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Posted by: Gdb.3492

Gdb.3492

For elementalist, Could you add a Combo Finisher: Blast to Ice Spike (staff water 2) ? Also could you rework the Scepter? Scepter is really useless as it is right now and we already have a lot of unused skills (see some conjured, elites). Can we consider even a buff to the Health Pool? Because it’s quite embarrassing low.

(edited by Gdb.3492)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Today with 2ppl I did whole pre for ulgoth and his 3 champ beast and earth hands, invited 4th person and after long fight we done it. In this game there is still engaging and challening content just don’t pug for massive number of ppl to do event and try with small numbers.

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Posted by: Aenaos.8160

Aenaos.8160

About no1.
Please,stop treating your players as if they were Hodor.
People are smart if you give them the chance to be.
You can’t adjust the game for the lowest possible denominator
and not at least give alternates for the 99.99% rest of the players.
I believe you overestimate the complexity of the game and
underestimate the capacity of players to get familiarized with
new systems.
People log in and they have to spend 5 minutes to read the
Trait descriptions and choose Traits and that is a problem?
Also a Traits/Skill Training UI tutorial video takes 15 minutes to
make and 0 hours to code.

Hodor? Hodor….

Hodor!

-Win a pip,lose a pip,win a pip,lose a pip,lose a pip,
lose a pip,win 2 pips,lose a pip,lose a pip…………..-
-Go go Espartz.-

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Posted by: Novuake.2691

Novuake.2691

Anyone else also getting lagspikes?
Normal ping, no packet loss.

Some menu’s give me the “unable to connect to login server” message too.

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU

(edited by Novuake.2691)

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Posted by: Saiyan.1704

Saiyan.1704

In Structured PvP
Condi damage isn’t strong against syncronized condi cleansing teams. (Personal opinion)
Regarding PvE
Increase Boss Health pool (and possibly damage) by a percentage that’s based on # of players in its 1500 radius. That way 2k people vs a boss is relatively the same difficulty as 20 people vs a boss.
Unless, of course, Anet has a better alternative :P

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

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Posted by: Aenaos.8160

Aenaos.8160

The classes now seem to be a lot better balanced
than before.
Maybe a few builds are bit high on their burst,like shatter
Mes and nades Engi,but nothing that can’t be countered.
Played the past two days as a staff Ele,ranked matches only.
I admit,I got a lot of cleanses on that Ele and I haven’t felt the
pressure from conditions that a lot of players describe.
I just hope Anet has solid metrics on the matter and won’t go on
to change the balance based on just the forums.
I see a lot of players trying to recreate the pre patch meta,
that don’t adjust their builds and play style to the new system,and
eat dust.

-Win a pip,lose a pip,win a pip,lose a pip,lose a pip,
lose a pip,win 2 pips,lose a pip,lose a pip…………..-
-Go go Espartz.-

(edited by Aenaos.8160)

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Posted by: EverythingXen.1835

EverythingXen.1835

I literally had the game reinstalling in the background when I found this thread.

I’ve stopped it. One of the biggest changes that I thought would really change up the stale gameplay of the past years is getting lowered back down.

I’ll wait and see. Dubiously.

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Posted by: ChrisLP.6902

ChrisLP.6902

The Engineer Bombkit animation look a bit weird and pretty bad, especially while running.

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Posted by: Oberon.8492

Oberon.8492

First of all I want to thank you for taking so much time to respond to all of these comments. I’ve played other games where the publisher doesn’t respond in this way and it really makes it feel like the player base is being ignored; then if a change is made to address the concerns it inevitably fails to address every grievance and that can come off as having contempt for the playerbase. I really appreciate that you are participating here and responding directly to complaints and concerns, and discussing the decision making process.

Does it break anything if you just add a “refund hero points” button? That way you can just let the game re-build your choices and if your not satisfied, just refund the points and assign them to what you need/want. Just a suggestion anyway =D

It actually breaks everything. The point of a system with more points that [sic] points to spend is to allow players to both eventually unlock everything and to bank for future unlocks. If you take a system like that and allow people to refund in it you break both of these fundamental reasons for the system existing.

That makes sense, but is there a reason that a one-time “reset hero points” option couldn’t have been included?

