Showing Posts Upvoted By Ald.9418:
Equipment
This should be the new list of rewards under Equipment:
Research Equipment – Basics – Cost 500 Influence
Research Equipment – Adept – Cost 1000 Influence
Research Equipment – Expert – Cost 5000 Influence
Research Equipment – Master – Cost 10000 Influence
Research Equipment – Grandmaster – Cost 20000 Influence
Research Equipment – Sage – Cost 50000 Influence
—-
Unlock the other options as like now.
Basics unlocks:
- Guild/Ally Armor Rare Upgrade, Cost 5000 Influence, Guild/Ally Armory NPC sells now Equipment on Rare Quality
- Guild/Ally Smith Rare Upgrade, Cost 5000 Influence, Guild/Ally Weapons NPC sells now Equipment on Rare Quality
- Mercenary Equipment Contract, Cost 5000 Influence, Mercenary Equipment on NPC’s will be of Rare Quality now with better stats.
- Recolor Equipment, Cost 10000 Influence, Unlocks a Recoloring NPc in the Guild Island, which can recolor weapons for a fee of Gold.
Adept unlocks:
- Guild / Ally Armor Exotic Upgrade, Cost 7500 Influence, Guild / Ally Armorer NPC sells now Equipment on Exotic Quality
- Guild / Ally Smith Exotic Upgrade, Cost 7500 Influence, Guild / Ally Smith NPC sells now Equipment on Exotic Quality
- Mercenary Equipment Pact, Cost 7500 Influence, Mercenary Equipment on NPC’s will be of Exotic Quality now with better stats.
- Improved Tools, Cost 20000 Influence, Increases Damage from summoned environmental weapon skills by 10% and lets their skilsl recharge 20% faster
Expert unlocks:
- Guild / Ally Armor Ascended Upgrade, Cost 25000 Influence, Guild / Ally Armorer NPC sells now Equipment on Ascended Quality
- Guild / Ally Smith Ascended Upgrade, Cost 25000 Influence, Guild / Ally Smith NPC sells now Equipment on Ascended Quality
- Mercenary Equipment Treaty, Cost 25000 Influence, Mercenary Equipment on NPC’s will be of Ascended Quality now with better stats.
- Tool Seller Contract, Cost 5000 Influence, Puts an additional Tool Seller NPC on the Guild Island, which sells various kinds of environmental weapon tools, like Portal Pistols % Co.
Master unlocks:
- Improve Siege Weapons Contract, Cost 10000 Influence, Improves Arrow Carts, Mortars and Arbalestas giving them more Health and Defense
- Improve Siege Weapons Pact, Cost 10000 Influence, Improves Trebuchets, Catapults and Rams giving them more Health and Defense
- Improve Siege Weapons Treaty, Cost 10000 Influence, Improves Siege Golems making them 100% faster and increasing their maximum Health.
- Adrenaline Needles, 7500 Influence, Unlocks the feature, that summoned Mercenaries will have the ability to 1 time auto-ressurrect themself with 50% Health
Grandmaster unlocks:
- Supply Upgrade Contract, Cost 25000 Influence, Allows Guild Members to carry 5 Supply Units more
- Supply Upgrade Pact, Cost 50000 Influence. Allows Guild Members to carry another 5 Supply Units more
- Supply Upgrade Treaty, Cost 75000 Influence. Allows Guild Members to carry another 5 Supply Units more again for a Maximum of 25 Units. 30 If taking from Keeps.
- White Flag Banner Upgrade, Cost 50000 Influence. Improves White Flag Banners maximum range by 50%
Sage unlocks:
- Guild Rucksacks, Cost 10000 Influence, Improves the Beginner Rucksack to the Guild Rucksack adding 10 more Inventory Item Slots for Guild Members.
- Guild Bag Upgrade, Cost 15000 Influence, Allows Guild Members to carry 1 additional free bag slot for more inventory space.
- Soul Unbonder, Cost 25000 Influence, Puts a Soul Unbonder NPC in your Guild Island, that will unbond Equipment from their Soul Bondings for a fee of Money, Karma and a Badge of Honour, turning them into “Cursed Equipment”, that can’t be sold, but can be again bonded to a new character of the same account from the player.
