Dev Tracker

Hub secret JP

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Cannon firing distance is loosely controlled by how deep you jump into the barrel. Jumping into the deeper part will fire you a shorter distance. Jumping on the lip of the barrel will give you a longer distance.

Also the flags are just for fun. They shoot fireworks and make you boogie.

Is it too hard? Respect the awesome work

in Super Adventure Box: Back to School

Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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@everyone: they made it this hard just to sell more infinite coins off the gem store. Don’t fall for this trap.

We made it so that it’s fun to play. It’s quite possible that we are just THAT much better at jumping than the average player, but I doubt it. I want it to be fun. If MOST people think it’s too hard to be fun then I’ll reduce the difficulty. But like I said above, we don’t have good numbers on that yet.

Patch Notes - Necro 9-3-13

in Necromancer

Posted by: Karl McLain

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Karl McLain

Game Designer

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I just realised I can probably explain it a bit clearer another way.

Dhuumfire with ICD and crit requirement procs around every 12 seconds.
It applies a 3 second burn (with +50% duration).
That’s 25% uptime.
Burning is around equivalent to 6 bleeds.
6 bleeds by 25% means dhuumfire is around equivalent to 1.5 bleeds if those bleeds have 100% uptime.
Grasping dead bleeds have 100% uptime.

Hopefully that gives a clearer idea of how much dps loss this means. Around two thirds of dhuumfire, the must-have grandmaster trait for condi necros.

I know I’m harping on about it a bit and I don’t intend to. Once again, I do think this was needed. I’m just saying it to try to help people understand where they get their damage from as necros.

At what crit % did you test that? With a 54% crit chance (rabid), i feel its a little closer to 11 seconds, so its 27% uptime. Also, its more like 6,6 bleeds, so i would say its closer to a 1,8 bleed stack at a 100% duration.

But the problem with dhuumfire isnt that it does an amazing amount of damage. The problem is that it does burst condition damage ( a lot of damage in a short time ), and it is another condition inflicted on the target.

If you inflict 15 bleed stacks or only 14 and your enemy uses a condition removal it removes all of it, so it doesnt really matters. But if you have burning and 14 bleed stacks and he uses a condition removal, it may only remove your burning, leaving your bleeds alone. Also, since burn has a low duration high damage, by the time you enemy uses his cleansing it already did 33% or maybe 66% of its total damage (1 or 2 sec), while if he removed your bleeding it was probably at 20%~40% of its max damage.

So yeah, 1 stack of bleed doesnt amount to much. If they reduced dhuumfire to 1 second it would be a lot worst (specially because even if you had 50% condition duration it would only tick once, meaning you would lose 66% of its damage).

Our condition damage needed to be toned down, and i think they arent done with this patch. So i will save complaining for later. For now its fine.

Great conversation going on here guys. I wanted to drop by and back up some of the theories that are being discussed.

Dhuumfire is indeed a condition ‘burst’ application. When we lowered the PvP duration, we were doing two different things. Firstly, the duration of the burn was a bit too long for the fast-paced nature of PvP. Secondly, burning was covering up the conditions that tended to deal the more intense damage over time, bleeding. Many condition removal skills, abilities, and traits remove one to three conditions, which means that bleeding (usually being the first condition applied, meaning it will be the last one removed via skills) is quite difficult to fight against. With the duration reduction of burning, it allows players an opportunity to use their condition removal skills.

The bleed reduction on Grasping Dead serves the purpose of reducing the Scepter’s overall bleeding damage, while keeping the bleed up-time constant. In contrast, if we were to have reduced the duration of the bleeds, the immediate ‘burst’ AoE pressure would have remained nearly the same.

As for the question regarding Chill of Death, the trait triggers if you strike a target that’s at 25% or less. Meaning if you strike a target that’s at 26% health and bring it below 25%, you’ll need to attack it again in order to get the trait to trigger.

Cheers,
-Karl

Is it too hard? Respect the awesome work

in Super Adventure Box: Back to School

Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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Zone 2: Dart traps can only be spotted at the last second..

Please look more carefully. If you dash through without looking around corners you will lose a lot of lives. As designed.

Is it too hard? Respect the awesome work

in Super Adventure Box: Back to School

Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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Not to minimize your complaints but here’s my take.