The game EVE Online has a sort of similar skill point system, where your character accumulates skill points over time and they are automatically “paid” toward the skill you’ve chosen to train during that period. Normally the training you’ve done is immutable, but on occasion they change the way some skills work or remove skills from the game. When that happens they either refund the skill points (not applicable to GW2) or give players a one-time option to redistribute their skill points into other areas. Once that option has been used, the skill points are again immutable.

I understand your reasoning for making the decision you did but I don’t see why we couldn’t have a one time only Hero Point refund.

You could also add a timer that starts when you first log in and revoke the refund option when it expires. That would give us time to play with the new build and decide if we want to keep it or not, and prevent people from breaking the system by banking their refund indefinitely.

(edited by Oberon.8492)

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Posted by: xeonage.1253

xeonage.1253

the damage of burning is out of control

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Posted by: Tigaseye.2047

Tigaseye.2047

When things changes, human nature is always trying to resist changes. Because people don’t like to get out of their comfort zone. And these is why people are raging about it.

Ok, you see the conditions at world bosses or whereever – would you like to have these condis used on you?
I don’t think so but it is happening in wvw as wvw has got the same rules like pve, justthat they forget about that game mode most of the time. And that is the issue – I don’t care if you guys melt world bosses in seconds.

Quite.

Part of the problem, is that you can choose your entire function based on your armour type and traits, at all.

In a game like WoW, the difference between armour is relatively marginal.

Your primary stat (i.e. the equivalent of Power) and stam (i.e. Vitality + Toughness, I guess) is just a baseline thing everyone has; you can’t opt in, or out, of either.

You have secondary stats, some of which are slightly better for your class than others; but you don’t have the situation you have here, where primary stats can be entirely substituted for other stats, meaning a completely different outcome.

Also, it seems ridiculous, to me, that we all have the same number of dodges.

Why on earth would a heavy armour class need as many dodges as a light, or medium, armour class?

I would maybe get it if you take stealth into account, but not all non-heavy armour classes have a stealth that is reliable, or that lasts a decent amount of time (e.g. Ranger).

3 secs, entirely reliant on hitting a target with your (badly nerfed at short range) longbow (a target which is probably trying to get behind you, at the time, BTW), is not totally useless in PVP; but it’s not too far from it, in many situations.

Add to that, that pets obviously don’t take player aggro and damage in PVP, as they do (to an extent) in PVE and the whole thing is inevitably going to be very out of balance.

When choosing who to gank, you see most people blatantly ignoring other classes and going straight for the ranger.

No class should be in that situation.

“Turns out when people play the game, they don’t admire your feet at all.” sephiroth

(edited by Tigaseye.2047)

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Posted by: tenklo.6104

tenklo.6104

U also left healing power in the corner again

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Posted by: Arioso.8519

Arioso.8519

How about this, for a bleed-alternate: Get rid of bleed entirely. Add a new condition called Curse.

The way curse works, is it does massive damage, more than burning even. However, every time the curse victim lands an attack, they are healed for every stack of curse on them. It’s like the opposite of confusion, except you have to actually connect with a skill use, not just use skills.

It doesn’t make sense to replace all bleeds with curse, but ANet should be able to distribute all the other damaging condis in where bleed is to make them make sense.

Obviously, necro would be very curse-heavy, but it wouldn’t be exclusive to them. If Plague self-inflicted curse, it would be really interesting—it’s a suicide button, unless you are actively enveloping your opponents.

Removing bleeds from the game is a really bad idea. Plus bleeds thematically make sense for conditions on classes like warriors, so removing it messes with those classes. you gonna make swords cause burning? No thanks.

But your idea for a curse curse condition sounds potentially very interesting.

It’d be really tough to balance though, because if the heal is just per connected hit like a backwards retaliation, then attacks like rapid fire or the engie flamethower would basically give some classes a free heal.

An alternate idea for something that’s thematically a curse might be a delayed burst condi. Once curse expires, it deals all it’s stacks worth of damage at once. Cleansing it could either let you get off free, or maybe it can still pull off around 1/4 its full damage when cleansed off. So if you’re cursed at low health, you might need to heal a little bit first before pulling the curse off.

A curse might last around 5 seconds, so that gives the victim about 5 seconds to get rid of it or suffer the full damage.

