Showing Posts For Crystal Black.8190:

Could the Agony-System be reworked?

in Fractals, Dungeons & Raids

Posted by: Crystal Black.8190

Crystal Black.8190

Hello,

now that there is a dedicated fractal team that delivered fantastic content could we rework the agony-system or completely remove it? Currently it is very annoying to bring a new character into fractals or to use other stats. You either need new ascended armor and infusions or you need to swap your gear/infusions.

Compared this to raids where you can pretty easily swap chars because you neither need ascended nor infusions to be able to play them.

Bring back Hero-o-tron!

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

Hello,

i would like to ask what happened to Hero-o-tron? He now helps out in Lionsarch but must this be the end? I allready thougth we would meet him again in HoT. He now is a hero shouldnt he do heroic things like helping out against the elder dragons, hunting the white mantel bandits or now Balthazar? Wouldnt the people of Lionsarch expect something more from their great hero than to bring people back to work? By now all people of LA probably have 3 jobs because of him!

Can we have a misty Torch skin?

in Mesmer

Posted by: Crystal Black.8190

Crystal Black.8190

But there is no staff either? :/

You are rigth the staff phantasm is using the scepter skin.
We need a staff skin too!

Your Firebrand Tome Suggestions?

in Guardian

Posted by: Crystal Black.8190

Crystal Black.8190

I somehow feel the person who was responsible to remove the old tomes wasnt around anymore because two main reasons to remove the old tomes were the huge cd and the feel of waste if you only needed 1 skill from the tome.
Now the tomes are back with exactly the same flaws!

I really wished for a kit system like engi that was allready suggested when the old tomes got removed.

HoT masterys in PoF maps

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

Hello

Please dont forget the existing movement masterys in PoF maps.
While PoF is its own expansion and not all will necessarily have HoT and its masterys probably most of us will.
So please dont forget to add some updrafts, mushrooms oakhearts essence etc. here and there to provide an alternative way to mounts to reach some locations.
For example i missed updrafts in the hydra canyon during the demo weekend.

Lingering Elements

in Elementalist

Posted by: Crystal Black.8190

Crystal Black.8190

Hello,

currently the offhand element of weaver doesnt grant any effects that this element grants while in the mainhand, like increased precision while in air etc.

How about giving weaver the old arcane trait lingering elements so after you swap your main attunement and your old main attunement wanders to the offhand those benefits linger for a few seconds, but this time it should actually affect all of the “while attuned to”-traits.

https://wiki.guildwars2.com/wiki/Lingering_Elements

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

General:

-All Skills with charges should have different icons depending how many charges are left.
-New Skills have way too many effects to see whats happening in pvp
-Too many conditions without more ways to get rid of them. eg new runes that reduce incoming condition duration/damage or remove conditions
-Resistance and stability gets stripped too easily especially with the new aoe boon rip’s.
These boons should pulsed.
Firebrand:

If i remember correctly two of the reasons why the Tomes got removed was their long cd and the feel of waste if you only used them for some skills. Now tomes are back with exactly the same problems.
Make tomes more like kits free to swap with short cd on skills bit limited by page costs.

Weaver:
-Feels too clunky with the global cd. Global Cd should be reduced and the arcane trait should maybe be changed to a total value instead of 15% reduced attunement recharge.
-No access to important offhand skills when needed. You should be able to fully attune to an element by double tapping an f-key and swap main/offhand attunement with weapon swap
-Because of the inability to quickly swap attunements you cant combo your own fields

Can we have a misty Torch skin?

in Mesmer

Posted by: Crystal Black.8190

Crystal Black.8190

Now that mesmers can use axe, they can use all of the violet misty skins like whsiperblade, except there isnt one for the torch. I checked what weapon skin the phantasm from the torch is wielding, but unlike the other phantasms this one attacks with his bare hands.

So can get this poor phantasm and the players get a mist torch skin? Maybe even a complete weapon set?

Profession Locking Poll - February 16th 2017

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Hello,
in my opinions the bad things outweigth the good ones by far.

If you lock players to their classes/builds while they queue and in the starting time you absolutly have to make sure there is a super good algorythm that uses the data of builds/traits/amulets/classes etc to create balanced teams because players will no longer be able to adapt to the failure of the algorythm.
Either you develop a good algorythm or at least let players mark builds with a rating system what they and their builds can do like:

Examplebuild:
Direct Damage 2 of 3 points
Condition Damamge 1 of 3 points
Sustain 2 of 3 points
Mobility 1 of 3 points
Support 2 of 3 points

But the creation of an algorythm that uses the data in good way is in my opinion still wasted time for the benefit it might bring and i would rather see the developement time put in something else.

Now porbably a even more important thing:
Please decide for yourself if you want this to be Team-game or a Solo-Game and if you want a (semi)-competetive scene or a more casual form of PvP.

If you want a Team-Game then its actually job of the team to run some form of balanced comp or to find one. A good start would be to increse the preparationtime to maybe 3-5mins. To push for teams in rated, maybe only teams in rated, some form of encouragement for teams like +10% reward track progress per greup-member etc.

If this should go more in a Solo-Casual direction, rework the game mode to be less team-dependend.

Extended Off-Season and Other Updates

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Josh,
i just dont get it why a solo-queue would be an improvement in an teamgame?

You said most people allready solo/duoqueue in ranked so ther eis no need to force team to search for another game caus ei basicly is allready a solo-queue.
If the teams that go ranked isnt that maginal than of course teams of various sizes need a place to play ranked. Be it just freinds who want to pay together or players who want to create a copmetitve team.
Not having the option to play as a team in a team-based game with team-based pro-league is just unlogical.
An i honestly dont think what you expect from feedback during a solo-ququ only season. Some pure solo-queuers might like it while team players doesnt even bother playing pvp anymore.

Eternal Coliseum Feedback

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Nope they dont if you need to jump to reach them and there are countless of them. Not sure why i cant attach screens of the places. Just look for places you need to jump to reach them and you should be able to find them eg top of pillars, or the platforms in mid.

Extended Off-Season and Other Updates

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

So we discussed this issue a little bit in my guild and no one relly liked the thougth of a solo/duoqueue mainly because that would mean our pvp-time together would be dead.
We usually have a roster size anywhere between 2-5 players and we may play for fun we also like to try to improve TOGETHER. Neither there would be fun in playing solo nor would there be the oppurtunutiy to improve together and learn from each other like it is in the current system. The system could improved but solo/duo would honestly make it worse for the average guildplayer.
From my point of view i would mirgate from gw to some other game that allows us to play together.