1. The zones are too long

You are complaining about too much content.

2. Jumping on a flower can throw you into another flower and kill you

You can be more careful about the direction you are facing when you land on them.

3. Crocodile hit boxes are too little

You need to use tactical stratagy to find the spots to hit the from, just like old platform games.

4. Too many enemies on all maps

Learning where enemies are and how to thwart them is part of the process of progressing in old platform games.

5. World 2 spike traps are not fair, especially when you get to places where there are lots of cheap ones.

They are all visible. The darts shoot out of dart boxes. The assassin training grounds are meant to teach you to carefully observe your surroundings.

6. World 2 does not have nearly enough checkpoints and repeating the gong run is painful

The gong run is painful. I’d like to tap that difficulty spike down.

7. World 2 – bringing the fish from the fountain, up the temple – too difficult due to lots of cheap spike traps

Not sure what you mean here. If you are talking about the dart traps, there are none in the fish temple.

8. World 2 – clouds are invisible unless your brightness is at 0.

I’ve tested on a variety of monitors and haven’t seen this problem.

I could go on and on and on. Normal mode was made far too hard.

You may be right. I think it’s too early to tell. Some number of people hit a little resistance and quit and come to complain about it. And some number hit that same resistance and are inspired to overcome it and they are in the game right now doing that. I don’t have a good sense of those numbers are right now. I’m more than happy to adjust it when I have better data to work from. Thanks for your feedback.

[Merged] Twisted Portal device doesn't teleport

in Bugs: Game, Forum, Website

Posted by: Josh Davis.6015

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Josh Davis.6015

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Hey guys,

This issue should have been resolved in today’s patch. If you’re still experiencing this problem the cause must be something extremely specific. I have not been able to reproduce the issue personally.

The next time the item fails, can you give me exact details of the situation?

-How many items in the stack?
-Where did you teleport from?
-What did your character do?

Anything you can think of to help us track down the issue you’re experiencing would be helpful.

Thanks again.

Hire an SPvP Josh Davis

in PvP

Posted by: Josh Davis.6015

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Josh Davis.6015

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Yeah, that Josh Davis guy is awesome.

(My ears were burning.)

(edited by Josh Davis.6015)

Resetting Monthlies Several Times Per Month

in Guild Wars 2 Discussion

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Please discuss this issue in the following pre-existing thread:
https://forum-en.gw2archive.eu/forum/support/bugs/Unintended-Monthly-Achievement-Rollback/2764214

Is it too hard? Respect the awesome work

in Super Adventure Box: Back to School

Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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It’s most helpful to us if you are specific about areas that have difficulty spikes for you. (Such as mentioning the spin flowers above.) Also things are always laggy the first day of content release. So complaints about lag don’t help.

Glove Skill not updating in the game

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Just to be sure, did you have a weapon (like bombs or the slingshot) active? The Glove won’t appear if you’re wielding either of those.

Missing Upgrades

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Are you also sure you’re on the character who purchased them? Upgrades are per character, not account wide.

Missing Upgrades

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Are you in the Hub? Upgrades don’t show up until you start a world and zone.

Dying in SAB sets me to 1 life?

in Super Adventure Box: Back to School

Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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The reason we did the 1 life thing is because we found that lives were not meaningful if you can just pop back in, catch up with your party or die once and catch up with them. Now they are. We also added Continue Coins in each Zone chest, and they are in JP chests as well. And you can buy 5 of them for one Bauble Bubble.

SAB - Mini bombs not appearing

in Bugs: Game, Forum, Website

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Do you have the items back, then? Pardon me if I’ve misunderstood.

Moto's Designs

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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If you check out our new Study Guide, there are instructions on how to use them.

https://www.guildwars2.com/en/news/your-study-guide-to-super-adventure-box-back-to-school/

Unintended Monthly Achievement Rollback?

in Bugs: Game, Forum, Website

Posted by: Regina Buenaobra

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Regina Buenaobra

Content Marketing Lead

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After investigation by our programmers, they have determined that the fix to this issue would be too risky and could end up making the situation worse than it is. Unfortunately, this means that we’re not able to make changes to correct the issue. We’re sorry about this and we will be implementing ways to ensure this doesn’t happen in the future.

Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra

monthly achievement changed?

in Guild Wars 2 Discussion

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Hey everybody, please use this thread for discussion related to this issue. Thanks

Why was monthly reset?

in Guild Wars 2 Discussion

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Hey everybody, please use this thread for discussion related to this issue. Thanks

Monthly reset ??? 0/4

in Super Adventure Box: Back to School

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Hey everybody, please use this thread for discussion related to this issue. Thanks

MF items NOT account bound but soulbound

in Bugs: Game, Forum, Website

Posted by: Josh Davis.6015

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Josh Davis.6015

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I changed my post to clear up the ‘clearing up’. Miscommunication on my part.

SAB - Mini bombs not appearing

in Bugs: Game, Forum, Website

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Just to ask, are you experiencing this problem when you’re loaded into a World and Zone, or are you in the Hub?

As an addition, those item unlocks are per character, so perhaps you unlocked them on a different character?

Invaders Weapons no longer forge-able?

in Bugs: Game, Forum, Website

Posted by: Josh Davis.6015

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Josh Davis.6015

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Hey folks,

We are currently investigating this issue.

Thank you for your patience!

MF items NOT account bound but soulbound

in Bugs: Game, Forum, Website

Posted by: Josh Davis.6015

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Josh Davis.6015

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Hey folks,

Just a bit of clarification here – Items that were soulbound prior to the change are still soulbound.

I hope this clears things up.

(edited by Josh Davis.6015)

Elonian Wine - Known Issue

in Bugs: Game, Forum, Website

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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There’s an issue with Elonian Wine where the price doubled with today’s build. This is an error. That is, there was not an intentional price increase. (No special vintage or ultra-rare grape harvest; no wine shortage after a hearty Labor Day party in Lion’s Arch. )

You may want to hold off on buying Elonian Wine until this is fixed. The fix will be rolled out as soon as possible, but we don’t have a precise timeframe for it quite yet.

Thanks for understanding.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Super Adventure Box - No Continue = 1 Life

in Bugs: Game, Forum, Website

Posted by: Paul Belz.7351

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Paul Belz.7351

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If you get a game over and return to the hub and attempt to immediately re-enter a world, you will have 1 life.

If you have a continue coin and use it when you get a game over or buy one from Moto when you get a game over, you will receive the 5 lives you are expecting.

TLDR: Get continue coins and use them for your five life bundles.

Also if you have 5 or 10 continue coins when you get a game over, you can use them in bulk for 25 or 50 lives

Rangers deleted from pvp, again

in PvP

Posted by: Roy Cronacher

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Roy Cronacher

Game Designer

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-All spirits can now be launched, knocked down, and knocked back.

This was a bug fix which now will allow more counter-play when fighting spirits.

-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.

-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.

-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.

Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.

Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.

This was a simple bug fix removing unintended functionality.

I understand the knockdown thing (although that could be the hardest nerf out of the 2) BUT I thought the timing the spirits was one of the few things spirit rangers had to actually plan out.

I mean that’s removing the potential for good gameplay is what that nerf is. Now if people still play spirits it will be even more mindless and less beneficial :/

How does this change remove the potential for good game play? Before a spirit ranger could go into a fight with spirits already out and off recharge allowing them to instantly re-summon them once they died. There is no counter play to that.

The spirits last for a limited duration so that the ranger must make a conscious choice when to summon them or else they could go on recharge early in a fight if you use them ‘mindlessly’. This also provides a downtime window of 25 seconds once they have died that a player knows they can deal with the ranger. This works consistently with other minions now.

We are obviously watching any changes we make closely and will make adjustments if it is necessary.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Warrior Discussion

in Warrior

Posted by: JonathanSharp.7094

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JonathanSharp.7094

Game Design Lead

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Thanks guys!

We’re being very mindful about the way the Sigil of Para fix will hit Warriors. We’ve already got another balance patch brewing, and we’re being very careful to watch all the classes and see how they feel after we shave down the condition spam classes slightly.

As others have said, once we bring down the conditions that “hold down” some of the physical based classes, they will feel stronger. We’re aware of that!

Thanks again for the feedback!

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

2 legendaries 1 splitter

in Bugs: Game, Forum, Website

Posted by: GM Landry.3764

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GM Landry.3764

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I’m working on this now. We automatically gave out splitters based on the number of individual legendaries, so people with duplicate legendaries didn’t get the correct number of splitters. Very soon I will be mailing additional splitters to people who have transmuted more than one of the same legendary in the past based on our records.