It’d be a pretty interesting tool for necros that fits the theme of the class. And it could possibly be limited to them like alacrity is to chronomancers. The only other class I could see throwing curses are Revenants, or maybe a new elite specialization on thief or mesmer.

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Posted by: Abnaxis.4593

Abnaxis.4593

snip

Removing bleeds from the game is a really bad idea. Plus bleeds thematically make sense for conditions on classes like warriors, so removing it messes with those classes. you gonna make swords cause burning? No thanks.

Thematically, I don’t see a huge load of difference between bleed and torment. Burn on a sword does seem kinda silly, but torment from a sword not-so-much-so. Torment was kind of the “crap, classes are doing more bleed than we have stacks for so you can have this condition so you don’t overwrite your own stacks” band-aid anyway.

I will admit that taking bleed out would require a lot of individual “what makes sense in its place” sort of decisions, which in turn would play heck with balance. I still think it’s boring to have bleed be “exactly like burn, but slightly less than half as strong” from a tactical standpoint though. That means either bleed or burn has to change/go away in favor of more strategic dynamics.

It’d be really tough to balance though, because if the heal is just per connected hit like a backwards retaliation, then attacks like rapid fire or the engie flamethower would basically give some classes a free heal.

IF they can catch you and IF they have adequate healing power to overcome your condition damage, which in turn sets HP up as a counter to a potentially powerful condition damage build. It could also reward charging into a zerg to see just how many you can bring down with you…

This is where tactics and strategy come into play.

A curse might last around 5 seconds, so that gives the victim about 5 seconds to get rid of it or suffer the full damage.

It’d be a pretty interesting tool for necros that fits the theme of the class. And it could possibly be limited to them like alacrity is to chronomancers. The only other class I could see throwing curses are Revenants, or maybe a new elite specialization on thief or mesmer.

See? That’s sounds cool too. Something to make conditions more interesting, tools to control the battlefield more effectively like torment and confusion do, not just bland DoTs.

(edited by Abnaxis.4593)

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Posted by: Shiki.7148

Shiki.7148

How about this, for a bleed-alternate: Get rid of bleed entirely. Add a new condition called Curse.

The way curse works, is it does massive damage, more than burning even. However, every time the curse victim lands an attack, they are healed for every stack of curse on them. It’s like the opposite of confusion, except you have to actually connect with a skill use, not just use skills.

It doesn’t make sense to replace all bleeds with curse, but ANet should be able to distribute all the other damaging condis in where bleed is to make them make sense.

Obviously, necro would be very curse-heavy, but it wouldn’t be exclusive to them. If Plague self-inflicted curse, it would be really interesting—it’s a suicide button, unless you are actively enveloping your opponents.

Removing bleeds from the game is a really bad idea. Plus bleeds thematically make sense for conditions on classes like warriors, so removing it messes with those classes. you gonna make swords cause burning? No thanks.

But your idea for a curse curse condition sounds potentially very interesting.

It’d be really tough to balance though, because if the heal is just per connected hit like a backwards retaliation, then attacks like rapid fire or the engie flamethower would basically give some classes a free heal.

An alternate idea for something that’s thematically a curse might be a delayed burst condi. Once curse expires, it deals all it’s stacks worth of damage at once. Cleansing it could either let you get off free, or maybe it can still pull off around 1/4 its full damage when cleansed off. So if you’re cursed at low health, you might need to heal a little bit first before pulling the curse off.

A curse might last around 5 seconds, so that gives the victim about 5 seconds to get rid of it or suffer the full damage.

It’d be a pretty interesting tool for necros that fits the theme of the class. And it could possibly be limited to them like alacrity is to chronomancers. The only other class I could see throwing curses are Revenants, or maybe a new elite specialization on thief or mesmer.

They should rather make a condition that works like WoW’s “Unstable Affliction” and give it to Necro (cause Condi Necro currently SUCKS). Cleanse it and get blasted. But yeah a new Condition that is strong and exclusive to classes that currently have only very weak condition-builds would be awesome.