From a maybe more distanced view i think soloqueue could work, IF it is a soloqueue only. No duoqueue! It would just be the same that organized groups destroy others cause there are some really strong duoqueue combos that can carry a game to a good amount.
So the other point except strict soloqueue would be to add a 5men only queue. Porbably better to just have a 5men only queue and cancel soloqueue cause after all its a teamgame and if i want to really play ranked i can take the time and get in a pvp-guild, lfg and build up a team. Probably a team ranking system in general would be better than the current player-ranking system.
Also there needs to be a training ground for teams before they can enter ranked. Something else than manually looking for opponents or players to fill empty spots on a custom server. Basicly the current ranked queue without the ranked part, but keep the current unranked where you can go to play if you dont care for builds, teamcompostion etc and just want to play.

In the end we would have 3 queues.
- unranked like it is today
- unranked2 like the current ranked matchmaking
- ranked for 5men only

But there could also be an other way to solve this issue. The root of the problem is usually not that the enemy team is a coordinated team. The problem is that you dont have a proper way to communicate with your team while a premade probably has voice-com. Thats all add voice-com in the game or another way to make it easier to tell your team important information like a chatwheel, premade chatsentances etc and premades wont have that much of an advantage. Most of the time i lose games ,against a premade or not, it dont think i lost because the enemy was a team but instead i think we lost because i coulnt tell xyz in the time i needed to do so.

tl;dr Solo/Duoqueue is a bad idea, instead create a 5-men-only-queue or improve teamcommunication ingame e.g. add voice-com.

Eternal Coliseum Feedback

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Hi,

after some games i would like to some feedback too.
While i appreciate new maps i think this one isnt worked out as good as Capricorn.
1. Fix the unportable places. Playing this map with a class with teleports is a pain because they fail quite often and there are so many places you cant teleport to.
You cant teleport to the two higher areas around mid point and so you cant escape with teleports or punish ranged attackers that are standing there.
Increase the high of the pillars and ledges surrounding the wooden constructs. You cant teleport there either. Make them cover not places you can stnad on while denying teleporting to these places. Teleporting through the walls between mid/sidepoints mostly fails if you try to port from side to mid. Fix this caus it usually works the other way.
2. Add some cover around the points and on the ways between the points. Classes that cant bridge huge amounts of ground in a short time would have at least the chanche to kite, if there was more than flat ground.
3. Add faster/shorter ways for classes with few/no teleports. Mainly the ability to port through the walls between mid/side lead to a dominance of porting classes, if the teleports dont fail. (See Point 1) A counter to the dominance of porting classes is not to add a lot of spaces were you cant teleport to.
4. The map is a huge snowball. If you get the inital snowball there is little hope for the enemy to regroup and recover. The leading team gets favor of the crowd, can afford to send ppl to the side buffs and has usually a cap advantage. This results in even more ppl quitting the match than usually cause it is way harder to make a comeback.
5. The sidebuffs are not nearly equally strong. Grenth with 20% more damge and condition damage+ unlimited autofinisher is obviously stronger than Dwayna. The tougthness and vitality from Dwayna is not nearly enough to protect from Grenths damage boost. Grenth just burns through that. Also Grenths Finisher has unlimited uses while Dwanas Rezz is limited to one time. First step would be to limit Grenths Finisher also to a one time use. Second Step would be to rebalance the buffs to nearly equal strength. Either decrease the damage buff or add something to dwayna like increased reviving speed or the autorezz is reworked to rezz the first teammate that is downed near you instead of a selfrezz. Increased reviving speed pulsing boons for your team something like that maybe.
6. Move the second base exit. You doesnt even need to consider which one to take. The second one needs to be moved so you have to make an actual choice.

[FEEDBACK] Rising Flames

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

Hi Gaile nicely done story instances, just can we have Aurene in the open world egg-chamber if our charakter has done the last story mission?

Also why wasnt it possible to add bloodrubys and petrified wood as currencies and make the merchants sell unbound magic for them? so they just take up Space in the inventory across all characters. Wasnt that the reason you created the wallet in the first place? Not to have dungeontokens etc spread across all charakters?

Can we have some kind of summary for the mursaat tablet and research records in ember bay if you found all like them in bloodstone fen? Reading them all at once at a safe place in the right order is way more comfortable. Escpecially since the research records disappear if you once found them.

(edited by Crystal Black.8190)

Color respective team effects.

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Great idea. Ithappens too often that i dodge a skill by a teammate because i cant clearly see who is casting it/has casted it. But before that can we please have at least enemy combo fiels marked with a red border instead of a white one? That happens since the HoT release and still istn fixed for many fields, like druids staff water field. Want to blast it? Too bad it was casted by the enemy druid instead of yours.

WTB Ranked Qs

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Hi,
could we maybe get hotjoin in the equation too?
Currently hot join feels just wasted. I guess it was intended as a training spot but it cant taken serious for that. If hotjoin would allow to jump in a match and as soon as there are two 5vs5 players it starts. No option to constantly leave and jump in a match or to switch in spectator mode (not in the official servers in custom servers this should stay), no autobalance, so that it gets a place of unbalanced teams were you can just play for fun. Cause playing in hotjoin currently is most of the times no pvp if your team constantly is ripped apart or you have to fight outnumbered. Bring some of the structure arenas offer to hotjoin and players who want to play 5vs5 in teams but dont want to play super competitve can play hotjoin instead of unranked.

Official Map Changes Feedback Thread (Spring Quarterly Update)

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Some more thoughts to some of the reworked maps.

Skyhammer:
You removed some of the jump pads but can we have stairs there instead? exspecially if you go from an outer point to mid on th elower level there used to be jumppads so you can get up and take the stairs up to mid. Currently there is nothing. Can we have stairs there to get up so we have the option to take the covered way?

Spririt Watch:
Maybe it is more a problem of not equally balanced teams but if you won the first teamfight you have a free view from nearly anywhere on the map to the other points, the orb spawn, the enemy respawn. This leads that you can tell exactly were the enemy is going and react to it making it very hard for the team who has lost map dominance to have a come back. Some more obstacles that prevent the free line of sight would be nice.
Also all ways feel forced towards orb spawn. Can we have some sort of tunnels below the capture points to allow movement while avoiding the orb spawn?

