Guildwars 2 Beta Thread

Page 35 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

Worthington

Golden Member
Apr 29, 2005
1,432
17
81
well, I didn't get to play nearly as much as I wanted but my thief started to get a little more interesting once I unlocked the 2nd utility slot. Trying to build some synergy between the utility options made things more interesting. Still though, I felt I just didn't seem to have the damage output of some of my party members (Ele, Necros I'm looking at you). And as said above, one little mistake as melee and you are dead.

I got to take part in one full lenghth dynamic event, not just the little facet I usually saw when the event warning popped up. That was pretty freaken awesome. I don't know if the rest of the full length events were broken, or if I just missed the next stage some how. If that's the case they really need to work on explaining the next stage so people don't just wander off.

Overall I had a blast playing. They definitely have some work to do but if they can get it polishied up they'll have a winner on their hands.
 

Zenoth

Diamond Member
Jan 29, 2005
5,196
197
106
Got questions about it since the beta started (I haven't pre-ordered).

º How is the loot system? Do you have a few chances to find "rare" items from regular mobs (of similar levels of course, levels comparable to yours or to that of the mob I mean)? Or do you only find "trash" stuff from regular mobs and absolutely have to take down "unique" monsters or bosses in groups to find "worthy" items? And finally, if a group is formed and items drop, are the dropped items given to everyone in the group or will only one person get it from the highest roll?

º Is the combat system similar to Tera and/or DC Universe Online? If any of you also played either of those please let me know (I've played both Tera and DCUO). By that I mean... do you actually have to aim "at" the mob or do we still have to lock-on one target?

º Is the so called "dynamic" events system similar to or better than that of RIFT's? I've played RIFT for two weeks and I noticed randomized (but very localized) events that I never saw, it seems to be well fleshed-out in RIFT (of course the game has been released for a while now, I'm aware). You guys think it'll work as intended or does it look like it's going to be much more linear and predictable than the devs lead us to believe?

º How is the character customization? Are we limited to only a few presets? Or can we change character's polygonal shapes, textures and colors via multiple sliders for the head/body?

Thanks.
 

GaiaHunter

Diamond Member
Jul 13, 2008
3,650
218
106
It is ended... sniff sniff...

Other than the server bugs and cash shop related bugs it has been pretty good.

Some tweaks should be done and, early levels at least, ranged weapons seems to be a lot easier than melee weapons.

I didn't like that I got 7 mystic chests and not a single mystic key in around 24 hours of playing.

I also dislike the rate of respawn of some of the random mobs and some events repeat too quickly.

The game can be a bit overwhelming, especially since we know we have only so much time to play and want to experience everything, but once you give it some time things start to slot in to place and being much more enjoyable.

Basically you are a new person traveling around the world, wishing to see everything if you don't do any personal story.

And the world, for the most part, seems alive and real (the cities feel like real cities).

The game allows you to play solo or in a small group and experience large scale encounters with several people and or npcs.

From the get go one will never be annoyed to see another player - they are friends, there is a tremendous sense of comradeship (maybe simple because all of us are new to this game) even if it is mostly silent (but again maybe it is simple because we are all new and trying to absorb the game).

It is great fun. The problems seem to be mostly solvable (most of them aren't gameplay related and fall under beta bugs anyway):

Eagerly waiting for the next BWE and for the game release.

PS: I think I forgot to mention one thing that I love is the fight to survive/downed mechanic.
In most games many times you die without even realizing what happened - you are alive and now you are dead.
Not so in GW2. Even if you are downed without realizing, when you are down you know you are in peril of dying and it is extremely satisfying to kill the guy that is trying to kill you, by throwing rocks at him the instant before you would die and Rally. It is awesome.
 
Last edited:

Worthington

Golden Member
Apr 29, 2005
1,432
17
81
I *think* the dynamic events were repeated so quickly because of the nubmer of people in the zone. The more people, the quicker the events reset so everyone to participate.
 

HarvardAce

Senior member
Mar 3, 2005
233
0
71
º How is the loot system? Do you have a few chances to find "rare" items from regular mobs (of similar levels of course, levels comparable to yours or to that of the mob I mean)? Or do you only find "trash" stuff from regular mobs and absolutely have to take down "unique" monsters or bosses in groups to find "worthy" items? And finally, if a group is formed and items drop, are the dropped items given to everyone in the group or will only one person get it from the highest roll?

