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Just Sayin GUILD WARS 2 blogs


        My name is Everyman. I live on Example Street, in Standardville. Its a community like any other from the outside. It has all the essential infrastructures, population, services, and activities that you would expect to find anywhere I suppose. Nothing out of the ordinary. Indeed the makeup of the community isn't the point. We all know that things can be very different from expectations or perceptions once you are actually on the inside. That sounds like my community is a secret gated community though. I hate to disappoint, but its not. In fact nearly anyone can join my community, but they seem to be leaving in droves and the ones who stay are nothing but bitter hangers on or idealists. Some folk leave town and come right back, and some stay gone forever. Buy Cheap gw2 gold,Off to some other place I guess. They drive through sometimes yelling about how they don't miss us or Standardville at all. That always makes me ask, “Then why are you coming back here to tell me about it? Haven't you got business to attend to elsewhere?” To be honest though, Standardville really is a miserable place as of late. Seems like every single person you talk to does nothing but yell the single most asinine thing possible and runs away laughing about how they have somehow ruined your day. Not a single person helps anyone these days, and you can just honestly forget about getting a job unless you have already had it for years. Perplexing I know, but times are rough all around in Standardville man.
               Now before you scroll to the bottom and start raging away with Care-Bear comments I would like to explain why toxic communities are not only bad for gaming but greatly contribute to loss of credibility and overall population, let alone just simply the pure enjoyment of the game we are playing. I previously stated that the PVP community had the “worst” reputation but that doesn't mean the others aren't without their flaws. The PVE community can be especially brutal in certain cases and on certain games. As, far as the RP community goes, well they do whatever it is they do and you know I'm sure there's stuff... and everything... I know that I personally have been involved in the PVE side of things when it got ugly and it is every bit as bad as the PVP side. The trouble with the PVP guys is that for some reason it seems to be this constant cycle of regurgitated memes, rumors, rage posts, rage at the rage posts, etc. That's just the forums! What about that arena team you joined where everyone was 2900 multi-glad? Lost literally your first match to TSG in grand fashion? Everyone just screamed on Skype for 20 minutes slinging blame and quit the team? Well I suppose its time to badmouth those dudes to everyone you know in-game, on the forums, and to anyone who will listen until the end of time. The legend of the bads that made you lose to TSG. Well, those two guys you played with feel the exact same way about you, and they're just as angry. I am sort of picking on WoW arena here but It's the easiest and most accessible example. This happens how many times an hour? It isn't hard to see how this quickly snowballs into what were dealing with currently. Someone will undoubtedly say the base problem is bad players achieving (through whatever means...) a rating that may indicate a skill level higher than that which they may actually possess. Are these guys ALL bad players? Do they ALL not deserve their rating? Its fairly simple to spot who the elite players in a game are, the tricky bit is the guys just below that threshold.
              Many of us come from other games and those gaming communities could probably be summed up like Standardville. Sweeping generalizations being general (and sweeping), I would assume a large portion of you reading this blog would have some experience in MMO PVP or at least MMO's in general. Experience with such games as SWTOR, RIFT, EQ/EQ2, DAOC, LoL, HoN, and of course World of Warcraft is pretty commonplace among many MMO communities. I also think we can all agree that if the only 3 sub-communities discussed are the Role-Playing(RP), Player Versus Environment(PVE), and Player Versus Player(PVP) sub-communities that the latter most assuredly has the “worst” reputation. I say and use my air-quotes (yes I used them IRL) on “worst” because it is a very subjective word and as such I will clarify my intentions for its usage. In the context of communities, the PVP community is by far the most competitive. This competitiveness often, not always, can lead to some intensely toxic forums, in-game chats, voice chat, etc. I am sure everyone can draw upon their own resources and experience for examples of these kinds of things and I wont list any here as it is wholly unnecessary. Also, really what does naming and shaming accomplish besides getting idiots more exposure?


