FYI If we can’t remain civil with one another in discussion then I will shut the thread.
Chris
Thanks for the heads up, Memphis. We’ve identified the problem and we are working on a solution!
.b
Hi All,
Just wanted to let you know that I am behind on the thread and am playing the release today.
I will catch up tomorrow.
Chris
Since everyone is curious. The shiny foil candy wrapper event is now over, Prizes will be mailed out within a few days.
Bug Fix:
- Fixed a server crash.
So, the request for more suggestions….. is that because there’s nothing in this thread that seems feasible?
Oh actually, the request was for any different suggestions that forum members may want to offer. That’s not to say that the previous suggestions are wrong, or bad, or unworkable. Many of the suggestions were extremely valuable, in fact, and they’re retained through the pages of this thread.
Basically, if a suggestion has been made, it’s on record and we wouldn’t want players to believe they need to restate a previously-offered suggestion. If it’s in this thread—previously or in the future—that’s great. Meaning if there’s a new thought, suggestion, or opinion to offer, that’s very welcome.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I’ve seen a few people running around with it. You should also see it listed for 500 gems. Please let us know if this is not the case!
GW2 Tickets for Review (7 days & older)
in Account & Technical Support
Posted by: Michael Henninger.7451
994195 Not 72 Hours Old
Twitter: @ANetCSLead
GM Delicious Intent.5928
GW2 Tickets for Review (7 days & older)
in Account & Technical Support
Posted by: Michael Henninger.7451
hello my brother just got guild wars 2 digital and it says he dosent have a account registered to gw2 and he does have an account sent a ticket got reply on day 2 and said they would send issue to account issue people i guess and day 4 not heard from anyone please help with this issue
Ticket number?
Twitter: @ANetCSLead
GM Delicious Intent.5928
11/04/14 – November 4 Release Notes
Release Notes:
LIVING WORLD
Echoes of the Past
As the Pact prepares for the war against Mordremoth, heroes unite in a mysterious land to hold the line against the Elder Dragon’s encroaching forces. But as secrets are revealed, will Tyrians find hope, or only come to understand that the road to war is paved with points of no return?
Achievements
After completing Echoes of the Past, showcase your tactical mastery as a hero of Tyria by completing challenging, episode-related achievements.
Rewards
- The new Carapace and Luminescent armor sets are now available, with distinct looks for light, medium, and heavy professions.
- Beginning with the six shoulder pieces in Echoes of the Past, the full sets will become available over the rest of the season, for a total of 36 new skins to unlock.
- By completing the story and playing in the open world, players can earn pieces of Carapace armor.
- Prove your mastery of the area by completing item collections to upgrade your Carapace armor to Luminescent armor.
- Completing events in the Silverwastes rewards you with bandit crests that can be traded for a variety of rewards, including:
- Recipes to craft components for the new Sinister stat combo (condition damage, power, and precision).
- An Endless Dust Mite Tonic.
- The Bandit Combat Journal, used to unlock the Bandit Weapons Specialist collection.
- Bandit Skeleton Keys, used to open Lost Bandit Chests buried throughout the area.
- And more!
- Search throughout the Silverwastes for Lost Bandit Chests.
- Complete events to receive Silverwastes Shovels used to find and uncover chests.
- Once a chest is uncovered, every player in the map will have a chance to open it. Don’t forget your Bandit Skeleton Key.
- Chests contain Embroidered Coin Purses, Lumps of Raw Ambrite, and a chance for the new Endless Arid Devourer Tonic and new high-level bandit weapons with a choice of stats.
BALANCE, BUG-FIXING, POLISH
General
- Moved the Enchanted Treasure Chest inside the Salma District (human home instance). It is now inside the first house on the left upon entering the map.
- Straits of Devastation: Fixed the strong-current warning at the boundary of the Sea of Elon.
- Malchor’s Leap: Moved the world map marker for the Doric’s Shrine point of interest so it is no longer hidden by the Doric’s Waypoint icon.
Profession Skills
Elementalist
- Glyph of Elementals: Toggle abilities for this skill are now instant. Skill facts of toggle abilities will no longer appear on this skill.
- Glyph of Lesser Elementals: Toggle abilities for this skill are now instant. Skill facts of toggle abilities will no longer appear on this skill.
Engineer
- Magnetic Shield: This skill can now be used while moving and will no longer root the engineer in place.
- Slick Shoes: Reduced the cooldown of this skill from 60 seconds to 45 seconds.
- Super Speed: Reduced the cooldown of this skill from 45 seconds to 30 seconds.
- Toss Elixir H: Fixed an issue in which boons given by this skill had the wrong durations when traited with Potent Elixirs. Also fixed the incorrect skill facts that appeared when traited with Potent Elixirs.
- Toss Elixir C: Fixed an issue in which boons given by this skill had the wrong durations when traited with Potent Elixirs.