I received some decent items from random mobs, but I was able to craft better items than that. Quest items were fairly decent but I often had better crafted items. Many games have an issue where by the time you have the skill and materials to craft an item, you have found better gear. I consistently was able to produce gear 5-10 levels higher than me.

I didn't do any instanced dungeons, but the champion-type event mobs didn't drop anything great. I didn't group up with anyone so I can't tell you how loot is distributed.

º Is the combat system similar to Tera and/or DC Universe Online? If any of you also played either of those please let me know (I've played both Tera and DCUO). By that I mean... do you actually have to aim "at" the mob or do we still have to lock-on one target?
It's a bit of a mix. You don't have to aim -- it is still target a mob and click your abilities (unless they are untargeted AOEs). That said, positioning is very important as you'll be moving around a lot trying to avoid attacks and dodging.

º Is the so called "dynamic" events system similar to or better than that of RIFT's? I've played RIFT for two weeks and I noticed randomized (but very localized) events that I never saw, it seems to be well fleshed-out in RIFT (of course the game has been released for a while now, I'm aware). You guys think it'll work as intended or does it look like it's going to be much more linear and predictable than the devs lead us to believe?
I think it's better, if only because the events are sort of continuous -- in other words, the mobs that took over a town don't despawn after a while -- you actually have to go out and kill them and push them back. The events I participated in were fun. That said, the events while varied in the newbie zones did tend to repeat every hour or so.

º How is the character customization? Are we limited to only a few presets? Or can we change character's polygonal shapes, textures and colors via multiple sliders for the head/body?
It's not too bad, you do have fairly fine-tuned control over the face and height. For body build, you have around 8-10 different presets, a few of which are similar in shape but just have more "toned" or "ripped" textures.
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
1
81
Has there been any indication of an open beta test in the future? Not really interested in pre-ordering.
 

gothamhunter

Diamond Member
Apr 20, 2010
4,464
6
81
I think my favorites thus far are the dagger necros and broadsword mesmer. Ele is awesome too just with the fact that you get so many abilities because of your ability to switch attunments. I didn't play a ranger but I think I'd like it.

I don't think the necro is OP...dual daggers is pretty powerful with the life leech, but mine became incredibly squishly later on due to only light armor. I had to make sure I kept myself alive rather than just sit there and leech health.
 

GaiaHunter

Diamond Member
Jul 13, 2008
3,650
218
106
Got questions about it since the beta started (I haven't pre-ordered).

1º How is the loot system? Do you have a few chances to find "rare" items from regular mobs (of similar levels of course, levels comparable to yours or to that of the mob I mean)? Or do you only find "trash" stuff from regular mobs and absolutely have to take down "unique" monsters or bosses in groups to find "worthy" items? And finally, if a group is formed and items drop, are the dropped items given to everyone in the group or will only one person get it from the highest roll?

2º Is the combat system similar to Tera and/or DC Universe Online? If any of you also played either of those please let me know (I've played both Tera and DCUO). By that I mean... do you actually have to aim "at" the mob or do we still have to lock-on one target?

3º Is the so called "dynamic" events system similar to or better than that of RIFT's? I've played RIFT for two weeks and I noticed randomized (but very localized) events that I never saw, it seems to be well fleshed-out in RIFT (of course the game has been released for a while now, I'm aware). You guys think it'll work as intended or does it look like it's going to be much more linear and predictable than the devs lead us to believe?

4º How is the character customization? Are we limited to only a few presets? Or can we change character's polygonal shapes, textures and colors via multiple sliders for the head/body?
Thanks.

1) Most of the items I've found were white and blue. They can drop from every mob. Most of the loot you get are salvageable items or items used to craft. Only a minority of the items were merchant fodder.

Additionally there are several merchants spread around that will sell max stats equipment for every 5 levels, this is, on a level 5 area you will find a merchant that will sell equipment for level 5 and level 10. On a level 10 area you will find a merchant that sells level 10 and level 15 equipment. This is equipment is cheap and it is max damage and max defense (if it is higher damage or defense it won't be that level but higher).

Additionally you can craft max equipment for your level, that is no way inferior to drops.

Clearly better equipment makes a big difference, even at low levels.

