Showing Posts For Edenfer.9816:
No, they said we would get Abaddon OR Thaumanova fractal. a vote I sincerely reget, as a GW1 lover, but alas, they propably never will do Abaddon.
That’s the official elections statement but I after the voice count, I remember that Colin or someone else at Anet said that because the votes were so close, they’ll probably add the other fractal in the future.
I might be mistaken though.
Yes I’m bringing this up again.
Are we going to get it eventually or not?
Didn’t Anet say right after the vote that they would add both thaunanova and Abaddon at the end of the year? It’s been ages plus we need new fractals (rehashed chaos doesn’t count ).
I love the overall theme of the profession: warrior channelling legends from the mist, the visual identity, effects etc.
My fave thing is how the Ventari tablet was implemented. Its design is unique, it requires a lot of micromanagement but is awesome in the right hands.
I’m not gonna mention how I hate the design behind Glint, how it promotes passive play and is so much better than the other legends, I’ll leave it for another time
This has been bugging me for a while, the description of superspeed in game is not clear.
Does it provide a +100% increase in movement speed as it says in the wiki
(with translates to 133% outside of combat and 125% in combat with the caps)
OR
Does it always give the max movement speed (133% out/ 125% in combat) ignoring all movement slowing effects (like chill and cripple).
and who the H. launches a game at the same time as an unrelated event ?)
They wanted to give the people who didn’t get Hot something to do. You know, because they destroyed the Core game.
I was planning to play without purchasing HoT, at least for a while.
But I logged in today and felt betrayed. Destroying the core game to force people to buy the expansion is such a disgusting move.
As a big time fan of the series since Gw1, I’m so disappointed.
No, I won’t be playing.
Nice, I thought they only added new weapons with specializations.
No idea if it has been mentioned before but are we getting new utilities/elites?
I agree: Ooze, ooze ooze. That’s the main issue regarding this dungeon.
Maybe if they were friendly to players during the annoying part or if the path was a bit shorter to the door, I don’t know. But for the time being it’s just too frustrating to do with a pug.
Nobody(who actually did these long enough) wants dungeon runs to be harder or longer.
They do. I do.
Those who run fractals do so for the challenge mainly. Don’t get me started about the opportunity cost of running a fractal against dungeon.
The idea is to introduce a new mode not delete the current one.
People who still want to stack in the corner and spam 2 skills mindlessly can still do so in normal mode.
A HM would push people to try out other armor stats, use defensive builds and re-inject some life in the corpse of pve dungeon builds.
For rewards, I was thinking more in the line of 4g +a chance for ascended + a chance black lion tickets.
The rewards should scale with the difficulty.
HM or new dungeon types as long as it’s interesting to play, sign me up.
@cranked: you must have deleted it by mistake. Here’s what you missed: “Zerk armor stats are used by 99% of pve players in the game. The game currently offers 27 armor stat combinations. Can you see a problem here?”
I’m not trying to push the envelope but after doing fract lvl 39 with different groups, I’ve come to the conclusion that its instability is the perfect solution to the zerk/stack problem.
As a reminder, mistlock instability lvl39 – last laugh: each enemy killed explodes within a 180 radius about a second after its death, dealing 1-1.5k damage and launching foes around it.
It’s obvious how easily you can get wiped if not prepared. No need to tell you how insane Cliffside becomes.
Seeing how this ability has proved to increase the difficulty quite considerably, how about implementing a hard mode for dungeons (or just adding a new -domain of the gods- dungeon type) where:
*Last laugh is always on
*Every part of the dungeon (up to the chest) gets a randomly selected debuff (similar to non-agony mistlocks or harder, needs to be tested)
*Every single enemy needs to be killed (with a visual aid on the map, no one wants to look for the last one for hours)
As a reward you get the usual stuff, lots of gold, ascended armor chance with a choice of bonus plus a tiny chance for a black lion ticket scrap.
Voilà, what say you?
I agree that balance patches are extremely slow.
It’s not about gathering info, the community is basically a big QA team: CDI, organised bugs per profession on the forum…
Plus I think new content requires more testing than balance patches and they managed to have new releases every two weeks.
It’s probably a decision from the higher ups: new content is more important than non-bug problems.
