I’ve been using these shoulders and gloves since they were available, and I’m guessing they’re going to be the most popular for holosmith. I noticed this bug while in “photon-form” http://i.imgur.com/undefined.png
For open PvE you want good mobility and burst.
Riffle with rocket boots, mine, tool kit is a good option if you dont like the bomb kit.
explosives, firearms and tools.
Use rifle jump, rocket boots and toolkit (for traited swiftness) to move around fast.
deploy mines, pull with magnet, rifle burst (blunderburst+jump shot) and things are dead…If you have scrapper you can run a quickness elixir build (alchemy+firearms+scrapper)
For most pve and low lvl fractals this is all fine…
If you want to do higher fractals you might need to adapt to the bomb/nades play or find a group that is willing to let you not be optimal.
Thank you. I’ll take this all into consideration. I’ve done something similar to that scrapper build before, so I’ll give your rifle recommendations a try.
I’m coming back to Gw2 after over a year and not sure what to do. All I know is that I really dislike bomb and grenade kits. Any suggestions? Most the gear I already have is power oriented.
Thanks.
I think something that would make Function Gyro feel more special is if it added a 5th downed skill that operated similar to Ranger’s “Lick Wounds”.
After a short period of time after becoming downed, the engineer can summon a function gyro to assist in reviving themselves.
At first I considered only allowing the engineer to use this ability if their function gyro hasn’t been used recently, but I’m partially against that idea since I don’t want engineers to have an incentive to be selfish.
My biggest issue with it in its current state is targeting. For being the scrappers “mechanic” I barely use it. Scrapper really needs attention.
I’d like to see a discussion about if it would be OP or not for all gyros to have insanely increased speed, like superspeed level speed. (except blast and shredder of course).
This doesn’t fix pathing issues, but at least they’ll keep up on simple terrain.
Truth. A good solution would have been to have the training unlock utility skills first, then traits. That would have fixed Herald’s issue as well.
A better solution would have been to have the training unlock utility skills first, then traits. That would have fixed Herald’s issue as well.
The biggest problem I have with it is that this is a sign that this will FOREVER be the standard.
GW2 will always be about instant gratifiaction. It makes me worried about raids.
The best solution would have been to restructure the training steps to give you all the utility skills first, the traits. I think that would have stopped a lot of complaints. It would also fix the problem Heralds had where they didn’t have alternative skills to use
I’m stuck on this step as well. I have the option to interact with the rock but nothing happens.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: BeardRex.6739
Hey folks,
Lots of passionate feedback and discussion in here on either side, and a friendly reminder that constructive feedback helps us make better games (please do keep it constructive!) We don’t always get every detail perfect the first time, but I like to think one of our strengths is we’re always open to and listening to feedback from our community and making good decisions based on that feedback.
Ultimately, we’re thrilled with the parts of HoT everyone is enjoying. Your passion is awesome, and it’s part of why we all love creating this game. In particular, in game we’ve seen a really positive reaction to the game from folks who are busy playing, which has been really cool to see.
While we never like to rush and make snap decisions, in particular with a game that’s basically been out less than three days; I think there are some fair points in here for us to discuss. Much like other feedback about HoT, we’ll be discussing this as well!
Thanks again!
Thanks for making such a great expansion. I’m having a blast in PvE.
I think the main thing you guys should look into is WvW HP gain.
As for PvE, I’d give it time to settle. And if you make changes, please please do it slowly. There’s usually no going back when it comes to making things easier.
Pretend you’re level one again. Do everything. Explore, kill stuff, follow people around and participate in events with them. Gather.
These zones have some of the best level design I’ve ever seen in a game, not to mention an MMO. I’ve “wasted” so much time un-effeciently exploring. Luckily the game often rewards you for taking a random path/mushroom/updraft. I barely even look at my map sometimes. The Meta events are extremely entertaining as well even if I haven’t been in a map that had successful completion yet. I especially love the Tarir event. Discovering and learning about Rata Nova was spectacular as well.
The story is amazing so far as well. I’m not going to say more to avoid spoilers, so yeah… just really good.
Unlocking my elite spec (scrapper) has been fun too. I decided to take the hard-mode route and playing with my elite spec enabled. It felt like my character was actually making progression again. I felt like I was earning it too. As someone who loves jumping puzzles and exploration, this was definitely the way to go. I hope Anet doesn’t give in to the people who will forget it took them a day or two to unlock their elite specs. Once they beat HoT and get a lot of the masteries and go back through the maps on their alts they will breeze through unlocking their elite specs. Really the only people I feel bad for are in WvW. It seems pretty hard to unlock elite specs just by WvWing, but Anet needs to be careful as to not make it so easy that it encourages PvEers to WvW just to unlock their elite specs.