2) The combat isn't wow or tera.
You can tag a mob and the game will help you hitting hit.
On the other hand you don't need to tag a mob - if you shoot/swing your sword and something is on the way it will get hit.
If you target a mob and another mob gets in the way, that mob gets hit.
Your skills will fire with no target or if you are out of range.
Most skills aren't homing, but targets have a hit box, so it isn't like on FPS where you can select where to hit.

3) First one has to understand that we only saw low level areas.

Some events like "the escort the caravan" or "kill the brood mother" are single stage events.

Others involve multiple stages.
For example in one around the norn area, you went gather ore from the dredge, then the dredge would try to repair their defensive tower (I'm not sure if in the beginning of the event one had to defeat the dredge tower) and if you won you would then try to kill the leader of the dredge.
A similar one in the human area involved defending the lumber mill from the skritt that wanted to steal the tools. If you succeed in defending, then you would escort a guy that would drop a nuke in the skritt den.

The thing is that with so many people around it is hard to fail these events and to see what happens in case of defeat. I only failed 2 with my charr warrior, one against a rock hard blood charr shaman that just seems to annihilate everyone (or we were just failing to understand some mechanic - my gf said something about power sources) and another was in a more remote area that it was actually 4 or 5 levels higher than me where the grawl shamans completed their ritual after killing us all, but I didn't returned to check what happened next.

There is also a very long one that zinfamous talked about, the centaur and the fort, but unfortunately when I was arriving there last night with my engineer the game crashed and that character became unusable (every time I loaded it crashed again).

It has potential to be really good and varied, but until I can see later zones it is hard to give you an absolute answer. The ones I played were good and you felt on a multiplayer game, surrounded by players, fighting, buffing, reviving, etc.

4) You have some presets but than you have sliders than can adjust a healthy number of characteristics, like nose width at the bridge and at the base, chin width/angle, eye color, eye size, iris size, etc.

It is similar to dragon age actually.
 
Last edited:

GaiaHunter

Diamond Member
Jul 13, 2008
3,650
218
106
Has there been any indication of an open beta test in the future? Not really interested in pre-ordering.

Considering they had 48 servers and half of them were full and the other half were medium or high population, I doubt it.
 

zinfamous

No Lifer
Jul 12, 2006
111,103
30,060
146
Got questions about it since the beta started (I haven't pre-ordered).

º How is the loot system? Do you have a few chances to find "rare" items from regular mobs (of similar levels of course, levels comparable to yours or to that of the mob I mean)? Or do you only find "trash" stuff from regular mobs and absolutely have to take down "unique" monsters or bosses in groups to find "worthy" items? And finally, if a group is formed and items drop, are the dropped items given to everyone in the group or will only one person get it from the highest roll?

I found a super green rifle off a level 21 horned sheep last night. Like regular animals, this is a non-aggressive that will attack when attacked. Another ATer was with me most of the time last night and can attest to that. (I was level 17 or 18 at that time, and the rifle dropped for level 20).

Btw, this other ATer is now nicknamed "Bambi," due to an earlier incident aggroing a vicious level 24 doe. I shit you not. that fucking murderous doe took both of us out. We were fighting one centaur, then the doe came in. I was able to kight and fight off the centaur after my buddy took a dirt nap, and almost had that doe, until one nasty hoof to the jaw put me down.


º Is the combat system similar to Tera and/or DC Universe Online? If any of you also played either of those please let me know (I've played both Tera and DCUO). By that I mean... do you actually have to aim "at" the mob or do we still have to lock-on one target?

haven't played the others, but it is very much lock-on target and activate skill keys, like most MMO. Though, it is still bit different from other MMOs. the dodge mechanic is integral, so it might feel a bit mroe action-oriented. You aren't going to run in and just mash the same skills over and over based on what you think your role might be, because such classic roles simply do not exist in this game.

strangely, default for casters is to aim and place ground targeted spells. It takes some getting used to, but for some it is essential--Nec ground spells act more like traps and are triggered when enemies activate them, so you want to place them ahead of time. You can set this to autocast wherever your cursor is, though.

º Is the so called "dynamic" events system similar to or better than that of RIFT's? I've played RIFT for two weeks and I noticed randomized (but very localized) events that I never saw, it seems to be well fleshed-out in RIFT (of course the game has been released for a while now, I'm aware). You guys think it'll work as intended or does it look like it's going to be much more linear and predictable than the devs lead us to believe?