I will also send a splitter to the small number of players who transmuted their precursors in the past so that they will once again be able to use them in the forge at some point in the future.

There should be no need to contact support. I know who is affected and will take care of it.

Thanks!

Edit: These are now distributed via in-game mail. Remember there’s a ten mail limit so clear your mailbox if you expected one and don’t see it.

(edited by GM Landry.3764)

Props to CC and SYNC

in PvP

Posted by: Allie Murdock

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Allie Murdock

Community Coordinator

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Hey all,

I just wanted to thank everyone for watching the PAX Invitational this weekend, but to also thank CC and SYNC for making things easy.

Through all of the trash talking that has been directed towards you guys before/after the event, I feel the need to say that you were absolutely a pleasure to meet and hang out with. I know there are a lot of feelings about this event, and your teams, so I just wanted to emphasize that you guys demonstrated that people are wrong about you.

You were all very professional, and fun to be around. Thanks for coming, and being a part of this major milestone in Guild Wars 2 PvP!!!

<3 Much love from ANet! Can’t wait to meet more of our PvPers

Rangers deleted from pvp, again

in PvP

Posted by: Roy Cronacher

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Roy Cronacher

Game Designer

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-All spirits can now be launched, knocked down, and knocked back.

This was a bug fix which now will allow more counter-play when fighting spirits.

-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.

-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.

-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.

Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.

Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.

This was a simple bug fix removing unintended functionality.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

SAB Obsidian shards not there?

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Obsidian Shards are no longer available from Moto.

Unintended Monthly Achievement Rollback?

in Bugs: Game, Forum, Website

Posted by: Regina Buenaobra

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Regina Buenaobra

Content Marketing Lead

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This is definitely not intended. Thanks for the reports, all. The team is aware of this problem and they are working to resolve it.

Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra

No Level 1 Skins =(

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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The Blue Super Backpack was for the original release only. You can still get a Green/Yellow backpack by completing the World 1 and World 2 meta achievements.

Flags in the hub

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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They’re just there for fun! The Hub is all about partying and partying up.

YouTube Copyright questions

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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If you use our content in any form, it should be flagged with our copyright information, yes.

The fact is that not everyone does it, but it is appropriate and in conformance with copyright law to do so.

If you have further questions, you can send them a support ticket.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

delete

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Thanks for finding this!

I’d like to let you know that this cannot be used to skip the level. In order to finish the level, you have to kill the Cage boss. Once you hit the bottom of the world there’s no way back up.

Perks from being beta tester

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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I believe the OP’s talking about the free Gems. And yeah, those free Gems were ONLY for the Beta, and was mainly to test their eCommerce system. All us Beta Testers bought the game and started fresh, as with everyone else.

The real perk of being a Beta Tester was mainly to get our hands on the product before it went live. That’s pretty much it.

I believe that this is correct. ShineyFighter, if you are asking about the gems, as was explained at the time (and afterwards), the gems were given for testing only and were not intended to be given for the live game.

If there is another matter, please provide me with your 12-digit ticket number so I can research this.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

(edited by Gaile Gray.6029)

Where's the Sound?

in Bugs: Game, Forum, Website

Posted by: Cody Crichton.7516

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Cody Crichton.7516

Sound Designer

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If what you are describing continues to happen after today’s release, we would love to know.

Complete Account rollback?

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Account rollbacks are restricted to a hacked accounts and one time ever for that account. People have deleted a character before and asked this. The answer has always been no.

This is accurate. We cannot make exceptions for high-level characters or for other justifications. The tools truly is used only for compromised accounts.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Female body part not a kitten

in Forum and Website Bugs

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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We will not be removing that word from the filter.

Another Phishing Email

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Yes, please — everyone read this thread to be aware of the current phishing attempts:

https://forum-en.gw2archive.eu/forum/support/account/A-Note-about-Phishing-Emails-1/first#post2074388

If you find a NEW one — and please check carefully through the thread linked above — then add the message (and details, if available) on this thread: https://forum-en.gw2archive.eu/forum/support/account/Email-from-ArenaNet-Please-read-merged/first#post1807876

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Did the REAL GW2 email me?