Official Map Changes Feedback Thread (Spring Quarterly Update)

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Hi i havent played skyhammer that much yet but overall the map feels mutch better now.
But i encountered some problems. While playing revenant i couldnt teleport to some places with shiro even if there should be a vaild path to my target. E.g while under mid point and my target is above. Shouldnt there be a valid path over the stairs so i can teleport? Sometimes the target was just a straight line in front of me and it failed. Dunno if it is a skill issue or a pathing issue on the new map.
An other suggestion would be to color the skyhammer and the asura portal that leads up to it so you now by looking at the minimap if the hammer is active or not. Especially if you missed the message there is now indication that skyhammer is currently active once the timer in the upper right corner is gone.

Commanders outside of my squad shown

in Bugs: Game, Forum, Website

Posted by: Crystal Black.8190

Crystal Black.8190

Hi,

today i was in WvW and it happened several times that i and others of my squad followed the wrong commander because other commanders showed on the map even while we had the option to show comanders outside of our squad was disabled.

If you could get the wings from unranked.

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

I guess it would be much better if the backpack would just be a skin, actually all legendarys should just be a skin and the legendary function should be a standard quality of life feature.

League play - Continue with team after win

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

I do this from time to time. Actually i dont need any ingame system for that. I ask in teamchat or whisper if the want to form a team and send an invite if they agree.

How do I deal with cc?

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

It depends on your class what you can to against it and also if your team knows how to support you. For example mes and ele have invulnskills/teleports they can use while under chain cc and heavy pressure. As a drargonhunter and necromancer you usually just avoid to be on point until there is a reason to do so or your skills needed for survival are off-cd.
If your team reacts good they will try to heal/cleanse you and also try to interrupt the enemy with their cc to secure your escape. If you are downed and your team usually tries to revive you exspecially ranger are good in this but also other classes can revive good. Interrupt stomping enemies or heavy focus stomping enemies.

Even if I am the worst ever

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

The matchmaking is utterly broken.

Those who use the broken builds are banded together. Those who don’t are used as cannon fodder for the broken to get easy wins and keep the exploiters happy.

I can take care of 1 or 2 guys with broken builds with the builds I make myself. By I can’t fight 1v5, and the teammates I get are basically useless. They just run to the enemy and get defeated in 3 hits. Often run to them alone. They never disengage, and are always stepping into the mindless stack&spam areas created by the unskilled players with broken builds.

It’s like having people fight with baseball bats and paper armors against people with flamethrowers and bomb suits. I run avoiding the flame jet, get behind the guy with the flamethrower, land a few hits that do so little that the guy in the bomb suit won’t even turn around to hit back, and meanwhile the rest of my team is dying in a blaze of fire because they have decided that running straight into the fire was the greatest idea ever.

I’m yet to see a single match that doesn’t work like that. Not a single match ending anywhere near 400vs500. One side always gets 0-100 points. I woul not mind losing so much if the matches were closer, if I at least see my team mates try. If the teams where more or less equivalent.

Why aren’t at least 1 or 2 of the guys with the broken builds in my team instead having them all in one?

SoloQ should not mean “alone with other 4 other people so incompetent it’s hard to believe they are not losing on purpose against 5 cowards that exploit the bad balance to basically win matches by randomly mashing the keyboard with their elbows”.

I’ve been able to predict the outcome of every single match for the last 2 weeks. I just need to see the enemy professions, my team’s professions, and I’ll know if my temmates will be able to do anything against the enemy to win or just run to them and die. Every. Single. Time. Not a single exception so far. That is madness.

Leeto hit legeng by soloqing with GS necro

Yes, because he has very good MMR. The system is as such that all good MMR players are pooled to one team, and the other team is of a lower MMR. So a ESL player getting this is what the system is designed to do. Get the “pros” where they belong.

How did ANet not see the problems with people hitting legendary this quickly? There is nothing but a leaderboard, which only a very small amount of players even care about. These same pros cried last season because they where only facing people.of similar skill and it was taking them forever to climb. Now hit the top with probably over a month of the league left, and ANet wonder why people are burning out and not playing.

The facts are, people are only playing the league for the back item. When the can get no further with it, they’ll stop playing, or at most do the daily 3 matches. Unless something changes for the better to the average player, the same problems will be repeated every season. Same for the pros. They’ll shoot up, end up fighting the same people, get board.

The rage is real, the salt is flowing like rivers in HoTM, we won’t even start with matches.

ANet needs to decide if ranked is for everyone, or just the pro players. If every season is going to be like this I might as well stop playing ranked as it’s really not fun anymore.

You have 4 seasons in order to farm the backpiece, so everyone can have it. Anet wanted to do a competitive league, and even if s2 has flaws, its a huge step on the right direction compared to s1. Ppl taht doesnt like to lose should play unrank, that matches you on a fair match

You see, you pointed out the problem right there. With out the back pack, everyone would still be playing unranked. Ranked would have the same amount of people it’s always had. The only reason people are playing the league is for the back pack. I know I am. There is no reason to play ranked. Zero. You get the same stuff at the same pace in unranked, not to mention a nicer experience.

Oh, dont assume all are just playing for the backpack. I play because i want to get better and climb the ladder, like i wanted to get better before the seasons. But i would prefer if they would remove the can not lose tiers/pips in divisons below ruby. I have so far reached diamond and all the ranking system tells me is that i am at least low-medium tier because the lowest tier that requires some better play to reach is diamond. Everyone can reach ruby with enough tries.
So remove the backpiece from ranked play and make it a ladder without safespots and it would be much better for players who only want a legendary and better for players who want a ranking-system. Not perfect but it would be better. Maybe if you have to tie it to ranked make it a legendary reward track to farm the tickets for the precursor that can only be progressed in ranked.

League Reward Structure

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Actually there dont need any special reward for playing ranked compared to unranked.
I would like if there are no rewards for playing ranked at all. For many its probably just a grind for a legendary.
Use all leagues for porgress where you can loose pips/tiers so amber-ruby means something except you played a lot of games. Or if it is too late to unbind the legendary and put it in a extremely long reward track that could only be progressed in ranked matches create badges for certain treshholds in ruby/diamond/legendary-tiers. Currently amber unti ruby shows you spent some time in pvp, diamond shows you spent some time in pvp and play mid tier, legendary you play pvp good. There is no difference between you reached ruby because of grind and are now stuck in tier1 or you are good in pvp but not good enough to reach diamond so you are stuck nearly before reaching diamond.

Also like the pvp-backpiece is tied to climbing in the leagues there should no rewards that are directly tied to reaching a certain divison.

