I work on systems, combat, skills, and balance.
I work on systems, combat, skills, and balance.
Happy to help!
Maybe I have issues with OCD— but adding weapon swap is the stupidest thing they could have done.
That’s not true. We could have tried to drink out of a cup with a leak in the bottom, we could have tied our shoelaces together and gone jogging, we even could have put peas in guacamole. It’s all about perspective.
(Also, if you really want to talk about it, check out the link in my previous post in this thread.)
(edited by RubiBayer.8134)
I’m sending out a note now to fansites and others who cover Guild Wars 2: If you’re going to be at gamescom, post or send me a PM so I can arrange to meet you!
[[BTW, I talked to my German co-worker about the stroopwafels. He looked a little puzzled, and I thought “Oh dear, I mispronounced another German word!” However, he then clarified that stroopwafels are not German, but Dutch. As if that matters, right? Delicious is delicious.
]]
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Where did you hear this?
Confirmed.
Roy and I have been looking forward to surprising everyone with that on today’s episode of PoI all week. Here you go for discussion .
Yeah it could be potentially raised, might be a bit too weak atm.
I work on systems, combat, skills, and balance.
So, how can I watch the POI? Its already done, right, but I checked youtube and it isn’t there either.
Does anyone know how long it takes to get put onto youtube?
Hiya Morfedel–thanks for asking.
Mark got the upload going as soon as the show was over, and I’m currently waiting for YouTube to finish rendering now. As soon as it’s done and we’ve added the finishing touches it needs I’ll put it out on GW2’s Twitter.
The first and third hit of the auto attack chain hit 3 targets each, and the second part of the chain is a piercing projectile.
I work on systems, combat, skills, and balance.
Currently intended to increase effectiveness by 50%. So it’ll increase fury from 20% critical-hit chance to 30%. That bug was fixed internally and was just a display bug from my understanding.
I work on systems, combat, skills, and balance.
Yes, everything besides auto-attacks has an associated energy cost.
Tyvm for the extra clarification
No problem.
I work on systems, combat, skills, and balance.
Yes, everything besides auto-attacks has an associated energy cost.
I work on systems, combat, skills, and balance.
It actually will have a 1/2s cast time in the iteration you all get to play, the video didn’t have the latest version.
You have to hit so there is play to it, but the reward is high as it’s good added spike as well as healing.
I work on systems, combat, skills, and balance.
We love you roy, thank you!!!
Thanks! Glad you are happy. It’s still a work on progress and I’ll be constantly tweaking Revenant to make sure it’s in a good place for launch with the help from feedback of you all.
I work on systems, combat, skills, and balance.
<3 I got a good laugh at the title. Glad you are looking forward too it.
Thank you for listening to us.
Any news on energy cost on weaponskills? They did not seem to have it from the stream
I had an internal command on to not use energy/recharge probably. Weapon skills cost energy.
I work on systems, combat, skills, and balance.
I am quitting every other class!
Shrio….looks more fun then thief but in heavy armor with more health
The traits look like they pair extremely well with even auto attack
Auto attack simply looks like the most fun one in this game
We can weapon swap! We can now swap to range or ventari for great heal support
Shrio simply just looks FUN. Everything about it looked like it will be fun
Dual swords! We can finally play in pve with dual swords on a heavy class that isn’t condition based
Great job anet you really really have me looking forward to revenant now
<3 I got a good laugh at the title. Glad you are looking forward too it.
I work on systems, combat, skills, and balance.
Mace
In a similar situation as the hammer, the mace wasn’t generating enough conditions to really feel like a threat. Since the mace and axe are the main condition weapons, we want to make sure they feel like they’re filling that role.
- Echoing Eruption: This skill will now also apply 3 stacks of torment for 6 seconds when it hits.
- Searing Fissure: Increased the burning duration from 2 seconds to 4 seconds per pulse. Reduced the casting time from 1.25 seconds to 0.75 seconds.
Axe
Just like the mace, the axe felt a bit weak for the amount of conditions it output.
- Temporal Rift: Increased the torment duration from 4 seconds to 8 seconds.
Legendary Demon Stance
This legend was a bit clunky overall, with casting times and condition output issues similar to the mace and axe. Embrace the Darkness will be changed to help provide more condition applications, casting times will be adjusted, and self-applied conditions will be changed to no longer use your condition duration so they feel less punishing.
- Embrace the Darkness: Reduced the pulsing interval from 3 seconds to 1 second. Decreased the self-torment duration from 3 seconds to 1 second per pulse.