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Game Update Notes - September 3, 2013

in Game Release Notes

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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LIVING WORLD
Super Adventure Box: Back to School
Moto is back with the next installment of his hit entertainment-education hybrid. Find him in Rata Sum and hop into his newly renovated hub map to party up and party down! This time, players will explore three sprawling zones in the Mountain World. Get ready to get wet in the rough and tumble Rapids! Learn the way of the assassin in ancient temples precariously perched on the Pain Cliffs! And prepare to be challenged while venturing through the puzzles, traps, and inclement weather of Storm Top, where players will find their toughest foe yet: the STORM WIZARD!
But for those who find all of that too easy, Moto has devised the most heinously difficult challenge the world of Tyria has ever seen. For players swimming in extra lives and continue coins, activate Tribulation Mode and try to defy Moto’s capricious and unfairly invisible instant-kill traps—but be prepared for death around every corner! Tribulation Mode will be available for both worlds, and special color variants of the Super skins await those who have the skill and tenacity to overcome.
And finally, for those who don’t enjoy jumping challenges, there’s Infantile Mode, which allows players to easily traverse Moto’s world by walking over beautiful rainbow bridges.
Achievements

  • All World 1 achievements have returned, and all-new World 2 and Tribulation Mode achievements have been added.

Rewards

  • Collect Bauble Bubbles to complete the blue Super skin weapon set. Gather ingredients in World 1 Tribulation Mode to create green Super skins or World 2 Tribulation Mode to create yellow Super skins.
  • Also available from Moto: Mini Moto! And keep a lookout for Princess Miya outfit pieces randomly dropped in the world. Who knows…maybe putting the pieces on Mini Moto in the Mystic Forge will make Mini Princess Miya!
  • Players can only receive rewards from dig spots and the reward chests found at the end of each zone once per account per day.

At the Gem Store

  • A new trio of minis is available: Super Yeti, Super Raccoon, and Super Banana. Combine them with a continue coin in the Mystic Forge to create the magical Mini Assassin.
  • Back by popular demand: the Super Adventure Box o’ Fun! Players can now bring the spirit of SAB with them wherever they go.
  • The Super Explosive Finisher has been upgraded to be permanent. Players can now keep the warmth of this bombastic PvP fun close to their hearts forever.
  • Tired of scrounging baubles to buy continue coins? The Infinite Continue Coin is the perfect solution. Never worry about running out of lives in SAB again!

NEW FEATURES AND CONTENT
Changes to Crafting

  • Weaponsmith, Huntsman, and Artificer can now be leveled to a rating of 500.
  • Crafting experience for all disciplines has been updated to accommodate leveling to a rating of 500. As part of this, the total amount of leveling experience that comes from leveling a crafting discipline now requires leveling all the way to a rating of 500.
  • New ascended material refinement recipes now unlock at a rating of 450.
  • Ascended inscription recipes are available for purchase at all master craftsmen and require a rating of 500 to craft.
  • Ascended weapon recipes are available for purchase at all master craftsmen and laurel vendors and require a rating of 500 to craft.
  • Crafting discoveries for exotics have been reset to allow for rediscovery that gives bonus experience and facilitates leveling to a rating of 500.
  • Some of the new crafting recipes, including those for Ectoplasm Refinement, have cooldowns that must elapse before they can be crafted again.
  • There is a new collection in the bank that holds ascended crafting materials.
  • The wood cost on crafting staff shafts has been reduced from 6 to 4.

Changes to Rewards

  • Drips of Liquid Karma from champion loot bags have been replaced with Piles of Bloodstone Dust.
  • Open world bosses, temple bosses, WvW keeps, and castles now drop Dragonite Ore in addition to their regular loot, which can only be earned once per day per location.
  • Dungeons, minidungeons, jumping puzzles, WvW camps, and towers now drop Empyreal Fragments in addition to their regular loot, which can only be earned once per day per location.
  • Daily and monthly achievement rewards now include Essence of Luck. To offset this, the amount of karma earned from daily and monthly achievements has been reduced.
  • Event failure no longer rewards karma in order to encourage players to succeed at events.
  • Liquid Karma dropped from dungeon end chests have been replaced with Empyreal Fragments.
  • Ascended weapons can now drop anywhere ascended materials or other ascended items can be found.
  • Loot dropped by the Karka Queen has been improved; she also has a chance to drop Settler’s inscriptions.
  • Sentinel’s inscriptions can now be purchased from the guild vendor.
  • Salvaging exotic items now produces Globs of Dark Matter.
  • Salvaging fine and masterwork items now produces Essence of Luck.
  • Salvaging Globs of Ectoplasm now produces Essence of Luck.