Although, the best thing would propably be double bleeding damage, reduce burning damage by a third (with condi gear burning is currently SIX TIMES as strong as bleed), and then look at the amount of bleeds each profession can dish out and change the amounts of bleeding stacks dealt accordingly. Then we would have a really high damage, short duration condi, one medium damage, longer duration condiand one low damage, healing impairing condi. Currently it is stupidly high damage, low damage, and low damage + healing impairing.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

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Posted by: Rauderi.8706

Rauderi.8706

Not about to read 9 pages (sorry!), but can we address that some trait lines didn’t get their unique bonuses “rolled in” as it was said? Boon and Condition Duration didn’t make it into the trait lines as we expected, and the gear hasn’t been updated enough to compensate.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

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Posted by: Tigaseye.2047

Tigaseye.2047

I think a lot of this is sour grapes. The zerk gravy train has been running for a long time. It’s refreshing as hell to finally be a factor as a condi Mesmer after years of struggling with being over nerfed.

This is something I’ve waited a very long time to say to the zerk warriors and rangers; LEARN TO PLAY.

Is it, really?

Funny, because most people say stuff like all the time.

They don’t wait.

Wanting balance is not sour grapes.

“Turns out when people play the game, they don’t admire your feet at all.” sephiroth

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Posted by: Wanze.8410

Wanze.8410

Jon can we get some feedback on boon duration?

The old 30% from trait lines are gone and boon duration on equipment wasnt buffed because it is non-existant.
In an early preview stream of the balance changes it was mentioned that boon duration will increase with certain traits, however, i can only see mesmer and guardian having traits for it.
During the first warrior preview i think there was still a trait that increased bd but it was scrapped.

Any info on this?

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: Drivrius.6159

Drivrius.6159

Why were they not returned so we can spend them however we want?

I find it annoying to log into my lowly lvl 22 Necro and find out that to play with the specialization that fits best my play style starting over would be quicker then keep playing it, because all my points were auto spent on a specialization I don’t plan on ever using…

Is there a reset option or something I missed?

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Posted by: Crunchbone.7341

Crunchbone.7341

If I delete my character & re-roll one with the same name etc, I can start over & pick my own traits? I created her the first day of early release in 2012, so I will lose birthdays & such

I was unable to play a lot until this spring although I was in the original beta, so I never got to 80. I purposely stopped leveling her at 49 once I realized the personal story would be fixed in the patch. I was so looking forward to picking my trait lines & leveling to 80 for the first time ever.

She is a ranger. I only put a couple of points in BM, planning to go with BM, NM & WS. With the patch, ALL of Skirmishing has been auto-filled. So I can’t go BM/NM/WS any more to level right?

I just want to cry.

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Posted by: Phyrex.5174

Phyrex.5174

yeah, my lvl31 necro got the same slap in the face, now im stuck with the entirery of the minion skills but the life steal specialization, its an incredibly akward build and it would basicly take a while of dealing with a kittenty build just to be able to fix it

Thank god my lvl17 ele wasent TOO touched by this (only his skills are kittened up, but at least in a way thats less aggravating to my playstyle)

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Posted by: Novability.4718

Novability.4718

unplayable and worthless. Dropping game until you can fix condi’s or condition removal buff so im not ticking 9k bleed or fire at a time. Or getting 1 shot as a warrior. and i know im not the only one.

[TE] StormBluff Isle
Novability | X Novability X
“Retreat? Hell we just got here”

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Posted by: Iason Evan.3806

Iason Evan.3806

Someone needs to lighten the purse strings over there and get some real quality testing time going on. I spent more time testing today and I can say unequivocally that this is the most broken stuff has ever been in a Guild Wars game in all my years of playing. It feels like you guys are on to something in a few areas, but there are other areas that feel completely haphazard in terms of traits/specs/skills. IDK what to say. I feel like you are using the player base as a test bed for the x-pac, in a 3 year old game, and as a customer it’s kinda insulting.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

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Posted by: DnD.8296

DnD.8296

so the several stacks of “Scroll of Knowledge” I was saving are now just gone?

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Posted by: Solandri.9640

Solandri.9640

Simple solution would’ve addressed all their concerns would’ve been to auto-assign hero points as they did, but put in an NPC which allows you to reset them once per character. In fact they can still implement that at this point.

so the several stacks of “Scroll of Knowledge” I was saving are now just gone?

They were turned into spirit shards, in your wallet.

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Posted by: yamat.5389

yamat.5389

What a total cluster this auto-distribution of hero points was. Now I have 5 characters that are foo-bar’d, none of which I want to play.

