I could be wrong as i never played runescape, but i'm guessing "99 skill" does something useful?
RuneScape has like 25 different skills you can level up. However, most skills end up giving benefits or unlocks below level 99. A lot of people in that game just grind to a level 99 skill so they can wear a skill cape (cape that only those with level 99 in that skill can wear, and use an unique emote with).
Guild Wars PvP titles however are truly pointless beside their cosmetic reward, unlike RuneScape skills, where skill levels are required to wield equipment, do quests, craft items, etc with.
There is not a single time in Guild Wars where a player is forced into a grindfest to unlock content or to progress their character. The only times are when you need the Factions requirement in Factions campaign, and that's doable in an hour or two by just completing the quests in the area.
The other is Sunspear reputation in Nightfall, which won't be noticable unless you're the type that rushes through content. Otherwise it's easily achievable through questing or exploring in the area with having Sunspear bounties on.
Well, let's say almost every title is about grindfest though... I can understand some are not the first time you do it on a character, but doing vanquishs/guardians on every characters + reputation titles are a pure grindfest...
In my opinion, the problem is that, basically, if you remove the grindfest titles, there's nothing to do in Guild Wars once you finished the game( concerning PvE)...
That's not especially bad usually, if PvP has something to offer, which is obviously not really the case... It used to be fun to play, but it has turned into a grindfest about who's playing the most to get most points on a bar( because yes, for few months, quantity is better than quality ...)...
4) Skill balance is atrocious; nerfing Fevered Dreams where dervishes were the problem was utter laziness and thoughtlessness.
Explain. If the aim is to keep Dervishes equally viable frontliners as Warriors (which they are, at the moment) then how would you balance things such that they retain a niche?
I'll tell you what I see the update as. The proposed niche for Dervishes is condition spam. Nerf to FD makes Dervishes viable while keeping condition spam builds balanced. If instead Dervishes had been nerfed directly while keeping FD the way it was, it would be that much harder (if not outright impossible) to keep Dervishes viable.
Of course, you could say "but Dervishes and Assassins and Ritualists and Paragons should've been removed from the game anyway", like all the other GW-was-awesome-Nightfall-killed-it complainers do. Your call.
Explain. If the aim is to keep Dervishes equally viable frontliners as Warriors (which they are, at the moment) then how would you balance things such that they retain a niche?
I'll tell you what I see the update as. The proposed niche for Dervishes is condition spam. Nerf to FD makes Dervishes viable while keeping condition spam builds balanced. If instead Dervishes had been nerfed directly while keeping FD the way it was, it would be that much harder (if not outright impossible) to keep Dervishes viable.
Of course, you could say "but Dervishes and Assassins and Ritualists and Paragons should've been removed from the game anyway", like all the other GW-was-awesome-Nightfall-killed-it complainers do. Your call.
Don't tar me with the 'pre-NF regressive' brush. It's not me.
Dervishes were the problem with this build (which most guilds ran - a blaring siren of imbalance) and going after Fevered was the lazy way about it. There are ways of making them viable frontliners without having them roll their foreheads on their keyboards for undeservedly good results.
There were two ways about it: fix the disease or fix the symptom. They chose the easy one. And if it's really hard to make Dervs viable by fixing the core problem, that's neither my problem nor in my control. Test Krewe, anyone?
Let's have some more pets, tonics and costumes in the mean time.
Anyone can make vague statements like "there are ways of making [Dervs] viable frontliners". But can you offer concrete suggestions like "instead of removing Dazed from FD, ANet could have increased the recharge on Avatar of Balthazar" and then provide reasons to believe that such a change would still have left Dervishes viable?
You say there are ways of making them viable frontliners. What are they?
You should carefully choose your words, if you think real MMORPG's are about grinding you are wrong. Besides if you are right, I've been there. 300+ days played on RuneScape, nearly every WoW character to 80+ (levels were grinded mostly when it was way longer then currently). You eventually get tired of the LONG grinds and just want to do small grinds. However Guild Wars grinds are small compared to most MMORPG's except titles, PvP title grinds are longer than any 99 skill on RuneScape BY FAR.
Let's look at the Glad title, assuming you get 250 points per day, that's 800 days which is like 2.5 years just for one title putting most of your time into that specific title. Point is.. if you want to COMPLETE the game Guild Wars does have excessive grinds.
I believe we are all adults here and I don't have to "knit-pick proof" my posts, most people here understand simple analogies and comparisons. ive never played Runescape, nor do i intend to. However I played other MMORPGS, and all coincidentally (?) revolved around:
1- start a level 1
2- level to mid range
3- join a pve clan (a PvP clan will laugh you of the face of the game if you apply being a level 40, out of the 99 levels to cap )
4- use the pvers (or not, up to you) to get gear from raids and Xp parties etc
5- level to level cap, endless hours, days, weeks, months, years... of using the same 2-3 skills on theoretically the same mob.