- Transmutation Contract, Cost 250 Influence, Duration 24 Hours, Guild Members will have for 24 Hours an additional chance of 100%, that transmutating items won’t remove the item, that got used only for the stats..
So this is the new Equipment.
Guild Maps
This should be the new list of rewards under Guild Maps:
- Research Guild Maps – Basics – Cost 500 Influence
- Research Guild Maps – Adept – Cost 1000 Influence
- Research Guild Maps – Expert – Cost 5000 Influence
- Research Guild Maps – Master – Cost 10000 Influence
- Research Guild Maps – Grandmaster – Cost 20000 Influence
- Research Guild Maps – Sage – Cost 50000 Influence
—-
Unlock the other options as like now.
Basics unlocks:
- Guild Mission Contract – Cost 5000 Influence, Unlocks the new upcoming current Guild Missions feature.
- Guild Mark Trader, Cost 100 Influence, Summons for 5 Minutes a Guild Mark Trader at your point to be able to trade your Guild Marks for rewards. Recharge 5 Minutes
- Guild Crusade Contract, Cost 5000 influence, Unlocks the option to go on Guild Crusades
- Waypoint Contract, Cost 15000 Influence, Reduces Waypoint Cost for Guild Members by 5%
Adept unlocks:
- Guild Adventures Contract, Cost 5000 Influence, Unlocks the feature of Guild Adventures for the Guild
- Guild Wars Maps, Cost 5000 Influence, Unlocks the acces to Guild Wars Battles on various new GvG Maps
- Alliance Center, Cost: 1000 Influence, If you’ve already a Market Place, then this Guild Perk will add to the Market Place some more reward NPC’s from Guild Missions, Crusades, Adventures and Guild Wars-Mode as also a Bird Mail Chat, that allows to communicate with your Allies via Chat
- Waypoint Pact, Cost 25000 Influence, Reduces Waypoint Cost by another 5%
Expert unlocks:
- Advanced Adventures, Cost 25000 Influence, Unlocks the access to more new Guild Adventures
- Key to the Hall of Heroes, Cost 10000 Influence, Allows Guild Members to the Hall of Heroes at the top of the Dungeon of the “Eye of Tyria”. With Guild Marks there can be found some new features to be unlocked as also vendors, which will trade from them a special kind of new ascended weapons and armor sets – “Heroic” Weapons/Armory, which will give players special effects and buffs, when these are used as a complete SET, like giving for example characters special all time usable unique finishing moves in WvW or in general, when enemies in PvE have lesser than 5-10% health by performing a critical hit that would kill the enemy.
- Guild Pictures, Cost 50 Influence per Picture, Allows the Guild to create a Picture Book where Pictures made from Guild Members can be put into. Members can put pictures into a general database of the book, the guild leader can then decide, which pictures get shown on the sites ect. members can write comments then to the pictures.
- Guild Guest Invitations, Cost 50 Influence, Leader/Commander/Officers only.
Send out Guest Invitations, that allow people temporarely for 24 Hours access to the Guild’s Home Instance.
Master unlocks:
- Waypoint Treaty, Cost 30000 Influence, Decreases Waypoint cost by another 5%
- Advanced Guild Wars, Cost 50000 Influence, Unlocks access to additional Guild Wars GvG Maps
- Advanced Guild Crusades, Cost 50000 Influence, Unlocks access to additional Guild Crusades
- Guild Prosperity, Cost 2500 Influence, Duration 24 Hours, Increases the gain of the new currency of Guild Marks by 15%
Grandmaster unlocks:
- Dangerous Guild Adventures, Cost 75000 Influence, Unlocks another pack of new Guild Adventures for Guild Members
- Dangerous Guild Crusades, Cost 75000 Influence, Unlocks another pack of new Guild Crusades for Guild Members
- Guild Guestbook, Cost 10000 Influence, Unlocks the Guest Book Feature. What Guild Pictures is for the Guild, is the Guest Book for..guess it…your guests

- Guild Member Locator, Cost 1000 Influence, Unlocks the feature, that you can see now Guild Members everywhere on the World Map, even if they are not in your Group, if they represent your guild.