I cannot believe you failed to include a reset NPC. What kind of game designers are you? It’s not like the path to 80 is fast…

Nice work Anet, you pushed me away from your game.

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Posted by: Vayne.8563

Vayne.8563

What a total cluster this auto-distribution of hero points was. Now I have 5 characters that are foo-bar’d, none of which I want to play.

I cannot believe you failed to include a reset NPC. What kind of game designers are you? It’s not like the path to 80 is fast…

Nice work Anet, you pushed me away from your game.

First of all the path to 80 is pretty fast, certainly compared to most games. People level to 80 in three, four days, so yeah, it’s pretty fast.

Secondly, you’re not completely screwed, as you play through the game you unlock hero points, which will allow you to unlock more traits/skills anyway.

In the old system, most people got to 80 with hardly any traits at all. The reasons there’s no refund is because there’s no refund for unlocking stuff, which is what this is. For example, in the old system, if you bought a skill, you couldn’t unbuy it.

Go out, get a couple of levels and some hero points and you’ll have the ability to unlock more stuff.

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Posted by: Bloodstealer.5978

Bloodstealer.5978

What a total cluster this auto-distribution of hero points was. Now I have 5 characters that are foo-bar’d, none of which I want to play.

I cannot believe you failed to include a reset NPC. What kind of game designers are you? It’s not like the path to 80 is fast…

Nice work Anet, you pushed me away from your game.

First of all the path to 80 is pretty fast, certainly compared to most games. People level to 80 in three, four days, so yeah, it’s pretty fast.

Secondly, you’re not completely screwed, as you play through the game you unlock hero points, which will allow you to unlock more traits/skills anyway.

In the old system, most people got to 80 with hardly any traits at all. The reasons there’s no refund is because there’s no refund for unlocking stuff, which is what this is. For example, in the old system, if you bought a skill, you couldn’t unbuy it.

Go out, get a couple of levels and some hero points and you’ll have the ability to unlock more stuff.

Except players who have put a lot of time and effort into the game purposely saved those Skill Points to allow them to NOT have to keep going back to run through the levelling process every time they want to create a new toon.
This was merely a stealth nerf to kill off all those excess skill points and in some way force players to spend countless hours redoing stuff.. .. maybe that’s ANET’s answer to their games poor replay value, but I would hazard a guess the extra character slot sales will fall when players get bored silly of doing it again.
This is not the way to keep maps populated, the way to do this is to create better content that provides players with that " I really enjoyed that" feeling but sadly GW2 lacks that in abundance across most maps that don’t entertain a champ train or shovel exercise these days… there in lies the issue, they made it a mind numbing experience to level, added a dumb chest digging farm, several champ train rotations instead of thinking on how the actual game could keep players interested for longer… now taking away the Skill Point excess to force players back through the maps.. I sense many will grow bored fast and not just vets either.

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Posted by: Vayne.8563

Vayne.8563

What a total cluster this auto-distribution of hero points was. Now I have 5 characters that are foo-bar’d, none of which I want to play.

I cannot believe you failed to include a reset NPC. What kind of game designers are you? It’s not like the path to 80 is fast…

Nice work Anet, you pushed me away from your game.

First of all the path to 80 is pretty fast, certainly compared to most games. People level to 80 in three, four days, so yeah, it’s pretty fast.

Secondly, you’re not completely screwed, as you play through the game you unlock hero points, which will allow you to unlock more traits/skills anyway.

In the old system, most people got to 80 with hardly any traits at all. The reasons there’s no refund is because there’s no refund for unlocking stuff, which is what this is. For example, in the old system, if you bought a skill, you couldn’t unbuy it.

Go out, get a couple of levels and some hero points and you’ll have the ability to unlock more stuff.

Except players who have put a lot of time and effort into the game purposely saved those Skill Points to allow them to NOT have to keep going back to run through the levelling process every time they want to create a new toon.
This was merely a stealth nerf to kill off all those excess skill points and in some way force players to spend countless hours redoing stuff.. .. maybe that’s ANET’s answer to their games poor replay value, but I would hazard a guess the extra character slot sales will fall when players get bored silly of doing it again.
This is not the way to keep maps populated, the way to do this is to create better content that provides players with that " I really enjoyed that" feeling but sadly GW2 lacks that in abundance across most maps that don’t entertain a champ train or shovel exercise these days… there in lies the issue, they made it a mind numbing experience to level, added a dumb chest digging farm, several champ train rotations instead of thinking on how the actual game could keep players interested for longer… now taking away the Skill Point excess to force players back through the maps.. I sense many will grow bored fast and not just vets either.