Guardian
- “Retreat!”: Reduced the cooldown of this skill from 60 seconds to 40 seconds.
- Bane Signet: Increased the duration of the knockdown from 2 seconds to 3 seconds.
Mesmer
- Maim the Disillusioned: Increased the number of torment applications per clone shattered from 1 to 2.
Necromancer
- Death Shroud: Reverted a change that caused this effect to incorrectly cancel abilities (such as stomping) when the necromancer’s death shroud runs out.
- Necrotic Grasp: Increased the velocity of this projectile by 50%.
- Life Siphon: Increased this skill’s base healing by 25%, and increased the scaling with healing power by 75%. Fixed a bug in which this skill increased by 25% instead of 20% when traited with Bloodthirst.
Ranger
- Point Blank Shot: Added a warm-up to this skill and changed the projectile to help differentiate it from other ranger longbow abilities.
Thief
- Reduced the recharge of venom abilities from 45 seconds to 40 seconds.
Warrior
- Crushing Blow: Increased the number of vulnerability applications that this skill applies from 4 to 10.
- Tremor: Increased the velocity of this skill by 12%.
World vs. World
- All siege weapon sites now display names with their build prompts.
- Reduced the overall size of arrow cart and ballista build sites.
BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions
- Miniature Belinda Delaqua is now available in the Toys category of the Gem Store for 350 gems.
- A talking Replica Job-o-Tron Backpack is now available in the Style category for 500 gems.
- A new Guild Flag Finisher is available in the Upgrades category of the Gem Store for 600 gems.
- A Celebration Boost has been added as an uncommon drop to the Black Lion Chest Boost Slot. This one hour buff grants 100% boost to magic find, WvW rank gain, experience from kills, and gold from kills.
Improvements
- Reduced the cost per use of the Silver-Fed Salvage-o-Matic to 60 copper.
(edited by Mark Katzbach.9084)
I had a MAJOR lag spike two days ago in Battle of Kyhlo. It eventually disconnected me, but the weird thing was that I was still able to chat normally in Guild chat, even though my /say and /map chats were not showing up.
This is pretty interesting. Whispers and guild chat does not go through the game server that you play PvP on. That implies you had an interrupted connection to the game server, but not our other servers.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
You should remove your personal information from your post, as well as any links to suspicious sites.
Taken care of, due to for flag/report. Thanks for letting us know.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Paradox — I’m curious. Why do you say “no capes?”
Pretty sure it was a reference to this :P
No Capes!
/Message Body length must at least be 15.
Doh, of course. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
I liked the capes in Guild Wars, especially since the art and animation teams got such a fluid “flow” to the fabric. (Actually, other game designers asked how it was done, back in the day!)
I imagine there would be challenges in incorporating capes, and naturally a cape would cover some of the armor pieces, which is a drawback when you’ve worked hard to get the whole “look” going on. As mentioned, it was brought up in the CDI, so that’s good.
Paradox — I’m curious. Why do you say “no capes?”
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I always figured the NPCs were already staying over a bit, since they don’t depart until November 4th. That’s a +4 to Halloween, giving us a bit of extra time to complete our transactions. As much as I love Halloween, I think part of its appeal is the limited time that the whole event, including the NPC crew, is around.
Basically, having a bunch of NPCs with jack-o-lanterns and candy corns over their heads in April or July might be a little odd. 
Santa and the Easter bunny are Americans.
Oh really? Seems rather international to me, with origins in Scandinavia. And hey, the North Pole isn’t located in the U.S. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Earlier this year I suggested that they play the screaming sounds during the Escape Lions Arch Event, and place them into the Halloween event. It makes the ambiance even better. Thank you Anet!
Nice, eh? I’ve been enjoying the whole Halloween experience with extra spooky sounds. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Closing thread as per the OP’s request. GazaKnight (the OP) added a few final comments above.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I’ll look into the situation and update your ticket.
GW2 Tickets for Review (7 days & older)
in Account & Technical Support
Posted by: Michael Henninger.7451
988815 In Queue, will not discuss here.
984960 Solved
985958 We’re trying to get the block lifted, it’s in review with billing.
986246 Solved
983993 In Queue
987031 Solved
984482 Account is ineligible for a rollback. No further review will be taken.
987647 Solved
987496 Solved
979545 In Queue
989295 In Queue
988067 Solved
989627 In Queue
990173 In Queue
994195 In Queue
991671 Temp suspension is over.
Twitter: @ANetCSLead
GM Delicious Intent.5928
I’ve checked with our Payments Department and this does not seem to be a wide-spread issue like the previous incident was. Please submit a ticket so that an agent can look into your individual situation. Please be sure to select “Payment Issue” from the drop-down menu on this page when submitting your ticket.
That’s a weird one.
Couple of questions for you.
Does this happen with your pings?