- Empowering Misery: Reduced the casting time from 1.25 seconds to 0.75 seconds. The self-applied weakness no longer uses your condition duration.
- Pain Absorption: Reduced the casting time from 1 second to 0.5 seconds. The self-applied blindness no longer uses your condition duration, and its duration has been reduced from 8 seconds to 6 seconds.
- Unyielding Anguish: The self-applied cripple will no longer use your condition duration, and its duration has been reduced from 5 seconds to 3 seconds.
- Banish Enchantment: The self-applied vulnerability will no longer use your condition duration.
Corruption
Condition output will also be increased here, and the infinite resistance bug will be fixed.
- Opportune Extraction: Reduced the recharge from 15 seconds to 10 seconds.
- Diabolic Inferno: Increased the burning from 1 stack for 3 seconds to 2 stacks for 4 seconds.
- Rampant Vex: Increased the torment duration from 3 seconds to 4 seconds.
- Demonic Defiance: Fixed a bug that granted resistance when canceling legendary demon stance skills.
Invocation
There was an issue found in using instant skills after a skill completed, causing the next skill queued to cancel. That meant that whenever you had the invocation specialization line equipped, your skill queue would not work. We also lacked damage multipliers on the profession, so we’re taking this chance to remake the first two minor traits to help add more damage output options.
- Swirling Mists: This trait has been removed and replaced with Invoker’s Rage.
- Invoker’s Rage: Gain 5 seconds of fury when you invoke a legend.
- Revitalizing Breath: This trait has been removed and replaced with Ferocious Aggression.
- Ferocious Aggression: Gain 7% increased damage while under the effects of fury.
- Empty Vessel: Since invoking legends is now instant by default, this trait has been modified to make invoking a legend a stun breaker.
I work on systems, combat, skills, and balance.
Hey, everyone! If you caught the Points of Interest livestream today, then you’ll know that we’ve made some changes based on the tons of awesome feedback from the test weekend as well as internal testing feedback. We didn’t go over them all during the livestream, but now is the chance to do it!
These changes are made internally and will be seen in the next iteration of the revenant that you all get to play. This will be a chance to see what’s coming for the revenant and a chance to give feedback. Also, the legendary assassin stance, sword (main-hand), sword (off-hand), and devastation traits will be available in the next playable iteration, in addition to this list of changes. The blog post can be found here if you haven’t had a chance to check it out.
In general, we understand the revenant felt like it needed some tuning during the test weekend. A lot of these changes are to address things like damage output, condition output, flow, casting times, and weapon versatility. Hopefully these changes will provide a much different experience when you get the chance to play it next!
General
These are a few broader changes made to the profession. There was a lot of feedback on the lack of speed and versatility of the profession, and these are intended to help address those concerns.
- Weapon swap has been added.
- Invoking legends is now an instant cast by default.
- Fixed a bug that prevented skill queuing from working correctly.
Staff
Staff damage was lower than it should have been and felt weak even as a support weapon. Damage will be increased, and the healing-power scaling will be increased to improve the staff’s support aspect.
- Rapid Swipe: Increased the damage by 30%.
- Forceful Bash: Increased the damage by 36%.
- Rejuvenating Assault: Increased the healing-power scaling by 50%.
- Punishing Sweep: Increased the damage by 33%.
- Debilitating Slam: Increased the damage by 100%.
- Renewing Wave: Increased the healing-power scaling by 30%.
- Surge of the Mists: Increased the damage by 11%.
Legendary Centaur Stance
Like the staff, this stance is all about support. The scaling of healing power was a bit low, and there was also an issue with the amount of time required to control the tablet.
- Ventari’s Will: Reduced the casting time from 0.5 seconds to 0.25 seconds. Increased the healing-power scaling by 33%.
- Natural Harmony: Increased the healing-power scaling by 20%.
- Purifying Essence: Increased the healing-power scaling by 100%.
- Protective Solace: Fixed a bug that allowed this skill to block unblockable projectiles.
- Energy Expulsion: Increased the knockback distance from 240 to 450.
Salvation
These changes will help boost the support feel as well as improve the duration of traits, which was too low in a few places.
- Tranquil Benediction: Increased the regeneration and swiftness durations from 1 second to 3 seconds.
- Tranquil Balance: Reduced the health threshold from 90% to 75%.
- Invoking Harmony: Increased the duration from 5 seconds to 10 seconds.
- Momentary Pacification: Fixed a bug in which daze was not working properly. Increased the daze from 2 seconds to 2.5 seconds, and added a 10-second internal cooldown.