This is a very strange post. Everyone who gets to level 80 has the hero points to unlock every single skill and every single core specialization. This has nothing to do with stacks of skill point scrolls.

The problem people are having is ONLY with characters that are in the middle of leveling. It’s a transitional problem. They level a few levels and they get a few hero points they can unlock the stuff they want, but this has nothing to do with what you’ve said.

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Posted by: Tenrai Senshi.2017

Tenrai Senshi.2017

I’ve been doing a few world bosses since the patch, and I have to say, after observing what’s been happening, I honestly don’t think conditions are making as much of a difference as people are making out.

The stacks are not going as high as I thought they would and I highly, highly doubt that conditions are in any way competing with physical damage during boss fights, which also got a nice buff in this patch.

But most of all, one thing I did notice was that quickness now seems to stack in duration. When I was doing Tequatl recently, I noticed that I had over a minute of quickness during damage phases. Giving a mob of players near endless quickness – which basically amounts to a continuous 50% damage boost – would obviously amount to a big time difference as far as taking a boss like Tequatl down is concerned.

I’m surprised more players haven’t pointed that out (so far as I have observed). People on map chats are always so quick to blame conditions for the huge damage increase, despite condition stacks not reaching that high, and yet everyone seems to ignore the endless quickness durations, which is probably playing a much larger role.

(edited by Tenrai Senshi.2017)

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Posted by: SirDrygan.1823

SirDrygan.1823

Did ANET know about the quickness duration?

One thing I am worried about is that ANET will not read everything that the players about complaining about and go for the jugular before identifying the victim first. Hence, after balancing everything, only then they realized they missed the small details that is the real cause of the issue and not the noise that is overshadowing it.

(edited by SirDrygan.1823)

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Posted by: Tenrai Senshi.2017

Tenrai Senshi.2017

Did ANET know about the quickness duration?

One thing I am worried about is that ANET will not read everything that the players about complaining about and go for the jugular before identifying the victim first. Hence, after balancing everything, only then they realized they missed the small details that is the real cause of the issue and not the noise that is overshadowing it.

Yes, this is my worry as well. Everyone is blaming conditions without actually thinking or observing the situation properly. During Tequatl I think I saw bleeds and burns average at about 50 stacks each (it seems to peak and drop a lot but only for short durations). At most it’s probably only amounting to a 2% damage increase in a crowd of 150 players. Compared to the 50% damage increase quickness is giving, it’s like a drop in the pond.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

What the heck did people do before Skill Scrolls were introduced? Didn’t we have to go out and do Skill Challenges?

Now, with this system, we don’t even have to do that anymore when leveling.

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Posted by: Shiki.7148

Shiki.7148

Did ANET know about the quickness duration?

One thing I am worried about is that ANET will not read everything that the players about complaining about and go for the jugular before identifying the victim first. Hence, after balancing everything, only then they realized they missed the small details that is the real cause of the issue and not the noise that is overshadowing it.

Yes, this is my worry as well. Everyone is blaming conditions without actually thinking or observing the situation properly. During Tequatl I think I saw bleeds and burns average at about 50 stacks each (it seems to peak and drop a lot but only for short durations). At most it’s probably only amounting to a 2% damage increase in a crowd of 150 players. Compared to the 50% damage increase quickness is giving, it’s like a drop in the pond.

Yeah I noticed that too, however there IS a small problem with conditions : There were constantly around 10-15 burning stacks MORE on the boss than bleed. Since Anets reasoning for burn being way stronger than bleed damage per tick wise is “but burn isn’t as readily avaiable”, it looks like they freaking failed, and all it does is making classes that rely mostly on bleeding (eg. Necro) useless in Condition specs.

Also currently boonsharing is broken to not be limited to 5 players. Which means if some guy in a Worldboss fight shares 10 might the whole kitten 100+ players fighting said boss get the 10 stacks, meaning every boon that can be shared is always capped out. That is most likely also the reason for the insane quickness durations.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

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Posted by: Hao.5417

Hao.5417

It may have been answered already, but I’m just wondering – what happened to the skills/traits we had already, but then lost due to the auto-spec?
This happened to one of my toons, and a friends’ toon too.

