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Originally posted by BadaboomSo this armour is only useful/necessary for use in the new dungeon because of the new condition, Agony?
Originally posted by Badaboom So this armour is only useful/necessary for use in the new dungeon because of the new condition, Agony?
Higher stats work everywhere.
Currently playing: GW2Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
Originally posted by GeezerGamer Originally posted by DAS1337 Originally posted by GeezerGamer Originally posted by Torvaldr Originally posted by GeezerGamer It's not about the gear. It's about what we can do because of it.
Okay, I'll bite. What can we do becuase of it?
Really? You don't understand? Or are you just baiting me?
He's asking you a question that you can't answer. It's a good question.
You can go to an even harder dungeon to get even better loot... to go into meaningless PvP instances to get even better loot... to go to another dungeon and get better loot...
Yeah, not much of a real point.
I won't answer due to baiting. Your post proved why.
You don't answer because stats is an artificial way of gating content.
Difficulty of content isn't measured in stats.
A wolf hitting for 500 damage when I have 500 health is as hard/easy has a wolf hitting for 5000 damage when I have 5000 health.
Does anyone know the drop rate of the ring?
Looking at the dungeon something seems a bit different from the norm, any thoughts?
Also did ANET mean adding more Tiers or pieces of ascendant?
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
Originally posted by Gaia_Hunter Originally posted by Raekon I agree that it equals weak design when people add higher stats to equal harder mobs which are also based on higher stats only. However, that's something we don't really know cause "stronger content" could also mean: - more difficult dungeons - more difficult enemies as the AI using additional tactics they are given through environment, traps and such to make our life even harder than it already can be, instead of having higher stats only. As about GW1 I indeed "hated" the slavers exile and mostly the hard mode on places, cause if you went alone or with heroes (even with a full team sometimes), you mostly ended up at 60% death penalty in no time. I didn't say that someone with exotics isn't stronger than someone with rares or green/blue items. However, I saw level 35 people with green/blue items in the AC (as example), surviving much longer than level 80s with exotic or rare gear. This fact already speaks for itself in my opinion that if you don't know how to play your character well, no gear will help you in GW2. Yes the ascended items are adding +2 to +3 points over the stats of a exotic with gems in the rings case but even if it adds like that for the armor, it's still not gamebreaking, nor does it have to mean that . The gem on the exotics also gives you more combination possibilities cause you can mix things up through them more. In the ascended case you are going with what you have and that's it.
Again challenge has nothing to do with stats, so challenge can increase without changing stats, vide the mad king clock tower, no stats involved.
Since challenge isn't tied to stats we can drop that argument.
The second argument isn't very interesting - balance is always done at highest skill levels.
Beating a "noob" with a handicap doesn't meant the handicap isn't there, just means the skill gap is bigger than that.
So, this argument is also void.
The ring -. it is an example that shows exotic->ascendant differences. There will be rings matching all the possible exotic configurations.
Again, if ascendent weren't bis, legendaries wouldn't be updated to match ascendant stats.
Once again, void argument.
They are adding +stats because (some) people equate that to more power and progression.
It is all there.
I, that i'm not a game designer, could add te content, the skins, the infusion and agony mechanic without adding a tier of items that added more stats.
Anet is adding more stats because they want to since they are equating stats with power and progression.
- actually introducing a new armor with no difference to the exotics only because of the infusion slot would be dumb and that's why they added the slightly increased stats but with the difference that you are less flexible on changing them than you are with the gems on the exotics
Cause with a gem you could go as example: toughness, magic find, vitality while your armor has precision, power and so on...
The Ascended on the other hand, doesn't have such combos and it's either the one or the other and that's it.
Due to this you are boosting only 3 abilities with ascended while you can boost 6 abilities with exotics (even the stats are lower then).
- the skill gap argument isn't void, it just shows that designwise the game is still skill over power instead of unbalance through power like you are trying to prove here the whole time.
- you can take as many rings as you want configurationwise, there will still be the difference that with exotics you will be able to boost up to 6 stats while with ascended you can boost only 3.
This setup gives you a advantage on the 3 stats solely due to the higher stats but the exotics wearer is more flexible and has a boost on areas you don't have through the extra stats the gem is giving.
So once again not a void argument but one that doesn't suit the mindest you already setup yourself and basing your opinion upon.
Your mindsest: ANet adds more power, the design is cheap
My mindset: they are keeping the balance, they are following the lore, they are trying to prevent us for having extra problems and bugs with armor that already works in the game
As a designer myself I can assure you that your practical thinking on "updating" the current armor would mainly lead to many problems because they already have a slot which is connected to the gems and adding a infusion slot on all available items in the game will lead to bugs, broken functions, code issues among others.
There are millions of players in the game wearing many different types of armors in various combinations.
Since it is a mmo, you can't handle it as if it were a offline game that contents like 30 pieces of armor and that's it.
So introducing a new armor that has the infusion slot is better for the developer AND the players, cause no matter how it turns out, both parties will have to deal with one part of a set of armors at the beginning and if issues appear, they will be able to fix them and update much faster and easier.
That's something they wouldn't be able to do with all the sets of exotics currently in the game and something that would affect everyone currently wearing it.
Originally posted by Gaia_Hunter Originally posted by Foomerang Originally posted by Gaia_Hunter Originally posted by Foomerang Originally posted by Gaia_Hunter Originally posted by Serelisk Originally posted by Foomerang Originally posted by Serelisk /thread
If you prefer personal twitter instead of private life twitter be my guest.
Arenanet as a company isn't liable for whatever their employees say in their personal/private life, so I wouldn't be surprised whatever he says is the exact opposite of reality.
That would be true if he weren't talking about the game which is his job. Most companies frown very much on employees that discuss work in any detail outside of work and certainly when discussing it with current or potential customers.
Originally posted by InFlamestwo Infusion in GW1 was awesome, you can really customize your armour how you want. It's almost like mini-traits.
In GW1 these upgrades were called inscriptions and runes. But I agree the system is very nice.
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Originally posted by QuicklyScott What I don't understand is, if the game was supposed to be about skill, not gear and gear was supposed to only matter cosmetically, then what was the point in adding stats into the game in the first place? An illusion of depth?
Kinda, the stats only give you a slight edge. In the end it still comes down to skill.
SWG pre-cu vet, elder Jedi, elder BH -Bloodfin
Seriously. It's like they're just confused, and don't have a clear idea of which side of that issue they want to come down on. They're probably afraid of alienating players who will disagree, but by getting caught in the middle, they're alienating both sides.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
The main stats themselves allow for mechanics and force choices - they are valves and knobs for players to tinker with.
But the numbers displayed are arbitrary since what matters is the algorithms that control them - 1000 armor halving damage taken or 5 armor halving damage taken is fluff.