Sage unlocks:
- Repair Contract, Cost 50000 Influence, Puts a Repair NPC into your Guild Island
, which repairs for half of the cost. - Dangerous Guild Wars, Cost 75000 Influence, Unlocks access to more new GvG Maps
- Guild Flag Templates, Cost 100000 Influence, Allows Guilds to create Guild Flags which will be usable then in Guild Crusades as special buffs that work like Banners
- “All for One and One for All!”, Cost 100000 Influence, When doing anything else in the Game as a Guild Group outside of WvW, Money and Exp Gain will be double as high, as normal, if the Group consists only of Guild Members of the same guild or from guilds.
And thats the rewards for Guild Maps
You posted too much for me to read. Anet if you could add an event calendar and a LAST LOGGED ON (like you did for Guild Wars 1) that would be sweet. I noticed a lot(guild hall, teamed pvp) of things that you did right in GW1 but don’t see in gw2. It’s like you’re taking two steps forward ( Jumping, graphics, gameplay, races, JP etc,,) and one back ( Missing the good qualities of gw1.)……………………….
~~~~~~~~~~~~On a separate note~~~~~~~~~
Alliance Battles [ A lot of servers have too many players IE. t1 servers/ t2 servers or have too few players ie bottom 4 tiers for a fun wvwvw experience. It’s either too dead or there is a que]
First said, rewards should NOt have anymore any time that is needed to get those things, like waiting a WEEK, just to get only from 1 level to another level of research…
This is ridiculous! If you make something for the guild and use up influence, then it should be made instantly without any silly waiting time that makes no sense, other then slowing guild improvements down for no reason…
Art of War
This should be the new list of rewards under Art of War:
- Research Art of War – Basics – Cost 500 Influence
- Research Art of War – Adept – Cost 1000 Influence
- Research Art of War – Expert – Cost 5000 Influence
- Research Art of War – Master – Cost 10000 Influence
- Research Art of War – Grandmaster – Cost 20000 Influence
- Research Art of War – Sage – Cost 50000 Influence
—-
Unlock the other options as like now.
Basics unlocks:
- W3 Fort Experience + 20%, Cost 200 Influence, Duration 6 Hours
- W3 Fort Magic Find + 20%, Cost 200 Influence, Duration 6 Hours
- W3 Fort Player Health + 20%, Cost 200 Influence, Duration 6 Hours
- W3 Fort Healing Power + 20%, Cost 200 Influence, Duration 6 Hours
Adept unlocks:
- W3 Power + 60, Cost 200 Influence, Duration 24 Hours
- W3 Vitality + 60, Cost 200 Influence, Duration 24 Hours
- W3 Toughness + 60, Cost 200 Influence, Duration 24 Hours
- W3 Precision + 60, Cost 200 Influence, Duration 24 Hours
Expert unlocks:
- Build Guild Trebuchet, Cost 500 Influence, needs only half the Supply to build up
- Build Guild Golem, Cost 500 Influence, needs only half the Supply to build up
- Build Guild Mortar, Cost 500 Influence, needs only half the Supply to build up
- Build Guild Laser Cannon, Cost 1000 Influence, needs normal supply, 50% more powerful, than Trebuchets and 20% more range
Master unlocks:
- W3 Fort Boon Durations + 20%, Cost 250 Influence, Duration 6 Hours
- W3 Fort Condition Durations + 20%, Cost 250 Influence, Duration 6 Hours
- W3 Fort Auto-Repair, Cost 1500 Influence, no repair costs when died while defending fortifications, Duration 6 Hours
- W3 Stamina Regen + 20%, Cost 250 Influence, Duration 6 Hours
Grandmaster unlocks:
- Set up a Mine Field, Cost 500 Influence. Fortifications will have a supportive Mine Field around them, that will damage foes of enemy worlds, Duration 6 Hours
- Set up a Trap Field, Cost 500 Influence. Like above, only with various traps that deal rather conditions and not damage like mines. Duration 6 Hours
- Call for Bombardment, Cost 1000 Influence. Call for supportive airships, that will bombard once a chosen place for some seconds. Commander Only, Recharge 6 Hours
- Call for Stealth Division, Cost 1000 Influence. Call for a Mercenary Troop of Thiefs, which will infiltrate for you enemy fortifications and can get into them to cause trouble inside. Commander only, Recharge 6 Hours
