Since this is not a technical discussion (the way it’s formulated at least), I’ll move this discussion to the Fan-Generated Content. Please read this sticky to make sure you understand the posting rules for the API Development subforum. Thank you.
A note about your thread: we think that it’s perfectly permissible within this forum. We’ll be monitoring these threads to make sure that the API Dev subforum can focus on technical discussions. We’ll also add this note to the sticky thread.
Thanks for your work on this GW2 API app!
Mr. Sharp, is The change to give Guardian’s Fury a typo? With typo I mean Monk’s Focus giving fury, is it supposed to be “Focused Mind” trait or is it really Monk’s Focus?
Focused Mind is the trait affected. Monks Focus remains the same (he’s got it edited now).
-Karl
Mr. Sharp,
I’m confused about monk’s focus, does it no longer heal? Or does it give fury and heal? And what replaces the focus mind trait? Its the trait that makes meditations instant.
Mr. Aza,
Just fixed it to Focused Mind. Now going to another meeting.
Sorry for the confusion.
J
IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
For the guardian change, is the fury supposed to be on Monk’s Focus or Focused Mind? Focused Mind was the one that made meditations instant, so it would make more sense for that one to be updated.
Focused Mind. Sorry about the mistype.
And now from my real acount. Focused Mind, not Monks Focus. Thanks all. Jonathan is editing the OP.
As explained in this sticky thread, the API Development subforum is not meant for non-technical discussions about the Guild Wars 2 API. You can discuss this topic in the Guild Wars 2 Discussion subforum
https://forum-en.gw2archive.eu/forum/game/gw2/October-15th-balance-skills-updates-preview/
K it’s up, going to meetings!
IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
Further down the Road
- We’re reworking the combat log to make it more easily used. This will involve help from a ton of departments, but it will help every player in the game. By providing you better combat information, you’ll be able to better make tweaks to your build, and you’ll be able to better adjust your play to deal with difficult encounters.
- We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.
- Runes/Sigils are also something the balance team wants to improve. We’d like to see cooler effects on some of the sets, so we’ll be working towards that. They also lead to a lot of build diversity, so we want more sets to be stronger so that it gives you guys more options in your builds.
- The patch notes will be much bigger than this, but we just wanted to give you guys a little insight into what’s coming in the near future from the balance team!
- Traits. We’re always looking at traits and trying to fix the traits that don’t seem as sweet as others.
So that’s pretty much it! Feel free to leave feedback and ideas/concerns and we’ll be watching to see what you guys come up with!
-Balance and skill team
IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
(edited by Moderator)
Class balance:
Overall we’re looking to provide more builds for all classes, across all game types (PvE, PvP and WvW). We’re also looking to improve support potential for many classes. A lot of players have asked for this style of play to be stronger, so we’re looking to make it a more viable option.
These are some HIGH LEVEL previews, and you’ll still see number tweaks, trait fixes, and bug fixes for each class in the actual release notes, but we wanted you guys to have some transparency into the release:
Warrior
We’re looking to improve shouts so that support via shouts is more viable. This means moving Lung Capacity to Tier 1 so that you can take it along with Shrug it Off and Vigorous Shouts. The Warrior is in a pretty decent place overall right now, and sees play in many types of content, as well as in PvP/WvW.
Guardian
We increased the power of many support skills which weren’t seeing much play. We reworked Purging Flames: it now removes three conditions from allies in an area effect around the guardian on cast while still burning enemies (enemies that enter or exit the flames are still burned). Once the skill has been cast, it then reduces condition duration for allies who remain in the consecration’s area. It’s hawt. Literally. All meditation utility skills are now instant, and Focused Mind now grants fury on meditation use.
Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.
To help Rangers support allies, we increased the ability ranger pets have to support allies. For instance, the Bear condition removal isn’t strong enough, so we’ll be improving that. Moas and Fern Hound will also be improved.
There will also be # changes to some of the Ranger weapons.
Thief
Venomous Aura was very difficult to use, as the radius was fairly tight. We’ve now increased that radius a bit, so that it’s easier to share venoms with allies without huddling closely together.
We’re also looking at shaving the efficiency of Flanking Strike slightly, so that it now only removes 1 boon instead of 2.