A part of me wants to believe that we’re getting new weapons/skills and maybe a new profession on the 2nd year bday. Maybe it’s been slow for this reason.
@Thalador: good job, I would have massively enjoyed that.
Crafting the item is the point ^^
I have already purchased many things from the shop with exchanged gold.
But I always found it more fulfilling to craft an item in-game. It’s more fun for me.
I’m not asking for an easier way, just a different one.
Would it change the value of the permanent items? It all depends on the required ingredients. I’ll leave it to the game designers to find a recipe with an appropriate cost.
Legendary level? Not really worth it. It’s a convenience item after all.
The current permanent tools can be bought with gold after you exchange it to gems. And for the hundredth time, they don’t make a dime from the exchange, it’s a virtual item traded for another.
All I’m asking for is the option to pay for it with gold and other in-game materials
and maybe just maybe have an adventure while doing so, you know like in a game. Outrageous right?
It changes nothing for people who like to farm gold or pay real money, it’s a new alternative.
@mtpelion: again… we can buy anything in the shop while playing the game. In-game gold can be exchanged to gems. So time is equal to money.
@Eggman: unlimited would be best but I’ll be happy with any improvement. Mystic forge recipes for instance like the one for the mystic kit.
@Taygus: in my opinion, the shop should never offer better features than in-game apart from cosmetics. I hated the watchwork pick.
Why not add both? One you can buy with gems another with a recipe. Everyone wins.
@Taygus: it’s already the case, remember the “Watchwork Pick”?
@Wanze: I prefer if all items (not cosmetics) were available in-game. It’s not about gold.
@Dalent: of course subscription games are not for me, that’s why I played guild wars 1 in the first place. I still remember reading an interview with one of the founders of arena way back. He was explaining how servers don’t cost as much as game companies lead you to believe and how he was sure the gw model would work.
@Brother Grimm: it’s not free, I’m paying for it with “time” (playing the game) as a currency. It’s practically the same thing as farming gold then exchanging it for gems (they don’t make money from it) but it’s more fun for me.
We have armor in game right? Does it stop people buying armor skins from the shop? No. All I’m asking for is a basic version of the item without removing the shop versions with their amazing flashy effects.
The idea is not to remove items from the shop. But to offer the same item in-game. The ones in the shop are kept for their cosmetic unique effects.
It’s true that we can exchange gold for gems but at the cost of immersion.
Crafting is more fun than endlessly farming for gold
It would be great if we were able to craft permanent gathering tools.
Ascended level, requiring different crafting professions or quest items etc.
Without flashy effects of course as opposed to the store ones.
Logically the store shouldn’t offer items we can’t find in the game (permanent is different from having 250 charges). Store items should only have unique skins and graphical effects.
What do you think?
P.S: on a side note, buying a game item for almost 1/5 the price of the entire game is outrageous.
It’s true that it could create problems but it’s something I’m willing to live with until a permanent solution to conditions lol
Unique effects would be awesome. It’s like bringing back hexes from gw1.
But it means rethinking all the skills in the game, are they willing to do that?
Will they cause more lag? No idea.
Technical limitation dictated the 25 stack limit and probably the grouping of conditions/hexes.
Of course the best solution would be to make the highest condition damage/duration get priority but I imagine that it would be a further strain on the server. Imagine a boss getting hit by thousands of hits per second, having to calculate which condition to keep according to a duration/damage ratio would be time consuming.
That’s why this trait idea could work as it is much simpler to implement and doesn’t require a major infrastructure overhaul.
I’m not proposing a solution to all condi related problems, I’m trying to make them work for necros in the current setting.
And to answer Sors Immani, the trait name is irrelevant. The only minion I care about is the Aatxe – still crossing my fingers ^^
I don’t know if someone already proposed something similar to this, but here goes.
Seeing as conditions are not very useful in pve for obvious reasons, how about
a new grandmaster trait in the Spite line:
Lich king:
-Your conditions gain priority in the stack. i.e: your conditions are not overriden by those of other players unless they are using the same trait.
Or
-Necros get a seperate stack of conditions not shared by other professions.
What do you think?
I’m pretty excited about everything. It brings a lot of quality of life features.
Plus unlocking traits takes me back to the exciting days of gw1.