Does this happen with other players’ pings?
How often does this occur for you?
Is there anything ‘special’ you do to have this occur?
There are some rare situations in which we will ask for your permission to log in to your account. What we will never do, however, is ask you for the password to your account. I looked for your ticket in our support interface and I do see that we sent that reply to you, so no worries.
Map and Location: Dry Top, between Flatland Wastes [&BHIHAAA=] and Prosperity Waypoint.
World (aka server): Megaserver
Date and time of day, plus timezone: all day, all nightUsually it is rangers with autohealing. Their pets autodefend their owners. But i seen also engi and minion-necr there.
I just cleaned up about 25 players afk macroing in NA and EU, we’ll keep a watch on this area. Thanks
(edited by Chris Cleary.8017)
I wanted to clear some confusion and misconceptions about delayed ticket responses and what helps address the issue of your ticket not yet receiving a reply. This FAQ aims to address the most common inquiries related to delayed support.
First and foremost however, I want to stress the importance of using our Support Interface to submit your initial inquiry. Please do not send a new e-mail directly to the support e-mail address, as this will create a new ticket that may be filed incorrectly and will cause a delay in your issue being addressed. Replying to an e-mail that is sent from the support e-mail address will correctly update your current ticket (so long as your reply is above the line indicated in the e-mail) and will not affect your place in the queue.
Here are some general guidelines for choosing the correct ticket form to submit your inquiry:
Account Issue: Resetting password, changing account name (e-mail address), issues with/requesting removal of e-mail and/or two-factor authentication, compromised/missing account (error 11), unable to log in due to a block on the account (errors 9, 45), linking your Guild Wars and Guild Wars 2 accounts.
In-Game Issue: Items/Non-gem currency missing, violation reports, in-game feature not functioning, accidental purchases (in-game item refund requests, purchased or obtained with an in-game currency [including gems]).
Purchase Issue: Error message when purchasing gems, gems not appearing in gem total after purchasing, gem/promotional codes not redeeming properly, refund requests for unspent gems, suspected fraudulent purchase of gems from your account, disabled serial code (error 122).
Technical Issue: Black Lion Trading Post not loading, game crashes to desktop consistently, game freezes, connectivity/lag (latency) issues (errors 7, 42).
Now, on to the FAQ!
Q: I haven’t heard back from the Support Team in 24 hours (or longer)! Did the Support Team receive my ticket? Should I submit another one?
A: Tickets are addressed in the order in which they are received, meaning if the Support Team is currently backed up due to large ticket volumes, waiting times may be longer than our target 24 hour response time. If you received an auto-reply from us after submitting your ticket, then the support team has received your ticket and you are in queue for assistance. No further action is required from you until you hear back from an agent. If you did not receive an auto-reply, please be sure to check your spam/junk/promotional/etc. folders, as the auto-reply may have ended up in there. You can read more about this subject here.
Creating duplicate tickets about or related to the same issue that you have already contacted us about does not lead to faster reply times. This actually creates more tickets for agents to address, which ultimately causes a longer wait time for everyone. Please refrain from creating multiple tickets about the same issue and instead update the same ticket that you have already created. If the last time you corresponded with us is longer than a month however, you should create a new ticket using the link I provided at the beginning of this post.
Q: My ticket has been transferred or escalated and I haven’t heard from anyone for 24 hours (or longer). What’s the deal?
A: Transferred tickets are tickets that were filed or otherwise located with the incorrect department (an example would be an account issue that was filed with the Payments Department). If this happens, the ticket will be introduced into the correct queue. Depending on that department’s ticket volume, you may not receive as timely of a reply from us as you did when your ticket was initially submitted.
Escalated tickets are tickets that are assigned to senior agents on the Support Team. Senior agents handle a variety of complex or one-off situations which require more time to investigate and address. Tickets that have been escalated have their own queue and, like all other tickets, are addressed in the order in which they are received. Tickets that have been escalated to a Lead GM or the Game Support Lead may take longer to address than tickets escalated to a senior agent.
Q: My issue changed from what I had originally inquired about (i.e. my account was compromised, the Support Team helped me get back into my account, and now I see that my items/characters are missing). Should I submit a new ticket about this?
A: You should update the ticket that you were already corresponding with us on. This will ensure that your ticket stays in its proper place in queue. The exception to this is if your ticket is older than a month and you are just now getting back to us. If this is the case, please submit a new ticket using the link I provided at the beginning of this post.
Congrats to the Absurd and Made in Meta for taking first place this week.
Edit: fixt
(edited by Josh Davis.6015)
As previously mentioned, we have people monitoring infractions on a 24/7/365 basis. If you’re not sure how to report someone for griefing, perhaps the most obvious choice would be “offensive language.”