Skyhammer Design Discussion

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

The treb in kyhlo is in my opinon more balanced than skyhammer, but i would consider it a snowball mechanic rather than a swing mechanic.

Still Kyhlo is in a better place with a swing mechanic than skyhammer. Here are some reasons why:

Both teams have access to their own trebuchet.

The trebuchet platfom is simliar small, but if necessary you can jump down and come back without falling to death. Also you cant be pulled/pushed to death.

You can destroy the treb, if you cant/doesnt want to constantly kill the player who is shooting. So you can take the treb out of the game if desired.

If the team with a destoyed treb would like to use it again they need to invest a players time in a repair kit. A player who is wearing a repair kit cant defend itself.

To use the trebuchet you need more skill, you need to aim. Skyhammer is just press a button and boom.

Trebuchet shots can easier be dodged because you have a more visible effect. A huge glowing stone. Also it seems trebuchet has a smaller impact radius while the capture points close/far have more space to navigate around the impact side if you cant dodge anymore. At close/far on skyhammer you cant walk out of skyhammers effectradius without interrupting your line of sight for ranged attacks. Also there is not much space to walk out of effect radius at midpoint. Skyhammer also makes it pretty hard to disengage from close/far point to recover or to rotate elsewhere because it destroys the platforms. Treb doesnt affect your ability to disengage/engage after a impact.

Treb can like skyhammer change the map. Treb destroys houses that can be used to jump into mi, skyhammer destroys platforms. One is permanent one temporarily. While i like a temporary change more in kyhlo you can still enter/leave midfight without the houses pretty good, but you can hardly enter close/far at skyhammer with destroyed platforms.

I dont mind secondary mechanics that are up all the time. I would consider foefires lord the only one that is up all the time and while i dislike him because its huge impact he is somehow blanced. Khylos treb is only semi-permanent because you can destroy it. So permanent mechanics are okay if they are done well.

Skyhammer Design Discussion

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

I prefer a secondary mechanic that is not always present.

I personally like temple. The buffs there can change a game, but are not directly a win like usually a lordkill. It temporarily creates a 4th/5th point that brakes up the usual gameplay.

Guild Team Ranking System

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Hi,

is there somewehere a description how the guild team ranking system works?
Or even better could a dev explain how it works?

Temple of silent storm

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Could some dev pls explain the decision to remove ferocity from temple?
How should removing them improve map flow?

Average queue time gone?

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

I personally want it back. I could usually assume that if i play i have to wait the double average. Was pretty constant if average was allready high i porbably just didnt play.

Custom Arena Admins

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Hi,

i would like to ask how we can have more than one admin that can change settings in our custom arena? One person cant be online everytime changes are needed. I cant find an option or guide that helps to do this or isnt it possible? I could only find a comment from an arenanet dev during beta that this was a planned feature? Was this in my opinion very important feature dropped or are we just blind and dont find the option to share adminrights?

Match Ready while allready in a Match

in Bugs: Game, Forum, Website

Posted by: Crystal Black.8190

Crystal Black.8190

Hi this happend to me and most of my teammates.

We got in a match but still remained in queue so every two mins a window pops up with match ready. If you accept you either stay in you current match and you get dishonor cause you are not in the other match or you get portet in the new match and porbably get dishonor for leaving your old match. If you dismiss you get dishonor too cause you dismissed.

I would upload the screens with the forum system but for some reson nothing happens if i click the browse button for attachments:
http://i.imgur.com/KEB2YL1.gif
http://i.imgur.com/RQKUwLt.gif

Alone at Wintersday

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

The snowball mayhem pvp map was a group activity for the first winterday, and pre-made groups joined and rotf-stomped everyone else playing by themselves. Not very fun for those players, eh?

Dont Anet say all the time they have a matchmaking algorythm so things like this are extremely unlikely, but i can understand this point a little bit, but why is there no Ready-Up time so you at least could organize with pugs or the possibility to select Snowball mayhem as a map in a custom arena? This problem there would not exists. The random join in Divinitys reach for some players who like to play solo but our guild would have the possibility to play snowball mayhem so that it actually makes fun.

Alone at Wintersday

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

Hi there A-net,

just a question why cant we do any activities except one in a group? For an MMO which is known for their good player interaction and group play and guilds etc. Why there is no way we cna do these activities with friends or our guild? This makes wintersday pretty useless for me and many friends. We cant show each other some tricks in the JP, we cant build together a strong defense in Toycapolypse, we cant play choirsongs together, we cant PvP together?
I just dont understand it as you can see the PvP-Map and the Toycapolypse are clearly designed for group play? Why can the Infinarium be possible to enter as a group but not the others? Why cant we select the Activity-Maps in our Custom-Guild-Arena as a map but get the message “Friend joined PvP-Match” if someone enters the Wintersday activities? We cant even use the Join-Friend function on these maps like on all other maps, if they are not full.

Please change this ASAP. If i want to play alone, i would play other games.

Guild Halls Wager Results

in Guild Wars 2: Heart of Thorns

Posted by: Crystal Black.8190

Crystal Black.8190

So Link, cause you have lost the bet is there something funny you have to do for the enjoyment of Dara, McKenna and the hole community?

Spezialization Combofields marked as allied

in Bugs: Game, Forum, Website

Posted by: Crystal Black.8190

Crystal Black.8190

Today i played a ranked game and still a lot of enemyfields are marked as allies with white instead of red border. I recognized this at revenants mace 2 skill, but i guess this still applies to things like chronomancer wells, tempest horn fields etc. like weeks ago.

Charged Quartz Crystal

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

The problem with charged quarz is not that it is time gated. The problem also that there are too many things that require charged quarz are accountbound and that there is literally no income for quarz except drytop and some very rare map bonus rewards. If you try to charge quarz daily you have to buy quarz from the tp.
If they would just add quarz to a bonus found in mithril and charged to oricalchum it would be way better so you could at least gather the 25 crystals a day easier.
Also there is a huge problem in crafting new armor stats. All stuff for them is accountbound, you cant ask a friend with 400 crafting and a lot of charged quarz to craft celestial or sinister gear. You also cant buy it from the trading post you have to get crafting to 400 and get all recipes for yourself unlike the core stattypes, which you can trade. Also a lot of stuff that requires charged quarz is tradable like growlamps, charged ambrit, ley-line infused tools. So why not make the charged quarz itself tradeable?