Sage unlocks:
- Call for Defenders, Cost 1000 Influence, Commander only. Recharge 6 Hours
Summons some Legendary Defenders to support defending fortifications. - Build Tanks, Cost 500 Influence, Commander only, Duration 1 Hour
Replaces Supply Dolyaks with Supply Tanks, which are slightly faster, have higher defense and can defend themself. - Call for Weapon Supply, Cost 500 Influence, Recharge 6 Hours
A helicopter will bring a box of randomous weapons, that will change the weapon skills with the environmental weapons skills. - Raise the Morality, Cost 1000 Influence, Commander only, Duration 6 Hours
Increases Critical Hit Chance and Damage by + 20% and increases movement speed by 33%
So, thats Art of War.. later I’ll post the next one.
As you can se, this part of the section is quite huge, so it will take some time to post it completely. and then theres still the second half of the list
(edited by Orpheal.8263)
GUILD REWARDS
The current system has only these 4 things to spent influence on and theres no great way yet to spent massive amounts of influence later, once your guild is build up to its maximum state.
Most things come together quickly as the size of a guild rises, so quick can’t use up influence. Think about an active guild right now with 500 people, when all log in daily one only, this alone would be daily 500*10 = 5000 influence that this guild would earn.
Currently we have only options for Guilds participating in WvW to spent quickly great amounts of influence, large guilds that don’t play W3 will build up quickly influenance and have no great ways to use it, except those few buff banners.
And the gaining of influence can be even buffed, that I’m yet only talking about the influence from just logging in only.
Theres also all the influence incom,ing from members doing dungeons, events and so on… if you calculate this up to an active guild of 500 people…
In brief, there need to be better options to use influence. Things where Guild Housing will come into play for example.
GW2 had also with the Factions a Tax System, that helped in the basically “influence” not getting unused into heigths, where you will never get the influence away anymore as you gain quicker influence, than you can give out….
——-
The first part about Guild Rewards will be now about the sections.
Currently there are these 4
- Politics
- Art of War
- Architecture
- Economy
I think this should get increased to this:
1) Art of War
Responsible for everything WvW related.
From getting guild specific WvW Buffs, to creating Siege Weapons, upgrading Weapons, Keeps, Towers and Supply Places.
2) Politics
Responsible for everything Badges of Honour related, makes it possible to make Alliances, increases the amount of Allies a guild can have.
Unlocks various Guild NPC’s and new Guild Options
3) Economy:
Responsible for everything Money, Supply and Karma related as also stuff, that increases loot chances and drop chance of Badges of Honour.
4) Architecture:
Responsible for Guild Vaults (Storage), Guild Housing Options, Guild Halls and Guilds Home Zone unlocking options where your Guild Home should be,improving that instance’s environment by changing things.
5) Mercenaries
Responsible for everything that is related with any kind of Guild NPC’s, be it Route Guardians, Supply Dolyaks, defending Npcs, Siege Weapon usage of NPC’’s
6) Guild Maps
responsibles for everything related to Guild Missions, Guild Adventures and Guild Crusades unlocking options and sub features there.
7) Equipment
Responsible for everything related to Guild and Alliance armory and weapons
8) Recruitment
Responsible for everything related to maximum Guild Size, Guild Ranks and so on….
9)Representation
Responsible for everythign related to influence and representation outside of W3, so in general PvE and SPvP.
UPDATE: Changed a little bit and put Architecture and Home Zone together, saw while writing Architecture today, that those two points were to similar, so I merged them.
UPDATE II In regard of the new blog about guild missions made some tiny changes.