If you report, the chat will be reviewed and action will be taken. You don’t need to submit a ticket; you don’t need to ping someone directly. Report and it will be dealt with. (You’re welcome to submit a ticket, but truly that seldom is necessary.)
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Rainmaker — having spent a bit of my evening on my patoot last night, as a result of the foe you handily vanquished, I must say I’m very impressed with your achievement and your style.
Well done!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Right getting back to the game.
Chris
Thanks for bumping this and bringing to my attention. That is definitely a cool idea, but of course it does touch a little on the topic of gear progression. So here are some more questions for you with regards to your proposal:
- Is Legendary armor better than Ascended armor stat wise?
- Can this legendary armor be obtained anywhere else in the game?
- How do we prevent the introduction of Legendary armor from invalidating players who spent a lot of time/money crafting their Ascended armor?
- Is this a drop from raid encounters, or is it obtained through a “raiding reward track”?
I think you can see where I’m going with this. Ascended armor is already a pretty hotly debated topic because it did introduce a very slight vertical progression to the game.
Honestly its kind of unfair for the majority of the player base to talk about legendary armor on page 22 of a raid cdi (I think it deserves its own cdi).
any how my thoughts are thus on legendary armor:
- Is Legendary armor better than Ascended armor stat wise?
as Colin Johanson said BEFORE the game was released:
Everyone, including casual gamers, by level 80 should have the best statistical loot in the game. We want everyone on an equal power base. The rare stuff becomes the really awesome looking armours. It’s all about collecting the unique looking stuff and collecting all the other rare collectable items in the game.
I think that statement was what made people mad about ascended armor being added to the game in the first place because at launch you had exotics and they were supposed to be the bis.
On this same thread the sat switching should be added to ascended armor for the very reason that legendary were suppose to be just a unique looking skins like how prestigious armor in gw1 worked.
- Can this legendary armor be obtained anywhere else in the game?
Yes you should be able to get it any place in the game Is also a huge reason why ascended armor is a problem in the game the ways you can get it are from extremely rare rng drops or from crafting it which is not something wvw players necessarily want to be doing (most of them want to be playing wvw)
- How do we prevent the introduction of Legendary armor from invalidating players who spent a lot of time/money crafting their Ascended armor?
Make ALL Ascended armor be the precursor to legendary this allows for precursor crafting for legendary armor and also reduces the rng involved in getting it.
- Is this a drop from raid encounters, or is it obtained through a “raiding reward track”?
as per the second question nope it should be acquirable anyplace in the game a wvw player should not have to do raids to be able to get legendary armor.
Once again and no personal negativity meant Zesbeer, the specifics of reward types are not necessary for this CDI.
Thanks,
Chris
Not sure if this has been mentioned, but curious what people think about environmental objects being used in raids(or any content for that matter..but specifically raids). For example you see a “rock” or a “piece of scrap metal”. When you run around the world you see these objects you can interact with..pick up a piece of rusty metal and swing it at something for …pitiful damage
*. Always wondered why these were in the game if they were so weak.
In any case, what about using this feature in a raid. We see something similar in a Fractal where we need to pick up boulders or something to break a shield. Something similar and even expand upon it for a raid.
Thoughts?
Yes we should definitely discuss the environment in regard to encounters.
Bundles, interactions etc.
Chris
This thread seems to have run its course. We’ve said it many times, but anyone whose account was suspended or terminated should submit a ticket to discuss the matter with the Customer Support Team. Posting on forums — about your own account or someone else’s — simply isn’t an effective way of submitting questions or making an appeal of account action.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Can we get back to talking about the two main topics we are focusing on please.
Specifically:
1: Progression
2: Foundational raiding mechanics based on the core combat and movement of GW2.Chris
Bumping so we can stay focused on the two topics.
Chris
Friendly reminder that this particular CDI is about Raiding and the specific topics are listed above.
Whilst it is fine to discuss types of rewards etc we shouldn’t be spending time drilling into functionality of said reward types.
Thanks,
Chris
P.S: Go Hawks!
Quick note before I run out, but will try to get caught up with things later tonight.
Thanks to everyone who posted their notes on the questions I asked about Timmy’s proposal about Legendary Armor. Most of you guys are already touching base on what we would most likely do if we introduced legendary armor, but I wanted to push the brainstorming aspect of this CDI. It’s great to see everyone is more or less on the same page about this.
Proposal Overview
Potential Raid Mechanics: Part 6 Profession specific interactionsGoal of Proposal
To make use of the unique abilities of specific professions.Proposal Functionality
I see two levels of functionality:Soft Profession requirements and Hard profession requirements, soft, its ideal to have this class but at least one other class can carry out the same task. Hard: only one class can carry out this task and is based on the classes theme.
Soft Profession mechanics
-Stealth, Example: You must make it from one end of a corridor to another while stealthed the whole way or an instakill occurs. Can’t be bypassed by mistform or other invuln mechanics.
