Racial benefits and dmg vs X sigils

Racial benefits and dmg vs X sigils

in Guild Wars 2: Heart of Thorns

Posted by: NinjaEd.3946

NinjaEd.3946

These are two pve specific things that seem largely ignored both from players and dev’s. Racial skills were never meant to surpass profession skills however they are so far away from being comparable that its more for lore purposes than a slot on the skill bar. Damage vs X sigils are incredibly irrelevant when you can get universal sigils that benefit you against all targets all the time, and currently waste time in the mystic forge and AH.

One thing that puts me to sleep for pve content outside of the mindless zerg content and stacking is how there is no real progression. I’m not talking about gear progression, I hate that concept, I’m talking about feeling like you’ve done all you can to shine in the pve world just like you can shine in pvp with titles and finishers (although they aren’t as hard to get anymore).

I don’t suggest this as an easy plan, but achievements seem like a perfect stage to set this on to give pve some further progression that helps in current and future content without making you the dominate choice for groups, similar to how ascended armor/weapons didn’t give the biggest advantage but they do help.

For sigils, I’d suggest making certain types of collection quests, heart quests, dungeon encounters (including the side objectives people tend to run past) and maybe even event completion (again, can tie to a specific collectible drop from that event) to increase your account damage towards each enemy type. If need be, this amount can be toned down from 10% to 5% or some respectable number so the common zerker set up isn’t seeing large number differences between someone who has done these quests and who hasn’t. Ultimately you will do content relevant to that enemy type to rank up towards these account bonuses and remove the sigils from the game.

As for racial skills, I see no reason at this point in making racial skills a little more relevant on the pve side of things. If their argument is they don’t want people picking a class based on race how is it any different from people asking for heavy zerkers in dungeons because everything hits for ridiculous amounts and raw dps works best in 99% of encounters?

They don’t have to flat out make them comparable to profession skills but how they work and their capabilities should be changed so they are more than a lore stapled onto your skill bar selection. They can even go a step further and remove racial skills from wvw so the “pvp” style balance isn’t messed with but balancing pve content seems a lot more plausible with these skills.

Also wish they had some sort of racial passives that would rank up from doing major storyline steps such as the personal and Living story line as well as some additional tasks from achievements and heart/collectible quests. Again, something for pve to progress without adding an obvious advantage over those who haven’t done these quests. Passives such as:

Norn: Reduced incoming damage when disabled. 2%/4%/6%/8%/etc
Human: Increased boon duration. 1%/2%/3%/4%/etc
Asuran: Increased condition duration. 1%/2%/3%/4%/etc
Sylvari: Increased outgoing healing. 1%/2%/3%/4%/etc
Charr: Increased attack speed. 1%/2%/3%/4%/etc

Something that isn’t hugely noticeable but still at max rank you can feel fully progressed for current and future pve content.

Long post short, I want to see some minor pve progression that is small but gets you out and about to do some untraditional things. Collectibles helped but they are more for gear and consumables which is really no different from farming for them by other means and either crafting or buying them.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Racial benefits and dmg vs X sigils

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Isn’t that the entire point of the mastery system in HoT?

https://wiki.guildwars2.com/wiki/Mastery

Racial benefits and dmg vs X sigils

in Guild Wars 2: Heart of Thorns

Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

I must be the odd-man-out as I use racial skills on a few of my characters. I rather like their effects. /shrug

Also, as noted above, the Mastery System is supposed to provide horizontal progression, once HoT releases. =)

Good luck.

Racial benefits and dmg vs X sigils

in Guild Wars 2: Heart of Thorns

Posted by: NinjaEd.3946

NinjaEd.3946

I know about those, but they are exclusive (atleast from what is said about them) to the new zone and the fractals. Not one of them seem to relate to the old zones even though it talks about current pve content. I know all the info hasn’t been mentioned but I’m really annoyed by all this push for new content without keeping the old content relevant in some way.

It is where I got the idea from but this would be for removing the dmg vs X enemy type sigils and for racial progression, not something for 1 new region only.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Racial benefits and dmg vs X sigils

in Guild Wars 2: Heart of Thorns

Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

The Legendary/Precursor Mastery Track is for Pact Tyria. (Which may be quite popular.)

The Devs have stated many more Mastery tracks will be offered. Time, only, will tell.

Good luck.