(edited by Orpheal.8263)
GUILD SIZE
Currently is the maximum size a guild can have fixated onto 500 people.
Increasing the max size cap for your guild is possible by paying overall 4 Gold and 21 Silver over the course of 6 tiers.
I think the max size of Guilds should get increased to up to maximum 10 tiers.
It should look then like this:
1) At creation – Max Size is 50, Cost 1 Silver
2) Max Size increases to 100, Cost 10 Silver
3) Max Size increases to 200, Cost 25 Silver
4) Max Size increases to 300, Cost 50 Silver
5) Max Size increases to 400, Cost 1 Gold
6) Max Size increases to 575, Cost 1 Gold
7) Max Size increases to 750, Cost 2 Gold 50 Silver
8) Max Size increases to 1000, Cost, 5 Gold
9) Max Size increases to 1250, Cost, 10 Gold
10) Max Size increases to 1500, Cost 25 Gold.
1500 is a real number, that is for a guild a real mini community with some great influence, especially when you know, that alot of people change representations often…
—————
GUILD MANAGEMENT
Currently Guild Management is done via influence, as currency to receive everything as a guild, that is needed to build the guild up.
I think, this allone isn’t enough. There should be more, than just only influence.
But about this more later…
Guild Management is more, than only playing with a curreny.
Guild Management is in first place COMMUNICATION.
And communication is one thing GW2 is lacking about.
As a leader/officer ect. should be someone able to send out for example Mails to all Guild Members as some kind of “Guild Announcement”.
Yes, we have to ability to post on the Guild Page a “Message of the Day”, but I think this alone isn’t enough.
The Mail System is great, but it could be better in combination with Guild Management, especially later, when being looked at Guild Alliances to stay in contact also with other Guilds, where also things like an Alliance Chat Option will play a role too, that belongs to Guild Management.
—————
GUILD ALLIANCES
With an update should be added the feautre to make up for Guild Alliances.
By making an alliance with other Guilds, people should become able to do following things:
- become able to create an Alliance Banner (Emblem)
- receive access to Guild Vaults of other Guilds
- get access to new Alliance Rewards
- receive in WvW an Allliance Buff, if you play together with guilds there, that are part of your ally
- get access to Alliance Weapons and Alliance Armory
- get access to alliance specific options to improve your guilds (guild housing)
————-
GUILD EMBLEMS
Just a tiny thing.. just add over time here please more options in general.
And please also add more ways to place the eblems on armory.
For example classes that can use shields could decie to have the emblems on the shields instead on the body armor in front…
More color options, make emblems more multi coloristic, like beign able to choose up 4 colors, not only 2 also in combination with background colors ect.
Next part in the next posting, as the next part is a bigger one of the first half
I know there are surely alot of other existing tthreads about this topic, but I wanted to post my concepts about the guild system in an own thread to make it more overviewable and free from any other discussions and OT’s that exist in those other threads partwise.
Here’s the uplisting about what I will write in this thread:
- Guild Size
- Guild Management
- Guild Rewards
- Guild Emblems
- Guild Alliances
Guild Features:
- Guild Housing/Changes
- Guild Wars (GvG)
- Guild Missions
- Guild Influence
- Guilds as part of the Personal Story
- Guild Crusades
- Guild Armory and Weapons
- Guild Achievements
Thats everything and I’ll start with this now and will post one thing after another in the next posting.
Yes, because I like gambling and getting all the colors eventually (buying them would feel like some kind of self cheating
). Its always nice to get a dye you don’t have yet- even if its just a 20c dye.
In short, the problems are
1) Wait Point as always, ridiculously far away.
2) Even if WP nearby, single player can no longer revive while the team still fight boss. THIS is the HUGE problem. This could greatly making all dungeons even harder than they already were.
Why? In long story, GW2 Dungeons are always horribly bad because their level of difficulty is next to impossible. So the key to help make these dungeons doable is to keep the boss in battle. It gives reason for survivors to keep fighting harder hoping their members would revive run back and help keep boss from reset.