I’m still secretly hoping they’re shipping in an extra weapon for all professions (except warrior as they currently have tons)
I don’t care how much it costs as long as they put it in the game.
Don’t get me started on that awful charr corpse they call flesh minion.
@SpellOfIniquity : I love the launch idea, I’ll add it to the original post
Just to remind Arena that we have not forgotten, we still want an Aatxe minion.
My idea for an elite:
Summon Aatxe (Elite) – 90 secs recharge
*660 dmg
*Attacks cause bleeding
*Active skill:
—> sacrifice it to negate incoming 2000 damage
or
—> it becomes immune to damage for 3 seconds and launches target
I’m just gonna leave the pic here and start dreaming ^^
Edit: added the launch skill as proposed by SpellOfIniquity.
(edited by Edenfer.9816)
It was an extension of iDefender’s concept.
I always though Mesmers are based on the idea of manipulating things. So I thought an elite which focused on manipulating the enemy’s attacks fits well.
I figured it was, but in its current form I feel that it gives a lot of sustain for a class that is mobile and has high bursts.
It needs tweaking, maybe if it protected you from 75% of damage but made you deal 25% less damage or some other trade off and of course it should last for a specific time only.
@Xae Isareth:
I like the idea but I wonder if it’s thematically more fit to a necromancer than a mesmer.
Like destroy all current minions, then summon 3 Aatxes and tether them so that they take half of the damage/condition damage you receive. Lasts for 30 seconds, recharge 60 seconds.
It’s an elite it’s supposed to be a more powerful version of normal skills, in this case phase retreat. Instead of using having to use a staff or blink, we take this one + some offensive capabilities.
I imagined it as being used towards the end of the fight but having three phantasms in the beginning could be ugly (for them ^^). I’ll edit some stuff.
How about new situational elites, not game changing but useful/fun. My idea:
Illusion of retreat [recharge 75]
-Teleport away from target in a purple path to the 900 range mark
-Destroy all illusions, gaining 1 stack of might + 2 secs of regeneration per illusion
-Summon -surrounding the opponent in a triangle formation- either 3:
- IDuelists
- IBerzerkers
- Phantasms linked to your currently equipped weapon
they attack after a delay of 2 seconds to give the opponent a chance to react.
In case the art team has time, replace the IDuelists/IBerzerkers with nightmarish illusions or give them some special effects.
The idea is that to have a skill that is both offensive/defensive.
In case it’s weak or op, it could be tweaked:
- boons granted by illusion
- illusions lasting for a specific time only/one single attack
- position of the phantasms
What do you think?
Edit: I changed the range of the teleport, removed a stack might, added a delay to the first attack.
(edited by Edenfer.9816)
Conceptually, it’s awesome, you get to be a lich, a plague, to command minions, desecrate the boons of others and most of all make them fear you (mu ha ha ha).
Apart from the known bugs (mentioned by the others) necros are in a good place right now in all areas of the game. You will probably struggle in the beginning, the key is to understand the power and limitation of death shroud (specially the bugs).
What’s interesting is that you have a lot of different build options, here are some of my favorites:
_Conditionmancers: it rocks in all areas of the game, you deal conditions to one ennemy then spread them to others.
_Terrormancer: fear as a weapon to control the battlefield and deal damage.
_Wellomancer: with pvt armor and a support build you can basically survive anything (solo booses) and deal good damage.
_DeathShrouder: zerk armor and a good build, you can deal 4K on life blast (the auto attack option on DS)
So here you go, I’m an altoholic and necro is one of the most fun professions.
(do I get my cookie now? ^^)
Im currently building a necro Minion master / condi build and i ve noticed something,
all minions have a living counterpart and so i ve set off trying to find their living versions so i ve discovered all but one: the flesh golemBone minions- Skritt
Blood fiend – Wind rider
Bone fiend – Devourer
Shadow Fiend – Shade
Flesh wurm – Wurm
Flesh golem- ???? ( the one creature i ve seen that is closest to the flesh golem is the destroyer troll but should be another species of the destroyer a horned one but other trolls dont look anywhere close to it lol)I ve searched for it googled it never found anything about it if someone knows anything about it please reply i wanna find that out XD
The flesh golem actually has the body of a charr with an added horn and mittens that replace the hands. I only noticed it because I have a charr necro. I find it a bit offensive if you ask me.