I think it works well, but needs some work. In some places--Char starter area, several of these events are stacked on top of each other in very small areas. each one has about 2 or 3
sequences. While they don't spawn at the same time, they happen concurrently. It's rather difficult to keep track of them. In other cases, like an outpost in the 2nd region for human characters, 2 unrelated events can be timed, or just happen to appear in a rather synergistic way. We were grouping yesterday, one event helping a patrol around the outpost, taking out bandits. Once we were done with that, a trading caravan popped up on the pathway leading from the outpost ready to make its run. You could just run straight from one to the other. Their is a lot of herding in the game, so far. Not sure if that will break when the game grows some legs and players find themselves wanting to go their own way most of the time. However, there is no "questing system." "quests" are tied to helping others and performing tasks for them (yes, like most questing) and events that are tied around those areas. So to enjoy the content, people will likely be sticking to the system as designed. But again, maybe that isn't a big deal, because:

Events scale dynamically, of course, and I have found they do it rather well. My favorite event so far is in a mid-later area of the human starter zone. A fort is overrun by centaurs, and your task is to raid and destroy their weapons. I came into this first event mid-way, and their was a group of maybe 15 or so players working on it, and it was insane--mobs of centaurs, people running around like mad, but actually quite focused by this point, as the players at that stage had become familiar. I show up with a bunch of players down and manage to scatter one mob long enough to begin reviving some people, who then get up and start mass reviving (it's always best to stack revives on players). then we clear out the mob, and the centaurs flee. We collectively chase them as they flee and wipe them out while they are in retreat--highly satisfying.
Then everyone waits. about 3 minutes later, the new event pops up while cleaning up the centaur weapon caches. The centaurs are mounting a counterattack, and you have to fend off 7 waves (as Total Biscuit described in one of his videos--I wish they would jsut get rid of the "how many items/tasks/waves to complete" mechanic). They came back in force, and it was punishing. we fought through the 5th wave, but the 6th came from 3 sides and beat us down. Brutal.


Another time, I was strolling by the area and saw some centaurs rushing through the gate, I'm thinking--"It's one!" I run in and clear out those bunched at the gate and chaos storm (melts mobs) those swarming around the very few people inside. I start rezzing bodies, and am feeling all good about helping players...then realize it's all NPCs. LoL. Well, the centaurs return, and with the 6 NPCs, manage to fend off 4 waves, while 2 or 3 other players show up. We finish off the waves, which if they had spawned with the same group that numbers close to 20, would not have been possible.


º How is the character customization? Are we limited to only a few presets? Or can we change character's polygonal shapes, textures and colors via multiple sliders for the head/body?

There are sliders for individual face features, at the moment, but the rest is rather typical.
 

Zenoth

Diamond Member
Jan 29, 2005
5,196
197
106
@ GaiaHunter & @ HarvardAce

Thanks a lot to both of you guys, it answers my questions.

I'll definitely keep a eye on GW2 (always did, but from now on, considering to pre-order).

Thanks again guys, appreciated.

EDIT: And, @ zinfamous, thanks as well!
 

zinfamous

No Lifer
Jul 12, 2006
111,103
30,060
146
Has there been any indication of an open beta test in the future? Not really interested in pre-ordering.

well, I think they had more interest than anticipated, which is why the pre-purchase "sold out."

The idea is that anyone could get invites if they sign up, but all pre-purchasers were guaranteed invites. Based on last weekends lag issues (which was mostly fixed by overflow--though Overflow over the weekend had serious problems--teammates being split in instances, no ability to select which overflow, etc), I kind of doubt they will be inviting people who only registered. :\
 

zinfamous

No Lifer
Jul 12, 2006
111,103
30,060
146
It is ended... sniff sniff...

Other than the server bugs and cash shop related bugs it has been pretty good.

Some tweaks should be done and, early levels at least, ranged weapons seems to be a lot easier than melee weapons.

I didn't like that I got 7 mystic chests and not a single mystic key in around 24 hours of playing.

I also dislike the rate of respawn of some of the random mobs and some events repeat too quickly.

the mystic keys are available at the gem shop, and I actually did receive one as some reward--forget which reward, maybe one of those world-wide dailies?

Gems, by the way, can be purchased with in-game gold. It's not only with real money.