Also, pistol main hand may see one of its skills reworked to better support allies. We have multiple prototypes that we’re trying out, so we’ll have to see which we settle on by the next release.
Engineer
We did some reworks on the Elixir toolbelt (f-bar) skills. These just didn’t have enough cool play to them, and we wanted to improve them. Like:
- Elixir S toolbelt is now guaranteed stealth.
- Elixir B toolbelt now guarantees Stability along with the random current effect. Base recharge increased to 30 seconds.
We also did QoL (quality of life) improvements to skills that saw little play.
And finally, Engineer turrets will attack the Engineer’s target. They still take time to rotate to face the target, and they still have their respective cooldowns when firing. But this means the Engineer can focus damage on a single target by using their turrets.
Elementalist
We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.
We also increased the healing on Water Blast, the radius on Geyser and we reworked
Unsteady Ground to make it function more like line of warding.
Mes
To stay in line with the support theme, we wanted to find ways the Mesmer could support allies. We looked at Mantras, and just didn’t feel they were quite strong enough to do this, so we made some improvements.
Power Cleanse: We wanted to add some condition support, and made it so that this skill can remove 2 conditions from 5 allies.
Power Break also saw an improvement, as it now grants stability to nearby allies.
Nec
The Blood line underwent some tweaks, as it’s something that Necromancer players often feel is a lacking trait line. Vampiric Precision, Vampiric Rituals, Vampiric Master have all seen improvements.
For QoL (again, quality of life) we also improved the Life Force meter to show the actual bar better (moved slightly so it’s not competing with the skill icon for UI space), and the bar now shows your current Life Force amount, and the tooltip also shows current/max Life Force available. It makes it much easier to see how much Life Force you have, and lets you plan your engagements better.
IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
(edited by JonathanSharp.7094)
Hey guys, here are some of the improvements you can expect to see for the October 15th release. Let us know what you think about them and we’ll take this into consideration. Some of these may not make it in for that release, but I wanted to give you guys a high level preview of what we’re working on and give you an opportunity to give us your feedback.
Trait tooltips
Traits will now have tooltips in the same way that skills do. This means that you’ll be able to see EXACTLY how long an effect lasts, what its cooldown is, etc. We want this system to be as transparent as possible for our players, so that they can make the best decisions when creating their profession builds.
Skill tooltips as they pertain to traits
As traits impact a skill, we’ve also made it so that as skills are impacted by a trait, the skill’s tooltips adjust accordingly. Again, we want players to be able to see these details in their builds, so that they can build their characters exactly the way they want! We’ll be using different colors to show this so that it’s easier for players to see!
Other Misc. fixes:
Tab Targeting Improvements
- Now prioritizes Champs/Legendary, then players/clones, then everything else
- Deselecting your target now resets tab selection history (aka, you’ll start tabbing through from the beginning if you deselect)
- Can now tab target if your character can see the target (Was dependent on camera before)
Floater Improvements:
When you cause condition damage, all damage of a given type (burning, bleed, poison, etc.) will be grouped into a single # with an icon, making them much easier to read. This also allows players suffering from these conditions to more easily see them, and know when they should use condition removal. Note that this is an option, so that you can disable it if you want to (and return to the old system).
Better fast cast ground targeting:
We split this into 3 different options; so that players can more easily cater how ground targeting works for them.
- Double tap to cast
- Press the button to cast
- Release the button to cast
SO GET YO CAST ON!
Pet HP split between PvE and PvP
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.
Launch will now be stun breakable
We felt it made it sense to let stun breakers also help you when you are launched, since this is consistent with how stun breakers respond to other control effects.
/end of post 1
IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
We have an on-going thread to discuss Bloodlust. Please be sure to use this thread to discuss it: https://forum-en.gw2archive.eu/forum/wuv/wuv/Simple-Solution-to-The-Bloodlust-Controversy
We have a thread for Bloodlust feedback; you should use that thread: https://forum-en.gw2archive.eu/forum/wuv/wuv/Simple-Solution-to-The-Bloodlust-Controversy
This forum loves analogies :P
PvP is not currently designed to have extensible content. There are maps, which we do make. There are runes and sigils, but there are already an overabundance of them. Finally there are skins, which are added usually with every other update, but how you obtain those skins stem from PvE.