                WoW is a game where your gear gets more powerful stat wise as it goes up in item level. Essentially every PVP season you are forced to acquire the latest and greatest set of gear as quickly as possible to have any shot at being truly R1 competitive. That's really only a few guys though (unless its a 14 way tie I guess) so the rest of everyone else is still doing the same thing just at a slightly slower pace. It is fun to get new gear, it is not fun to be required to grind new gear every few months to be able to continue doing what you are already doing. Does this contribute to toxic communities? Yes I believe strongly that it does. Your lower echelon players will always feel that they only lose because they don't have good enough gear. Your middle echelon guys will always be upset that they don't have it fast enough or they don't have a PVE legendary or what have you. Your top echelon will generally be upset that they must be bothered to obtain new gear in the first place. Again, the gear is not just to look cool, this gear is required to be competitive. Thus, making it required to PVP at any serious level. What about the relatively low barrier for entry into PVP? Does this hurt communities? This is where it might get weird. Yes and No. Low barrier of entry is excellent and absolutely necessary for any game to be successful long term on a large scale, but at the same time it must be only entry and not low barrier of skill. This is not meant to diminish anyone's in game accomplishments past present or future. This is not an attack on anyone's team, comp, or similar. It is however a fact that throughout the life-cycle of WoW PVP there have been gimmicky comps, classes, abilities, hacks, you name it. Some folk have indeed achieved things they otherwise may not have been able to through the utilization of these things. It's a fact and we all know it. The key is that we don't need to sit and argue amongst ourselves because game companies put out bad or unbalanced products. I understand why you would be angry at the OP whatever that is talking shit, but if they are legitimately OP or whatever the case may be, I feel that is recognized by the good players and those comments can and will be overlooked. On most forums those things will be removed, unless its in the general, or shit talk section. These are just two examples of things that can and do contribute to the toxicity of our gaming communities, they are not the only ones. I am sure that people will fill the comments with things like addons that play games for people and the like. Of course, the number one contributing factor to community toxicity is plainly the players themselves choosing to conduct themselves in this manner.
              Some of you may be asking how all of this is bad for gaming and how it affects credibility and population. Some of you may be asking why are you talking about WoW on my GW2 site. Some of you may be getting the door right now because the pizza guy just arrived. Either way, I must press on with this crusade stuffed crust or not. All of these factors contribute to a toxic community. I define a toxic community as a game where in general more often than not your experience will be negative for reasons directly relating to the community and your interactions with the player base. I honestly feel WoW PVP in general is on that level currently for the reasons listed previously as well as many others. There are circumstances, guilds, teams, and what have you that are still doing it right and have excellent communities but by and large we all know whats happening not just in WoW but in other similar games. When players stop having fun in a game, many of them stop playing that game. I know that I have done so in the past, and sub numbers don't lie. Community is not the only reason for the dip in overall population in many of today's top games, but without a doubt it is not only a factor but a factor that is multiplying. MMO's are social games. When players friends are no longer playing the game, they themselves unsubscribe. Without a population, without balance and serious tournaments, without an avid PVP community, without great players and great teams and guilds what real credibility will a game have when trying to break into the E-Sport market? Something to think about at the very least.
激战2:Niflhel