There are only a few so far (our of ~20) I’ve tried that took multiple tries.
Don't understand all these spec complaints...
in Guild Wars 2: Heart of Thorns
Posted by: BeardRex.6739
People keep saying “grind”. I really want a definition because “grind” has always meant doing repetitive boring tasks over and over again to achieve a goal. This isn’t grind. This is what GW2 has always been, but ramped up. It’s events. It’s exploration. It’s adventuring. If you find it boring, then it’s not worth it. Go do something else.
Grind not bad - elite can be done in 8 hrs
in Guild Wars 2: Heart of Thorns
Posted by: BeardRex.6739
I wonder if people have even considered going back into the core world and doing some of the hero points they rushed past before. I know everyone is excited about HoT, but at least a part of me feels like this is like buying HoT and expecting to be leveled to 80 instantly.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: BeardRex.6739
I can’t believe so many people feel this is a “grind”. Seriously. Why do you people play this game if you don’t like the content. The events have been so insanely fun to me but all I hear is how getting XP (doing event) is a “grind”. How exploring for mastery points, vistas, and some of the hero challenges is a “grind”. How doing hero challenges with bosses with actual mechanics is a “grind”. You people don’t know what a GRIND is.
This kitten is fun. This is what GW2 was leading up to. If you’re not having fun exploring, if you’re not having fun doing events, and if you’re not having fighting bosses with people, then how did you ever get through 1-80? How do you play this game at all? HoT isn’t some crazy surprise. It’s GW2 2.0. It’s all the things they’ve been building on finally coming together into something ENGAGING. If your’e bored playing HoT, lowering the amount of effort required to progress isn’t going to change that.
EDIT: The most valid arguments are about WvW. I’m getting really annoyed about people complaining about it in PvE though since it’s everything that defines this game’s PvE, but ramped up (which is awesome). WvW-wise, I’m sure Anet doesn’t want to mis-balance it as to not have people flood WvW just to get their elite spec because they made it faster.
(edited by BeardRex.6739)
Yeah. This will definitely be a problem for me.
I’m really disappointed that we wont see any additions to the elite spec mechanikittenil post-launch. It’s not even like we’re getting enemies to stomp in PvE.
Anyway, if we’re going with this mechanic, can we please please please have a visible animation/effect on your character when the gyro is available to use. Not only is our mechanic sub-par, we absolutely ZERO visual identity to scrapper. I think the best solution is to have the function gyro (as an animation, not a unit) floating over our shoulder while it is not on cooldown.
Rocket charge was by far the most useful (and fun) skill in the last BWE. Granted, it took 10+ hours of practice to control the movement, but once you mastered it (it is very much possible to use this skill on the edge of a cliff and not fall down…), you could really reap the benefits.
Wow. That statement just proves you have no idea what you’re talking about. It was bugged and unreliable. Confirmed by players AND dev. It wasn’t a skill thing. Half the time your second jump went in the wrong direction. Sometimes even your first jump went in the wrong direction.
I would prefer if it still jumped slightly past the enemy like it did, but I’d gladly trade that away for reliability.
It’s a possibility, but it’s more difficult to find any reason they don’t say anything about skills/traits changes.
As a software developer myself, no it’s not. You don’t tell clients/customers you can do things you’re not sure you can do.
Anet has always tried really hard to operate that way as well.
Jeez everyone. Calm down. I’m anxious for more scrapper changes too (I mean, the other classes besides druid got week and weeks of iterations), but give the dude a break.
Look, he’s not going to say something like “I’m working on this new class mechanic” even if he was. He wouldn’t even say “We’re looking into adding some changes to the function gyro” even if he was. The fact that he’s not saying anything more extensive then “we’re working on fixing the broken stuff” is that they don’t want to get anyone’s hopes up about major mechanics changes.
My point is, no other specialization designer has spoke to mechanical/balance changes that were tentative.
If they had already decided they weren’t going to do ANYTHING, they would probably say so.
What’s the counterplay to signets?
What’s the counterplay to mantras?
What’s the counterplay to toggle abilities (rev)?
I think most people who are asking for gyros to be unkillable also want them to be balanced around being unkillable.
Also, in PvE, enemies don’t have to worry about counterplay. I had a lot of fun playing spirit weapons in PvE and now I can’t because PvPers wanted “counterplay” and Anet hates splitting skills even if it hurts PvE build diversity.
For those who don’t want them to be unattackable, one of the great options I’ve seen is make them rely on a break bar. They take very little damage, but you can still damage them. If the break bar is broken then they blow up.
