Crafting experience doesn't move the XP bar
in Guild Wars 2: Heart of Thorns
Posted by: Achrisos.1360
in Guild Wars 2: Heart of Thorns
Posted by: Achrisos.1360
If crafting xp wasnt capped everyone would just max out cooking over and over again to max masteries…
That would be ridiculously inefficient.
It cost about 4g to max cooking so if you got the money and dont want to run around grinding xp…..
in Guild Wars 2: Heart of Thorns
Posted by: Achrisos.1360
If crafting xp wasnt capped everyone would just max out cooking over and over again to max masteries…
in Guild Wars 2: Heart of Thorns
Posted by: Achrisos.1360
A week ago I was on a DS map from beginning to finish only to click on the end merchant to purchase the recipe I wanted and BAM! disconnected lol. Of course at that point you can get back in since its a completed map so I had to redo the entire event one more time to make the purchase
I’m glad someone posted a topic like this as I have felt for the longest time that this is the one system in the game that had soo much potential for creating many more hours of gameplay.
Not only are the AP numbers all wrong but simply adding some titles to some of the harder categories would entice players to put more hours into the game.
There are very little ways to distinguish yourself since the game is about cosmetic differences instead of statistical ones so adding some hard to obtain titles based on the AP system has soo much potential.
I really hope some day soon we get a patch dedicated to this system.
I don’t think it says anywhere that you MUST have the spec to use weap…
Only that you MUST have the spec to use the new function of the class like new virtues, new attunements, reaper, and chrono….
What if the ability/change of the tempest makes it so you can split attunements, one for mh and one for oh? though what do to do with skills…
That seems extremely and overly complicated, I do not see that happening EVER.
They could change the Ele so that the tempest gives you attunement “toolbelt” skills like the engi and each one causes some OP storm spell based on attunement.
What irony… earlier today I was posting about how ANet hasnt done anything to fix the issue with big characters like Norn or Charr being zoomed in too much on preview or character select screens and then I log in only to find out the new patch kittened this up even more…
Now half my characters head is choped off lol…
To borrow a line from the Monday Night Football pre-game show… CMON MAN!
Lolz I’m still waiting for them to fix the current login screen as well as preview screens as I’m tired of my Norn n Charr characters getting clipped off the edges
Damage is not that important, what really matters is dps.
+1 for this,
Even tose 100b’s that hit for over 30k require perfect conditions to hit that dam and then skill on cooldown.
I hear ya… When the patch came out I was telling a guildy about how my record was an 8.8k tick burn on my Guard and his answer was who cares you can hit over 30k with whirling wrath…..
I guess the ol saying is… Pics or it never happened! lol
Can’t remember what game it was, but there was one that I tried where the monk was not the same style as a GW1 Monk, was more a brawler type, martial artist without weapons, or perhaps knuckle dusters.
DAOC priest maybe? It used the staff as weapon.
No the game he thinking of is VANGUARD. They had melee monks.
Forgot about D3 already huh…..
(edited by Achrisos.1360)
Hmm ur right Nec is getting more and ill assume the Engi will get extra due to toolbelt skills but no way they give Thief 5 kits. Thats 25 new skills without including any new weap.
If it is kits then it will most likely be 1 kit and 1 weap for 10 new skills like everyone other proff is getting
Im very curious to see how kits will be implemented. Because its a utility that replaced you weapon skills they cant give 5 new kits as an elite spec as that adds waaayy too many new skills. Most likely the kit will be the new weapon type rather than actual new weap and then get additional utilities 6-10. The other only option is get an actual new weap and then only 1 kit since thats 10 new skills which every proff is getting.
in Guild Wars 2: Heart of Thorns
Posted by: Achrisos.1360
There is another topic somewhere talking about raid ideas. I think raids are the perfect medium for applying more build diversity. If you simply retool all the current content then you create the problem where you are forced to play trinity and this game is not about that. However, if you have a say a 15-man raid you can seperate the content within the raid so that 3 5-man groups are needed and each group will face differnt challenges i.e Group 1 needs to be high dps to kill mobs before they self destruct and 1-shot you, group 2 will face physical dam imunity so heavy condi is required. and Group 3 will face mobs that will kill themselves slowly and you need to outlast their damage thus requiring healing/support players.