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Posted by: Tenrai Senshi.2017

Tenrai Senshi.2017

Did ANET know about the quickness duration?

One thing I am worried about is that ANET will not read everything that the players about complaining about and go for the jugular before identifying the victim first. Hence, after balancing everything, only then they realized they missed the small details that is the real cause of the issue and not the noise that is overshadowing it.

Yes, this is my worry as well. Everyone is blaming conditions without actually thinking or observing the situation properly. During Tequatl I think I saw bleeds and burns average at about 50 stacks each (it seems to peak and drop a lot but only for short durations). At most it’s probably only amounting to a 2% damage increase in a crowd of 150 players. Compared to the 50% damage increase quickness is giving, it’s like a drop in the pond.

Yeah I noticed that too, however there IS a small problem with conditions : There were constantly around 10-15 burning stacks MORE on the boss than bleed. Since Anets reasoning for burn being way stronger than bleed damage per tick wise is “but burn isn’t as readily avaiable”, it looks like they freaking failed, and all it does is making classes that rely mostly on bleeding (eg. Necro) useless in Condition specs.

Also currently boonsharing is broken to not be limited to 5 players. Which means if some guy in a Worldboss fight shares 10 might the whole kitten 100+ players fighting said boss get the 10 stacks, meaning every boon that can be shared is always capped out. That is most likely also the reason for the insane quickness durations.

Yeah, I thought something seemed odd with boons. I basically had 25 stacks of might and other boons maxed out through the whole boss battle. I guess now that explains what the issue was.

I’m surprised no players were blaming that and instead used conditions as the scapegoat. Lol. XD

However, I do agree with you on the point about burning. If it’s a stronger condition than bleeding, then obviously it should be harder to apply. That’s just basic, common sense. I would recommend that ANet don’t nerf the damage, but do nerf the ability to apply burning for some classes. Bleeds should be easier to apply faster than burns in just about every case.

The only exception to this rule should be guardians. Because burning is their ONLY damage condition right now, they should be able to apply it a bit more easily than other classes. Not necessarily as much as right now, but they can’t over-nerf guardians to the extent that they no longer have a viable condition build option.

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Posted by: eldrin.6471

eldrin.6471

Does Anet have OCD? Why cant they just leave things alone? It took me months to learn how to play and get things the way I like them, then its all change and learn it all again.
Not fun.

(edited by eldrin.6471)

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Posted by: GscGunner.2419

GscGunner.2419

For elementalist, Could you add a Combo Finisher: Blast to Ice Spike (staff water 2) ? Also could you rework the Scepter? Scepter is really useless as it is right now and we already have a lot of unused skills (see some conjured, elites). Can we consider even a buff to the Health Pool? Because it’s quite embarrassing low.

Scepter is not even close to being useless…? Or have I missed something here.

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Posted by: rapthorne.7345

rapthorne.7345

Tomes of knowledge still exist, and if you tome yourself to 80 (thereby avoiding the “repetitive grind” you seem to dislike) you will have enough HP to unlock absolutely everything in the core class. every skill, every trait, just by being level 80.

This is vastly superior to the old system, where you could tome to 80 and have nothing unlocked at all, and still have to shell out gold and skill points for traits.

Now just by virtue of being level 80, you can get everything currently available to your class at no extra cost.

Resident smug Englishman on the NA servers, just because.

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Posted by: kleisthenes.6247

kleisthenes.6247

2) World bosses are currently too easy
3) There are some bugged skills and traits

Yes.

“The two most powerful warriors are patience and time.”

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Posted by: Drivrius.6159

Drivrius.6159

All I want is the ability to spend my hero points the way I wanted, not have them automatically placed in a random specialization.

Add an npc with a one time use or simply refund the points once in a patch or something, I have one character, I just started playing so lvling is long and difficult to me.

And I currently I have a Necro I don’t even want to log into because it’s points where spent in a specialization I don’t plan to ever use and on skills I don’t want…

I don’t want to stop playing this game, but it’s looking that way now.

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Posted by: Morfedel.4165

Morfedel.4165

It absolutely disgusts me that ANET targeted Mesmer for an insta nerf. Finally I start to have some success and the first thing you do is crush it.