Another possibility is a stealth portion of a raid where you want to make it through an area unseen with patrols and the like.-Elements and fields: Water/heal fields to douse flames or activate effects, Fire fields to ignite traps or activate explosives, Holy fields for god statue activations etc.
-Reflection: To shield from an explosive blastwave or redirect a magical blast to blow open a door etc.
Hard profession mechanics
Necromancer: Raise a corpse to get information/password/open a locked room from inside etc.Guardian: Use holy magic to activate a god statue/complete a ritual/ seal a passage preventing reinforcements.
Ranger: Can make use of a fixed position sniper rifle to hit a switch/take out a target of opportunity at some point to assist in progressing.
Engineerer: Can activate disabled golems/rig a door to blow etc.
Elementalist: Can make use of magical reagents, Activate elemental doors, converse with elementals etc.
Mesmer: Can jedi mind trick some goon into opening a door / reveal a disguised illusion, do the kasmeer portal trick.
Thief: Can Identify a trap, bribe for information , locate a weakness.
Warrior: Kinda at a loss for this one since a warriors kinda meant to be the generic everyman. can use brute strength to open something/ force their way through something at some point?
Associated Risks
-Hard class requirements can result in the same lf healer issue in other games.There’s some very cool stuff in here, including a few I may or may not have prototyped out in my spare time. This specifically touches on Chris’ note about mechanics.
Can we get back to talking about the two main topics we are focusing on please.
Specifically:
1: Progression
2: Foundational raiding mechanics based on the core combat and movement of GW2.Chris
How do others feel about this? Are these types of mechanics are the way to go to circumvent the lack of Trinity in the game? It’s not about tanks/healers, it’s about condi/reflect teams (similar to the Jungle Wurm).
no, these type of mechanics are way too specific, you will be waiting around for mesmer just like you used to be for a healer. In wurm its all good because you will have many people, some will fill the gaps, but out of 10-15 people?
its all good that reflection might be useful, but that shouldnt be the only way to handle a problem ( or so much better that all other methods suck)
Yep there should always be multiple win scenarios. That said laying out the foundation like this is very good and the CDI group should build from it.
As you find challenges turn them into opportunities and build one layer at a time starting from the foundation.
Chris
Sure thing, Chris. I feel like the discussion of rewards progression in particular could use some guidance. I had suggested earlier a system by which players could earn Legendary Raid Armor through a progression system. I was expecting a lot of strong reactions, but I mostly heard silence.
Curious as to what others think. Personally, I think raids need unique (read: can only be earned in raids) reward skins that are earned either through RNG or a progression system. (Meaning: you can get them as a drop if you’re lucky, but you get a fixed-effort backup option as well.)
Edit: here was that post. https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Raiding/4529755
Crystal is taking point on progression and I am taking point on foundational design.
I am sure she will see your post soon.
Her discussion area is doing better than mine (-: so yes maybe it is time to focus in on some of the ideas in that area.
Chris
P.S: Note the Seahawks game is on soon and I will afk!!
The discussion on foundational design is a bit more wordy. If I am correct, youre asking us to think of encounter ideas and mechanicsfor you, which becomes a lengthy post for us and I kind of thought you wanted us to be a bit more concise. Not many people want to type out 5000 word posts
For this reason, I made a post earlier on some encounters in other games that were pretty nifty.
I think GW2 has all of the tools in place to make a mechanic-rich raid.
Combo fields are something that are woefully under utilized. Things like raid-wide debuffs that are dispellable via combo fields are at the core of your combat. In traditional games, you would have healers casting ‘purge’ or some other debuff removing skill on individuals. In GW2, have a Guardian, or some other appropriate class, drop a combo field..call it out on teamspeak and have players blow it up (metaphorically) to remove conditions. Currently, out of all of the combat, world bosses and dungeons in the game…nothing requires this. Nothing that I can think of off of the top of my head. But this is where you need to focus your efforts.
Dodging can also play a critical role for avoiding damage. I can’t remember the boon name , but whatever class can cast a field that increases dodge-energy regen rate or whatever. (I really cannot think today
).
The DPS and mechanics around DPS are kind of straight forward and you can do some interesting things, but I think this game has enough content that is based around burning mobs down. I really think you need to focus your efforts more on the support roles.
I can’t be sure, but are there not any “taunting” abilities for classes like warrior or guardian? “tanking” or other protective measures for your group will be difficult to discuss because there is no true tanking in the game. You can have a class build around taking a few extra punches but in the traditional sense, you’re not going to have one person taking all the hits like a normal tank. Again, for this reason, I would first focus on bringing the support roles/builds/playstyles to the forefront and finally letting those staff guardians, staff elementalists, etc..shine.
Yes? No? Maybe so?
Hi Cesmode,
Penny and Guardian both showed examples of how to take foundational design and break it out and build on it. I think they forgot dodge though (-: (I may be wrong).