Racial benefits and dmg vs X sigils

in Guild Wars 2: Heart of Thorns

Posted by: Astralporing.1957

Astralporing.1957

So, you’d want all people wanting a dps character to roll charr, all support chars to roll humans, all condi chars to play asura, etc? Basically what Anet wanted to avoid?
Not likely to happen.

Actions, not words.
Remember, remember, 15th of November

Racial benefits and dmg vs X sigils

in Guild Wars 2: Heart of Thorns

Posted by: JoshuaRAWR.4653

JoshuaRAWR.4653

Your suggestion is daft, it’d pigeonhole players into certain races if they wanted to perform better, it shouldn’t be like that at all.

A race should be aesthetics only, the skills we have alongside them are merely there for lore, yes they could be a bit stronger, but then that always runs the risk of making it so people start rolling the race they are for the wrong reason.

Mastery is basically what you’re after, and while we haven’t been shown much of it yet, i can guarantee you that it will be expanded upon and it’s possible we haven’t seen every or know of every mastery track we’re going to be getting in HoT.

Warrior 80 | Guardian 80 | Ranger 80 | Engineer 80 |
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA

Racial benefits and dmg vs X sigils

in Guild Wars 2: Heart of Thorns

Posted by: NinjaEd.3946

NinjaEd.3946

How about less traditional combat related traits then? I kinda see how combat stats push people into these roles based on race even though the values would hardly be something to calculate.

Norn (Spirit Infusion): Transformations last longer. 3%/6%/9%/12%/15%

Charr(Ammo pack): Environmental weapons have additional charges (this includes charrzooka). 1/2/3/4/5

Human(Speed of a Centuar): Increased out of combat movement speed. 2/4/6/8/10%

Asuran(Experimental Soles): Take reduced falling damage. 2/4/6/8/10%

Sylvari(Ebb and Flow): Faster movement speed underwater when out of combat. 2/4/6/8/10%

Fits more into the exploration of pve than the combat.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Racial benefits and dmg vs X sigils

in Guild Wars 2: Heart of Thorns

Posted by: DresdenAllblack.1249

DresdenAllblack.1249

You want to shine in PVE? Get the diving title.

Angelina is free game again.
Crystal Desert

Racial benefits and dmg vs X sigils

in Guild Wars 2: Heart of Thorns

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Racial skills are weaker compared to common skills…. With 1 or 2 excptions, most of them are still rarely seen. This most;y to guarantee a variety of classes and to remove the ‘but thier class is OP cause they have -fill in racial skill-’


Slaying sigils are commonly used for speedrunning and, ORR farming (Malchor’s Leap, Cursed Shore and parts of the Strait of Devestation)

Sigil of Force and :

  • Sigil Undead Slaying with Undead Slaying Potion
  • Sigil Icebrood slaying with svanir slaying potion
  • Sigil (of justice?) Bandit slaying with bandit slaying potion

is a flat 27% DPS buff , it is the maximum buff you can get permanently vs 1 type of enemy

Force and Night is the =generic combo- used for the ALL the dungeons in the Night dungeon set (TA, AC, CoF, CoE, SE) with the appropriate slaying potion it gives the same buff mentioned above but it’s considered a set for the lazy or the ppl with limited bag space, unless running SE or CoE.

Night sigil andd the relevant slaying sigil:

  • TA (nightmare court),
  • AC (ghost slaying, note: extended ghost slaying exixts is soulbound and ca only be made by artificers, else use sharps),
  • CoF(flame legion),
  • CoE (inquest or in a small part destroyers(generic is more practical),
  • SE (dredge or inquest (generic is more practical)

give you 33% added DPS with the correct slaying potion. This is the highest possible DPS buff ingame from any sigil and food combination, but it’slimited to night environments (the dungeons listed being night 24/7)

Last the slaying potions ALSO give a flat 10% damage reduction received from said relevant enemies..

-period-

(expensive potions will set you back 2-3 silver, except fot the ghost slaing which is ~40 silver (you get 10 from the recipe but the recipe uses a charged lodestone)


As far as most other suggestions, maybe a minor ( off and/or def) vs their common enemies would be nice (human vs bandits, sylvari vs nightmare, charr vs flamelegion, norn vs icebrood/svanir, asura vs inquest. ) i could see max 5 on both sides @ level80.
Not more though..

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)