However with the new sadistic change from the developers, player can no longer revive wp while team in combat, which is
1) logically ridiculous, how can your character be in combat if you’re dead
2) technically this mean now you have to lie there helplessly waiting for your surviving member to either kill the boss HOPEFULLY, or party wipe and boss reset at WORSEI guess i was happy to early when I said dungeons are easier now. Sure I’m glad most ridiculous dungeon like COE with ridiculous boss like Alpha aoe 1 shot spam get less health but
Arenanet still couldn’t resist the sense of sadistic of enjoy watching players struggle by remove party member wait point while team in combat.
You see, Arenanet just intentionally “griefting” their players on purpose right here. Of course there is always no-life-fotm farmer gold buy who would troll that all dungeons are easy, but I would ignore them anyway.
Sad dungeon contents really.
1. most games when you start a boss walls come up so you can not reenter the fight if you release until the fight is done or reset from a wipe.
2. not one fight in GW2’s dung requires any type of rez rushing to do the fight. every mechanic in the game is clearly observable and avoidable if you learn the visual indications.
people like to bring up Alpha as the go to why you needed rez rushing, but why do you need it? He has 3 moves (less depending on the path) 1 require you to stand still and not move, and 2 require you to dodge (one dose not happen if you stay in melee range) as soon as you take the time to learn the 3 skills, it is easy to not have to stack on the boss anymore. if you do not know them stack on the boss and when a red circle comes up wait 2 seconds and dodge (use endurance regen food for this if needed)
res-rushing has always just been a crutch for those who will not take the time to learn the fight, and to be 100% honest has just made the average player worse at the game. this is even more obvious in the trend of not only do we not need to be able to res-rush, we also need to exploit every fight.
the removal of most of the exploits at the same time as no res-rushing just seems like to much to many people because you need to not only learn how to do the fight properly. while it was easier to learn a few fights when you were not hurt as much by one person failing when res-rushing was still there, it is very doable without it.
On Alpha Subject: I heard dodge roll is really strong. You should try it sometime.
I almost never get hit by any of his circles, nor do people in my group.
Meanwhile in Arah p2 a warrior solos this.
(This guy is awesome)
Why do I need any other class again?
This guy is doing 800-4k auto attacks, omfg huge deeps with 100blades and whirlwind.5 warriors will stop everything in sight in a dungeon. (FotM past 20+ is a different story)
No other class will have the raw DPS/chanelled dps
Skewed high HP
Heavy Armor
Full Zerker survivability
As a warrior.any other argument is invalid. Warriors are easy to play and are in my opinion either OP or other classes are too weak and needs serious tweaking.
Wethospu is highly skilled player, why don’t you check this heavy armour, full zerker survivability yourself. Full zerker warrior has ~150 more defense than full zerker thief/ranger/eng and ~300 more defense than full zerker ele/mes/nec. That’s around 8/17% damage reduction. High HP is because warrior has no aegis/blinds/prot/regen like guardian, stealth/blinds like thief, protection/regen/heals like elementalist and so on. The only issue is their higher damage but not survivability.
I understand, the trade-off of it all but the balancing is slightly shortsighted when trying to remove the holy trinity.
While it is true that warriors have no access to aegis/blinds/protection they do have 2 personal regens (Signet and 15 points in to the defense line) Omnomnom Pies that give 66% chance to heal on crit…(And almost every hit is a crit because all zerkers have about a 80%chance to crit) A invulnerability utility called endure pain, #5 shield skill for another invulnerability. A trait that pops another invulnerability at 25%(no one uses that though in dungeons)….and so forth.
This makes them godlike solo stomping on silver mobs all day with the 3 sources of self healing and dps. protection/aegis isn’t needed in clearing trash when you have access to a potential 10invulnerability and a 3 second block while the other party members bash down on trash mobs.
I admit thieves perma blinding trash is fun…and can pop the most consistent amount interrupts Vs all the other classes.
Guardians aegis and protection spam only gives wiggle room for parties when they make mistakes against bosses, pretty much a buffer.
Elementalists are the best supports in the game, but the trade off is Horrible hp/armor/dps.
If they nerfed omnomnom pies, warrior healing, and endure pain, then yes…zerker warriors are in for a whole new ball game in PvE.