Pretty much anything in game design can be written concisely (-: The trick is to discuss, concept, and execute game design one layer at a time at every stage of development.
Chris
(edited by Chris Whiteside.6102)
RAID ROLES
Build diversity should be promoted through event / boss mechanics.
There are lots of builds out there but so far content has directed to time efficiency with all berserker gear and damage builds. Some say it’s due to the effectiveness of dodges, agis, reflects and how they are just as effective with defensive stats as offensive ones. To farther variety skills should scale with stats but this is a topic for another thread in the future.
It’s no longer as simple as tank, heal and DPS. Guildwars2 doesn’t have traditional roles but each profession dips its toe in several pools.
- Melee damage: Being in melee range is the highest damage but also the most risky.
- Range Damage: Range is for situations where it’s not possible to melee or you are playing it safe to counter an event mechanic.
- Condition damage: Condition vulnerable enemies, such as wurm husks. Removal of the condition duration from the unshakable buff and have unique player conditions.
- Kiting: Aggro of the boss or mobs should feel less random, maybe focusing their gaze onto a specific player through mechanics. (ooze attractant)
- Runner: When things require you move fast this is your guy! See that button? Go press it! Pressure plate over there? He’s on it!
- Reviver: A troop of people able to pick up the downed as fast as possible, and have the best chance of reviving a fully downed player. (not sure)
- Support boons: Primary focus on keeping up vital boons for survival such as: agis, vigor and protection also using appropriate combo fields.
- Support reflects: Supports the raid by placing well aimed and timed reflect spells to counter projectiles.
- Support Condition removal: Exactly what it says on the tin, removes conditions were applicable.
- Crowd Control: Slowing and knocking back of enemies running towards your more vulnerable players.
Encounters should be designed with every role in mind and carefully consider what each could do before excluding one.
I’m going to quote this and say I agree with the list provided and it should be used in discussions about role design and maybe even in future gear stat design. Also I want to use it and apply it to Triple trouble.
Condi-team roles: Condition Damage, kiting, Crowd control.
The condition damage roles on husks which can only take substantial damage from conditions. Not only that but they need to use a pull and proper kiting to keep them as far from the zerg as possible.Reflect team: Support reflects.
Reflect team reflects eggs and damages the wurm when it goes down, not much to be said.Zerg mini-roles:
Warriors: Reviver.
I think the thing my Zerg constantly has to remind me of, is to number off the war banners on Warriors, being able to revive a small group of players instantly is important to organize.Guardians: Support Boons. I know TTS tends to run stand your ground and Hallowed Ground as an emergency measure against husks (some other guilds skip out on hallowed ground). They also can provide aegis on phase 2 for the Wurm’s jump attack.
Various professions: Support boons (might). Fire fields and blast finishers!
And yes I know most of these are done with Zerker gear anyways. However that I think that indicates we need new gear stat sets that cater to these roles with stats like Boon duration and such if we want some diverse gear sets.
Excellent Penny and Guardian.
This is exactly what I was hoping to see in terms of how to build the foundation and discussions around it.
Chris
Can we get back to talking about the two main topics we are focusing on please.
Specifically:
1: Progression
2: Foundational raiding mechanics based on the core combat and movement of GW2.Chris
Bumping so we can stay focused on the two topics.
Chris
Is loot / treasure in “Progression” or a completely different subject?
Loot and treasure is indeed in progression.
Chris
Proposal Overview
Potential Raid Mechanics: Part 6 Profession specific interactionsGoal of Proposal
To make use of the unique abilities of specific professions.Proposal Functionality
I see two levels of functionality:Soft Profession requirements and Hard profession requirements, soft, its ideal to have this class but at least one other class can carry out the same task. Hard: only one class can carry out this task and is based on the classes theme.
Soft Profession mechanics
-Stealth, Example: You must make it from one end of a corridor to another while stealthed the whole way or an instakill occurs. Can’t be bypassed by mistform or other invuln mechanics.
Another possibility is a stealth portion of a raid where you want to make it through an area unseen with patrols and the like.-Elements and fields: Water/heal fields to douse flames or activate effects, Fire fields to ignite traps or activate explosives, Holy fields for god statue activations etc.
-Reflection: To shield from an explosive blastwave or redirect a magical blast to blow open a door etc.
Hard profession mechanics
Necromancer: Raise a corpse to get information/password/open a locked room from inside etc.Guardian: Use holy magic to activate a god statue/complete a ritual/ seal a passage preventing reinforcements.
Ranger: Can make use of a fixed position sniper rifle to hit a switch/take out a target of opportunity at some point to assist in progressing.
Engineerer: Can activate disabled golems/rig a door to blow etc.
Elementalist: Can make use of magical reagents, Activate elemental doors, converse with elementals etc.