And yes--the number one gripe for myself and others I have spoken with is the spawn rate. It must be fixed. Either reduce the mob number/increase spread or reset the timer. I'd also like to see enemy mobs as red dots on my minimap....unless people consider that an immersion breaker?

how about this: every virgin zone has no details. Once you venture out and uncover that area and fight the mobs, they are now forever marked on your compass?
 

zinfamous

No Lifer
Jul 12, 2006
111,103
30,060
146
The game can be a bit overwhelming, especially since we know we have only so much time to play and want to experience everything, but once you give it some time things start to slot in to place and being much more enjoyable.


PS: I think I forgot to mention one thing that I love is the fight to survive/downed mechanic.
In most games many times you die without even realizing what happened - you are alive and now you are dead.
Not so in GW2. Even if you are downed without realizing, when you are down you know you are in peril of dying and it is extremely satisfying to kill the guy that is trying to kill you, by throwing rocks at him the instant before you would die and Rally. It is awesome.

Also: yes, I had hoped to play several different characters and not unlock too much only to have it all erased. I tried Nec and thief, but I always gravitated back to my mes. Eventually, I just said ef it and stayed on the mes and leveled up because I was having too much fun playing her.

One concern is that the current build is so punishing at low levels, that many people will bow out of the class or the game entirely before reaching that level 12-13 sweet spot, where your class really starts to open up.

and has for down and rally--I like the mechanic, but when you are ambushed, it is because the dude is a mere one or 2 levels above you, and seeing as how he just one-shotted you, you have no chance of taking him out while down.
UNLESS, and this happens, some noble player rushes up and helps you recover. I've done this, and I see it done--people prioritize revive and just take damage as long as they can. And we know why--broken armor is punishing!
 

zinfamous

No Lifer
Jul 12, 2006
111,103
30,060
146
I think my favorites thus far are the dagger necros and broadsword mesmer. Ele is awesome too just with the fact that you get so many abilities because of your ability to switch attunments. I didn't play a ranger but I think I'd like it.

I don't think the necro is OP...dual daggers is pretty powerful with the life leech, but mine became incredibly squishly later on due to only light armor. I had to make sure I kept myself alive rather than just sit there and leech health.

scepter/pistol mesmer is leet. trust me. broadsword is fun and novel at first, but it's only good because of one skill--the increased damage with range laser thingy that doesn't even need to be unlocked.

scep/pistol + staff mesmer is like a PvE wrecking machine, once you are able to start buffing your clones through traits and can explode and replace them effectively.

I liked sword/pistol for a while...but mesmer doesn't want to be mele. hell, nothing in this game right now wants to be mele. so why make the squishiest class be mele?
 

SLU Aequitas

Golden Member
Jul 13, 2007
1,252
26
91
Things I learned:

1.) Do not fight deer. Ever. Seriously, OHK with over 3000 damage. I've since taken to consistently rewatching the scene where Bambi's mother dies over and over again. WHO HAD THE LAST LAUGH NOW BAMBI?!?!

2.) In a similar vein, even the most innocuous of creatures in GW2 can spell your doom; for instance, sheep with horns apparently are exercising their 2nd and are packing heat. I kid you not, Zin found an awesome rifle on a level 24 sheep. :awe:

3.) GW2's world is remarkably crafted and beautiful. It's truly alive with dynamic events, and graphically it's so damn purty. Really, dynamic events are a huge game changer and absolutely make the PvE experience worth playing.

4.) GW2's personal story alternates between horrid and ok; but then again, I'm mostly just doing the early stages for a reward.

5.) As an Elementalist, I was beyond squishy this weekend. I think of all the classes she is the most squishy, lacking any real defense mechanisms until the last weapon unlocks, and even those are short duration invulnerabilities.

6.) Spawn system is completely broken. They need to set up dynamic respawns based on the number of people in the area. Two people running an area with respawns almost every 30 seconds makes it nearly impossible to clear--couple that with a boss/skill event, and you're screwed. Couple this with a very punishing death penalty (I'm talking about armor breakage primarily), and it made me want to scream on more than one instance.

7.) Particle system is completely overdone. It is literally impossible to see anything, and this is far worse for any melee characters. As is, casting aoe's is nearly impossible even with the green overlay during fights with more than four people, it IS impossible if you prefer the instant cast option. You will literally have no idea what the hell is going on. If this and #6 are not fixed, this game will not be a PvP game IMHO.

