not your goddamn server rank.)
Easy ha. Yeah. More like a WP that was needed to make it reasonable was put back after being cruelly wrested from its already-diffcult clutches.So now Arah P1 is easy? Does that means they added WP?
Yeah that sounds about right. Oh well.Unfortunately, it looks like AC Spider Queen was not changed, the person who reported the unlisted change likely just had someone out of melee range.
edit: did you try it yourself Miktar?
Nope, Spider Queen definitly does the AoE also in melee range now. Tested it with my group, standing in the hitbox stil triggers her attack
You need 1380 tokens for an armor set.Considering how fast the dungeon goes even without stacking, and how few tokens you need to get a full set, I think it's perfectly balanced. I didn't even have to run AC that much to get my Gift of Ascalon. I think people are being *way* overzealous in how much reward they expect for their effort. GW2 has spoiled people somewhat.
It is impatience that makes people run the same dungeon again and again without taking a break, so if it gets boring, I blame the player, not the dungeon.
Unfortunately, it looks like AC Spider Queen was not changed, the person who reported the unlisted change likely just had someone out of melee range.
You need 1380 tokens for an armor set.
Another 800+- for two wep sets.
Your single path run will give 70 marks
31 runs for a set and weapons is excessive. Well past the point of being boring. Even if you do each path once a day then loop, you're still talking about about 10 runs per path.
Also, it's two year old content, what's the harm? That we'll start seeing even more gear diversity? The horror.
Fixing stacking would be as easy for dungeons as modifying the already existing player count on melee radius check, which is currently used to determine whether the boss will start using their usually far deadlier ranged attacks. Something along the lines of if playcount in boss face, 30º angle or whatevs at under 400 =4/5, fearbomb/aoepingpongpunt/flamethrowerofdeath.
Up to you on why they don't do it.
it's got the same karma trains, the same commander bickering, and the same zerg on zerg clashing
Here you've clearly established you dislike the culture of WvW and characterize it as zerging.as if them zergballing in EB makes them any better
Wait a second, if EotM reinforces all you don't like about WvW, then how is it a great training ground?EotM is a great training ground for people to get used to WvW,
Now I'm really confused- if WvW is just karma train zerging, and EotM is a great example, then why would the hardcore WvWers disapprove of it?so anything that sticks in the craw of such people, like EotM, I approve of
I would submit that "knowing the nature of WvW better than hardcore WvWers" is an elitist attitude.I really hate elitist attitudes
woah. Gear diversity, what? Are you talking about the armor/weapon aesthetics or not? Depending on what you are looking for you can get the stat arrays from a number of different dungeons, crafting, Karma, or just buying them on the TP (and you're getting 1.7+ gold every single on of those runs you're talking about). If you want the full AC set, all armor pieces, plus 4 weapons, purely for their appearance then yes, you have to run it that many times- except now you can also do PvP for tokens and weapons/armor outright from every dungeon. I really don't think there's a big issue with dungeon gear rewards in their current state and more importantly it's a bit of crappy way to look it at if you're doing dungeons simply in terms of how many you need to do before you get the reward you want and then stop forever.You need 1380 tokens for an armor set.
Another 800+- for two wep sets.
Your single path run will give 70 marks
31 runs for a set and weapons is excessive. Well past the point of being boring. Even if you do each path once a day then loop, you're still talking about about 10 runs per path.
Also, it's two year old content, what's the harm? That we'll start seeing even more gear diversity? The horror.
I'm aware. Im just engaging the idea of whether the current token reward system in place is too generous =)If you get bored of the Dungeon, one thing that is possible now is that you can follow a specific dungeons track in PvP which is pretty cool. You can get tokens and if you complete the track, you can get 1 armor piece and through out the rewards I think you can get a couple of weapons form the dungeon.
woah. Gear diversity, what? Are you talking about the armor/weapon aesthetics or not? Depending on what you are looking for you can get the stat arrays from a number of different dungeons, crafting, Karma, or just buying them on the TP (and you're getting 1.7+ gold every single on of those runs you're talking about). If you want the full AC set, all armor pieces, plus 4 weapons, purely for their appearance then yes, you have to run it that many times- except now you can also do PvP for tokens and weapons/armor outright from every dungeon. I really don't think there's a big issue with dungeon gear rewards in their current state and more importantly it's a bit of crappy way to look it at if you're doing dungeons simply in terms of how many you need to do before you get the reward you want and then stop forever.
It's not too generous. At launch it was too stingy, especially with diminishing returns. Seems like it's in a good place to me now. Especially with PVP as an alternate or augmenting route of acquisition. Nooo idea where leveling came into play here, I thought we were just talking dungeon weapon and armor skins.