Changes to Account Magic Find

  • There is now a luck progress bar for account magic find in the Achievements panel. Consuming Essence of Luck will incrementally fill the progress bar. When the bar is filled, the player’s account bonus to magic find will be permanently increased by one percentage point.
  • All existing players have been sent mail with enough Essence of Luck to increase their account magic find to 20%.
  • Weapons, armor, and trinkets that had a magic find stat combo have been flagged as account bound and Soulbind on Use. These items will now allow double-clicking to permanently change the stat combo. Items that were already Soulbound to a character will continue to be bound to that character. This is a one-time ability, and the options are dependent on where the item was acquired. All trading post listings for these items have been cancelled and the items returned to the poster.
  • Infinite Light, Immobulus, The Crossing, The Mad Moon, Arachnophobia, Cooguloosh, and Seasatchel will all allow their stats to be permanently chosen as a one-time ability but not become account bound.
  • All existing crafting recipes that produced items with Explorer’s stats now produce Assassin’s stats (Precision, Power, Critical Damage).
  • All existing crafting recipes that produced items with Pillager’s stats now produce Hunter’s stats (Precision, Power).
  • All existing item drops with Traveler’s stats now drop Dire stat items (Condition Damage, Toughness, Vitality).
  • The Wayfarer’s stat combo has been retired from the game and is no longer available.
  • Copper, silver, gold, and platinum doubloons now give boon duration instead of magic find.
  • Rune of the Pirate now grants power instead of magic find.
  • Rune of the Traveler now grants all stats, condition duration, boon duration, and movement speed.
  • Rune of the Noble now grants condition damage and might duration.
  • Rune of the Scavenger now grants condition damage and life steal.
  • Sigil of Luck now grants a random boon on kill.

Changes to Legendary Weapons

  • Legendary weapons now have increased stats to keep them in line with the new ascended weapons as “best in slot” items.
  • Legendary weapons now have functionality to allow their inherent stat combo to be changed to any other stat combo when out of combat.
  • The Bifrost: Updated the effects and texture to be more detailed and vibrant, enlarged the footfall effects, and added a new projectile.
  • Adjusted the position of the golden arrow on Kudzu and updated the effects on the Kudzu projectile.
  • Meteorlogicus: Updated the texture, effects, and animations; added a day/night cycle for the effects; and added a new footfall effect.
  • Frostfang now has larger, more impressive footfall effects.
  • The Juggernaut, Bolt, Incinerator, and Rodgort now have larger footfall effects.
  • Quip now has more impressive footfall effects.
  • Updated the texture and effects on The Moot.
  • Updated the effects on The Minstrel to be larger, more impressive, and more frequent.
  • Updated the pommel on Eternity and added a unique footfall effect.
  • Added a new footfall effect to The Dreamer.
  • Added a new projectile to Frenzy.
  • Added a new skill effect to Howler.
  • Updated the effects and texture on Kraitkin.

BALANCE, BUG-FIXING, POLISH
General

  • The amount of karma granted from consumable karma items has been increased. Karma boosts no longer affect the amount of karma gained from consumable items.
  • Training manual text descriptions have been updated to be clearer.
  • Fixed a bug with Tears of Itlaocol mini dungeon that would prevent one of the puzzle patterns from displaying.
  • Fixed an issue where the incorrect artwork would display when previewing armor that had been transmuted.
  • Fixed a bug where confirming a transfer to an overflow shard opened the currency wallet.
  • Optimizations in the audio engine have been made which reduces the issues of audio loading slowly at map load and audio drop outs during scenes involving many players and sound effects.

Living World

  • Several Clockwork creature invasion locations have been adjusted so creatures do not spawn in the terrain
  • Fixed an issue where Twisted Watchwork Portal Devices failed to work properly when the player only has one.