Just wondering if it could be possible that she did not absorb Abaddon, but instead he poured himself into her body taking over. She became a new vessel, allowing him to escape his prison that the other Gods placed him in. Then after he got out, the first thing he wanted was revenge on Mallyx the Unyielding for failing him in his plot to release him.
Now later on after that, the other unsuspecting Gods are easily ambushed with a new plot and this is the reason that the Gods stopped sending there aspects and have seemed to just disappear. Wonder if Kormir was to take off the blindfold how many eyes would she have?
I think it’s more than possible but it’s not the direction ArenaNet wishes to pursue.
It’s clear from the Lore that Gods can’t be killed, Dhumm’s spirit lingering in the underworld is the proof.
Abaddon was one of the most powerful human gods, in life he was able to overpower 3 others and when weakened -in the land of torment- was able to instigate all the events in the original guild wars campaign.
I always found it implausible that a mere mortal was able to absorb his spirit, control his power and subdue his will that easily.
They should explain it better: maybe she has an ancient artifact that negates his will or some divine ancestry (like Grenth) but in the current Lore, I think he should still linger somewhere in Kormir.
Pray with me, maybe he’ll return ^^
“Abaddon! Lord of the Everlasting Depths, Keeper of Secrets, open mine eyes and bestow upon me the knowledge of the Abyss that I might smite mine enemies and send them to the watery depths!”
“Look on my works, ye Mighty, and despair!”
Not seeing a lot of thief love. Here’s mine!
I agree, it’s something that was and still is bothering me.
I’ve got 79 stones sitting in my bank that will probably never get used.
A mystic forge recipe would help solve this annoying issue.
Maybe:
5 transmutation stone + 1 mystic forge stone => 1 Transmutation crystal
Or something like that, I’ll leave it to Anet to find a balanced recipe.
If you place them in invisible bags/Steel boxes/invisible leather packs they won’t be deposited in your bank.
After a lot of tests I decided I liked this look… then I changed my build from condition to wells
Anyone else feel like the group’s lackey in dungeons?
Playing a stealth/deception build, I manage to cheat death quite a lot but in the end I feel like I’m spending more time “helping” people than actually fighting.
Igor, can u stealth us to get past the mobs? Yes, masters!
Igor, can u run and grab all the scepters? Yes, masters!
Igor, can u run and get all the reflecting crystals? Yes, masters!
Igor, we wiped in the middle of the Arah run p1. Can u run back the entire way and rez us all one by one. Yes, masters!
Fellow Igors share your experiences ^^
Anyone else fantasizing about playing as the original five gods in the new fractal?
It could be epic!
Thanks for the info, it’s good to know that they had some foresight in the matter.
the grawl were right all the refugee should have stayed in la. all hail the might right grawl let them have counsel spot instead of kiel or evon whom in my mind are wrong for the position. i vote now for grawl leadership
I completely support your idea. We need more minorities (or as how they are unjustly called by the racists on the top lesser races) in the counsel.
Vote grawl, let out your roar!
1- Stomp
As a reminder as to why you don’t gang up on a warrior
2- Eviscerate when it crits and you down annoying thieves ^^
3- Earthshaker just for the sheer power of it
It depends on the quality of the episode.
If the content is interesting I’ll play it, otherwise I’ll just ignore it.
For instance, I played the FF dungeon a lot because it was fun and well calibrated, hardly touched the adventure box (not really my thing), ventured into the aetherblade dungeon a couple of times (got extremely frustrated but managed to get the successes with a good group ^^), found the bazar to be amazing.
It’s funny that people complain about having too much to do, before they complained that that the endgame is an empty grind towards legendaries.
Right now the game has loads of content: pve (events/hearts/dungeons/personal story/guild missions/fractals/jumping puzzles/mini games/living story updates), wvw, pvp, all for free. If the LS story seem boring, do something else. If you find the rewards not interesting don’t strive for them (they are mostly cosmetic).
If you’re not having fun, it’s not worth the hassle. It’s a game after all.
Has it been mentioned anywhere why the grawl refugees are still in Lion’s Arch?
I might have missed something but I didn’t see any of them in Southsun Cove.
It saddens me that the underdogs always get forgotten and left behind.
We need to address this grawl racism!