It's not too generous. At launch it was too stingy, especially with diminishing returns. Seems like it's in a good place to me now. Especially with PVP as an alternate or augmenting route of acquisition. Nooo idea where leveling came into play here, I thought we were just talking dungeon weapon and armor skins.
If you're merely talking about aesthetics then it's a hard sell, it could be twice as much and I wouldn't care, like the gold expense of cultural armor. It's just how much it costs. It's already been made more generous since launch. And I don't know if you're talking about just the low level dungeons, but another side effect of increasing token rewards would be an increased influx of gold into the economy because token are frequently converted into ectos... which also serves as a reason not to do it. Dungeons are already the best source of gold in the game, arguably by a considerable margin if you're converting every 180 tokens you get. I'd also argue that making anything in the game easier that is not currently too difficult would indicate the game had a desire to trend toward "just being easier over time" which strikes me as another reason not to do it.Aesthetics. Gold does not factor into badge acquisition rate discussion (plus, y'know, there's far better options for that >_>). Math was on two 2hweps or 1 2h+ 1mh+oh. Would be even worse with 4 1h weps.
And again, my argument is that there is no reason not to increase token rewards. The side-effect of increasing token rewards is burnout reduction. Given how alt-friendly the game currently is, this is a very desirable effect.
I'd be more comfortable with a universal token system, like badges of honor are.
Allllll kinds of good stuff.You know, I still haven't even tried sPVP. I really need to get round to it. What rewards do you get from it?
3 weapons, 1 piece of armor, and 240 tokens. plus yeah transmutation charges, tomes of knowledge, crafting mats, stuff to salvage+sell etcFor reference, if the wiki is correct, completing the reward track will give you 240 tokens + 1 piece of dungeon gear + other stuff. eh...
Can you really not see the inconsistencies in your statements?
If you're merely talking about aesthetics then it's a hard sell, it could be twice as much and I wouldn't care, like the gold expense of cultural armor. It's just how much it costs. It's already been made more generous since launch. And I don't know if you're talking about just the low level dungeons, but another side effect of increasing token rewards would be an increased influx of gold into the economy because token are frequently converted into ectos... which also serves as a reason not to do it. Dungeons are already the best source of gold in the game, arguably by a considerable margin if you're converting every 180 tokens you get. I'd also argue that making anything in the game easier that is not currently too difficult would indicate the game had a desire to trend toward "just being easier over time" which strikes me as another reason not to do it.
I loathe the idea of a universal token system especially with the addition of PvP tracks as an alternate route of acquisition. The armor pieces are supposed to at least nominally be associated with completing that dungeon and thus reflective of it aesthetically.
Even if I couldn't come up with a reason not to do it, targeting burnout reduction by amplifying the rewards of already-easy content seems to be pretty backwards to me. If you feel personally burnt out on a dungeon you should merely not do it anymore. You now even have the option of getting the entire set without even doing the dungeon a single time if the track is on rotation, which I actually don't even like conceptually that much, but consider it a fair trade because of how difficult skin acquisition used to be in PVP.
Allllll kinds of good stuff.
You pick a track and follow it through to completion, here's just one example: http://wiki.guildwars2.com/wiki/Balthazar_Back_Item_Reward_Track
3 weapons, 1 piece of armor, and 240 tokens. plus yeah transmutation charges, tomes of knowledge, crafting mats, stuff to salvage+sell etc
For sure... we will Saturday night but maybe there'd be desire to do a weeknight as well?Hawkian we need to boss blitz!
For sure... we will Saturday night but maybe there'd be desire to do a weeknight as well?
For sure... we will Saturday night but maybe there'd be desire to do a weeknight as well?
I don't know what you think makes that a positive, and I am happy to have my idea reinforced. I do not want guild wars 2 to do things that every mmo ever has done. Boss Blitz is new and temporary content.Making older content easier signals that the game is trending towards making older content easier, which it has already signaled. Several times over. Like every mmo ever. With the usual exception. Again like every mmo ever. (would be easier to drop this point, since the current patch just decreased boss blitz difficulty, and the previous one increased rewards)
sorry, don't get what you mean.Hard to argue that Glob acquisition rate getting a boost would affect the economy to any great extent. Plus, possible to manipulate ecto acquisition rate percentages at any time, if they wish. Also, making the world boss schedule fenomenally increased ease of ecto acquision rate. This is how the price of globs was impacted:
click all.
The heck happened in february?
That's fine. no reason to change it.I can't even relate to your anti-anti-burnout point, sorry =/
To me it's simply "will it negatively affect me? then no fucks given."
I don't know what you think makes that a positive, and I am happy to have my idea reinforced. I do not want guild wars 2 to do things that every mmo ever has done. Boss Blitz is new and temporary content.
sorry, don't get what you mean.