Seriously though to balance warriors in pve is easy and after a few months I surprised they haven’t thought of this.
Balancing warriors so that they need other classes comes down to this
1. Adjust Berserker’s Power so that you give what you take. 12% damage output for stage 3 Adrenaline, HOWEVER…12% more damage recieved from enemies. (The idea is that because the damage is so superior to other classes, you take in more damage as a cost)
This will force warriors to either
1. Gimp their dps because the damage/chance risk Vs. reward isnt worth it.
2. Encourage them to play with other classes because of the risk vs reward in dps can be muffled with aegis/protections/regens/heals/blindness and so forth.
(edited by Brangien.7462)
If all classes were balanced and people were just doing this for fun (like in WoW forming all druid or all paladin parties), no problem. The issue is that it’s not balanced and warriors dominate PvE and it’s made worse by the fact that CoF is the most desirable instance to farm (b/c you can buy rares for ectos) yet has the fastest path of any dungeon, leading to warrior only groups. It’s not “letting people play the way they want to play”. It’s the game being unbalanced heavily in favor of a certain class, and the player base reacting to that unbalance by exploiting it.
The only reason why average pug wants 4w+1m is because in CoF you fight 2silver/1champ/1legendary mob. Ask your pug to kill everything at acolyte’s event and they’ll wipe. Average grp can’t complete dungeon with 5 glasscannons without any kind of support/damage mitigation, that’s why you see “Guardian only” in FoTM.
even if this was a L2P issue would be still a problem.
The real fact is that its clear some classes have huge advantages other Others:
Guardians: support, healing, REFLECT and best crowd control in the game, Aegis is huge in fotm any level, means you do one mistake, you possibly survive…or again you can just finish channeling your skill safely without worrying…
Warriors: best DPS in the game
Mesmers: portals, good dps, and second best reflect skills in the game (tested in Pve they can reflect some stuff other classes cannot with guardian exception that reflect everything)
on paper its easy to see why in MOST situations warrior, mesmers and guardians are the best PvE professions.
Expecially without the use of TS.
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
No surprise, many people who are to the point of farming for legendaries and skins have alts and why wouldn’t anyone roll Anet’s favored class as an alt?
There’s a reason half the playerbase is warrior or guardian, and it’s not PvP.
My guess is that it would probably be very similar to real world economics, where 1% of the people own 99% of the wealth.
If they start posting confirmations on this, we’ll end up with an “occupy wall street” movement in game. Players flooding the trading post in protest. Players refusing to buy/sell materials until changes are made to the game. Huge market crashes as the wealthy players try to offload everything they own in response. Chaos.
I think a large part of the problem is how many bad thief players there are. Going a dungeon in berserker gear and with a BS build is doing everyone a disservice unless you are really good at avoiding damage (which very few players are). So many people are used to such a build working great in normal pve where you can quickly take down the mob but when their chain takes away less than 15% of the health of a trash mob in a dungeon they’re sitting ducks and quickly get downed. Combine this with the previous mentioned lack of support in comparison to other classes and the end result is that while thieves certainly can pull their weight in a dungeon in the hands of a capable player, they’re still likely to be the least wanted class to bring along.
Giving more boons would be nice but it would have to come at the cost of damage dealt for balance’s sake. I don’t know if that’s something players would be prepared to sacrifice since they’re used to the current design where thieves do huge damage but little else, it works in pvp and open world pve but in dungeons it’s not very helpful.
Regarding asking about class/build. There might actually be a good reason for this. You don’t want more than max two condition characters in a group since the damage will be so low it will take ages (or in some cases like AC3 be way more difficult/annoying).
I run about 2 to 5 dungeon paths per day and have been doing so more or less since september, I have never kicked anyone for their class but there are definitely classes I’m way more happy to include than others. In the end though, it’s the skills of the player and not the skills of their character that matter. If you can avoid getting downed too often, avoid bad pulls and generally be a nice person then I’m happy to have tou in my group regardless of class.
Thieves really aren’t particularly attractive group mates. But that doesn’t mean you can’t do all the content.
