Showing Posts Upvoted By Eternis.1746:

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Fortus.6175

Fortus.6175

Lots of good changes, glad about the warrior ones, as for eles lets see how it goes,

I would say arcane is the one that needs the most focusing, traits that is, specially Blasting staff, glad is was moved down, it definitely opens up more options. Definitely will be looking forward to this.

What I lvoed the most was the clarity and reasoning of each changes, thank you for that!

[GoM] Gate of Madness Server Elementalist|Guardian
Legendary SoloQ

(edited by Fortus.6175)

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

Thief:
One of the issues we are working on for thieves this patch is the dependence on the traits which boost initiative. We did this by shaving a significant amount of initiative gain from these traits while simultaneously boosting the generic rate of initiative gain by 33%. We have also somewhat reduced the effectiveness of high evasion thieves by reducing vigor up time and adding some cast time to the Shadow Return skill on the sword. This prevents these thieves from evading too much and too easily dealing with being disabled (stun, daze, fear, knockdown, etc.). Also we are trying to improve the survivability of thieves in the Acrobatics line through easier access to the Hard to Catch trait and increased effectiveness of the Assassin’s Reward trait. This will reward thieves who are actively engaged in the fight rather than those who are just dodging over and over again. The change to Infusion of Shadow is meant to stop players from gaining initiative by applying stealth while already in stealth. This should keep thieves from being able to recharge all of their power while idling in a very long stealth. We felt that using a lot of different abilities to maintain stealth is ok, but re-using the same ability over and over for almost permanent stealth was just bad for the game, especially when gaining large amounts of initiative.

  • Increased the base rate of initiative gain from .75/second to 1/second.
  • Shadow Return on Sword. Renamed to Infiltrator’s return. Added a 1/4s cast time.
  • Pistol Whip. Reduced the after cast on the first half of this skill by .25 seconds.
  • Deadly Arts VI – Sundering Strikes. Increased the trigger chance from 50%. Remove ICD. Decrease Vulnerability duration to 6s.
  • Critical Strikes VI – Practiced Tolerance. Increased conversion from 5% to 7%.
  • Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.
  • Critical Strikes VIII – Signet Use. Reduced initiative gain from 2 to 1.
  • Critical Strike X – Critical Haste. Increase trigger chance to 25%.
  • Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.
  • Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 5s from 8s.
  • Acrobatics IV – Assassin’s Retreat. Increased swiftness duration to 20s.
  • Acrobatics IX – Quick Recovery. Reduced initiative gain from 2 to 1.
  • Acrobatics X – Assassins Reward. Increased healing scaling by 35%. Moved to Grandmaster Tier.
  • Acrobatics XI – Hard to catch. Moved to Master Tier.
  • Trickery 5 – Kleptomaniac. Reduce initiative gain from 3 to 2.
  • Trickery IV – Flanking Strikes. Move to Master tier.
  • Trickery VII – Bountiful Theft. Reduced vigor duration to from 15s to 10s.
  • Trickery VIII – Trickster. Move to Adept tier.

Warrior:
The overall goal here is to reduce the damage for the very high control warriors. This means reducing some dependency on going 30 points into discipline for Burst Mastery, making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the hammer’s burst skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area of effect control, but we’re trying to prevent them from easily doing both. We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it. Combustive Shot on longbow also saw some rework. It will scale better with adrenaline levels, and still provide strong burning per adrenaline level, but the raw damage was toned down slightly.

  • Strength 5 – Reckless Dodge. Increased Damage by 25%
  • Strength III – Great Fortitude. Increased conversion rate from 5% to 7%.
  • Arms IV – Unsuspecting Foe. Moved to Master Tier.
  • Arms VII – Crack Shot. Moved to Adept Tier.
  • Arms XII – Last Chance. Increased the threshold form 25% to 50%. Reduced the cooldown from 45 seconds to 40seconds.
  • Defense 25 – Armored Attack. Increased conversion rate from 5% to 10%.
  • Defense XII – Spiked Armor. Reduced the recharge from 15s to 10s.
  • Tactics 5 – Determined Revival. Now correctly displays the amount of toughness.
  • Tactics 25 – Reviver’s Might. Now applies 3 stacks of Might instead of 1.
  • Discipline II – Thrill of the Kill. Increased Adrenaline gain from 1 to 10.
  • Discipline XI – Burst Mastery. Reduced damage increase from 10% to 7%. Removed erroneous adrenaline gain fact.
  • Earthshaker. Reduced damage by 20%.
  • Staggering Blow. Reduced damage by 23%.
  • Skull Crack. Increased the cast time from 1/4s to 1/2s. Updated the animation and effects of this skill to be more clear.
  • Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3. Overall physical damage has been reduced by 15%.

(edited by JonPeters.5630)

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.

  • Mark of Blood. Removed 1 bleed in PvP only.
  • Spite 15 – Death into Life. Increased conversion from 5% to 7%
  • Spite X – Chill of Death. Increased trigger threshold from 25% to 50%.
  • Curses IV – Weakening Shroud. Increase recharge from 15 to 25.
  • Curses VIII – Banshee’s Wail. Increase cooldown reduction from 15% to 20%.
  • Death 5 – Reanimator. Decreased cooldown from 30s to 15s.
  • Death VIII – Reaper’s Protection. Decreased the cooldown from 90s to 60s.
  • Death 25 – Deadly Strength. Increased conversion from 5% to 10%.
  • Blood Magic 25 – Blood to Power. Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.
  • Soul Reaping II. Vital Persistence. Increased reduction of life force drain from 25% to 50%.