That's fine. no reason to change it.
It's also a good place to go when the commanders in EB tell you go 'go back to PvE or go die in EotM you useless shit".
Maybe you should've pushed when he told you to push.
Just kidding, glad we sorted it out. I get overly ornery when I feel sPvP/WvW players are unfairly branded as "toxic."
i don't agree the game is headed in that direction, so that's relevant.The first is on your idea of what you don't like. I pointed out that the game already is heading in the direction i proposed. Whether you like it or not is irrelevant. That is the path it is headed. As it has consistently displayed.
you're right, I misspokeThis is a complete tangent, btw. I am arguing for increasing rewards on content completion. You are arguing for not making the content easier. These are not the same.
can you clarify how you did that at all? what previous change were you attempting to illustrate having an effect/no effect on the economy?The second is an analysis of your supposed negative effect of moar ectos, which shows that the fear of increasing rewards is unwarranted.
Likely hit a certain number of posts, congrats on member status!Weird, could swear i was junior member in the morning. PROMOTIONS FOR ERRYBODY!
i don't agree the game is headed in that direction, so that's relevant.
you're right, I misspoke
can you clarify how you did that at all? what previous change were you attempting to illustrate having an effect/no effect on the economy?
Likely hit a certain number of posts, congrats on member status!
Another side effect of increasing token rewards would be an increased influx of gold into the economy because token are frequently converted into ectos... which also serves as a reason not to do it. Because i am a horrible human being.
really now.You mention that AC was nerfed to the ground every. single. time. we do it
Is it the only dungeon that has been made easier over time?
I can go through patch notes, if you like, but the first one i clicked already showed a lot of rebalancing.
You are free to disagree. You'd only be stubborn, tho.
Which event making ecto acquisition easier are you talking about?I linked historical price on ectos, showing that when supply significantly increases, price decreases, and that when they've recently made ecto acquisition easier, price was not majorly impacted.
EotM is a horrible training ground. It's only use is moving karma trains from WvW to EotM.
"Don't defend anything, we get more karma flipping it"
Which event making ecto acquisition easier are you talking about?
The World Boss Schedule, meaning the new way the timers work post-megaserver?The february burst i assume was some scarlet related nonsense. You can check offer volume in that link too. The most recent one would be the World Boss Schedule, which is a very reliable way of obtaining ectos, especially when coupled with the megas.Either way the point stands, if ecto supply increases, price decreases to accomodate, so fearing economical impact without (some) evidence is just FUD.
I don't understand, are you denying the points I made are things that occurred? Or they don't count? :/Fiiiiiiiiiiiiiiiiiiiiine, i'll go through the patch notes tracking every single instance of making dungeons easier i can find, then we'll compare penis sizes. Sigh. The things i do to prove people wrong. Will do after work, obv.
I'm talking about this sort of change with regard to "older content" of any stripe. I'm arguing that developer intent is not merely to make it easier over time.I can't follow this argument because there are two ways of defining "dungeons have become easier over time":
1) Developers deliberately changing dungeon parameters- there are examples of patch notes that made dungeons easier, harder, or just different. Developer intent can be subjective.
Of course, separate phenomenon. I think the endgame result is that for an experienced, skilled group AC Explorable takes roughly the same amount of time as it used to even though it is mechanically more challenging.2) Players become familiar with dungeon content thus it becomes easier- this is an inescapable trend affecting all PvE content. Developers can change parameters to shake this up too, but it amounts to turning over an hourglass.
Well, certainly nothing. I was drawing my conclusions from changes made with intent; Ghost Eater used to have no mechanics and died in 10 seconds, now it requires some coordination and unique mechanics. Old tequatl easy, new tequatl hard. Mere "ease by familiarity" is unavoidable, and not what either of us are referring to hopefully.This may seem like semantic musing, but I often ponder the link between PvE difficulty and familiarization with the content. As many have said, send a party of fully geared 80s who don't know the content into Ascalon Catacombs and they will wipe repeatedly. A month later, this same party will run the dungeon AFK. What, if anything, can I conclude about the difficulty of the dungeon?
okay no problem, sorry for keeping it going so long.Can Hawk and Corlionus stop fighting?
Fiiiiiiiiiiiiiiiiiiiiine, i'll go through the patch notes tracking every single instance of making dungeons easier i can find, then we'll compare penis sizes. Sigh. The things i do to prove people wrong. Will do after work, obv.
oh... shit. that's actually going to be a bit trickier -_-. I guess the traps will keep the people down there alive, but now it should be your two highest DPS down there rather than the two with the best sustain.wait what about the Champion Graveling Breeder? You have to actually kill it now?