There are no features we can just ‘throw people at’ to give you guys more content. We need more infrastructure and more extensible systems, but those are the hardest to design and take the most time to implement. An example would be a completely reworked reward system. Those are the things we’re working on. It’s taking a lot of time and hard work to get there, but the payoff will be worth it.
Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Hopefully the dungeon sections are split between at least story and explorable. Would be nice if the paths were split up as well. (Didn’t see them open the individual dungeons one in the 18min preview video). At least now I (hopefully) won’t have to keep going to gw2lfg, and have problems refreshing it.
The dungeons category has separate filters for each dungeon. The descriptions field is provided so that you can specify story or path information for the party you’re forming/looking for.
There won’t be any API changes for WvW Season 1 or the new Ruins objectives in the Borderlands.
However, there will be some new data related to the Ruins in the match_details and objective_names resources.
These are the new objective ids you’ll be seeing in the resources:
62: Red Borderlands’ Temple of Lost Prayers
63: Red Borderlands’ Battle’s Hollow
64: Red Borderlands’ Bauer’s Estate
65: Red Borderlands’ Orchard Overlook
66: Red Borderlands’ Carver’s Ascent
67: Blue Borderlands’ Carver’s Ascent
68: Blue Borderlands’ Orchard Overlook
69: Blue Borderlands’ Bauer’s Estate
70: Blue Borderlands’ Battle’s Hollow
71: Blue Borderlands’ Temple of Lost Prayers
72: Green Borderlands’ Carver’s Ascent
73: Green Borderlands’ Orchard Overlook
74: Green Borderlands’ Bauer’s Estate
75: Green Borderlands’ Battle’s Hollow
76: Green Borderlands’ Temple of Lost Prayers
The attached files are:
- A close-up screenshot of the new Borderlands map showing where the Ruins objectives are located.
- All the Ruins icons in red, blue, green, and neutral colors.
Okay, done!
Seriously though, this feature already exists. If you look over to the right of your inventory, you’ll see where you can click and you’ll get an option for “Deposit all collectibles”. http://wiki.guildwars2.com/wiki/Inventory
Details about the Guild Wars 2 First Birthday Gift
in Account & Technical Support
Posted by: Gaile Gray
We received a new question about this, so I’m bumping to the front.
Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
What rfdarko says is correct. We will not comment on potential leaks, NDA violations or forum moderation.
The narrator for the Tequatl trailer is Julie Nathanson.
They are not high enough currently, agreed and we will be making changes to the rank-up chests to make them significantly more rewarding.
It hasn’t been forgotten. But it hasn’t moved either. :-)
We initially launched the game with two types of scaling:
- monsters get stronger
- monsters get more numerous
Since then we have have adjust various events to utilize a scaling system that mixes the two. You’ve seen this in action when you start seeing champions and veterans popping up as more players show up. While I certainly feel that this approach is effective, I appreciate you sharing all of your comments and especially the examples. I agree that facing down an army one-shotting health bags doesn’t make one feel very powerful.
The intent of scaling isn’t necessarily to make content harder, it’s to keep it relatively the same difficulty no matter how many players appear.
Just remember: higher hp doesn’t necessarily = more challenging content
I agree. Unfortunately damage and defense scaling reaches a point where it no longer conveys a sense of progression and challenge. For example, once creatures start one-shotting every player, it doesn’t matter how much extra damage they do. We’re also looking into how to meaningfully extend the scalability of FOTM.
There are some changes in the upcoming release to mitigate the severity of this problem. We’re also looking at making some long-term improvements to the Twisted Clockwork invasions.
We’re currently looking at a few things regarding individual fractal difficulty and length. A couple of options are reducing the length of unnecessarily long fractals (dredge) and modifying the possible sequence of randomly selected fractals so you don’t get the longest and most difficult ones all on the same run.
In Guild Wars 2, the monsters raid you.
Also, check out Guild Missions
I’ll be the source. The invasions are sticking around until the Scarlet storyline is complete. Telling you exactly when it will end would probably spoil a lot of stuff. You can at least count on them regularly occurring through the end of this year.