Hammer
Overall, there was a lot of feedback that the hammer felt too weak as the profession’s ranged option. We wanted to keep the slow feel of using a heavy two-handed hammer, so instead we’re compensating by increasing the weapon’s damage across the board.
- Hammer Bolt: Increased the damage by 12%.
- Coalescence of Ruin:
- Increased the first tier of damage by 25%.
- Increased the second tier of damage by 17%.
- Increased the third tier of damage by 12.5%.
- Phase Smash: Increased the damage by 75%.
- Field of the Mists: Increased the field’s width slightly to make it more reliable.
- Drop the Hammer: Increased the damage by 20%.
Legendary Dwarf Stance
The casting time will be reduced here to help improve the flow of play and make it a bit more useable in a reactionary way.
- Forced Engagement: Reduced the casting time from 1 second to 0.5 seconds.
Retribution
The changes to this line will push the profession into a more tanklike direction. We want you to feel sturdier when you choose this specialization.
- Close Quarters: Reduced the range threshold from 600 to 360.
- Determined Resolution: Increased the damage reduction from 5% to 10%, and increased the health threshold from 50% to 75%.
- Enduring Recovery: Increased the amount of endurance from 15 to 25.
Continued Below…
I work on systems, combat, skills, and balance.
AFAIK they’re not finalized.
They haven’t been acquired by a “real” account yet, so they’re not showing up anywhere on my radar.
I’m seeing “no rally” pop-up a lot.
Thoughts?
There’s some cool ideas here, folks. I’ll pass it along to the team.
This restriction has been lifted. You can now Cancel Build on blueprints.
Hi there,
Reaper in French can be translated in many ways
The French-speaking members at ArenaNet and NCSOFT went through a few discussions about which translation was more appropriate, but it was complicated by certain factors (e.g., terms that were already used). You can read a bit more about that on the French forums here: https://forum-fr.gw2archive.eu/forum/support/loc/Le-nom-des-sp-cialisations-d-lite-de-HoT/first#post254154
A bientôt !
Info on underwater combat will be provided, as Roy says, “soon™.”
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Underwater combat? Yes.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
We’re looking forward to sharing that this Friday.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Very fun, lordhelmos!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
You all should make sure to watch the stream tomorrow. 
I work on systems, combat, skills, and balance.
I have a couple of guesses as to why the API keys disappear for awhile — but annoyingly it’s going to take a while to validate them and get a fix out. If my hunch is right, it’s just a cache coherency issue and should disappear after awhile — sooner if you don’t use the key.
It’s certainly feasible, but there’s a long queue of things to implement.
It’ll probably happen at some point :O
Okay, so the key creation bit should now be working again.
Additionally, the “endpoint requires authentication” bit should be fixed — let me know if you’re still getting that. If it persists, it’s probably some bad cached data and I can just purge the cache.
I’m not sure why/how API keys were being deleted, still looking into that bit. It may just be a cache issue — the other thread mentioned that they mysteriously came back after awhile?
Revenant will get underwater combat. Just haven’t talked about it yet. soon™.
I work on systems, combat, skills, and balance.
Make sure to check out the stream tomorrow, seeing it in game does the skills way more justice then reading about them.
Are you trying to make my head explode from excitement? Is that a devious grin I see there!? O.O
I don’t think I want your head to explode, maybe excitement just up until that point though. xD
I work on systems, combat, skills, and balance.
The elite spec won’t be an underwater setup, haha. Revenant will have underwater setup, just not yet. Soon tm.
I work on systems, combat, skills, and balance.
Make sure to check out the stream tomorrow, seeing it in game does the skills way more justice then reading about them.
I work on systems, combat, skills, and balance.
Yep, looking into this now. Not really sure where the problem is yet, we didn’t make any changes to the API key stuff.
Super happy fun times commence.
Mandatory refund, account lockout - GW2 core.
in Account & Technical Support
Posted by: Chris Cleary
:( What should i do now???
You should wait until CS clears up the issue, you should probably expect a different response from them shortly. Right now we are working through some issues internally, but we should have you back in tonight. That being said, please please please look over this:
https://help.guildwars2.com/entries/66122673-Guild-Wars-2-Account-Security
Mandatory refund, account lockout - GW2 core.
in Account & Technical Support
Posted by: Chris Cleary
Ok, let me explain exactly what happened
Your account was compromised (you probably got phished)
A Heart of Thorns key was added to the account that was fraudulently purchased
Your account was used for RMT Gold Spam (and banned)
3 days later we processed the automatic refund for the core edition (in this case the HEROIC edition upgrade) because the account was eligable
We removed the Heart of Thorns key from your account because it was fraudulent.