Overall, loved this game over the weekend, but the glaring issues NEED to be fixed.
 

Merad

Platinum Member
May 31, 2010
2,586
19
81
Some events like "the escort the caravan" or "kill the brood mother" are single stage events.

Actually caravan events can be multi stage, at least if you fail the escort. Happened to me yesterday morning. The caravan owners (?) stood there and said a few lines about how they were screwed now, and declared they were going to get their stuff back from the bandits. Then they actually ran over to the nearest bandit camp and started a gather items event. Was actually pretty cool to watch it unfold.
 

GaiaHunter

Diamond Member
Jul 13, 2008
3,650
218
106
the mystic keys are available at the gem shop, and I actually did receive one as some reward--forget which reward, maybe one of those world-wide dailies?

Gems, by the way, can be purchased with in-game gold. It's not only with real money.

And yes--the number one gripe for myself and others I have spoken with is the spawn rate. It must be fixed. Either reduce the mob number/increase spread or reset the timer. I'd also like to see enemy mobs as red dots on my minimap....unless people consider that an immersion breaker?

how about this: every virgin zone has no details. Once you venture out and uncover that area and fight the mobs, they are now forever marked on your compass?

While the gems can be purchased by in game gold the feasibility of it remain to be seen - 7 keys in around 20 hours of play is 825 gems and that is 10 euros. I can play as much as 100+ hours per month, so if the drop rate for those things remain unchanged, 50€ a month just on that is quite steep (sure I can possibly sell the chests and buy gems with gold but depends on exchange rate).

Yes, I love red dots on the radar and I could use a smaller map overlay as well.
 

GaiaHunter

Diamond Member
Jul 13, 2008
3,650
218
106
and has for down and rally--I like the mechanic, but when you are ambushed, it is because the dude is a mere one or 2 levels above you, and seeing as how he just one-shotted you, you have no chance of taking him out while down.
UNLESS, and this happens, some noble player rushes up and helps you recover. I've done this, and I see it done--people prioritize revive and just take damage as long as they can. And we know why--broken armor is punishing!

Occasionally there are low level mobs around. This mostly happened as I was a warrior though, and can be really good... unless there is a fucking blood charr shaman wiping everyone with a sneeze.
 

gothamhunter

Diamond Member
Apr 20, 2010
4,464
6
81
scepter/pistol mesmer is leet. trust me. broadsword is fun and novel at first, but it's only good because of one skill--the increased damage with range laser thingy that doesn't even need to be unlocked.

scep/pistol + staff mesmer is like a PvE wrecking machine, once you are able to start buffing your clones through traits and can explode and replace them effectively.

I liked sword/pistol for a while...but mesmer doesn't want to be mele. hell, nothing in this game right now wants to be mele. so why make the squishiest class be mele?

I didn't do scep/pistol, but I disagree about the broadsword. What about the knockback wave or the multi-target sword? Those are all good skills, and the one that stabs the sword through the ground is pretty powerful.

I love the Mesmer mechanics, but man did the illusions suck, at least for me. It was mainly one of two cases: 1 - I got illusions out but the mob already died, causing them to die, or 2 - I would send my illusions to go explode onto an enemy and he moved a few feet and the explosion didn't hurt him/her.
 

zinfamous

No Lifer
Jul 12, 2006
111,103
30,060
146
Things I learned:

1.) Do not fight deer. Ever. Seriously, OHK with over 3000 damage. I've since taken to consistently rewatching the scene where Bambi's mother dies over and over again. WHO HAD THE LAST LAUGH NOW BAMBI?!?!

2.) In a similar vein, even the most innocuous of creatures in GW2 can spell your doom; for instance, sheep with horns apparently are exercising their 2nd and are packing heat. I kid you not, Zin found an awesome rifle on a level 24 sheep. :awe:

4.) GW2's personal story alternates between horrid and ok; but then again, I'm mostly just doing the early stages for a reward.

7.) Particle system is completely overdone. It is literally impossible to see anything, and this is far worse for any melee characters. As is, casting aoe's is nearly impossible even with the green overlay during fights with more than four people, it IS impossible if you prefer the instant cast option. You will literally have no idea what the hell is going on. If this and #6 are not fixed, this game will not be a PvP game IMHO.

Oh, Hello Bambi!