I fully expected that ANET will nerf Mesmer back to uselessness within days and destroy confusion. STOP NERFING MESMER.

I have have heard devs repeatedly complain about the zerk meta. The strong condi is an excellent solution. Let it ride.

Please stop hounding Mesmer, I’m finally having some fun with it after waiting for years.

Mesmers got the best buffs in the game with the patch; as it turns out, torment from shatters was doing obnoxious damage and needed to be toned down.

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Posted by: Morfedel.4165

Morfedel.4165

Maybe ‘niche’ is the wrong word. What I want, is for burning have a special place outside of “a bleed that hits harder.” As it stands right now, ANet could replace every burn with 3 stacks of bleed and there would be no difference. That’s boring.

So lets look at conditions:

Bleeding & Burning: does damage
Poison: damage with heal debuff
Torment: damage + more damage on move
Confusion: Damage + more damage on skill use

So I was thinking the other day how I missed disease and it’s ability to spread. Maybe the could do that with burning/fire, reduce the damage and have it spread! After all, fire does spread hehe

Man, though, what a zerg buster that would be!!!

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Posted by: caveman.5840

caveman.5840

@ OP if u r looking at overpowered builds

don’t forget to look at under powered builds – or traits

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Posted by: Ilias.8647

Ilias.8647

For the love of god guys there at Arena.net…

You nerfed bleeding while you already nerfed warrior Bloodlust trait condition duration (from +50% to +33%) AND damage increase (from +10% to +5%).

Now bleeding is weaker than it used to be, last less and warrior can’t put more bleed stacks compared to pre-patch! You made condi warrior less viable than it was used to be…

Instead of nerfing the condition maybe try to tweak the ability of certain professions to stack massive bleeding too fast.

Currently residing on … Gandara[EU]

(edited by Ilias.8647)

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Posted by: krixis.9538

krixis.9538

you went over the top with the mortar AA nerf. while letting OP burns and other condies get out of control.

please could u revert the mortar AA nerf it was not needed and is unjustified. 1 skill out of 5 did decent damage in a power build. and u decided it was OP ???

btw you broke the grenadier trait for engies.

grenade barrage now throws 13 grenades at targets and is basically 1 shotting ppl in PVP.

but that’s fine as long as u nerf the shiny new kit so its only used for its f5 skill its all good right ??

Desolation EU
Fractal lvl 80 – 126 AR

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Posted by: Azure.8670

Azure.8670

I literally had the game reinstalling in the background when I found this thread.

I’ve stopped it. One of the biggest changes that I thought would really change up the stale gameplay of the past years is getting lowered back down.

I’ll wait and see. Dubiously.

You literally haven’t tried it and literally have no idea what’s going to happen. Literally.

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Posted by: Ardid.7203

Ardid.7203

Burn should have a different property than bleed, I agree.
Maybe burn could do more damage if you don’t move, or something like that.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

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Posted by: Eragon Tanker.3281

Eragon Tanker.3281

Condi damage being a bit too strong is not a bad thing! Power was strong for 3 years before you finally brought Condi damage up!

This is so far from the truth. The issue with the current condi system is you cannot spec against it. You can spec against power builds with Armor, just don’t run Zerker yourself. If you are a mesmer running Zerker yes a Zerker Thief is doing to one shot you.

The current condi system has broken PvP and the game for me. It has turned it into a mindless session of condi AoE bombing and you cannot spec against it. Once you have spammed your 2-3 condition removing skills you are toast. People are melting in PvP faster than you can respawn.

The only way to combat conditions, since armor does not affect them, is to increase your HP pool.

Just to test I ran a bunker Guardian last night with about 1800hp, 3k+ armor and all my utilities were condition removing skills. I melted in about 2-4 seconds on average when the AoE bombing Engi, Neco and shatter Mesmers came a calling.

The old condition system was perfect. I ran a non Meta Ranger bleed build pre update and would own any Power Ranger build so to argue Power>Condi was total b.s.. With protection, Signet of Stone, decent Armor, and a 24k HP I would kill power rangers with ease.

Please fix the Condition spam fast or I may not last until the expansion release.

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Posted by: Anuket.2860

Anuket.2860

What about 10-15k Backstabs from thiefs , that is Ok i guess…..