Personal story vs. Living world/HoT

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

In my opinion season 2 was the best so far.
The original personal story was nice story wise but lacked good encounters. Its just one-shoot nearly everything.
Season 1 lacked the feeling that it is YOUR story, cause nearly everything was open world. Sure there were good encounters like the marionette or scarlets holo, but these were for huge groups and only temporarily available.
Season 2 felt good. To discover new things and build up for HoT. There were good fights, nice mechanics, hard mode versions. Really great.
HoT felt … short. You get just one instance for nearly anything, while the personal story and living season 2 guide you trougth the story with several instances. There is no build up like in the figth for zhaitan where you gather an army and figth your way to him. There is no research part like in season 2 where you discover a lot of things. HoT would really have needed more sory instances for how to handel with the pact, more interaction with the itzel/nuhoch and the exalted. More regather the pact. More off many things.

Queuing Outside of HotM

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

How about a middle ground – restricting where people can queue from.

In a dream scenario, people could Q up from their Guild Halls, and even duel each other in the guild arena. Problem is, the Arena’s using PvE gear which is a huge issue for any PvP guild as it’s impossible to recreate a competitive setting with PvE gear and balance.

Would it be possible to add an option for guild officers to toggle a “PvP” option for the GH? In which case the Arena would use PvP gear and members could que up from the GH. Even if this means loss of some features like gliding, it should be an option and healthy for PvP communities – PvE/WvW guilds could still use the “PvE” GH option.

This would actually solve many of the current issues:

  • The irrelevance of Guild Halls to PvP guilds (because there is nothing for us to do there as the Arena’s using PvE gear and balance)
  • Queuing outside of HotM
  • Would give people something to do while waiting.

Queuing inside the guild hall is nice but you cant do that much there too, it would just be a nicer looking lobby.

Off-Topic:
I agree that the Arena is useless for PvP-Players, except the reward track boost. If i would like to play in the Arena i have to recreate my PvP-Builds in PvE which is time cosuming and expensive and i cant fast switch builds if i want to. So the Arena is a building supposed for sPvP-players while the Warroom is for WvW but we cant properly use the nice features in the arena. It feels like a misconcept here.

Queuing Outside of HotM

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Hi Evan thanks for the second reply.

Would it be easier to just add a notification if you have switched maps that tells you something like “You have load into a other map, because of this you have left the queue”?
So you get informed why you have been removed so after the first time you have done this, you know “changing maps will remove me, i shouldnt do it”
Or you could add a option in settings that you can check/unchek so queuing outside of the lobby is enabled, but i guess that would be more work.

Queuing Outside of HotM

in PvP

Posted by: Crystal Black.8190

Crystal Black.8190

Thanks Evan for the reply.

I would like to give some feedback. I would really enjoy to be able to queue outside of HotM.

  1. The new player problem does actually no longer exists since one of the recent patches. You blocked new players below a certain rank, so they cant join ranked or unranked matches anymore.
  2. I think the suggestion that queue gets canceled if you change the map would greatly reduce this problem. You could use the “Map-change-volunteer-window” thats used if a map gets closed to show that the pvp-match is ready and to vote for a map. This wont hard interrupt whatever you are doing like the current system that blocks you from any actions while the accepting window is visible. I probably would miss the queue accept less often if i would queue form elsewhere in the game. Currently i and probalby a lot of other players tab out of the game and do something else. I miss the accept often cause i didnt notice the yellow guild wars-symbol in the taskbar.
  3. Honestly you really need a proper tutorial for pvp. Currently you hopp unprepared into pvp. The starter island that at least introduced you to the capture points and stomping is not accesible anymore. I read so often and explain people how to use the pvp build tab cause they dont know how it works. Many new players also think their pve level and equipment affects pvp so they want ascended gear before starting pvp. There cant be a good tutorial atm if any. A good pvp tutorial is one of these other things pvp really needs maybe some kind of instance of a real pvp map that introduce you to the ready-up button, knocking enemies out of capture points etc and finally allows you acces to some tutorial server where veteran players can be a mentor and can switch between an invis/invulnerable mode.
  4. Also a complete overhaul of the pvp lobby would help so you can actually do something while in queue.
  5. Be able to queue while in hotjoin would really help so you can play/test/duel with your teammates while waiting for the match.

(edited by Crystal Black.8190)

Turn down the difficulty for Casual Players

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

Raids are fine however difficult content should never be part of the core campaign trail in any mmo.

WoW or any MMO you can name the difficult content is not part of the core campaign and is rather found off the beaten trail. However Gw2 has this found on the main trail and having the so called higher level content smack dab in the middle of the path casuals have to take just to see the ending of the story is idiotic. The reason why it exists in this game is because Anet only provided four maps or rather 4 event maps. I don’t mind difficult content and I remain adamant that this game needs a side map with content much more difficult than what we see in HoT and have adequate rewards for that difficulty. But the way it’s set up now is just wrong and it will and even has been nerfed becaue it was a mistake to implement it in that fashion.

As for raids they just need a LFR tool furthermore Mastery level needs to go because for dungeons we already had Zerker, Class, and AP checks and for raids I’m sure there going to start demanding people with over 100 mastery points as well. Makes no sense whatsoever to count Mastery points but that total replaces our level and it’s what people will see and judge.

Well looking at the lfg group tool i see 2 raid groups looking for more both want experienced players that know the strats have over 4k ap and have to ping there gear to make sure there in the right stat for there class and ALL ASCENDED – not exotic like it suppose to and there build/weapons pretty much every thing lol

Raids will kill this game get ready for logging in once a week and screaming at every one

I really dont see a problem here that apug raiding group that wants to play something that was advertised as the hardest content in the game has some requirements. Experienced? Well, you should definitly know your class. Later if raids are more common definitly the minority of pugs wants to explain the whole raid to first timers.
4k AP Well not quite an issue there. If you reached Lv80 and the HoT Maps you would probably have them anyway cause you can get them pretty fast. Its just the only indicator a pug group has to judge if a player has spent some time in the game. Sure there are good players with less AP but the majority of people with lets say 500 AP will probably have no idea what they are doing.
Ascended? Well i personally have no problem with exotic and i doubt it is really needed but it was said by the devs that the raid is balanced around ascended. so for a pug i see no problem to ask you to have ascended gear if you wish to beat a raid in the first week after release.
Build/Traits/Skill and everything? Well i will probably also do this if i pug or if i run with guildmates. Heck i allready do this from time to time in PvP and in dungeons. It is allways helpfull to know what your allies are able to do and what not. You lack condition remove, well i will equip AoE Cleanse then. You have AoE stability, well i can unequip that. You are condi damage focused, well we missed one. And so on. There is no issue that a pug group wants some information with who they are playing, cause you cant faceroll raids (yet) no matter what build everyone is playing.

I havent tried it personally yet, but some friends of mine were in there. They were too unorganized but did run out of time at the vale guardian. What they said so far this boss is not harder than others, you just need to get better organisation and look at your group composition.

To the open world difficulty. Yes, the enemies there are harder and at the beginning some mobs were pretty hard simply because i didnt know what they do. Pocket Raptors for example, the first time they killed me. Now not anymore, i just block,blind,evade their first attack and kill them. If you know the will jump at you as soon as you are near them the are not hard. Snipers, yeah they deal damage but thats all. Dont stand in their red lines and you are nearly done. They are more annoying if there are other enemies arround, so i try to watch at them with at east one eye. Frogs? I really have no Idea how you have a hard time with frogs? It seems they do nearly nothing except getting invisble but thats just annoying not hard or dangerous.
Mob density is too high? what the heck are you doing? running in a 5000 unit circle and aggro everything you get to fight it at once? Normaly you dont run in other mobs while figthing a group.
Some should really rework their builds while as a glass staff elementalist it might be a problem to stay alive a dagger/warhorn tempest is nearly immortal against most encounters in the open world. I think some players hate it to die and rage out, i die too. I die a lot exspecially if i play a class i am not common with. But guess what i waypoint and try again and again and again.

Meta-Events can fail? Yeah they can and they often do. Probably mainly caused because they are new and the majority of the players does not know what to do, but if there is a commander that organise the event they are in a good place except chak gerrent so far but i think thats just a matter of time. Meta Events are more like tripletrouble now, i havent seen posts that the triple worm is too hard?

Heropoints cant be done solo? I think the can i duod a few of the champs really not hard so solo is for sure challenging but with a few players more its not that hard except if a zerg scales the boss somewhere ridiclious like at the suspicious orichalcum ore or at balthazar. But the thing is you dont even need to do these champ heropoints. You just need them if you want a new legendary or a special weapon skin, but these things are desgined to need effort.

I really dont see a need so far to nerf anything in the open world, if it hasnt stayed in the game for longer.

(edited by Crystal Black.8190)

Can we talk about scribing for a min, devs?

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

I dont have aproblem with some guild specific scribe stuff is expensive, cause it is supposed to be done by a guild, but leveling a scribe is insane expenisve. The challenge should not be to get scribe to 400 but should rather be to aquire the needed materials to craft the desired item like decoration for the guild hall.

Traitsystem and Armorsystem

in Guild Wars 2 Discussion

Posted by: Crystal Black.8190

Crystal Black.8190

Dear A-Net.

i appreciate the time and effort you have put into your build system. The current one is definitly the best so far, for both the way you create your builds and the way you aquire the traits, but in my opinion there is a huge failure in the interaction between the trait/skill system and the stat/rune/sigil system. You can swap weapons/traits/skills out of combat with ease while there is a huge effort to swap stats/runes/sigils.
It seems like you have forgotten that builds do not consist of traits alone when you designed the new trait system. Stats, runes and sigils also have a huge impact on your build. You advertised not to be locked with a class in a specific role and thats true, even if a certain class may be better in some role than others, but if you once choosed a role its hard to swap this role.

Your game and trait-system encourages to adapt your build to the current encounter and try out new things, but this becomes pretty useless if you cant switch the stat/rune/sigil part of your build easily.

Sure you can have different armorsets for this but a set consists of 6 armoer pieces, at least 2-3 weapons and 6 back/jewelerys, that are 15 slots in your inventory for one stat/rune combination. If you swap at least a little bit between builds you will probably carry around 5+ sets. That means 75 slots in your inventory are filled with armor just for the ability to effectivly be able so switch between a few builds. And no storing the armor partially in your bank is no solution for this problem because you wont be able to switch your build if needed when the armor for that is in your bank.
Legendary equipment would also be only a partially solution. First you cant swap sigils/runes on legendary equipment. Second there does not exist a legendary trinkets variant. Both options are huge gold and time costs either to craft different sets of ascended armor (no exotic wont work cause you need the infusion slots for higher fractals) or to craft legendary equipment.

I would prefer to remove stats from armor/trinkets entirely and replace it with a system where you can spent them to your liking like in gw1, but thats not how the game was designed so things like crafting or trinkets would become pretty useless. You showed allready that there is a better option for creating builds with your spvp-system. In spvp you can truly swap builds without much effort. Please build a simliar system for pve where you can adjust the stats/runes/sigil of every armor/weapon/trinket if you once accountbound a certain armorclass/rarity/stat combination or rune. Combine this with build templates, so you can save your traits/armor/rune and swap between templates between combat.

I would really like to see some changes in this area cause it would make PvE and WvW much more enjoyable.

Sincerely Crystal

Distracting Daggers: No longer Skillcooldown

in Bugs: Game, Forum, Website

Posted by: Crystal Black.8190

Crystal Black.8190

I just faced a mordrem leecher and throw the daggers on him to interrupt his leeching aoe-field. Well ist worked and i interrupted him, but directly after the interrupt the leecher strated to cast the same skill again. Well i interrupted again and it recastet again within a second and well third time too. Its missing the 10sec cooldown on the interrupted Skill.

Feedback: Action Camera

in Guild Wars 2: Heart of Thorns

Posted by: Crystal Black.8190

Crystal Black.8190

Hi,
these changes looks pretty cool, but i have a suggestion for ground targeted skills.
You showed a toggle to switch between the “snap gorund targeted skills to current target”-mode and and the “place where you are currently aiming”-mode.
Could we also have a toggle for a “snap ground targeted skills to your own character”-mode for supportive skills like Holy Ground or Timewarp, so we can cast them without loosing the focus at the target?

Spezialization Combofields marked as allied

in Bugs: Game, Forum, Website

Posted by: Crystal Black.8190

Crystal Black.8190

Hi,

i am sure this has been allready adressed, but i couldnt find a topic about this.
In sPvP were combofields of enemy players marked as allied if they played a specialization.

Economy Questions Repost

in Guild Wars 2: Heart of Thorns

Posted by: Crystal Black.8190

Crystal Black.8190

Hi John,

will you take a look at the droprate of th dreamskins from aetherpath too? They allready vary between BWL skin and precursor prizes and thats only because very few players would like to have one. I am ok that they are supposed to be very rare skins, but i am afraid that these skins with less dungoenruns will become insane expensive even more than precursors are now.

Beta Weekend Druid Feedback Thread

in Ranger

Posted by: Crystal Black.8190

Crystal Black.8190

Hi,

General:
Druids Gameplay feels good, much better than I thougth it would after watching the livestream but in my Opinion it has some problems.
Druids are forced to use the staff to generate astral energy, because of the too low generation by attacking with other weapons and no synergy with other healing options base rangers offer like regeneration, pet healing skills/traits (Invigorating Bond) and signet of the wild. Same problem with sigils and runes that provides heal if hit/weapon swap. The fact that you lose all energy if you leave avatar form doesn’t make it better.

Also Rangers have some nice core traits that affect regeneration/ protection or simply buff sharing with your pet. It seems it is not intended to grant boons while playing druid, so these Traits feel no that rewarding if combined.

Playing staff/astral avatar and using glyphs at the same time feels like counterparts. Staff and Avatar Form both offer high range attacks but glyphs have a very short range. Some Traits suffer from the same close range problematic. A solution would be to either increase the range of these skills or make them ground target with 900-1200 range to set the effect more freely.

Glyphs effects are either too similar to each other, to some basic boons, to other ranger skills or simply too weak.Add something to spice them up and differentiate them like regain endurance or 1sec AoE iInvulnerability.

I hope the new pets will be available in sPvP because I couldn’t make them work there.

If you leave Astral form let us keep the remaining energy but let us only activate it at 100%, this would support non staff druids that take longer to build up energy and it would minimal the issue with no damage while in astral form if you can simply leave astral form and use your normal weapons.

Healing Power feels a bit useless. Sure it increases the outgoing healing, but the base healing already is pretty strong. For balancing with faster astral energy generation with attacks base healing should be reduced but scaling with healing power increased.

No avatar skills overview in the heropanel, same problem like necromancer with death shroud. Couldn’t you add these skills in the left panel like you did with the downed skills?

Bug: Sometimes directly after entering avatar I leave it and I don’t know why. I tested this in heart of the mists with the bonfire. I stood in the fire and used avatar to heal myself. Sometimes everything was normal, sometimes I immediately leaved avatar for no reason.

Staff:
Solar Beam:

Should create the beam also without a selected target. It would help to do some cleave damage and heal allies directly. Also more useful against stealthed targets.
The attack range of the beam ends at something like 1300 but the heal range is much longer than that. I can heal allies that are at the other end of the map, if I have a target selected.

The beam travels sometime through objects so I can heal allies that are behind the wall if I have selected their target.

Can be casted near your pet/ally to fill the astral force even if there is no healing done.

Astral Wisp:
I would prefer if it would be ground targeted, so I can choose to support allies at melee or range.

Ancestral Grace:
Evade while in wisp form would greatly support this skill.

The wisp could travel like a arrow (like arrow of infiltration), so you can reach allies on some higher spots that need the healing of the skill.

It roots you at the target location if you travel less than the max range. So you cant move/evade/attack but you still can take damage.

Vine Surge:
Same casttime like muddy terrain but the animation is far more obvious so it can be easily interrupted.

It is pretty hard to hit distant targets. The vines travel pretty slowly so enemies can easily walk away. Increase the travel speed of the vines or make it V-shaped to the end.

The 1 sec immobilize fells pretty short it should be increased to 2 seconds like muddy terrain if hit.

Sublime Conversion:
Works well for missile protection and even if its missing in the skills description it’s a waterfield.
Synergizes well with ancestral grace.

Celestial Avatar:
Cosmic Ray:

A basic small aoe heal. I barely use it, because it is hard to hit moving targets. I would wish for it to also heal downed allies like battle standard so I can revive someone with cosmic rays from a distance. It would also help to make the auto-attack more unique maybe lower the healing in return.

Seed of Life:
Nice heal, but I love it for the AoE condition remove. The ability to cast this spell if I use a glyph in combination with the low cooldown of the glyphs helps to reduce the condition pressure of your team
I personally don’t like the look of the seed, in my opinion it looks more like something that would cause conditions and poison someone.

Lunar Impact:
I totally love this skill, even if the blast finisher in the description seems not to be working.

Combined with moment of clarity it is a 6 second daze enough to revive your downed ally or the enemy has to use a stunbreak.

As much as I love the long aoe daze combined with the strong heal I think the daze is too long and should be lowered to 2.5secons daze or even 2 seconds or lower the healing of this skill and add more healing to skill 1,2 or 4 in comparsion.

Rejuvenating Tides:
A strong close range aoe heal with a mobile waterfield. The cherry on top would be if the waterfield lasts a bit longer than the cast so you have the chance to blast it by yourself with ancestral grace or lunar impact.

Natural Convergence:
A Skill I also like, its good to reduce the damage of enemies around you and to reduce their mobility.
The range is also ok, but I suggest to make it ground target while channeling with a 1200 range so I can support frontliners by slowing enemies from a distance.

Traits:
Celestial Being:

Adds the Celestial mechanic, staff and glyphs. But currently only a staff can fill this bar and the staff fills this bar in seconds if not less. All other weapons fill this bar in minutes. I can understand that the avatar should be accessed with staff more easily but that huge gap between staff and other weapons discourages to use the elite line with anything else than a staff. Other classes can use their new class mechanic without the new weapon too. Why are druids forced that strong to use staff if they wanna use the avatar?

Druidic Clarity:
Nice but I would suggest to add a stunbreak if you enter avatar form, cause druids are currently lacking access to stunbreak while not in avatar.

Cultivated Synergy:
Nice Idea the range seems a bit small, should be increased to match with Invigorating Bond. But what a druid currently isn’t lacking are heals. It could be nice for a druid who plays something else than staff and has no access to the staffs healing.

Primal Echoes:
An other stun to buy time, good for stunlock druids. Nice that you set the cooldown to 8seconds so we can use them with warrior runes. Currently dazes if you swap to stuff but also if you enter avatar form while wielding a staff.

Live Vicariously:
Should work with regeneration, too.

Celestial Shadow:
Should trigger if you enter avatar form so you can cast a strong heal without you or the wounded ally being focused, thanks to no damage on avatar skills that could reveal you. Also enables to get faster in healing range because of super speed or gives wounded allies the possibility to retreat. If you leave avatar form you was either able to heal your allies or you failed and they died, so not really use for stealth/speed after avatar.

Verdant Etching:
Nice AoE Condi Remove, even stronger if combined with the short glyph cooldowns. Leave this as it is now.

Natural Stride:
Good as it is now.

Natural Mender:
Good Skill, but currently you can stack this before battle with staff autoattack by either attacking something far out of range, even if the attack doesn’t hit anything or by atoattacking in a fully healed ally like your pet. It should only grant a stack if you really heal something like your pet, ally or yourself.

Grace of the Land:
Nice Skill, but like other skills of the druid too less range. Other skills like this like spotter or vampiric aura have 600 range. It is strong sure but because of that it is a grandmaster.

Lingering Light:
The Wisp should heal you for some amount too. Feels a little bit boring cause it is just the staff 2 skill.

Ancient Seeds:
A nice single target immobilize similar to entangle without direct damage. Thanks Arenanet that this works while downed too.

Glyphs:
Missing Skilldescription if not equipped, if equipped a description what the glyph does in normal/avatar form at the same time would be nice, similar to elementalist glyphs. Eles can see what the glyph does in an other element without swapping to that element. If it is too much text at once maybe change the description if you rightclick the glyph similar to traits like evasive arcana.

All Glyphs suffer because of their very small range, staff and celestial avatar both have 1200 range so glyphs that effect the area very close to you feel somehow useless. Increase the range of the glyphs to maybe 600 or let the effect area be the same but make them ground target with 900-1200 range.

Glyph of Rejuvenation:
Add a pet base heal so it can be healed even if 5 players are around
I think the celestial variant has some nice burst heal possibilitys even if I barely used it yet cause the normal celestial avatar heals are most time enough. So I prefer troll urgent or heal as one, they offer a better pet heal. For Group heal I prefer the healing spring with the long lasting water field that can be blasted perfectly if the blast finisher of lunar impact would work. I would suggest a cooldown reduction to be in a better spot compared to these skills or increase the healing to allies.

Glyph of Alignment:
The normal version currently feels pretty useless. Some cripple and weakness is nice to prevent damage but that’s not enough compared to other skills I could choose. I would suggest to add a blind to this skill.
Celestial form is nice but feels like it is half Glyph of Alignment and half Glyph of equality
More difference would be nice. Maybe removes all condition that deal damage even if I think that could be too strong. So it could randomly remove 2 damage dealing conditions?

Glyph of Equality:
Nice glyph in normal form and nice glyph in celestial form. I like the condition remove in celestial form in addition to the aoe stunbreak but I think that makes this glyph to equal to glyph of alignment. I would let remove this glyph all movement impairing conditions, blinds and slow.
Please let it be a personal stunbreak in normal mode, you can already use it while stunned but it doesn’t stunbreak and if playing with pure glyphs you are currently lacking a stunbreak.

Glyph of Empowerment:
I think a percentage increase would cause ridiclious spike possibilitys and be too similar to frost spirit. I personally would prefer to let attacks be unblockable for the skills duration since mesmers well of precognition no longer offers this bonus.
In Celestial form I think the healing bonus is nice it allows you to reach even higher healing numbers and allows other healers the same but I doubt there will ever be an other healer in a group except raids maybe. An alternative would be to get a damage mitigation that stacks with frost aura and protection to let your group survive burst damage. But healing increase is also fine.

Glyph of the Tides:
Push and Pull, Good as it is now, even if it feels similar to Glyph of Equality in normal form. Maybe chill enemies in addition to the knockback/pull?

Glyph of Unity:
I liked that it could hit stealthed foes, but that’s all.
Its normal mode feels pretty weak and much too similar to retaliation and retaliation will in most cases deal more damage. Foes should really consider if they would like to focus you while this effect is active. It should be something like 30% of incoming damage and condition damage is shared with foes tethered to you.
So a burst in the wrong moment can easily kill your own group if you attack a druid in the wrong moment. I think an elite skill should be somehow powerfull, currently it feels so weak its way behind other elite skills.
Same Feeling with the celestial version. It’s a nice passive additional heal but that’s all. Maybe change it to 30% of healing you or a tethered ally receive is shared with the others.

Or add a unique mechanic that if you cast a glyph while tethered to a foe/ally glyphs grant bonus effects to you and the tethered foe/ally, so it would synergize with other glyphs and define your playstyle more.

Glyph of Rejuvenation:
If cast while tethered to an foe/ally apply 4sec of weakness/vigor to you and the tethered foe/ally

Glyph of Alignment:
If cast while tethered to an foe/ally apply 2sec of imobilize/resistance to you and the tethered foe/ally.

Glyph of Equality:
If cast while tethered to an foe/ally apply 5sec of slow/3sec quickness to you and the tethered foe/ally.

Glyph of Empowerment:
If cast while tethered to an foe/ally apply 3stacks of vulnerability for 6sec/3sec protection to you and the tethered foe/ally.

Glyph of the Tides:
If cast while tethered to an foe/ally apply 3sec of chill/regeneration to you and the tethered foe/ally.

I could live with a much higher cooldown of glyph of unity if these changes would be made. Currently its best purpose is to use it as aoe condi remove if combined with verdant etching because of its short cooldown.

Wrapping Up Guild Week on Guild Chat

in Guild Wars 2: Heart of Thorns

Posted by: Crystal Black.8190

Crystal Black.8190

Hi,

Arena-Qestion:
Seth used his PvE-Build in the arena. Will we use our PvE gear and skills in the arena or is it possible to use the sPvP mechanic for faster and a lot cheaper build-, attributes-, runes-, sigill-swap? The arena will be pretty useless, if anytime i wanna change my build, i have to spent a lot of gold for other equipment.

Decoration-Question:
In the stream basic decoration costs gold, karma and some area-specific currency. I assume there will be a region path in sPvP that rewards the area-currency, but will there be a way via PvP for PvP-Guilds to earn the karma for their basic decoration?

Defiance and Soft Crowd Control

in Guild Wars 2: Heart of Thorns

Posted by: Crystal Black.8190

Crystal Black.8190

All these conditions are great and usefull in pvp. They feel overpowered till useless in normal pve figths cause normal monsters never evade and attack very sowly. In bossfights they are completely useless so why even bring them into the fight. If normal mobs would behave and evade much more like real players in pvp these conditions would be make much more sense. If bosses could suffer from these effects it would help some classes and builds. Maybe they can get all consequences from debuffs while the boss is broken or take the full consequences at any given time but have reduced debuffduration that scales with the players around. So a coordinated group can chill, slow, cripple, blind etc. the boss if they use the same condition at the same time against the boss but cant upkeep a permanent debuff.