I do believe that well-armed sheep was level 21, though. It was the horns that made him terrifying. Remember: we were able to camp and farm him a few times to try and get some more heat. If he was 24 like that doe on the other side of the map, we could not have farmed him, haha.

Also, nothing happened with the "dev event" last night. it was merely fighting the Legendary White Rabbit (yes, all--tougher than the shadow behemoth). After, it was just people running around like mad, hoping, praying there was more. Then, I just got booted when the servers shut down. There was no announcement or anything, hah.

I need to post picks of the white rabbit battle, though. It gives everyone a good sense of the glaring particle issue In GW. Those pictures aren't nearly as good as the earlier ones--and that is the point. But it's hilarious watching a mob of 100 try to massacre the bunny, unleashing everything on, save the only device that can truly kill it:

Actually caravan events can be multi stage, at least if you fail the escort. Happened to me yesterday morning. The caravan owners (?) stood there and said a few lines about how they were screwed now, and declared they were going to get their stuff back from the bandits. Then they actually ran over to the nearest bandit camp and started a gather items event. Was actually pretty cool to watch it unfold.

Oh, that is awesome. I really like the bandit events just inside the main entrance to Kessex Hills.

One of the trader caravans--from the monastery (delivering brews), I activated it just to send them on their way and watch them die. I was feeling particularly mischievous.
There was no one around, so I thought--this will be great, let's see what happens. Low and behold, here come 4 or 5 players out of nowhere to join in and escort them after they get the notice of the nearby event.

Of course I left, because those dudes ruined my own personal meta-event.

 
Last edited:

zinfamous

No Lifer
Jul 12, 2006
111,103
30,060
146
While the gems can be purchased by in game gold the feasibility of it remain to be seen - 7 keys in around 20 hours of play is 825 gems and that is 10 euros. I can play as much as 100+ hours per month, so if the drop rate for those things remain unchanged, 50€ a month just on that is quite steep (sure I can possibly sell the chests and buy gems with gold but depends on exchange rate).

Yes, I love red dots on the radar and I could use a smaller map overlay as well.

I imagine selling the chests can be quite lucrative. And frankly, if current mechanics stand, cash is HARD to come by. best bet is to probably sell every chest you can early on, unlocked, and build your empire. Soon, you'll be able to turn around and dictate prices on whatever you want to buy/sell.

I actually like the current compass size, but GW 1 updated quite some time ago to allow personal UI customization, I'd be astonished is such features aren't soon available, if even on release. I'd also like to see a mechanic like ToR--where you open up the full screen map and if you want to move, it becomes transparent over the world, so you can map while you map, because you like to map and explore... :hmm:

You can already move while in the world map, by following your player cursor...but that is kind of useless, you know? you get stuck on some unseen barrier, or worse: ambushed by a doe!

You can currently zoom the compass in and out, which is nice, and the compass pinging and drawing/strategy is already in place like in GW1, which is great. Though I'd like the drawing to have less of a fade time and a more obvious color. The compass is too busy to effectively see what you are drawing.
 

zinfamous

No Lifer
Jul 12, 2006
111,103
30,060
146
I didn't do scep/pistol, but I disagree about the broadsword. What about the knockback wave or the multi-target sword? Those are all good skills, and the one that stabs the sword through the ground is pretty powerful.

I love the Mesmer mechanics, but man did the illusions suck, at least for me. It was mainly one of two cases: 1 - I got illusions out but the mob already died, causing them to die, or 2 - I would send my illusions to go explode onto an enemy and he moved a few feet and the explosion didn't hurt him/her.

yeah, that is the main complaint with illusions, and it really takes level 15 or so to get them running well. Their squishiness doesn't need to be changed, because it is already fixed in the class--you just to spec them properly. What does need to change is bind on target--they should be a non-direct cast. Or, at least, a few of them should. the dual phantasms particularly. That is a problem with them disappearing as soon as one target is defeated. Then again, becoming effective with cycling targets and casting clones would help...but then your dispersing damage in a class that is already low damage, save for 2 or 3 skills. I also avoided explosions for some time, but once I was able to keep clones constantly out, make them go boom in a few seconds, then completely replace them, all was good with the world.