Personal Story

  • “Retribution”: Reduced difficulty of the Risen Plaguebearer.
  • “Critical Blowback”: Reduced difficulty of Admiral Feiste Bakkir.

Items

  • The Mystic Forge recipes for The Mad Moon, Arachnophobia, and The Crossing have been temporarily disabled. They will be updated and return at Halloween.
  • The Miniature Yellow Moa is once again only available via Moa Racing.

Profession Skills
Guardian:

  • Protector’s Strike: This skill will now trigger if an attack is blocked while the guardian is in midair.

Necromancer:

  • Grasping Dead: This skill now applies two stacks of bleeding instead of three (PvP only).

Ranger:

  • All spirits can now be launched, knocked down, and knocked back.
  • Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
  • Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
  • Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
  • Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.

World vs. World

  • The WXP Booster has been changed to be account bound rather than soulbound.

Gem Store

  • Mini Hylek Amini from set 2 is now the advertised red skin color instead of green.
  • Corrected Mini Hylek Cuicani from set 2 to look like Cuicani instead of Amini.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • A three-pack of minis from Super Adventure Box World 2 is available in the Minis category for 500 gems. Players can get their own Super Raccoon, Super Yeti, and Super Banana minis. Combine them with a continue coin (purchased from Moto outside the Super Adventure Box) in the Mystic Forge to receive the special Mini Super Assassin. Available until September 30.
  • The Infinite Continue Coin is now available in the Upgrades category for 600 gems. This super-useful coin can be used an unlimited number of times to gain 10 lives at the Super Adventure Box “Game Over” screen. Available until September 30.
  • Permanent Super Explosive Finisher is now available in the Upgrades category for 600 gems. This finisher creates a Super Bomb explosion to be used in PvP and WvW. Available until September 30.
  • The Transmutation Splitter is now available in the Consumable category for 300 gems each, 5 for 1350 gems, or 25 for 6000 gems. Transmutation Splitters will return the two current source items from any transmuted item and will also return an applied upgrade separately. All items returned from splitting a transmutation are soulbound. Items using a skin will return a base item with the original appearance. Another Transmutation Stone will be required to reapply the skin.

(edited by Moderator)

My concerns

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Posted by: JonathanSharp.7094

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JonathanSharp.7094

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@JonPeters and ColinJohansen

A huge thank you for responding…I suspect you guys are aware but definitely don’t underestimate the value of communication even if it is a little update on the same things your working on say every month etc.

@Colin I hope you can understand from players perspective being stuck with this meta for such a long time without change and then to watch PAX and see that response. That being said, thank you for responding and I would like to apologise for the crap your twitch chat had to deal with.

A question to Jon and Colin etc Do you guys feel that allowing the meta to stay in such a state for so long was a mistake in hindsight? Also do you agree with the sentiment that the Pace of PvP could be toned down to benefit both play and viewing pleasure?

In GW1, we had a major tournament, and we had a balance patch come out right before the tournament. The teams in the tournament felt that this was difficult for them, as they already had to travel/etc., so it really messed up their builds. BUT, I also understand how you guys feel – we held balance updates until later so that we kept the meta stable (even if it has issues) for the tournament.

There are 2 sides to that, and I think both sides have merit.

As to the speed, yes, I agree. We want to make the game more fun to play and also easier to watch. This isn’t only for esports, it’s also for new players. Slowing the game down slightly would allow more players to watch good players, and more easily figure out how to play. So I agree w/ you there.

First off sorry about calling you Jonpeters =P….just had his name on my mind constantly lol. Secondly thats refreshing to hear, I’m glad we see eye to eye on the pace of PvP. I understand that things take time and if you aren’t aware I personally have put so much money towards this game…and I have always understood that things will take time, I often likened it to LoL which took 1.5 – 2 years to really kick off and push into esports.

This PAX event was the first time I felt disheartened that all my money and effort is going to waste. But alas its my own short comings after being so positive for so long. For the record this is what I have done for the game purely out of my own pocket.

$500 to streamer " Shinryuku_ku "
$400 to streamer " Bitcloud "
$200 to streamer " TehMaker " ( only recently started streaming GW2 again )
$300 to EU Master of the Mists tournament.
$200 to Mist League
Purchased NA game for Sir_Koroshi
Approximately 1200-1500gold in giveaways, via Koroshi, Shinryuku_ku, GW2PvPTV etc.
~$800 in gem purchases.