Mesmer: Can jedi mind trick some goon into opening a door / reveal a disguised illusion, do the kasmeer portal trick.
Thief: Can Identify a trap, bribe for information , locate a weakness.
Warrior: Kinda at a loss for this one since a warriors kinda meant to be the generic everyman. can use brute strength to open something/ force their way through something at some point?
Associated Risks
-Hard class requirements can result in the same lf healer issue in other games.
There’s some very cool stuff in here, including a few I may or may not have prototyped out in my spare time. This specifically touches on Chris’ note about mechanics.
Can we get back to talking about the two main topics we are focusing on please.
Specifically:
1: Progression
2: Foundational raiding mechanics based on the core combat and movement of GW2.Chris
How do others feel about this? Are these types of mechanics are the way to go to circumvent the lack of Trinity in the game? It’s not about tanks/healers, it’s about condi/reflect teams (similar to the Jungle Wurm).
Yeah i understand you, but my question was more like about how big the instances would be. Think about WoW’s Ulduar or ICC. Even with good gear and team it took hours to complete which would be a lot considering how fast paced the combat is in GW2.
This is only an issue of course if you lack the time to play, thats why i highly suggest the progress saving and weekly resets so such players can keep up with others and won’t get in a disadvantage with rewards.
Entirely up for debate. I’ll use two extreme examples here with some hypothetical made up assumptions:
- A raid could be as small as a singular dungeon path that takes 4 hours to learn, but can be completed in as little as 30 minutes on farm.
- A raid could be as large as the Eternal Battlegrounds with many different paths/encounters that takes upwards of a month(s) to learn, but can be completed in as little as 4 hours on farm.
And ultimately, and here’s a totally crazy idea (because I love brainstorming)… Why can’t raiding be both?
- If we have a singular story to tell, can it just be a one off instance that tells one story and has one final boss at the end (imagine if we rebuilt the Marionette to be a 15 man encounter in a raid instance and that’s the entire instance)?
- If we have a much larger story to tell, can it be a full sized map complete with multiple encounters and hidden areas to explore (imagine if Dry Top was a 15 man instance and you progressed through the map learning the story of how a huge sand storm is coming, and the final boss is some sort of magical sand storm giant that summons chickenados as its minions)?
Weekly, at the same time as guild missions to keep up some consistency in such things especially if it becomes a guild restricted thing.
Hmm i would say no to this. Correct me if i’m wrong, but without the ability to continue the progress after a week should encourage the group to step up and try to beat it next time. Of coures, life is a birch (old sylvary proverb, don’t infract me) and sometime you can’t play. Thats life. On the bright side you may fight against a certain boss again and get the exact reward you want.
Thanks for your thoughts on this.
Can we get back to talking about the two main topics we are focusing on please.
Specifically:
1: Progression
2: Foundational raiding mechanics based on the core combat and movement of GW2.Chris
Am I right to assume the bolded part refers to mechanics on encounter level, and not on the level of how the raid would function as a whole?
Correct Tuomir.
Chris
I wouldn’t sweat it, Chris. Your topic is a bit more nebulous and a lot more loaded. I’m starting Beast Mode in fantasy, so I’ll be cheering along with you.
Yep it is just a huge topic with a large amount of existing paradigms which is why I would like us to focus on the foundation of GW2.
Chris
Sure thing, Chris. I feel like the discussion of rewards progression in particular could use some guidance. I had suggested earlier a system by which players could earn Legendary Raid Armor through a progression system. I was expecting a lot of strong reactions, but I mostly heard silence.
Curious as to what others think. Personally, I think raids need unique (read: can only be earned in raids) reward skins that are earned either through RNG or a progression system. (Meaning: you can get them as a drop if you’re lucky, but you get a fixed-effort backup option as well.)
Edit: here was that post. https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Raiding/4529755
Crystal is taking point on progression and I am taking point on foundational design.
I am sure she will see your post soon.
Her discussion area is doing better than mine (-: so yes maybe it is time to focus in on some of the ideas in that area.
Chris
P.S: Note the Seahawks game is on soon and I will afk!!
Thanks for bumping this and bringing to my attention. That is definitely a cool idea, but of course it does touch a little on the topic of gear progression. So here are some more questions for you with regards to your proposal:
- Is Legendary armor better than Ascended armor stat wise?
- Can this legendary armor be obtained anywhere else in the game?
- How do we prevent the introduction of Legendary armor from invalidating players who spent a lot of time/money crafting their Ascended armor?
- Is this a drop from raid encounters, or is it obtained through a “raiding reward track”?
I think you can see where I’m going with this. Ascended armor is already a pretty hotly debated topic because it did introduce a very slight vertical progression to the game.
Sure thing, Chris. I feel like the discussion of rewards progression in particular could use some guidance. I had suggested earlier a system by which players could earn Legendary Raid Armor through a progression system. I was expecting a lot of strong reactions, but I mostly heard silence.