            There is a new promise on the horizon though as we're all very much aware. Guild Wars 2 will be out soon, and I feel that they have the correctmindset and plans in place to avoid common pitfalls that contribute to early community collapse into the sludge. TELL ME MOAR! The most glaring difference I see rightoff the jump is that Guild Wars 2 lacks the subscription fee that we generally see attached to our beloved MMO's. That is always a good thing less money I have to spend, wait a minute there must be a cost. MICROTRANSACTIONS?! It's true. Guild Wars 2 will have an in game cash shop and will most definitely subsist off of micro-transactions. In the past this has been a death blow to many games simply because the developers were stupid and they did it wrong to put it bluntly. They literally sold power in the store. That is to say they sold in game items that provided in game advantage for real money. That will not ever sit well with gamers. Ever. In fact, the mere mention of micro-transactions has a lot of folk up in arms currently and ArenaNet is busy re-clarifying and re-explaining the entire system. Recently Mike O'Brien gave an interview specifically addressing micro-transactions in Guild Wars 2. (http://www.arena.net/blog/mike-obrien-on-microtransactions-in-guild-wars-2 ) Guild Wars 2 and ArenaNet are taking the best and correct approach to a non-subscription based MMO. The developer has to make money without the subscription and micro-transactions are the way to do that most efficiently. That’s the business end of the deal, it makes them money with the potential to be cheaper for the consumer and at the very least offers more choice in the amount spent on the game. That is always good. Now that we have established that they have a sound business practice behind these micros, lets examine the proposed implementation. ArenaNet has stated that items sold in the cash shop will not be exclusive to the cash shop and will be available in game as well through the usage of their gem system. The items in the cash shop are not final as of yet, and not released either. Keeping all of this in mind, I feel that there is no better way to handle micro-transactions in an MMO than the way they are currently planning. The single biggest concern I hear about the cash shop is that players will be able to just buy the best gear and zerg down the poor guys with the Sword of MasterCard who don't have big bank accounts but merely a passion for the game etc etc. Luckily for our downtrodden heroes, gear does not matter in Guild Wars 2. That is a bold statement and I don't make it lightly. Aside from destroying the trinity (that is an entirely different blog), in my opinion, it is the single biggest reason Guild Wars 2 is doing it right and will be successful. In traditional MMO's you must constantly go to great lengths to acquire the latest and greatest gear with the highest stats to be the most competitive you can be. In Guild Wars 2 obtaining gear with the highest available stats will be easy for most players and a very attainable goal. The difference really comes in right here though, you can just keep that gear if you want. You don't have to get a new set every week necessarily. If you would like to get a new look cosmetically or some aesthetic changes that is more than fine, but not required. If you would like to get a specific dungeon's set of gear (each dungeon has a set of gear) its as easy as getting your personal loot chest off the boss. Nobody liked the gear grind, it was stupid and it is finally gone. Why is this good? Now everyone just gets the best gear and you can't tell who's good anymore this sucks! Not so fast my whiny compadre. There are many sets of gear to obtain that are difficult and that will set you apart as an elite player the only difference is that the stats aren't going to give you an advantage anymore. You will still look awesome, but now it will truly be just you and that massive skill you have been carrying around all these years and I know its been heavy. This is really an excellent opportunity to finally have the truly skill-based MMO PVP combat that we have all wanted and cried like COD players for.
 激战2:Niflhel
            What does it all have to do with community? Why does any of that stuff even matter? Luckily for you, my intrepid reader, all these rhetorical questions again will be answered herein. The PVP community is a huge part of the success of not only an MMO, but most assuredly the e-sport PVP side of an MMO. Buy Cheap gw2 gold,A good community doesn't endlessly bitch and moan about balance blindly, rather submit good feedback with good data and test cases to back it up. A good community helps to identify problems in a game and helps to troubleshoot them without just screaming for nerfs across the board (except my class/profession of course). That is definitely not to say that it is your responsibility as a consumer and player to fix a developer's product, but there is no argument to be made against helping them help you. Too often communities fall onto the toxic wayside. I see no reason to act like a moron on forums and the like. Don't flatter yourself kids, you're not trolling anyone, you don't have haters, that meme is not new and interesting, you are simply looking like an idiot and further contributing to the degradation of the community of the game you play and apparently enjoy. Now I am not to be misunderstood here thinking that everything and everyone should be wonderfully nice and pleasant all the time. Sure there is definitely a time and a place for all of those things we've talked about. In a shit talk designated forum for example. I love that stuff as much as anyone and its undoubtedly an integral part of competitive anything really, but the problem arises when it becomes the only thing you encounter in regards to that specific gaming community. That is unfortunately the case for some games currently and in the past. I think ArenaNet is on the right track with their plans and goals with forming this community. Now we as the individual players have to sort of do our part I guess. I know I would personally love to enjoy this game for years to come. I would also love to see it reach its full e-sport potential, and a large part of that success is going to have to be community driven. Just sayin.

weaves together three story types ,Guild Wars 2



ArenaNet Continuity and Lore Designer Jeff Grubb claims that there are three types of stories that players will encounter in Guild Wars 2, and he's written up an informative post explaining how the team has woven these tales into the game. "This is an underlying theme of the game -- people coming together and cooperating to fight a greater foe," Grubb explains.
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The first type is what he calls Story of the World. This is the over-arching narrative that deals with the biggest threat to the world (the Elder Dragons) and how it is to be countered. Guild Wars 2)ArenaNet chose to use dynamic events to tell these stories so that players are gradually made aware of the threat.