This what is so good about scepter-the chain skill spawns another clone on the 3rd chain, whether or not it is on the initial target of the chain. As long as you activate it the 3rd time, it will auto-target the next enemy and spawn a new clone. It might get nerfed, actually. :/

I think greatsword is fun and great (I honestly should have given it more attention, but I became so enamored with illusionary dualist and, well, you get easily pushed to avoid mele--not that greatsword mele on mesmer, it's just a mental thing for me, I guess--that i jsut got bored with it. I also don't like running 2 two-handed sets. Maybe it's aesthetics, but it's also the stacking bonuses you get from having both hands equipped. I don't see running any mesmer without a staff ever being a good idea, so that leaves the 2nd set, for me, a dual wield set.

I think Greatsword is best utilized in PvP--and probably one of the better PvP classes out there. Staff/greatsword mes with blink and knock-back, portals (once the meatheads in your group figure out how to follow you with your portals! :sneaky signet of illusions (the random buff generator that you can spam to all allies) and the illusion that attacks, buffs and debuffs; and the absolute glory that is Chaos storm and chaotic wind (whatever the 1 skill is on staff--the spammy multi-buff/debuff skill that bounces around)


But you know what I really like to see: pistol int he main hand...or freaking dual wield pistols, or hell--dual wield sceptors! :awe:

Nec might still be the best at PvP, though....that crazy sumbitch dagger tank.


One of the things that I wasn't sure about going in, was the weapon-skill bind system. I came to really dig once it all started to make sense (Indeed--your first task with any class is to grab all your class weapons and offhands and unlock all those weapon skills).

However, I still fear that it is too limiting and will make for less variety with play-styles, unlike what became so awesome with GW1--the holy tinrity was there, but it got to be where just about any class could effectively play each role, with the proper build. I always like that. "Grr we're all monks! whatever will we do? No sweat--Jimmy will roll an invincimonk tank, Bob and Joe will heal, and the rest of us will go DPS."

With dual classes, you can do pretty much anything, any time you want to. So, I'm worried that loss of the amazing skill variety will hurt replayability, but time will tell. And that just reminded me---No secondary class in GW2? !!

 
Last edited:
sale-70-410-exam    | Exam-200-125-pdf    | we-sale-70-410-exam    | hot-sale-70-410-exam    | Latest-exam-700-603-Dumps    | Dumps-98-363-exams-date    | Certs-200-125-date    | Dumps-300-075-exams-date    | hot-sale-book-C8010-726-book    | Hot-Sale-200-310-Exam    | Exam-Description-200-310-dumps?    | hot-sale-book-200-125-book    | Latest-Updated-300-209-Exam    | Dumps-210-260-exams-date    | Download-200-125-Exam-PDF    | Exam-Description-300-101-dumps    | Certs-300-101-date    | Hot-Sale-300-075-Exam    | Latest-exam-200-125-Dumps    | Exam-Description-200-125-dumps    | Latest-Updated-300-075-Exam    | hot-sale-book-210-260-book    | Dumps-200-901-exams-date    | Certs-200-901-date    | Latest-exam-1Z0-062-Dumps    | Hot-Sale-1Z0-062-Exam    | Certs-CSSLP-date    | 100%-Pass-70-383-Exams    | Latest-JN0-360-real-exam-questions    | 100%-Pass-4A0-100-Real-Exam-Questions    | Dumps-300-135-exams-date    | Passed-200-105-Tech-Exams    | Latest-Updated-200-310-Exam    | Download-300-070-Exam-PDF    | Hot-Sale-JN0-360-Exam    | 100%-Pass-JN0-360-Exams    | 100%-Pass-JN0-360-Real-Exam-Questions    | Dumps-JN0-360-exams-date    | Exam-Description-1Z0-876-dumps    | Latest-exam-1Z0-876-Dumps    | Dumps-HPE0-Y53-exams-date    | 2017-Latest-HPE0-Y53-Exam    | 100%-Pass-HPE0-Y53-Real-Exam-Questions    | Pass-4A0-100-Exam    | Latest-4A0-100-Questions    | Dumps-98-365-exams-date    | 2017-Latest-98-365-Exam    | 100%-Pass-VCS-254-Exams    | 2017-Latest-VCS-273-Exam    | Dumps-200-355-exams-date    | 2017-Latest-300-320-Exam    | Pass-300-101-Exam    | 100%-Pass-300-115-Exams    |
http://www.portvapes.co.uk/    | http://www.portvapes.co.uk/    |