So basically the agent looking at your ticket didn’t actually check the entire situation, and this is a very interesting edgecase which should be accounted for but wasn’t. I’ll be sure to get you settled shortly.
(edited by Chris Cleary.8017)
Try adding this to your shortcut in the Target field at the end
Obviously use your email address and your password (don’t post them here if this doesn’t work)
-autologin -email foo@bar.com -password foobar -nopatchui
Your target should look something like:
“C:\Wherever\Guild Wars 2\Gw2.exe” -autologin -email foo@bar.com -password foobar -nopatchui
Keep the awesome feedback and ideas coming! There will be quite a few balance changes, among other things
, to the Revenant profession the next time you all play it.
No more ideas till you dont show up Shiro and Glint (signets? why?..) so i can complain some more. Also i think we covered pretty much everything, now some people olny have a different idea how to solve these issues. Are you going to show up some changes on upcoming poi or show them on forum before next beta (without eta) will happen?
I think it would be better to keep us up to date with changes which we can discuss rather than leaving community into the dust guessing what changed etc.
Haha. yeah basically that’s what I’ll be trying to do. I’m aiming be more transparent with changes so you all know what is coming for the next iteration of the profession. Hopefully that way there can be more back and forth for getting the balance and feel of the profession in a good spot before launch.
The next iteration will have a good amount of changes, some bigger then others.
I work on systems, combat, skills, and balance.
This should be fixed for the next time you all get to play the Revenant. It should help a lot with the smoothness of skill interactions.
Is this a fix for the whole skill queuing system (affecting other professions as well), or just for the Revenant’s case?
It’s a bigger issue with how instant skill procs work. It was most noticeable on Revenant because there was a trait firing an instant skill after every single skill use. We’ll be looking into a long term fix to improve it although it’s more complicated as it’s connected to a bunch of systems, but I fixed the Revenant specific issue for now. Basically I changed the trait.
This should be fixed for the next time you all get to play the Revenant. It should help a lot with the smoothness of skill interactions.
That was a fast fix
I feared that it would talk a long time to change/fix all the feedback you got.
Sure somthing might take a long time (Like more skills or huge changes to skills like some people suggested).
I’ve already made a lot of changes due to feedback from last weekend for the Revenant.
Hopefully I’ll get to share them soon.
I work on systems, combat, skills, and balance.
Well, that’s somewhat unfortunate.
I’ll try to get this fixed in some reasonable amount of time; at least so items returned via the inventory endpoints are always available (since that seems to make sense).
Will that include co-ordinates and a last flipped timestamp?
That’s the goal, at least.
Does not the last flipped timestamp need to be in the matchup details, since every matchup will have it’s own timestamp when something is flipped?
Yeah, sorry, the flipped timestamp is in the match details (i.e., /v2/wvw/matches), the objective coordinates are in the objective details (i.e., /v2/wvw/objectives).
Thanks for compiling these issues!
I’ll keep an eye on this thread. Changes may take a bit to reach live, but they’re being worked on.
Am working on /v2/wvw/objectives right now, though due to the release process the earliest it can be deployed is the patch after next.
Can you tell what the structure will be like? Same as V1 but with correct names? Then I can already made the code right.
I actually haven’t started working on the structure yet — I’m still adding the bits and bobbles to one of the backend servers that the API “frontend” will use to get data.
Will that include co-ordinates and a last flipped timestamp?
That’s the goal, at least.
This should be fixed for the next time you all get to play the Revenant. It should help a lot with the smoothness of skill interactions. 
I work on systems, combat, skills, and balance.
Keep the awesome feedback and ideas coming! There will be quite a few balance changes, among other things
, to the Revenant profession the next time you all play it.
I work on systems, combat, skills, and balance.
Thanks! This should be fixed for the next time you all get to play the Revenant.
I work on systems, combat, skills, and balance.
Thanks for the suggestion Xbon. However the nature of the issue is such that a special chat command wouldn’t be able to dislodge people. I know how annoying the issue is – and we are definitely working on a fix!
Vox Machinum, 80
Hyper Threaded, 80
There’s a bunch of merchants in-game that are not player-accessible (and sell things that people shouldn’t know about), so I’m hesitant to whitelist all items that are sold at a merchant.
I have a patch that tries to whitelist any item purchased from a merchant — that should fix most of the issues, though it won’t be ready for awhile longer.