I like you ideas, but one simple (relative) thing that Anet can add based on your suggestion is a simple animation for function gyros.
It would be wonderful if when function gyro was available it hovered around you as an animation (not an actual unit).
I don’t think a rework is an option, but I think we can be more constructive by figuring out the easiest way Anet can fix this.
Here are my idea for function gyro:
Function gyro also gives you a 5th downed state ability. This ability has a warm-up time similar to ranger’s Lick Wounds. This ability allows you to activate the function gyro to either revive you, an ally, or to finish off an enemy.
What if, when a gyro is out, its toolbelt AOE ability was be centered on the gyro instead of the player?
- Secondly, the function gyro could be activated when the scrapper is downed, to revive him or to stomp an enemy.
I would love it if the scrapper had a 5th ability on their down bar that summoned the function gyro to revive them. Similar to rangers calling a pet over, it could be balanced by adjusting the “warm-up” time.
-All Gyros should have a break bar. Unless broken, they should be extremely resistant to damage with it, and slightly weaker than they currently are when without it.
-Gyros need a lot of attention. The one input I will provide is that all the detonation effects MUST be unique. Right now, they are all generic detonations and that is boring to use.
-Superspeed is balanced similarly to alacrity, but its effect is pretty lackluster. I suggest significantly increasing the effectiveness of the effect when Scrappers use it (so a minor trait). My suggestion? Turn it into discount quickness. That might be fun.
I 100% agree with these points. Very good suggestions.
(edited by BeardRex.6739)
I wouldn’t want them to just straight up nerf Healing Turret, but I would love for them to change it to be less multi-purpose, but then buff whatever niche they decide it should have.
I’m sure a lot of these have been said before, but I’ll give my feedback anyway:
Hammer:
Skill 1 – Could use better visual effects
Skill 3 – Besides the obvious bugs with it not always going towards your target, I think when you press 3, it should do a charge. Then give you a few seconds to activate the next charge on your own. Then another few seconds to activate the 3rd and final charge. If you don’t activate the consecutive charges, it still goes on normal cooldown.
Skill 4 – Weird animation.
Gyros:
As much as I like the flavor of these, I can’t see myself using any of them. Their most redeeming quality is their toolbelt skills. They really should have simply been skill effects for a signet type skill for engineers. I know you’re not going to scrap them and make them signets, but how about some compromise? Can we make them like spirit weapons? Why can’t the be balanced around being unattackable? I loved playing spirit weapon guardian before you changed that. I’m sure players in PvP would rather have them be unattackable than have EVEN MORE attackable things cluttering up the field.
At very least, their following need to be tightened up. They really need to stick to the engi. Also, right now they are randomly going off and trying to attack enemies.
(edited by BeardRex.6739)
IMO you should have kept the self conditions even if there was no scaling, they could use self conditions as a reason to have the skills be strong. Also, instead of conflicting with supports, it would benefit from having supports near you.
Staff:
We’ll be looking at updating these abilities as we are able. There was a common tone in that the staff was too slow and didn’t feel as well as it could in its utility. We’ll be working on this now and in the future, so please continue to give feedback as you play the Daredevil.
This is so close to working. Is there any chance you guys can do anything about the 3rd stike of the AA? It looks, frankly, terrible.
Weakening Charge: Increased the maximum number of targets from 1 to 5. note: we’re still working on making this animation feel better. In addition to basic clean-up I’m hoping to make it targeted (ala Heartseeker) but still pass through the target. At the point of writing this, though, it’s not in yet.
Dust Strike: Reduced cast time from 1/2 second to 1/4 second.
Vault: Reduced initiative cost from 6 to 5. Reduced cast time from 1 second to 3/4 second. note: We’ve discussed leaving the initiative high and giving this ability an evade component at the beginning or end. Feel free to let us know what you think.
Weakening Charge: YES. Please for the love of god get this to work. This might be enough to save DD for me.
Dust Strike: Mentioned before, needs to be PBAoE. It would just gel better.
Vault: I’d take the higher initiative cost for some evade and longer distance. Agree with others that you could put damage elsewhere on staff and give us longer distance.
Thanks!
Title. I wasn’t too upset by the WP costs, but I think people have a point when people who have started the game recently who may be higher level (40+), WPs start costing a lot. Jumping around a lot isn’t entirely necessary during this event, but it’s optimal for rewards. So either making the WPs free in zones being invaded, or lock them all (I’m sure people would whine about that too though).
There will likely be a story (Braham’s character development) that explains how this connects with witch/demon hunter theme.
This is one instance I think Anet just needs to ignore people. It’s such a trivial thing that actually makes DOES make a lot of sense within the gw2 universe. Dragons are demons, not animals.