Curious as to what others think. Personally, I think raids need unique (read: can only be earned in raids) reward skins that are earned either through RNG or a progression system. (Meaning: you can get them as a drop if you’re lucky, but you get a fixed-effort backup option as well.)
Edit: here was that post. https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Raiding/4529755
Crystal is taking point on progression and I am taking point on foundational design.
I am sure she will see your post soon.
Her discussion area is doing better than mine (-: so yes maybe it is time to focus in on some of the ideas in that area.
Chris
P.S: Note the Seahawks game is on soon and I will afk!!
Regarding Agony. Personally I would not want to use it for Raiding. I would like us to focus on the core combat and movement mechanics of the game and then build on that as a foundation to how encounters and mobs interact with the player and group.
Chris
Just please top with all this Casual vs Hardcore.
Just because I’m able to play few hours in a week doesn’t mean I like hand holding and hate challenging and punishing content.
Likewise, I could be playing 12 hours/day for 2 years straight role playing and exploring without even touching dugeons, fractals, spvp or wvw.I’m a few pages/days behind, but I would like to bring up this post again for the sake of keeping things on track.
I’ve seen the terms casual and hardcore thrown around a bunch in this thread. Those terms are too loaded and are going to have different meanings for different players. This thread is about brainstorming what raids could be in GW2.
Instead I propose we stick to using our own experiences as a gamer with regards to skill and play time when it comes to raiding.
Crystal! While you are here i would like to ask something.
Regarding to raids players would make bigger efforts to be succesfull, but what about time investment? Do you find it acceptable that raids are at least 1 hour long or you (ANet) wish to tailor it for casual players who has less playtime a week?
Oh another one. Weekly resets? Maybe only gate the rewards so players who run it for challenge or whatever they can still run through the content and practice.
It’s hard to comment on time investments because there’s no real answer to that. Every one has different play times. I’ve seen screenshots of players with over 10,000 hours played on their main character. Whereas I’ve only got about 800 hours on my main. Skill is also going to play an important role here too. A skilled group of players will be able to defeat a boss in fewer attempts, resulting in needing to spend less time within the raid.
Ideally, raiding should be about challenge, not time.
A very skilled group of players that might only be able to raid one night per week could potentially progress through a raid instance slower than a group of lesser skilled players that can play 4 nights per week. And yes, a group of very skilled players that have a lot of time are going to progress through the instance the fastest.
Resets are a much easier topic to discuss because they are somewhat less time involved. So let’s talk about that, and here are some questions for you guys to answer:
- How often should raids in GW2 reset?
- Should we also include the option to extend lockouts for groups that progress slower?
Can we get back to talking about the two main topics we are focusing on please.
Specifically:
1: Progression
2: Foundational raiding mechanics based on the core combat and movement of GW2.Chris
Bumping so we can stay focused on the two topics.
Chris
Good Morning All,
So far the thread has been very good. But it seems overnight, for no real reason at all, the collaboration, maturity and value of the thread has plummeted. I want to nip this in the bud so let me make some points:
1: The ‘I am more skilled than you’ commentary is boring and of no use whatsoever.
2: The analogy used in one of the posts is completely inappropriate and will not be tolerated.
3: We like to see discussion and proposals from different types of players and we are more than capable of drawing our own conclusions.
6: I have stated many many times that this CDI is about Challenging content.
7: If we don’t get back to collaborative and respectful discussion then I will close the CDI.Chris
Bumping for those who haven’t seen this post.
Chris
And yes this thread is going to be huge and I have no problem with that at all as long as it is useful to all involved.
Also note there are a lot of new faces here who haven’t been part of a CDI before so we need to respect the fact that they are learning how to get involved and collaborate and this is something we need to be patient about because the more contributors in a CDI the better.
Chris
This thread is growing far too fast for any normal human being to keep up with. Chris, do you think it’d be appropriate at this point to ask slightly more focused questions? As somebody who pops in every day or so, I’m finding there are a few pages covering five topics whenever I come back. By the time I catch up, it’s typically too late to contribute. :-(
Hi Timmy,
I am up to date with the thread. I have asked a number of times for folks to stay focused. I am not going to ask more pointed questions until we have more discussion around the questions I have already asked. With that in mind I will bump the posts i made pertaining to this.
Also and this is a general comment we are not going to answer questions about casual vs hardcore. we aren’t at that point in the discussion yet and i have made it clear many many times that the proposal is for ‘cooperative, challenging, instanced based content’. If I get to the point where I don’t think the thread is valuable then I will shut it down.
Note there has been some great conversation but every time someone goes off topic it makes it hard for others to engage.
Vod I would suggest not including comments in the summary that are off topic if that’s ok.
Chris
*. Always wondered why these were in the game if they were so weak.