The second story type is your personal one, which tells of your own rise to power, fame, and glory in a variety of ways. Finally, there's the story of the five central iconic characters in the game (Destiny's Edge) and how they relate to you and each other.
Guild Wars 2 on the three stories it tells
                    Guild Wars 2)

GW2 guid ,Black Sheep


Guild Wars 2 Engineer
I could count on one hand the number of Engineers I’ve seen in my time playing Guild Wars 2. Perhaps I’m unfortunate to not encounter more, but I find myself shouting with excitement when I do encounter one. When I ask the player how he or she finds the profession, as I always do, I’ve never received any response other than “It’s OK”. Buy Cheap Guild Wars 2 gold,Hardly a ringing endorsement. 
The Engineer is often seen as a convoluted profession that stands unique against all others. Buy Cheap Guild Wars 2 gold, Kits, Tool belt skills, turrets, elixirs with random properties and no second weapon are a melting pot of ideas and influences and all, to some degree, play a key part in bringing the profession into some sort of odd cohesion.
At times I can understand the lack of enthusiasm around the profession.  The clash of ideas and aesthetics are at times confusing.  Is it an eccentric alchemist, with its use of chemical elixirs or is it technology based with its use of flamethrowers and turrets? Does it really need either?  
Part of my primary complaint with the Engineer is that the profession has spread itself so thinly across so many avenues that I’m not sure anyone knows what its true purpose is.  Many of the principal design decisions behind the Engineer, however, I believe are functional and reasonably refreshing. 
Being restricted to only one weapon set at a time, while seemingly dull in comparison to the Elementalist, is more than acceptable in the knowledge that you technically have at your disposal 4 kits and 2 additional weapons sets (Bomb, Grenade, Medical and Mine Kit as well as Elixir Gun, Flamethrower and Tool Kit). 
In addition, you also have access to 6 turrets, all entirely unique in their damage dealing, 5 elixirs that all serve individual purposes, from invulnerability to guaranteed boons or group revival, and 4 gadget skills that aim to free you from or prevent you being stunned.  
The choices before a player when entering the Mists for the first time are incredibly daunting and the options, when combined with traits are seemingly endless.  However, it quickly becomes apparent that there are gaping flaws in the engineer’s current skill sets and design and that beginning to rectify them is a task I wouldn’t wish upon anyone. 

Weapon Skills

Overall, I would consider I’m relatively happy with the standard weapons available.  The rifle is strange in that it acts more as a close quarter tool than the long-range equivalent of the Warriors and subsequently turns the Engineer into a midline fighter, leaving the profession with no true long range option for World versus World.  Skills such as overcharged shot also, at times, feel like they punish the Engineer unnecessarily when alternative profession such as the ranger have risk free knockbacks (overcharged shot launches you as well as your opponent back a great distance).  Jump Shot is also in need of some fine tuning as the animation is often slow to trigger and pathing in the air is often a little shaky. 
Where the pistol (and dual wielding pistols) is concerned, unlike the raw direct damage afforded by the rifle, it leans more into the realms of relying on condition damage and attrition, rather than through Power or Precision alone. Its use of bleeds, burns and poisons are at times incredibly limiting and based on the volume of skills available to other professions, can quickly be removed, resulting in a significant damage loss if that were to happen. 
As the only mainhand weapon useable with the shield (which is easily the best weapon available to the Engineer), you’re left with no options as to how you deal your damage from your main hand if you dislike kits or feel you cannot spare a skill slot to equip them.  Evening out the pistol so that each of it skills is first and foremost direct damage, comparable to that of the rifle,  would go some way in reducing an engineers need to unnecessarily stack condition damage and thus spreading itself even thinner.