I’m financially well off and have a great passion for your game. Lets make this this the PvP game I know it can be! It may be hard but I still reckon being open and communicative with your playerbase is still far better than going dark so to speak…even if its updating us on the same feature your still working on. =)

That’s very generous of you!

We’re trying our best to be as communicative as we can. I bet that you’ll see more activity this week, as people start getting back to the office after getting back to the office after the holiday!

And Jon and I are used to being mixed up, it’s ok.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

Your Easiest Solution

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Posted by: JonathanSharp.7094

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JonathanSharp.7094

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Since everyone else is suggesting visual improvements,
Necromancer marks, IMO, should have a distinct signet-ish icon when casting. I mean, as it stands, every mark is pretty much equally deadly and you’re forced to dodge each one no matter which it is, but it would be nice to know if their Reaper’s Mark went on cooldown or not for example.
When versing a Warrior, when I react and dodge his Eviscerate or Hammer Burst, I know I’m safe for the next 9 seconds (unless he weapon swaps) and can act accordingly.
Against a Necro? I can’t possibly count their cooldowns…because, well, they all have the same animations..

This is assuming ANET doesn’t want to spend the resources to completely rework the Necro’s animations.

Nods, I agree. Some of those are hard to see, or all use the same animation.

The marks themselves may have different effects once they’re placed on the ground, but that doesn’t help if the mark instantly hits you or an ally.

Or, better yet, simply emphasize the color glow of the hand which swings while casting (Chillblains and Putrid have this but are barely noticable/distinguishable)
Make it similar to Heals or Moa/Mass Invis which are readable even on Asuras most times.

Countless number of games against Necros and 400+ games on Necro and I only just now noticed they had this “hidden” feature.

Nods. The reason you’re noticing the heal/elites is because they have their own cast effects (the blue glow for the heals, for instance) when they’re used. If we put that on all the marks, that’s 5 more skills using those effects…which means you’d no longer be able to differentiate them.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

Tired of so Little Variety and Builds.

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Posted by: JonathanSharp.7094

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JonathanSharp.7094

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Sure, but then would you see it? And if there is a different effect for each sigil (or rune set), then don’t you need to make them more distinct than just a slight green weapon glow so you can tell them apart?

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

How to avoid the next balance disaster

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Posted by: JonathanSharp.7094

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JonathanSharp.7094

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So wait… I heard more ranger nerfs… Could you all just please instead remove the whole class from PvP isntead? That’d be a lot faster and save a lot of time (and our sanity in PvE). Thanks

Wait til you see the update! You may be making it out in your mind to be more drastic than it really is.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

Hire an SPvP Josh Davis

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Posted by: JonathanSharp.7094

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JonathanSharp.7094

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Thanks for the idea Natsos!

Allie actually helps us a ton with that! She’s been really busy helping to set up PAX and assist CC/Sync with the logistics of getting here! Now that that stuff’s over, I bet you see her a lot more on the forums!

And Josh is also awesome! He’s going to be appearing with me on the next SOTG so we can double communicate with you guys!

Cheers!

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

Clarity

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Posted by: JonathanSharp.7094

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JonathanSharp.7094

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See you Xeph! It’s always been a pleasure watching you play and listening to your ideas!

Good luck in whatever you decide to do next in life!

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

Tired of so Little Variety and Builds.

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Posted by: JonathanSharp.7094

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JonathanSharp.7094

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FOR EXAMPLE:

Wouldn’t it be cool if Sigil of Blood was actually a good Sigil?

Superior Sigil of Blood
30% Chance on Critical: Steal Health (This effect cannot trigger more than three times every 1 second.) This adds Opportunity Cost! So if people blob up together I get to heal more! [Maybe])

Additionally gives your weapon a leech effect when it procs!

Cool! Now I know when it procs because it has a cool unique effect! And its fun to use now because it actually does something significant like the other sigils do!

Agreed on the sigil needing a little oomf.

As to the effect: Yes, I agree it would be nice to know when it goes off. But, the other side of this is that it would add another effect into the game, which can clutter the screen. If we had a unique effect for all sigils/runes, it would create a lot more effects….which again, makes things hard to read.

I do like your idea though!

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer