I’ve been in March for 16 hours already.
You time travelers need stronger restrictions..
You mean Australians?
I’ve been in March for 16 hours already.
How does this even get affected? They had to have touched it in some way or another for some reason. It doesn’t just get “affected” by adjusting loot tables or something, it doesn’t work that way with coding. This is a completely separate line of code than anything else this update even brought. Wasn’t any reason for them to touch the code.
They were repairing some runes in this patch.
I don’t see how the logic behind the gear is difficult, a rare should be rare, but a rare isn’t rare. If it is something you expect to see everytime you hit F on a chest, I’d say it is quite common.
Is it really necessary to get into semantics? Call a yellow a “gleep” and an orange a “glorp.” Perhaps that will help? Just because more people are running around in gleeps doesn’t make your glorps any less significant to you does it? There are plenty of ways differentiate your gear from others (skins/dyes), but from the very incarnation of the gear progression system it was always the intent to be reasonable to get max-ish gear.
In a game where you can buy legendarys with real cash, does it really matter that a bunch of people you’ll never see/know got an extra shiney?
Okay, let’s skip the semantics. We have 5 rarities of lootable gear. Rare is the second most uncommon gear obtainable through loot. Does it make sense this is consistantly obtainable through ~9 × 2-10 minute events, on 5 characters a day? Calculated, does it make sense you can loot at least 30 pieces of this rarity every day if you bother?
This is highly inaccurate. I’m a working person, I get tops of 2 hours to play everyday. I logged on last night, with the help of the dragon timers, to do as many of these events as I can over 3 different servers. I have 3 80s to do events with. Over the course of two hours, with the waiting and slight inaccuracy of the timers, I managed to do 5 events. Megadestroyer did not give me a rare even though I got gold participation.
4 rares in 2 hours. Terrible. I also had to choose between Shatterer and Shadow Behemoth since they started at the same time.
can you list the monthly please
I also think that Daily Kills, Kill Variety, Gatherer, and Events should be included in the rotation every day, so the Daily continues to appeal to players who preferred the original Daily that launched with the game.
hmm yeah this i agree. those who enjoyed the original dailies will want this.
and i want extra guild influences for doing more dailies.
i.e.
6/5 – 100 extra guild influence
7/5 – 200 extra guild influence
8/5 – 300 extra guild influence
9/5 – 400 extra guild influence
Lmao, it takes a part of 3 guildies, completing a dungeon together to get 100 influence. Nice try.
Good karma conversions are closely guarded secrets.
I can convert 1 point of karma into about 15c.
Now, this isn’t denigrating people who want gear instantly. Those people play the game. But the thing is, there’s a lot of other people who DO want long-term progression of stats. The game can’t completely cater to one segment of the population, and what they do now is a great compromise.
Jack of all trades. King of none.
Whats with this whole ‘optional’ argument. The whole game is optional, you don’t have to log on. But the fact that you do, the fact that dailies give laurels, and laurels get you things you want, does not make it optional at all. You don’t do it, you miss out.
They say that because they want to add more later without being quoted on broken promises. They broke enough promises anyways it won’t matter if they add a few more on right?
You’re quite cynical. I haven’t encountered any broken promises personally but that’s just me. And quite honestly the only thing I’ve disliked the devs doing in GW2 was removing the snakes from BWE1. I liked those snakes. Bring back the snakes!
If you expect the worst of people, you’ll only believe they can do their worst. I don’t think they’ll add another level of gear because I don’t believe there’s a point and they’ve seems logical so far. People on the forums talk about how broken this game is but I’ve been playing it since BWE1 and haven’t really noticed anything broken about it. Maybe I’m oblivious? Maybe I just enjoy the game? I dunno. I just haven’t felt as deeply and personally affected as the people on the forums I suppose. All I know is people rant about their play style changing somehow but I haven’t changed mine at all. When they explain their style I understand it’s oftentimes just some kind of grind in disguise which I believe Anet is trying to reduce.
Just what I see. Just what I believe.
I’m not trying to insult you, but reading your post I can only sum it up with that you are naive. Colin’s blog post stemmed from a torrent of complaints about Arenanet breaking their promises, leading them to phrase their words in specific ways, even citing that they do not wish to be caught out on something later on when they do decide to have another change in their philosophies. Leaving avenues open so to speak. I am certain another tier of gear will come, probably next year. I am also certain I won’t be around in this game to care either.
Nice and easy to do.
Well, it took them 2 months to even ACKNOWLEDGE the giver’s weapons not working, and have no ETA on even fixing them, don’t get your hopes up guys.
I hope they don’t bring back Tybalt. He was a poorly written character, only slightly better than the rest of the unbelievably one dimensional characters in this game.
They said they won’t add any new tiers of gear, this year.
Found it.
Colin Johanson:Our reward systems need to be exciting and include things you want to earn over time, but we don’t want to force our players on endless gear treadmills for new tiers of gear we add every six months.
You won’t see another tier between ascended and legendary in 2013, for example. Our goal will be to use our existing reward systems and build new ones that are fun and exciting that step away from the stale gear grind reward systems you see elsewhere.
I don’t see the implication that they’re adding more in the future. They just used the example that no more are coming this year and said they don’t want to force players onto endless gear treadmills. They used the time examples to indicate the difference that Guild Wars 2 has with other MMO’s of similar design.
They say that because they want to add more later without being quoted on broken promises. They broke enough promises anyways it won’t matter if they add a few more on right?
They’ve said that they aren’t adding any new gear levels after ascended. They are going to add ascended armor and weapons, but nothing further after that point. I don’t know the exact interview or whatnot but you haven’t given us any links either.
And today I completed my dailies without realizing it just by playing the game, and I was in Orr. Didn’t feel like I was forced to do anything. The dailies also help educate new players on aspects of the game they likely haven’t encountered before.
Information about a developing game is never accurate because you cannot predict problems before they occur if you are attempting to create new content. Working on something and having it released are different things. The culling thing was likely released then a large problem was found related to it most likely so they removed it. I don’t know. It’s not my game. It would be interesting if they released information with every single little decision that they make, but that would be impractical and likely hamper progress through criticism of content that has not yet been tested or released.
Essentially I believe you have good reason to believe your viewpoint, but I disagree with you. Have a good day!
They said they won’t add any new tiers of gear, this year.
4 is the only interesting skill, and even then it seems more like a utility. Heck, you might even get a utility skill just based around 4; the rest of the skills are rather boring. No offense. Wouldn’t want to see this.
and what do you do after the teammate attacks after refuge, revealing himself. leave him or?
I give them plenty of leech, root and stone their enemies in place, and the refuge will still heal, and give them even more leech if they are projectile users. sounds pretty good to me.
I carry with my thief easily. I disengage teammates from combat when they are under a lot of heat, and I give them 12x 600+hp leech attacks every 36 seconds.
I DB just fine on bridges in CoF, because you know, I don’t randomly spam it?
Tybalt, Logan, Mad King Thorn & Palawa Joko.
It’d be a hilarious comedy-mayhem ride through Tyria and back, with Logan as the straight man.
This is genius. Arenanet hire this man. Now.
I’m trying to make a PvE ranger. The build theme is bird assault.
I’m a Norn, so Call Owl is in. I’ll be using Rune of the Flock, so heal as one seems like a good choice. One weapon set will have a warhorn for Hunter’s Call, and I’ll probably use various bird pets as my pet.
Traits anyone?
ah ok thanks, was tempted to use it to make a funny gimmick build if it summoned a wolf
Does any of its abilities summon a wolf?
http://wiki.guildwars2.com/wiki/Summon
it says so here, but not on the rune itself.
thanks
I would somewhat advise against juggermancer. Not that its not a good build, but vitality will work against you in FotMs.
Agony will strip your hp down severely and your lack of healing power will not be able to recover much. I actually started fractals working with a Soldier’s gear set, but I found it much easier to progress 20s-30s with a part berserker part cavalier set, ending with around 20k hp, and very high dps.
The plus side is, it doesnt really matter what gear you’re using if you become extremely good at dodging agony altogether.
PvP armor, only works in structured PvP, that is, battles accessed via heart of the mists.
WvW uses whatever your PvE character is wearing.
That’s because people choose to see it that way. Necromancers actually do very well with a dagger and crit, does it really matter if others don’t see it as such? Who cares what other people talk about, everyone needs to start somewhere with their learning curve, its the facts that matter. Necromancers? Good at chill.
Hey Josh, any word on when that “Mother of all jumping puzzles” you said you were working on will be in game?
I’ve been dropping some more tidbits on the other JP thread.
Please, not another clock tower style speed puzzle.
Nothing wrong with timelimit jumping puzzles imo, just don’t stick us into a cutscene again please. Any sort of lag makes you die before you are out of the cutscene =/
Seriously guys, you’re doing it wrong. Round up like 5 mobs and you can randomly dodge and get a few evades in.
Or use flamethrower flame legion mobs, earth elementals with their line aoe earth attacks, you don’t need to bait a dodge out of anything, its mindlessly easy.
I’ll ask about it.
I’d totally mail you some ectoplasms right now, but you might get banned for it.
Much thanks!
Josh, can you please look into camera smoothing during camera offset at least?
Camera offset is an option available to us in the general options interface. Maybe a lot of people overlook it and don’t use it at all, but personally I like my toon offset to the left when I zoom in, gives me a nice ‘Gears of War’ camera feeling.
The problem is, when you guys fixed camera smoothing a few months ago, it did not fix for the offset camera positions. When the camera is offset it still jolts like crazy in jumping puzzles and walking through things like vineyards, or just a series of rocks.
Necros already have the longest chill durations btw.
Some good changes OP, I think you should add some of these too:
Backstab damage increased by 100%
Steal uses 5 initiative instead of being on CD.
Heartseeker will always crit against enemies <25% hp.
Deathblossom cripples.
Revealed reduced to 1second duration
How about spawning refugees at the edge of the map, have them run to a certain point chased by a spawn of new creature types? Stuff thats like new you know? with fail criterias to give rescue events a sense of urgency?
How do you know this won’t be in as the story progresses?
Refugees have left their home because their homes have been turned to rubble and there’s freak weather, presumably stopping them from rebuilding.
It’s called ‘building up’.
Because if what I described is going to happen later, its already too late. Can you honestly say what this ‘prelude’ event is fun? It was menial, and I’m not the only one here who thinks so.
I’ll help you with my favorite one, Sailor Mars.
Head: Should be apprentice.
Shoulders: Country
Chest: Temple
Hands: Almost any will do
Legs: Apprentice
Feet: Temple
If your favorite isn’t Sailor Mars, we have nothing more to discuss.
Reality and Game are far different, this living story falls short in my opinion because games are not reality no matter what people like to believe..
I was also disappointed in this “living Story” you randomly construct signage and help wooden refugee NPCs, loot corpse for their valuables and then …nothing an achievement and a karma token, no information on why they fled no news on what happened to them…very limited in scope for a living story imo..
I kinda expected a lot more.. especially after so many events fell short and caused so much issues with GW2 in the past..
This. The new events are so sloppily thrown together, then completely hyped up by devs.
I find it hilarious what terrible gameplay mechanics they consider ‘fun and engaging’. Rebuilding road signs? Yep, thats heroism right there.
How about spawning refugees at the edge of the map, have them run to a certain point chased by a spawn of new creature types? Stuff thats like new you know? with fail criterias to give rescue events a sense of urgency?
I think tarnished coast pretty much has the temples open all the time. they are the unofficial orr server or something. It worked for me a few days ago when i guested
this is amazing! the value of the binding agent just went up, the value of cores just went down, which means the value of the binding agent will go down, but is probably still more value than an elonian wine, which will drop the price of the lodestone since more people are combining cores to make lodestones
I’ve used rare cavaliers trinkets along with my berserker armor for a while now, and it works well in 20+ fractals, thanks to the new exotic trinkets at the temples, I’m looking at 55-58% crit chance.
Too glassy is bad in fractals, too much hp is bad too, toughness is actually great!
As someone who recently mained a Thief, I bring:
- Permablinds (Black Powder)
- Anti-Defiant (A thief can consistently chip away stacks using Headshot. It’s the Warrior’s fault he isn’t using this opportunity.)
- Shadow Refuge
- SUSTAINED DPS (Pistol whip in a Glassy initiative regen build should not be underestimated.)
- Spammable blast finishers
- Perma weakness or poison
- Boon stripping
Honestly, I don’t see why it is people hate thiefs. We have tons of survivability options, and if people are still dying, they must be playing like shadowstepping assassin “narutards” from GW1.
We have tons of survivability, including an on-demand reflect. However, with each Unload and Pistol whip, we regain 900 HP using Signet of Malice MINIMUM! And that’s WITHOUT life-steal!
I wouldn’t call myself a pro, but I wonder what those PUGs are doing wrong to die as a Thief? We’re pretty comparable to a Guardian in that we make up for our low HP with all our survivability options.
To say that you are survivable is one thing, but to claim that you are “pretty comparable to a Guardian .. in terms of survivability options” is laughable at best. Not to underestimate a thief or any other profession, but a guardian’s survivability is unrivalled in PVE.
It isn’t laughable at all. DB caltrops is untouchable in the cheapest way possible and sword/dagger can easily disengage from combat whenever the thief chooses. I outlive guardians all the time in fractals. Thats not to say me being the only one alive does much for the rest of the dead party members, but thieves are easy to be ‘tanky’ if people get out of the glass cannon roles.
Difference is that a guardian can stay in the fight and do damage while they’re absorbing damage. You’re disengaging and evading, which causes drops in DPS, as well as you aren’t being a damage sponge for your team. I’m aware you’re condition damage, so you probably always have bleed stacks ticking away, but what you’re referring to as survivability on your thief is different to that of a guardian.
The original post is talking about survival options anyways, not tank support capabilities, which is what I assume the guy I was replying to is debating. I might not be ‘sponging’ damage for a team, but if you throw a thief and guardian of equal skill into a group, special circumstances aside, they will both come out surviving easily.
Yes and no. Effective-survivability has to be measured based on whether or not you are contributing while surviving (sorry didn’t make this clear). Hell, I can take any toon and do zero dps and survive, that doesn’t mean nothing. Just like what the above poster said, a thief disengages frequently if they want to stay alive, take nothing away from that, but it’s a massive loss in dps or whatever support. Guardian on the other hand, survives and take it for the team. So you cannot effectively compare the survivability of the two, which I meant by laughable. Try tanking a mob while dishing out respectable damage like a guardian. It is different from say, guardian, or any other class really, can disengage like a thief and survive.
Lately I’ve been running a DB caltrops build. The DPS is constant (higher DPS during DB, lower during caltrops spam, constant with bleed) and yes, I can tank a mob while doing respectable damage, like a guardian. You won’t run out of endurance, and the bleeds easily amount to 1500+dps per second. As I stated earlier, its actually quite cheap.
I have a guardian mind you, and I’ve made hilariously tanky builds but they are low on damage, and high damage builds that are low on survivability. The builds that are in between, can tank for a good amount of time, but will eventually run out of steam.
As someone who recently mained a Thief, I bring:
- Permablinds (Black Powder)
- Anti-Defiant (A thief can consistently chip away stacks using Headshot. It’s the Warrior’s fault he isn’t using this opportunity.)
- Shadow Refuge
- SUSTAINED DPS (Pistol whip in a Glassy initiative regen build should not be underestimated.)
- Spammable blast finishers
- Perma weakness or poison
- Boon stripping
Honestly, I don’t see why it is people hate thiefs. We have tons of survivability options, and if people are still dying, they must be playing like shadowstepping assassin “narutards” from GW1.
We have tons of survivability, including an on-demand reflect. However, with each Unload and Pistol whip, we regain 900 HP using Signet of Malice MINIMUM! And that’s WITHOUT life-steal!
I wouldn’t call myself a pro, but I wonder what those PUGs are doing wrong to die as a Thief? We’re pretty comparable to a Guardian in that we make up for our low HP with all our survivability options.
To say that you are survivable is one thing, but to claim that you are “pretty comparable to a Guardian .. in terms of survivability options” is laughable at best. Not to underestimate a thief or any other profession, but a guardian’s survivability is unrivalled in PVE.
It isn’t laughable at all. DB caltrops is untouchable in the cheapest way possible and sword/dagger can easily disengage from combat whenever the thief chooses. I outlive guardians all the time in fractals. Thats not to say me being the only one alive does much for the rest of the dead party members, but thieves are easy to be ‘tanky’ if people get out of the glass cannon roles.
Difference is that a guardian can stay in the fight and do damage while they’re absorbing damage. You’re disengaging and evading, which causes drops in DPS, as well as you aren’t being a damage sponge for your team. I’m aware you’re condition damage, so you probably always have bleed stacks ticking away, but what you’re referring to as survivability on your thief is different to that of a guardian.
The original post is talking about survival options anyways, not tank support capabilities, which is what I assume the guy I was replying to is debating. I might not be ‘sponging’ damage for a team, but if you throw a thief and guardian of equal skill into a group, special circumstances aside, they will both come out surviving easily.
As someone who recently mained a Thief, I bring:
- Permablinds (Black Powder)
- Anti-Defiant (A thief can consistently chip away stacks using Headshot. It’s the Warrior’s fault he isn’t using this opportunity.)
- Shadow Refuge
- SUSTAINED DPS (Pistol whip in a Glassy initiative regen build should not be underestimated.)
- Spammable blast finishers
- Perma weakness or poison
- Boon stripping
Honestly, I don’t see why it is people hate thiefs. We have tons of survivability options, and if people are still dying, they must be playing like shadowstepping assassin “narutards” from GW1.
We have tons of survivability, including an on-demand reflect. However, with each Unload and Pistol whip, we regain 900 HP using Signet of Malice MINIMUM! And that’s WITHOUT life-steal!
I wouldn’t call myself a pro, but I wonder what those PUGs are doing wrong to die as a Thief? We’re pretty comparable to a Guardian in that we make up for our low HP with all our survivability options.
To say that you are survivable is one thing, but to claim that you are “pretty comparable to a Guardian .. in terms of survivability options” is laughable at best. Not to underestimate a thief or any other profession, but a guardian’s survivability is unrivalled in PVE.
It isn’t laughable at all. DB caltrops is untouchable in the cheapest way possible and sword/dagger can easily disengage from combat whenever the thief chooses. I outlive guardians all the time in fractals. Thats not to say me being the only one alive does much for the rest of the dead party members, but thieves are easy to be ‘tanky’ if people get out of the glass cannon roles.
Yes I agreed earlier that CB is great for reducing the effects of some elites, and it stops a few in its tracks. I did not discount that. But I think it becomes problematic if the theme of the build will bring about how you use the skill. I’d pick a boon loaded target who may not have stability, over a target with stability and nothing else, simply because I don’t think terror as the overarching concept is great for a build in WvW. I have also stated, this is vastly different in SPvP, where singular focused packets of damage is excellent.
Finally, I think just play it how you will. I’ve used a build similar to this before, around the time when Terror changed (you won’t catch me using Fear of Death though lol), and while its fun, in situations where AoE is crucial this build just doesn’t do it for me in WvW. Before the change 4 runes of Nightmare, 20 in spite and +50% fear duration trait was enough to get 2 ticks of terror, such that people discussed that the +50% fear duration trait is multiplicative.
After the change some people have noticed they can get 2 ticks of terror depending on how many conditions they have on the enemy, with just the +50% trait alone. Might be a glitch.
god don’t get me started on overlapping skill names.
http://wiki.guildwars2.com/wiki/Maul
http://wiki.guildwars2.com/wiki/Smoke_Bomb
http://wiki.guildwars2.com/wiki/Slash
http://wiki.guildwars2.com/wiki/Stab
You can try the dredge fractal, go into the spinning grinder room and use some exp boosters and whack a mole away
Yeah but see the thing is, to many people, its not epic like that. Its like seeing a giant fly on the wall and effortlessly slapping it to death. I don’t get shiny chests every time I slap a fly.
My thief easily maintains 15+ aoe bleeds at ~100damage on its own, is extremely durable, and gives aoe might 4 stacks, swiftness, fury, vigor, (at around 45% up time) on top of the usual capabilities of smokescreen and refuge.
Want me?
(edited by Derk.3189)
It may just be my imagination, but the Sons of Svanir shelters in Wayfarers seem harder to hit as well.
They reduce the hitboxes in the december patch i believe.
Actually, the other reason is guardian shouts aren’t as spammable as warrior shouts.
shake it off can be activated via shrug it off, FGJ can be used whenever it is off cooldown because the might stays forever, OMM is another great fire and forget shout.
HTL has very little duration for the protection, retreat is minute long cd, save yourself is minute long, and stand your ground serves as a stun break, not something to waste willy nilly