Weapon Kits

I believe all the weapon kits available to the Engineer are, in some form, in desperate need of change or revision and that based on this, I currently avoid using them.  Principally, I believe that the Engineer at level 7, just like every other profession, should unlock a second weapon slot. Once the player has unlocked either the Elixir Gun, Flamethrower or Tool Kit skills, the individual can then equip one of these as their second weapon, without sacrificing a skill slot.  
This would really lend itself to supporting those who choose a turret playstyle (who would obviously equip Tool Kit, to be able to repair them) or pistol and shield (who are potentially seeking the support provided by Elixir Gun or more offensive play of the Flamethrower).
It could be argued that the ability to equip multiple kits and thus gain access to dozens of new skills shouldn’t permit a second weapon set, but this unnecessary restriction (and mindset) only serves to reinforce the convoluted image of the profession.  
The fundamental question we need to ask ourselves is would it really unbalance the profession to see it have a second weapon set, determined by a single weapon kit of your choosing? Any other kits the player wanted access to would then be at the cost of a skill slot. 
In terms of physical skills, all weapon kits need a damage increase across the board, with all three dealing pitiful numbers.  The Tool Kit in particular is at times woefully inadequate; Smack damage is too low, though the turret repair is a wonderful nod to Team Fortress 2.  Box of Nails is entirely unimaginative, has too smaller radius and lasts too little time (2 seconds, really?).  Magnet is notably worse than Backdraft but does blend well with Pry Bar. Gear shield is excellent though its cooldown feels overly long and finally Pry Bar’s cooldown is far too long, especially in comparison to Air Blast.  This leaves the question; “why take Tool Kit over Flamethrower?”
Where the Elixir Gun and Flamethrower are concerned, the Elixir Gun in particular really needs Tranquilizer Dart revising so that it deals a good punch of damage but also causes weakness and vulnerability, rather than a random chance of either.  The other skills I really enjoy, but they still require a huge damage increase leaving the weapon almost exclusive to a group use only.  
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The changes I would make to Flamethrower are that it should cause burning by default across all its skills (why on earth do I need to trait this?) but also have Flame Blast fire directly at my target rather than have it in its current form, as an inaccurate lumbering boulder that often explodes having passed your opponent by.  I would also increase the range of all the skills. Flamethrowers are capable of firing across great distances. 
Finally, I would like to see all Kits (including devices) remember that I’ve set skill 1 to auto-attack as default.  It’s incredibly frustrating to equip the flamethrower, set skill 1 to auto attack only to have to re-set it every time I’ve unequipped the weapon. 

Device Kits

Most of the device kits serve a purpose, though there are problems with all of them.  The first change I would recommend is that the Grenade Kit should function similarly to the Necromancers staff, by removing the ground targeting from skill 1 (Grenade) while retaining the ground targeting element of skills 2 to 5. Grenade should, when used, fly at your target similar to any other player projectile but cause a minor AOE explosion (similar to Explosive Shot).  This would add much needed mobility to the Kit.  I would also like to see, when using quick-casting and holding the right mouse button the cursor remain on the screen.  It’s currently impossible, in its current form, to see where you are aiming as the cursor disappears.
Mine Kit and Bomb Kit I would like to see merged, though the name Mine Kit retained.  Mines are OK for defending an area but are time consuming to lay, deal poor damage and the kit itself actually a little boring.  In contrast, Bomb Kit’s utility is wonderful but the playstyle enforced by it (dropping them at your feet with them on a very short timer) makes for a very clumsy, hit and miss method of fighting.  It feels incredibly impractical to run around placing bombs at your feet in the hopes someone stays in the blast radius.  I see it as a much more practical solution for each individual Mine to have the properties of Bomb Kit (Mine, Fire Mine, Concussion Mine, Smoke Mine, Glue Mine).  
This would still allow those who want to protect an area the opportunity to lay down defences, but would also still allow those who enjoy the uglier method of dropping bombs at their feet to do so (the mines would instantly explode the moment anyone was in their radius).
As for Med Kit? That’s just great as it is. 
Guild Wars 2 Engineers

Turrets

I have several issues with turrets.  The first is that Detonate needs to remain on the skill bar, and the overcharge needs to move to the Utility bar (F1-F4).  This would then allow turrets to benefit from Ingenuity.  Secondly, I would like to see the cooldown of re-using a turret after you’ve picked it up significantly reduced.  At the moment, picking up your turrets doesn’t feel like enough of an incentive when it only results in a 50% cooldown, especially when a fight could break out seconds later and leaving you with two unusable skill slots.  I don’t believe a cooldown of 5 seconds, after picking up your turret, is too unreasonable (the overcharge cooldown would remain the same). 
Thirdly, a rate of fire increase for all turrets and a damage increase would be more than welcome.  It is currently agonising waiting for Rocket Turret or Net Turret to fire and really undermines their use.
As an addition to the line-up and for something a little different, what about a Shield Turret? Acting similarly to Magnetic Field it could protect anyone inside the field or could be overcharged to push back foes. 