6- apply to a PvP clan
7- if accepted, go pve + pvp with them. Most PVP would come to you while you PVE so you still have to kill the same mob. Or spend hours looking for enemies.
7.5- If not accepted, stay in care-bear clan till you can improve your gear
8. when you initiate pvp and target doesnt defend himself, you suffer bad consequences. When you die, you loose Xp or something else that you grind for hours towards.
With that base system found in almost every MMO, grind is inevitable to join the high end content. In GW, you can as soon as you cap the needed elites, which can take up to 2 weeks (of doing missions and quests to get to the town). If someone is grinding in GW and doesnt like grinding, they should look around at all the other stuff they could be doing instead in this game.
Also, 300 days is not much for a grind game since they are designed to keep you playing for years trying to achieve the barely achievable, a perfect character withy perfect gear and skills.
In GW, you are given all that when you get out of newbie areas (desert, kaieng, consulate docks). You are lvl caped, you have max gear, you only have to work on some elite skill captures but you easily get them as you advance, will take 1 week to get the basic elites needed. You don't spend years getting to lvl 83 to get the ONE skill that makes your class needed in a PvP clan and on a siege field. At level 83, it takes about 20 regular mob kills to get 0.01%.
Last edited by Maria The Princess; Aug 05, 2011 at 04:45 AM // 04:45..
I believe we are all adults here and I don't have to "knit-pick proof" my posts, most people here understand simple analogies and comparisons. ive never played Runescape, nor do i intend to. However I played other MMORPGS, and all coincidentally (?) revolved around:
1- start a level 1
2- level to mid range
3- join a pve clan (a PvP clan will laugh you of the face of the game if you apply being a level 40, out of the 99 levels to cap )
4- use the pvers (or not, up to you) to get gear from raids and Xp parties etc
5- level to level cap, endless hours, days, weeks, months, years... of using the same 2-3 skills on theoretically the same mob.
6- apply to a PvP clan
7- if accepted, go pve + pvp with them. Most PVP would come to you while you PVE so you still have to kill the same mob. Or spend hours looking for enemies.
7.5- If not accepted, stay in care-bear clan till you can improve your gear
8. when you initiate pvp and target doesnt defend himself, you suffer bad consequences. When you die, you loose Xp or something else that you grind for hours towards.
With that base system found in almost every MMO, grind is inevitable to join the high end content. In GW, you can as soon as you cap the needed elites, which can take up to 2 weeks (of doing missions and quests to get to the town). If someone is grinding in GW and doesnt like grinding, they should look around at all the other stuff they could be doing instead in this game.
Also, 300 days is not much for a grind game since they are designed to keep you playing for years trying to achieve the barely achievable, a perfect character withy perfect gear and skills.
In GW, you are given all that when you get out of newbie areas (desert, kaieng, consulate docks). You are lvl caped, you have max gear, you only have to work on some elite skill captures but you easily get them as you advance, will take 1 week to get the basic elites needed. You don't spend years getting to lvl 83 to get the ONE skill that makes your class needed in a PvP clan and on a siege field. At level 83, it takes about 20 regular mob kills to get 0.01%.
I think Vezoth and you are arguing about different things. You are arguing that in order to get to a "competitive level" stats wise, no-minimal grinding is required.
Vezoth is saying that in order to get 100% completion of everything possible in game, alot of grinding is required.
Both are true and factual statements.
While you are right in saying "Most/All grind in this game is optional," as in its not absolutely necessary to do in order to put one's self on an equal footing, numbers-wise, to other players (save PvE skills.) in order to "100%'ing" the game is generally not possible without grind.
Last edited by Reikai; Aug 05, 2011 at 05:07 AM // 05:07..
I didn't find serious grind until the last primary quests in Eye of the North, before the final quests. I did finish the Asura line, but the Dwarf and Ebon Vanguard are too hard for solo, at least for me. I spent hours on both of those quests, trying different heroes and skill builds.
I'm still looking forward to Guild Wars 2 because I think the gameplay will be different.
I didn't find serious grind until the last primary quests in Eye of the North, before the final quests. I did finish the Asura line, but the Dwarf and Ebon Vanguard are too hard for solo, at least for me. I spent hours on both of those quests, trying different heroes and skill builds.
Are you seriously calling failing a quest, improving your strategy and then finally succeeding (aka challenging content) a grind?
But there are standards when it comes to what is grind 'generally speaking'.
The most basic definition would be "Boring and repetitive gameplay".
But that depends in each player. Not everyone gets bored with the same things.
If I had to come up with a more specific definition that works for most people, it would be something like "to repeat the same thing again and again just to make certain numeric values go up, because them being high offers a direct or indirect advantage in combat".
So if there's no plot advancement, and you do always the same exact thing, and all you get from it is one or more numeric values in your character go up, and those numbers being high means your character may be better in combat, then that's grind.