Hope there is something for Earth shield in there too.
There is a little bit on that actually!
Heading out for the night!
/waves to forums
IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
Update: It came out to be bigger than I was originally intending, so I’m going to get it localized tonight and then post it as soon as I get it back! Sorry for the delay, but I want all languages to get to hear this stuff!
J
IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
As a reminder, we remove threads which are speculation, gossip, rumors, and are not accurate. When you come across things like this, you have to remember that nothing is set in stone until we release it to the public.
. Your type of reply I think we can stomach much more and it sounds a lot more diplomatic.
I know I don’t comment as much as many others do, but the Community Team is listening, too.
Feedback, as long as it’s about butterflies, red roses and/or child birth.
Pfft. I hate all those things.
But seriously, the team does watch this thread and does keep the feedback. And we also compile particularly good constructive feedback for the team, so they don’t miss it.
But this is a feedback thread. The mods even recognized it as one.
It is! Thank you.
Hello all,
As a reminder, we remove threads which are speculation and not accurate. When you come across things like this, you have to remember that nothing is set in stone until we release it to the public.
Hello all,
As a reminder, we remove threads which are speculation and not accurate. When you come across things like this, you have to remember that nothing is set in stone until we release it to the public.
Worry not, a fix is inbound.
Don’t forget the unbreakable choir bell
What about the unbreakable choir bell? What needs to be remembered?
It’s very quiet, even with all sounds at max.
Sounds fine to me on my internal build. Either something changed for a recent update that made the bells quiet for you which has since been fixed internally, or nothing needs to change with the bells and they are plenty loud compared to the rest of the mix.
If the Master Volume and Player Instrument Volume sliders are to the far right and it still sounds quiet, then you may want to consider adjusting your hardware volume (speakers/headphones) and/or your game client audio up a bit at the system (OS) level.
Hello all,
As a reminder, we remove threads which are speculation and not accurate. When you come across things like this, you have to remember that nothing is set in stone until we release it to the public.
Hello all,
As a reminder, we remove threads which are speculation and not accurate. When you come across things like this, you have to remember that nothing is set in stone until we release it to the public.
Hello all,
As a reminder, we remove threads which are speculation and not accurate. When you come across things like this, you have to remember that nothing is set in stone until we release it to the public.
Hello all,
As a reminder, we remove threads which are speculation and not accurate. When you come across things like this, you have to remember that nothing is set in stone until we release it to the public.
Hello all,
As a reminder, we remove threads which are speculation and not accurate. When you come across things like this, you have to remember that nothing is set in stone until we release it to the public.
Hello all,
As a reminder, we remove threads which are speculation and not accurate. When you come across things like this, you have to remember that nothing is set in stone until we release it to the public.
Hello all,
As a reminder, we remove threads which are speculation and not accurate. When you come across things like this, you have to remember that nothing is set in stone until we release it to the public.
Worry not, a fix is inbound.
Don’t forget the unbreakable choir bell
What about the unbreakable choir bell? What needs to be remembered?
As it’s been mentioned in the OP, there have been responses by Dev regarding Bloodlust. If you wish to discuss it, please do so on the open thread.
Hey Dietzen,
You can activate the F1-F4 mesmer abilities from up to 1200 range, but you need to consider the travel time for your illusions to walk to their target and shatter themselves for the intended effect.
I’m guessing you’re running the trait Illusionary Persona for self-shatters, which will always give you a guaranteed shatter effect if you’re within melee range.
Hope this clears things up!
Hey Trey,
Mesmermancer, the best of both worlds…or something like that.
Anyways, this is in the tracker.
Thanks for the report!
NEW FEATURES AND CONTENT
- Fixed an issue with ascended recipe and weapon containers.
Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
Sounds like a bug to me. We’ll check it out.
In the meantime, I’d also suggest putting this sort of bug report on the bug report section as well. Thanks for the heads up!
https://forum-en.gw2archive.eu/forum/support/bugs
Cheers,
-Karl
Theslayernl,
I’ve reported these issues to the team.
(Stop bumping!) :P