(and bring a slow painful death to the Pale tree, but that’s for another time ^^)
They are testing the waters by making it (cleansing ire) on hit and seeing how effective it is. If they feel its not effective enough, I am sure we will get a change on that later on.
My thoughts exactly, they wanted to test the idea of cleansing conditions on burst before trying to implement something else.
The new changes however make me happy because a lot of them were suggested in this forum, so the devs actually read them.
Adding 1 sec stability to “Stomp” is similar to a new F skill I suggested a while ago. (thanks for that, it’s awesome)
I’m still hoping that they put a form of “Stomp” on F2, and condition cleanse on F3 using adrenaline, not just for balance but fun.
I was wondering about the same thing myself. I tested it the first day in wvw (against a guard) and pvp (against a necro) and didn’t see any effect.
On a side note I’m disappointed that the cd is 60, it would have been nice to use the old berzerker stance with Cleansing ire ( I know that I was the only person using it ^^)
I used the whisper’s armor for a long time with different colors, I finally settled for these.
I only got the temple armor to transmute but after spending some time picking colors, it grew on me.
Warriors need to be tweaked (more defensive F skills is my wish) but Endure pain is fine.
ArenaNet is being careful because Warriors can become OP in pvp with one change.
With a shield/axe and the right build you can still deal some good bursts and keep standing. Warriors are not guardians, you’re gonna die eventually, you just need to take as many with you as possible and then use vengeance ^^
I have a problem with defy pain though. I wish that Arenanet would add an indicator (similar to the engineer trait Kit Refinement) just to know if it will activate the next time life is at 25%. Or maybe adding more effects so it becomes more noticable in pvp moments.
Right now in wvw/pvp, in moments of panic (zerg rush comes to mind) I use Shield stance/dodge/heal/Endure Pain/signet of stamina but I have no idea if defy has activated in the middle of my rotation, I still keep the trait for the “just in case it does and I’m too blind to see it” ^^
I don’t know if this has already been reported but it’s annoying.
On certain armor, it seems as if the pants belong to a Norn and not a female human.
I noticed it on the Heritage and now the devout armor.
I hope the pic is clear. In the game it’s completly obvious that the pants do not match the upper body, they’re two sizes bigger.
It’s not the end of the world but it has ruined two armor sets for me :P
Apart from the rallying bug, the ability is good in pve, but in pvp it’s very situational.
I suggest:
100% chance to rally if you kill someone while in vengeance + the vengeance ability charges X % faster + shouts “Im back and there’s hell to pay” ^^
-> X= 50 to 100, to be determined after testing
If it’s op for pve, seperate the trait. But in pvp with all the finishing moves around, it’s quite hard to pull off.
I see lots of good ideas in here. While reworking the traits could make the warriors viable, I want something more drastic and fun.
Swagg’s idea is nice but I don’t like the F4 and the adrenaline rush bar.
The warrior gets his abilities from his physical training as opposed to the guardian who gets them from his faith. I suggest adding defensive skills with an extra cost of endurance or life.
F2: Berzerker break
Stage 1: Stun break → Cost: 3 adrenaline bars
Stage 2: Stun break, Immovable for 1 sec (same as stability but not a boon) → Cost : 3 adrenaline bars + 1/2 endurance bar (1 roll worth)
Stage 3: Stun break, Immovable for 1 sec (same as stability but not a boon), launches foes (similar to the skill launch but without dealing dmg) → Cost : 3 adrenaline bars + 1 endurance bar (2 rolls)
This way a warrior would be able to control the melee area.
F3: Numb the pain
Stage 1: Become immune to conditions for 2s → Cost: 1 endurance bar (2 rolls) + 20% of current life + 1 adrenaline bar
Stage 2: Become immune to conditions for 3s → Cost : 1 endurance bar (2 rolls) + 20% of current life + 2 adrenaline bars
Stage 3: _Become immune to conditions for 4s → Cost : 1 endurance bar (2 rolls) + 20% of current life + 3 adrenaline bars
The ability doesn’t clean the conditions, it just temporarily disables their effect and stops the foes from adding new ones. But at the end of its duration, the effects of the old conditions and their durations are back.
Warriors are already fun but I want arenanet to mix it up a bit and make them more interesting and less one-dimentional.