You are no longer playing o have fun, you are spending time in the game without playing, so you can play later.
In GW I only see that when it comes to raising reputation titles. Increasing them to the max doesn't give that much of an advantage while using PvE skills compared to the lower ranks, but when it comes to the harder areas every little bit helps, and because of that some people feel compelled to raise those titles to the max.
Some people do enjoy this kind of grind. Why is that? Beats me.
Last edited by MithranArkanere; Aug 07, 2011 at 06:00 PM // 18:00..
I find it amazing that anet has supported this game for so long and there isnt even any monthly fees. The only glaring problem I have with this game is some classes arent strong enough for hard mode PvE and get discriminated out of pugs. Notably Rangers, Elementalists, and Dervishes. I dont play much PvP so i dont know how things are there.
I enjoyed GW a lot, but I can definitely see why they chose to give it up (for the most part) and move onto GW2. My biggest problem is definitely with the classes and skills system, it is completely impossible for certain classes to find groups, because they just aren't necessary for missions and as a mainly solo player, I don't like having to constantly manage my Heroes. I feel like I've spent more time figuring out the correct builds for my heroes than I have for my actual character, who as a warrior, does very little during the actual combat anyway.
Ursan Blessing was almost a good thing, because it put everyone back on an equal footing, it didn't matter what class someone was or what build they were using, you could bring anyone along and everyone could help out. That's the kind of attitude I'd like to see in GW2 - everyone can come, and everyone can help out (though obviously not with such a restricted set of skills).
I'm very grateful they've kept the game going for so long with updates and new quests, etc. I've just caught up with the Winds of Change line, and while killing all the afflicted through the areas was a bit tedious, it is great just to have new things to do and the story is pretty interesting, even if the writing isn't the best ever.
The only thing I don't like is how a lot of the titles are character based. This is preventing me from playing other professions for the most part, each time I try other professions something at the back of my mind says "Whats the point, stick to your main!"
The only thing I don't like is how a lot of the titles are character based. This is preventing me from playing other professions for the most part, each time I try other professions something at the back of my mind says "Whats the point, stick to your main!"
Yea, i feel the same way. While I would probably prefer play my rit or warrior over my paragon, i keep getting drawn back to the paragon because he is my "title char".
I also think that skill balance has completely fallen apart (in PvE). Honestly, the difference in power between the top of the scale (rits and necros) and the bottom (rangers and paragons) is massive. Unfortunately, anet isn't willing to introduce some much-needed nerfs to the top professions, and this in itself is hurting the game. I know that complete skill balance is nearly impossible due to the sheer number of skills in the game, but there are some easy steps that anet could take to at least improve skill balance somewhat, and they are proving to us right now that they are unwilling to do so. I wish they would just understand that skill balance needs to be "balanced" - it needs to include both nerfs to the OP skills and buffs to the underpowered skills.
I'd make the only things character based plot advancement, quests (excepting the PvP ones), heroes unlocked, skills learned and outposts visited, and everything else account-wide, including titles and customized items.
I'd make the only things character based plot advancement, quests (excepting the PvP ones), heroes unlocked, skills learned and outposts visited, and everything else account-wide, including titles and customized items.
I would support customized items but we already have enough account wide titles, I could see the rep titles becoming account wide though just because they feel like a grind to me.
I also think that skill balance has completely fallen apart (in PvE). Honestly, the difference in power between the top of the scale (rits and necros) and the bottom (rangers and paragons) is massive. Unfortunately, anet isn't willing to introduce some much-needed nerfs to the top professions, and this in itself is hurting the game. I know that complete skill balance is nearly impossible due to the sheer number of skills in the game, but there are some easy steps that anet could take to at least improve skill balance somewhat, and they are proving to us right now that they are unwilling to do so. I wish they would just understand that skill balance needs to be "balanced" - it needs to include both nerfs to the OP skills and buffs to the underpowered skills.
They are actually planning to tone down the armor-ignoring damage and update the elementalist, ranger and paragon, said Robert at his wiki's page. But, as he justified, the small size of the team and their current big projects (ex. WoC) makes it very hard to do it in a timely manner.
I hope that after WoC and before the next big project (Nightfall beyond?) they take some 2-3 months making all classes equally fair for PvE. For many people, having their main profession nearly useless is far more game-breaking than the lack of new content, IMO. At least for me.
In fact, I even fear to start WoC in the first place (an elementalist is my main, and that's the one character I want to finish WoC with) as I'll probably get bored to death watching my heroes do everything for me while I... do what? AP call and spam assassins? Or go pseudo spirit spammer? Or act like like a pseudo prots monk? I didn't chose an elementalist for this.
I would support customized items but we already have enough account wide titles, I could see the rep titles becoming account wide though just because they feel like a grind to me.
Having more than one GWAMM won't change anything in GW1 nor in GW2 so I don't see why not.
After all, achievements have been most of the account-wide for all games.