But looking at support, just compare the effectiveness of our only real support abilities Shadow Refuge and Smoke Screen with the entire arsenal of a Guardian, the combo fields of an Elementalist or the Shouts of a Warrior.
Thieves seem to be designed in a very “selfish” fashion. Even if we want to build for support our tool-set is very limited.
Much of thief support is designed around non-damage conditions. On paper, Weakness, Cripple, Blind, Vulnerability, etc are the equals of Might, Aegis, Protection etc. The problem being that, in practice, when you actually care about the support (bosses), boon-based support is way way better than condition-based support. If I’m fighting a swarm of trash I’ll take thief AE blind/weakness/cripple any day, but if I’m fighting a boss where those conditions aren’t likely to make much of a difference, I’d much rather have Aegis to soak a missed dodge. Boss design marginalizes thief support.
That said, shortbow’s spammable blast finisher can still offer some really awesome utility, thieves just lack easy and attractive combo fields to utilize it with. Quickly stacking >10 Might stacks for the entire group via fire field or some of the most powerful group healing via a water field is where the thief can really shine. But most thieves don’t take +boon duration or +healing because those fields aren’t organic to the thief, so specializing in them without being able to ensure they’ll be around is folly.
The solution? Some more boon potential on thief weapon skills. I’d like to see a Focus and Torch off-hand with some more support/boon based skill. Either that or rebalance bosses to make Blind completely trivialize them like Aegis does.
(edited by Tulisin.6945)
Because the core argument in favor of jumping puzzles to date was that they were entirely optional.
Now they’re required as part of the monthly achievements for January.
Monthly achievement is entirely optional too.
T1: Warrior, Guardian, Mesmer
T2: Ele, Thief, Engi (I actually dunno anymore after grenade nerf)
T3: Necro, Ranger
The highest skilled T1 class will always bring more to a PvE party then the highest skilled T3 class.
https://www.youtube.com/user/strife025
(edited by Strifey.7215)
I think it also has to do with the plinx run nerf. At least on my server, every day there were at least 20 people doing this run over and over pretty much 24×7. With decent MF, I was getting on average 2-3 yellows per run. I was salvaging those for 3-5 ectos. Now? I see about 2-3 yellows per day, not per hr. and I get maybe 1 ecto per those 2-3.
I think it’s a combination of 3 things. Drop rate of yellows decreased, ecto salvage rate from yellows decreased, plinx run nerfed.
Theres a good chance you’ll see this so I’m going to say it.
Legendaries need to be less about money and more about an epic journey. An awesome difficult event or solo/group instance to obtain a precursor or gift would be alot more fun than what we got.
But it’s good to know you guys are listening and are planning to make changes.
Thank you!
(edited by Darx.9842)
Just finished 100% (all hearts, PoIs, skill challenges, vistas for world, cities and all WvWvW maps). Last point was a vista in WvWvW. I do not have all of the smaller explorer achievements like Krytan explorer (as I understand they are not required).
What worked:
- Got title “Been there, done that”
- Achievements show 100% world completion
- Character select screen shows 100% medal
- Received standard map completion chest
What did not work:
- No gifts of exploration
- No ingame e-mail (not even for map completion!)
- No star above my character according to other players
Me sad panda!
Probably not. Night capping is a huge issue that needs to be taken care of. If nothing changes and our matches stay the same (SBI/HoD/ET) I can’t see myself playing the game in one month. WvWvW is the only thing keeping me playing this game, and the fire and fun and I had during the weekend fighting HoD and ET just isn’t there during the week. Logging on to find everything taken and fully upgraded and having to fight out from our spawn is demoralizing and leads to lower pop counts. Add that to the fact that nobody, myself included, feels like spending coin on upgrades and siege to see it lost every night and you have a losing formula. Something needs to be done.
Really the NA members of HoD have nothing to do with the imbalance.
It’s not their fault that the Oceanic servers don’t want any challenge and choose to all play on the same server.
Some people like pvp and some people like to break down doors without opposition.
To each their own I guess.
Asura Engineer