I will put partial blame on anet for miscommunicating this by constantly referring to “big game” when showing off the Dragonhunter.
I would really like to a toy/instrument slot (maybe in the hero panel like outfits) and toggle key implemented. It’s a bit of a frustration having to go into my inventory to use these items.
I think more people would use their items more often if there was a simple toggle. More people using these items more often might also increase sales of these items.
Would definitely like to see the options expanded too.
I would prefer making a list, then have a vote, and you pick one from the top 3 or 5 (bit depending on the size of the list). Or you come with a list and we vote for 1… either would work.
As far as the current options go, I see the following ‘problems’:
1. You pick something we think isn’t appropriate right now, we get off on a wrong start.
2. We pick something you are not ready to talk about, we get off on the wrong start.So best we find an intermediate way, where we make sure it’s something you want to talk about, and something we think we should talk about. The best way would likely be, we make a bit list, you pick 10, we vote on the actual one. That way we all are assured getting off on the right start.
This is the best option by far.
So. Much. This.
This happens all the time when I talk about GW2. No one knows it even still has a population. I was talking to others at PAX, and you are on the mark with the response you get. “Didn’t GW2 fail?”
For a game that’s so easy to pick-up and play (and not worry about how much you play) it seems like they should be marketing it to everyone they can.
My only concern is based on a scenario like this:
I’m adventuring in an Queensdale (part of the megaserver). Along the way I meet another player (from another server), and we decide to group up. When it’s time to move on to Kessex Hills (not part of the megaserver), my new friend is placed in his server’s instance of that zone. When I go through the portal, will I…
A) be placed on his server without guesting
or
B) be placed on my servers instance of that zone ?
Will you still be required to guest on a server in order to join a party member in a zone on that server?
unlocked traits and skills (per profession) should be account bound, even if you delete the character. Does that solve the problem? It seems in-line with the new system.
Honestly, people need to stop quoting Anets original philosophy behind sPvP. sPvP is changing because the old philosophy works well in a game that has a huge hardcore esport crowd with a constant influx of new players. Back when GW2 came out, people actually thought a PvP-only version of the game would become available for free eventually.
sPvP does have a small hardcore crowd and small tournaments, and that’s cool, but the game doesn’t need to hold true to its original philosophy because the original philosophy included sPvP being really popular. The best way to help sPvP at this time is to bring PvEers, and not living in denial that systems that are no longer applicable can be fixed. That means bringing in the PvEer mentality: more progression, more unlocks.
But look on the bright side: The game not becoming an huge esport means more than likely they will be develop more game modes, since before they wanted to balance PvP around 1 game mode (like most esports do).
All PvP items are being removed, so your duplicate items will be gone.
What about non duplicates in your inventory?
haha I’d just rather make a some silver than turn them all into pvp crafting materials that will just get deleted when the patch hits.
I don’t have any more tokens and I’m out of glory. :\
What will happen if I leave PvP weapons in my inventory after the update instead of the Locker. Will they get converted into real weapons that I can sell at a merchant?
They are reducing gold from champ bags and removing it from repair. They are also expecting you to invest gold in gem store.
Hey, if you guys really want Anet to care about your opinions, it can’t just be a discussion between a dozen players (this is the problem with sPvP issues). You need to bring in more people to say they disagree with the changes if you want anything to happen. This thread being 25 pages long isn’t enough if there aren’t hundreds of people speaking up in it. I don’t like the changes either, but I’m not seeing any new voices. So go tell your guildies, friends, etc to log into the forums and post about their discontent with the costume/town clothes changes.
I like this thread. Instead of raging, it’s literally showing them how much you care about the current town clothes system. Thank you.
The theme of this patch seems to be “spring cleaning.”
The game has a bunch of broken systems that need to be reworked before they can fix.
UW combat is 100x better than any MMO UW combat before, but that’s not saying much. As much as I like it, it needs work. They are going to be cutting back on it whenever they can until they can decide what to do with it and/or implement the tech required to do what they want.
“Too little too late” for people who have already decided they don’t want to play the game anymore.
Hmm….
Does the opinions of people who have already made up their mind about leaving still matter? I mean wouldn’t it make more sense to focus on the people who are still around?
That was my point. Beyond doing some miracle work, Anet couldn’t possibly bring back most of these people who are saying “too little too late”.
I’m all for criticism, but “too little too late” doesn’t contribute at all.
“Too little too late” for people who have already decided they don’t want to play the game anymore.
WoW
I found underwater combat to be extremely fun in GW2 and am extremely disappointed in its removal from Spvp.
Underwater comabt in GW2 is a million times better than any other MMO has done, but it is still something people dislike and it honestly does need some work.