This way in raids all playstyles have a role and is organized content so filling out the neccessary spots is part of the process. If you want to simpy jump in and play then do regular 5-man group content.
I didnt play Beta but im assuming you had a predefined set of gear not to mention not full access to all traits (you didnt have 3 full trait line access back then). Hell you didnt even have Staff weap back then…
Too early to judge
…
Yeah, no. The dungeons are.. mediocre and they don’t really make use of the freedom of 5 independent agents as a group. Those aren’t ever going to get better, because ANet has no will to redesign them or fix their numbers. Whatev.
I was pointing out two things:
- Some raid mechanics can go die in a fire. Seriously. The prevalence of WoW raids (and probably many other games) using control-loss mechanics and allegiance-swapping is irritating. It’s not the majority, but it’s enough to notice.
- Logistics are going to determine the size and scope of potential raids, as outlined above.
What I’m hoping from the potential for raids are suitably clear tasks that split up the zerg (if there is one). Fight designs that present more challenge than stack-and-smack, so that survival is a real issue. I recall one of the old Living Story fights, actually. Boss would chuck toxic puddles that did unavoidable damage to the room. The party member with the heart on his head would attract a blob that would eat them. He didn’t do his job, party wiped. It was irritating on my squishy thief when other people ignored it, so I wouldn’t say have random assignment like that, but the idea is there.
Beyond that, I can never get a straight answer about what is both ‘challenging’ and ‘balanced’ for content. Anything that has one-hit KOs isn’t balanced, nor does it really present an opportunity to actually learn an encounter. Requiring a specific mechanic shuts out other classes and excludes them from content. And so on.
I think my idea a few posts up answers all your questions. You have 4 seperate 5-man groups tackling different mechanics therefore allowing all types of builds to participate and in the end require a 20-man raid to finish.
My idea for a raid revolves around the premise that you are in either a circular or cross shaped room with 4 corners. Each corner can support a 5-player group. Each group has to tackle objectives and make it to the center of the zone. The more groups that make it to the center the easier the boss becomes (but without all 4 groups being there it will be super hard but not impossible to kill).
Each of the 4 corners will require different mechanics to beat like 1 will be high dps to kill mobs before they overcharge there elite skills which 1-shot you (hence zerk groups). Another will have really high physical damage reduce but can be hit with condi damage (condi groups). Another requires survivability as mobs will die on their own and you just have to outlive their damage output by healing/supporting. The final corner can be a mix of all 3.
This type of setup makes use of all types of gear and builds and is a 20-man raid.
Thats my thought…
(edited by Achrisos.1360)
I am annoyed that ANet did not go back and add this debuff to more existing weapons/utility skills. I mean would it not have been obvious to add taunt to some Guard weaps like Mace or Shield or on a War weap?
At least give us confirmation that this is being looked at for future release.
For example, if a Guardian uses Virtue of Justice in PvP and the whole team focuses one person, it’s ok to stack 5+ burning stacks because the whole team partecipated in the effort. However, when burning is already present everywhere because it was balanced to the before-patch mechanics, the burning stacks aren’t 5, they are 10 or more.
Yes they are 10+ stacks now but you are forgeting that before 1 stacks = max output damage on burn condition now you must hit those high stacks to get good damage output since 1 stack is only a few hundred now. That takes a build is that purposely built for burn stacking and duration and so you are committing yourself to that role.
I may be biased since I run a burn guard build but I ran this build ever since they introduced the +burning damage grandmaster trait and the big difference between then and now is now I dont get hate from other players when they find out im not zerk….
(edited by Achrisos.1360)
I checked this site last night some information update but many things still wrong or out of date i.e Celestial Ascended Amy showing +92 instead of +72 and Guard skills not reflecting new burn stacks or Virtue of Justice not updated burn duration.
Maybe its still work in progress…
What you are forgetting is most burn durations are relatively short to begin with. Some bleed skills could easily grant 10+ sec of duration but a burn is usually 1-3sec.