Elixirs

I love Elixirs. I think they are such a fun addition to the profession that really add an instant element of battle hardiness. My problem however is any random element, to any of the elixirs (this includes Elixir X).  The prospect of random effects can be approached either positively or negatively.  Some people embrace the prospect of the unknown, reacting accordingly. Some dislike the lack of a guarantee and will avoid their use at all costs. 
Primarily confined to the Tool belt skills, though Elixir U is guilty, I really have a significant dislike with randomness.  In competitive PvP, guarantees and knowing exactly what your skills will do can be seen as a cornerstone in planning and preparation.  On too many occasions have I died as a result of Elixir U or Elixir S’ tool belt skill giving me what I didn’t want, rather than what I did. 
I shouldn’t when trying to run away from a group of players have to cross my fingers and pray to the gods that Elixir S just might grant me stealth or Elixir U grant me Veil of Invisibility.  On the flip side, how am I suppose to adequately support my team with such randomness? I can’t possibly begin to help them through the use of my tool belt skills if what they need is a Smoke Screen, only for me to throw down Veil of Invisibility.  
There is a reason that Elixir B is as popular as it is and that’s because it provides three buffs that never change.  The tool belt component of the skill however is still as poor as the others.  Why not have it provide allies in the area with all three buffs (just like the primary skill) but increase its cooldown or lower the boon duration?
What I think each of these tool belt skills needs (including a total revision of Elixir U) is to have unique, individual skills, specific to the Engineer. 
  • Elixir B - Drink Elixir B, gaining fury, might and swiftness.
  • Toss Elixir B - Toss Elixir B granting fury and might to allies in the area.
  • Elixir C - Drink Elixir C, converting all conditions into boons (retaliation, vigor  and regeneration)
  • Toss Elixir C – Toss Elixir C, converting one condition into regeneration. 
  • Elixir R (remains the same) 
  • Elixir S (remains the same)
  • Toss Elixir S – Toss Elixir S granting stealth to all allies in the area. 
  • Elixir U – Drink Elixir U gaining Quickening Zephyr and Frenzy
  • Toss Elixir U – Toss Elixir U creating Magnetic Field at your location (the shield will push back foes after 3 seconds)
  • Elixir H – Heal yourself and gain protection and swiftness.
  • Toss Elixir H – Throw Elixir H granting protection and swiftness to allies in the area.
Where Elixir X is concerned, this too suffers the same problems of randomness.  Just as you were hoping for Tornado to knock the offending players from a keep wall, you get Plague.  Or just as you want to really beat a player down you get Tornado instead of Rampage.  Would it not be a better solution to see the Engineer adopt some elements of all these elites, while remaining in Engineer form?
For example, you drink Elixir X:
  • Gain Stability (15s) and Might (15s)
  • Become surrounded by a Locus Swarm (15s) that cripples and bleeds opponents.
  • Your skill bar is replaced with several or similar skills from Tornado and Rampage such as:
  • Skill 1: Chain Lightning
  • Skill 2: Dash
  • Skill 3: Dust Devil
  • Skill 4: Stoning
  • Skill 5: Stomp
Elixir X would then give the Engineer a very offensive based Elite, that shares all the components or influence from all 3 Elites the existing Elixir grants access to, but would still allow you to remain mobile.
To balance it, if that were a concern, you could always keep the health of the Engineer the same (rather than it increasing) similar in functionality to a Rangers Rampage As One. 

Final Thoughts

I’ve said a great deal about the Engineer and have tried, in some way, to really reign in some of my thoughts on the profession.  This piece could have potentially spiralled into more than twice the length it is now. Buy Cheap Guild Wars 2 gold, However,Buy Cheap Guild Wars 2 gold, I feel that I’ve gotten across my main concerns about the profession and more than I could have by providing feedback on a forum or bug report.  If ArenaNet were to implement what I’ve suggested (though this is all entirely subjective and I must stress that this entire post is all personal opinion) I would be incredibly happy with the Engineer and feel that it would bring much needed cohesion and competitiveness to the profession.  In its current form and based on much of its random play style (unless you ignore Elixirs entirely) I’m not sure it has any chance of competing against its rivals. 
Engineer Icon