Furthermore before the patch I only need to apply 1 stack of burn to get max damage but now 1 stack is only a few hundred damage points so for a burn build to be viable u need to have duration on the condition to have time to apply the stacks. Even the most viable burn builds cannot keep up extreme stacks for the duration of a whole fight but at least witht he current set up we can spike high for a few secs then come down to a decent average over time.
Simply put the system works as it is now if you nerf the duration buy buy viability. That will just take us back to pre-patch…
Hello,
Ever since ANet annouced the changes to the trait and stat systems I have been clamoring over the countless hours of theorycrating to be had, however, now that the patch is finally here I have yet to find any website (Codex, GW2Skills, Into The Mist…) to have updated their sites.
I know this was a big patch so an update could take a while but has anybody found any sites that have been updated yet?
I am looking for one that you can select gear/traits/consumables.
Thanks.
-Elite Specializations
-Revenant
-New Zone (if it’s anything like DTop or SW that’s countless of repeatable hours)
-HoT exclusive masteries that will open up new gameplay like Master Lore & Master Exploration)
-New Legendary Weaps
-New Ascended skins
-Full Guild Hall Access
For me that’s a whole lot of kitten to do so I’m very happy to call HoT an expansion especially in the GW2 universe of content releases.
in Guild Wars 2: Heart of Thorns
Posted by: Achrisos.1360
-Elite Specializations
-Revenant
-New Zone (if it’s anything like DTop or SW that’s countless of repeatable hours)
-HoT exclusive masteries that will open up new gameplay like Master Lore & Master Exploration)
-New Legendary Weaps
-New Ascended skins
-Full Guild Hall Access
For me that’s a whole lot of kitten to do so I’m very happy. And don’t forget future content release which will most likely be free will add newer masteries n specializations and stuff.
Wow ppl r raging soo hard nobody has even bother to answer the OPs question…
The answer is there will be content such as elite specializations, the new Revenant and new zone that will not be accessible (as well as bunch of other stuff) but other things like mastery system, stronghold pvp, new WvW map and so on will be available to core only players (as well as everything u currently get with core game)
I would pay $100 if i could have it today!!!!
Hell the money I spent on gems since released could of paid for multiple expansions by now. Cant wait for all this new content!!
no longer losing damage to Vuln-not-working-with-conditions as compared to Power
I guess you’d be fine with condition damage being reduced by protection then?
Too late as they added resistance buff….
Conditions stacking is capped. A lot of conditions are wasted when you have more conditions applied than the stack cap allow.
In case u haven’t read the big new article on the front page of this site they are significantly increasing the stack caps.
The mechanical minions seen in the video could just easily be new toolbelt skills like how the Guards virtues change with specialization.
all 3 reveals will make my current builds even stronger (depending on how the baseline stats and armor/weap stat increases will play out)
I wish I could say the same, from what I’ve seen so far, a lot of pure power builds are going to be getting stiffed compared to hybrid and condi builds
From the 3 builds only 1 of them I run is zerk the other is hybrid and condi and with the new condi changes annouced (did you read about that?) I would say the opposite of what you said is true…
All I know is that ANet is 3/3 with me as in all 3 reveals will make my current builds even stronger (depending on how the baseline stats and armor/weap stat increases will play out)
I Think it was MMORPG that had an article recently ahout NCSoft financials and outlined sales for GW2.
I have had enough teasing. I have heard enough about world vs world, PvP, class changes, core changes, spec changes, item changes, UI changes, bug fixes, and combat changes. I am not willing to hear any more teasing. I can only take so much without a day to look forward to.
I want to hear about a release date. That is it. Simple. Give us a date. I will even sign a petition to the devs to hear a tentative release date. Just give us a date. It is not a very large request.
Release Date: WHEN ITS READY ™ 2015
Those games are constantly evolving.
I agree that it’s nice that they can evolve like that, but at the same time I feel that they should be very cautious when attempting to implement massive scale change to the way the game is played. It’s one thing to nerf an overpowered build, but it’s quite another to change the entire trait system
ANet has been doing this for 3 years already and the playerbase keeps growing by my count…
My biggest concern is how increasing the cap affects smaller groups or individual farming. For instance right now I can hit 1.2k burns per sec on virtue passive. If they have to scale down damage due to increasing stacks do I have to hit 3-5-10-15?? stacks in order to reach the same damage? Im afraid the scaling will kill smaller group play when they talk about having hundreds of stacks possible.
in Guild Wars 2: Heart of Thorns
Posted by: Achrisos.1360
While I’m up for the trinity I don’t want GW2 to break word on its promise of people being forced into roles just to complete content. If I can clear content as a tank , healer then I should do able to do it in a all DPS group to as well.
This^
Stop catering to cry babies over imagined slights ANET. Balance your game on numbers and facts…not forum balancing. Recognize the game dynamics you created (that we purchased) and stop trying to nudge us into a trinity.
The problem though is having no trinity creates the other side of the coin where elitism exist since a single play style (zerk meta) can clear pretty much all content and many develop the attitude of “no zerk gtfo”. The game needs to rebalance its current content to have better variety catering to some condi or support builds required to have a smoother experience rather than zerk always being the meta for everything.
You are either rather inexperienced in the genre or least you never have played MMORPG heavily or let´s call it “seriously” for the lack of a better word.
-BiS gear would only change to having new BiS gear for your relevant role.
- Blame and shame the healer. Investigate that. It is really fun for people playing that role.
- “I need those last %”-tanks. Yeah, good luck on pinging your beloved “play how I want gear” when roles arrive. People have way more responsibility in trinity AND their failure does not vanish in the background noise of the encounter. That goes for subpar gear for their role too, especially for that.
- LFM/LFG queue fun.The original GW2 approach is more forgiving for unskilled and uninvested players. Many of the “but I wanna play the way i want to!” crowd will be in for a very rude awakening if GW goes trinity.
I used to raid 7 days a week in WoW when it was still 40 man raids so my experience is plenty.
My argument is at least a trinity has 3 roles, dps-heal-tank. Because GW content does not require a trinity to complete it creates the mentality that everybody must spec towards maximizing efficiency (in this case zerk) rather than playing/enjoying a role.
Yes you dont HAVE to go zerk and the content will still be completed but if you finish an instance in 12m rather than 10m ppl tend to blame the non zerk player even tho chances are the slower run had nothing to do with gear selection.
in Guild Wars 2: Heart of Thorns
Posted by: Achrisos.1360
I think you’re all looking at the small picture. Between accessories, weapons, and armor, we have 12-15 slots for items that each use the same possible stat sets. Yes, that is mechanically an example of overkill.
It doesn’t add to diversity at all, since 3 or 4 would be enough for us to mix up our desired attribute recipe. What it does, though, is feed the economy and create a gold sink, which – though important – could be handled with bloating the hero panel like this.
I have a lvl 80 of each proff and not 1 of them uses the exact same trinket in each slot. Mix n Match is not only way to go for style but for builds as well….
Increasing healing power effectiveness would also solve a lot of problems….
Just saying.
in Guild Wars 2: Heart of Thorns
Posted by: Achrisos.1360
While I’m up for the trinity I don’t want GW2 to break word on its promise of people being forced into roles just to complete content. If I can clear content as a tank , healer then I should do able to do it in a all DPS group to as well.
This^
Stop catering to cry babies over imagined slights ANET. Balance your game on numbers and facts…not forum balancing. Recognize the game dynamics you created (that we purchased) and stop trying to nudge us into a trinity.
The problem though is having no trinity creates the other side of the coin where elitism exist since a single play style (zerk meta) can clear pretty much all content and many develop the attitude of “no zerk gtfo”. The game needs to rebalance its current content to have better variety catering to some condi or support builds required to have a smoother experience rather than zerk always being the meta for everything.
I am thinking of going with those 3 specs as well at least until we see whats next for reveals but mostly same thought only differences would be depending on what game mode playing.
For instance if your going for WvW oriented I would use the Daze Salvation elite rather than extra outgoing healing as you will already be able to do a good amount of extra healing but a daze which you can spam twice (1 for each stance) thats 4 seconds daze on top of other effects like knockback on ventari or defence boost on jalis
Just to clarify tho is the healing 18% + 1 for every 100 healing power so if at 1200 HP then 30%?
Let’s assume to have 1400 healing power.
Every 100 HP you get 1% outgoing heal, so it’s 14%
The buff we get from what it says should work together with the increase of outgoing, so we should have either a sum (18+14= 32%) or a percentage.If the above numbers are true, adding all the other percentages in Salvation we get
Salvation spec (55%) + Invocation IX (percentage unknown) + Salvation VII alone (32%) = at least 87% of healing power just from traits.87% + 10% (monk rune) + 12,5% (sigil of benevolence) = 109,5% healing power
This means that the 109,5% of 1400 is 1533.
We should have a 9,5% increase in healing effectiveness.But since I’m bad at math, somebody else calculate, I’ve surely messed up
I was always under the impression that it’s a flat increase to the skills heal so if ur skill heals for 1500 then it will heal for 3k if you have 100% outgoing healing boost. It doesn’t make sense to waste all that just for a couple hundred extra healing power…
I am thinking of going with those 3 specs as well at least until we see whats next for reveals but mostly same thought only differences would be depending on what game mode playing.
For instance if your going for WvW oriented I would use the Daze Salvation elite rather than extra outgoing healing as you will already be able to do a good amount of extra healing but a daze which you can spam twice (1 for each stance) thats 4 seconds daze on top of other effects like knockback on ventari or defence boost on jalis
Just to clarify tho is the healing 18% + 1 for every 100 healing power so if at 1200 HP then 30%?
As with any profession certain trait lines matches up with certain weaps. Right now we have seen a Defensive stance, a Support stance and Condi stance with at least 2 more to go if not a 3rd elite stance. The other 2 may very well be another another condi, dps, offensive support and so on.
Cant wait to find out more!
When a skill says + “healing to allies” instead of “outgoing healing” would that also affect the caster as well or just allies?
Hey
Anybody know or has the question been asked if the Rev trait Revitalizing Breadth from the Invocation line will work on orbs from staff auto attack?
I have been praying that ANet adds new infusions that give more than just +5 stat and 5 agony. Something that would be cool is to tie in 500 jewelcrafting with fractal masteries and be able to craft better infusions as a means of “progression” even if its marginal
in Guild Wars 2: Heart of Thorns
Posted by: Achrisos.1360
“when it’s ready”.
Colin tell ANet to trademark this line so you dont have to quote it next time
I try to use as many alts as possible so most have a define role.
Engi – world completion/WvW
Mes/Nec – sPvP
War/Ele – Dungeons
Guard – DTop & Baddassary (spent the most amount on looks for this 1)
Ranger/Teef – ignore mostly lol pvp dailies only
As of right now looks like 50.00 for it… really not much map added plus 1 class so we are paying for a living story patch???
Content being added:
Masteries – this will expand old and new game play such as legendary crafting, fractals, general exploring. The value from this alone should be tremendous.
Specializations – this will bring a fresh game play to all the profs allowing for some new goals as far as gearing out new builds and experiencing old/new content with the new builds.
New Proff – The Rev!
New Zone – while we still dont know much about the new zone if it has repetitive gameplay like Silverwaste but on a grander scale that would be amazing and add countless hours of value. (A new dungeon would be awesome tho)
Stronghold – PvP MENG!
New Borderlands – very cool looking new map for WvW fun
New Armor/Weaps – confirmed new legendary’s and most likely new ascended armor/weaps to farm.
Collections/APs – most certainty new collections and achievements will be added.
The above is probably not an exhaustive list of content being added. Also once HoT goes live it would not be surprising if they continued to open the map more frequently like they did with Drytop/Silverwaste.
For my money that’s amazing value being added. Just wish it would come sooner!
I wouldn’t mind it summoning some undead quaggan or rotting asura either.
When I read this my mind instantly thought of 5 CP boss Quaggans that get bigger and bigger as u hit them but instead of shrinking after they reach max size a 5 sec timer starts after which they explode for death nova lol.
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