Ranger:
For the ranger, we’ve adjusted the placement of some traits so that rangers should have more build combinations. For example, by swapping Nature’s Vengeance and Spirits Unbound so that rangers can have spirits follow you in tier 2, players can now opt out of the higher damage output from spirits and still have options elsewhere. We also brought up some Marksmanship and a Skirmishing trait to make power specs more appealing. We feel like rangers also currently have too much endurance regeneration through traits. Due to this, we’ve made adjustments to Wilderness Survival traits, and we’ve also brought down the passive of Sun Spirit and the active effect for Storm Spirit.

  • Long Range Shot. Increased the damage at 500 range by 20%.
  • Long Range Shot. Increased the damage at 500-1000 range by 15%.
  • Marksmanship V – Predator’s Instinct. Increased the threshold from 25% to 50%. Increased the Cripple Duration from 2s to 10s. Increased the cooldown from 15s to 30s.
  • Marksmanship VI – Beastmaster’s Bond. Decreased the cooldown from 90s to 60s.
  • Skirmishing XII – Moment of Clarity. Stun Duration increased from 50% to 100%.
  • Wilderness 5 Natural Vigor. Reduced the increased endurance regeneration from 50% to 25%.
  • Wilderness VIII – Oakheart Salve. Decreased the recharge of this trait from 20s->15s
  • Wilderness XII – Bark Skin Increased the damage reduction from 30% to 50%.
  • Nature Magic I – Circle of Life. Cleared up the text of this trait to clearly identify that it happens when downed, not defeated.
  • Nature Magic V – Strength of Spirit. Increased conversion from 5% to 7%
  • Nature Magic IX – Two Handed Training. Added the following functionality to this trait. Greatsword and Spear attacks have a chance to grant Fury on hit. 50% chance. 3s Fury. 10s cooldown.
  • Nature Magic X – Enlargement. This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allow it to interact with the Signet of the Beastmaster and Signet Mastery traits.
  • Nature Magic VII – Nature’s Vengeance. Moved to Grandmaster Tier.
  • Nature Magic XI – Spirits Unbound. Moved to Master Tier.
  • Beastmastery VI – Mighty Swap. The might from this trait is now applied to you and your pet.
  • Sun Spirit. Reduced the passive burning from 3s to 2s.
  • Storm Spirit. Reduced the damage from the Call Lightning skill by 33%.

(edited by JonPeters.5630)

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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General
These are the proposed balance changes for the Dec. 10th build. These changes are not final and are subject to change. We are posting them early so the community can discuss them with us. We wanted to be more transparent with the community about these changes to help expose problems that riskier changes might create.

Our goal for many of the classes was to increase build diversity while still maintaining class roles and identities. Some of the things we increased were abilities/skills that people don’t run very often. Our goal was to increase these abilities to make them viable alternate builds.

How to give good feedback and what to expect.

  • Be constructive. If you think a change may cause issues, say why and give examples. Try not to argue with others – make your point and then accept that other people may have different points of view.
  • Be concise. Our time is limited and we can’t read walls of text because it will prevent us from having the time to read as many posts as possible. Bullet points or numbered lists are very easy for us to read!
  • Be specific. “I expect this change to accomplish A, but I think it will actually accomplish B”. The more specific you are, the better we are able to understand where you’re coming from, what type of content you play, and it helps us to understand the context for your feedback.
  • Be objective. Keep in mind that just because you may not like something, that doesn’t make it bad. Others may have differing opinions. They may play a different type of content, or they may play a different profession, so be objective and keep in mind – we have to balance the game for EVERYONE, not just you.
  • Be respectful. This goes for your fellow community members as well as for devs. Respect the ideas and opinions of others.
  • Be mindful of scope. These are the changes we are trying to get in for the Dec. 10th balance patch. That doesn’t leave us with time to rework entire classes, or redesign entire weapon sets with this update. Keep scope/work/time/resources in mind when you make your suggestions.
  • Be mindful of context. Power creep is something we’re trying to avoid. Sometimes a profession may not receive as many increases as other classes. A lot of times, this is because that class is already performing very well in the current state of the game. So keep the overall context/state of the game in mind when giving feedback.

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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Elementalist:
This patch’s goal for the elementalist was to increase the power of the Earth, Air and Fire lines, while taking away some of the need to go into Arcane. This was done by bringing up the base cooldown of attunements so that elementalists aren’t forced to go as deep into Arcane in order to get the old attunement cooldown %’s. In doing so, we decided put some of the most powerful Adept tier traits in Water magic and Arcane to the Master tier to avoid power creep that would have occurred by letting players gain powerful effects in Master and Grandmaster tier of Fire, Air, and Earth and still get the extremely powerful traits in Water and Arcane by only splashing in 10 points.

  • Fire II – Burning Fire – Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.
  • Fire VIII – Conjurer – Moved to Adept tier.
  • Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.
  • Burning Rage 25 – Increased damage dealt to burning foes: 5% to 10%.
  • Air V – Soothing Winds. Increased conversion from 5% to 7%.
  • Air XI – Tempest Defense. Decreased the cooldown from 60s to 25s.
  • Earth 5 – Stone Flesh – Increased toughness while attuned to Earth Magic to 1.5/level (120 at level 80).
  • Earth VII – Strength of Stone. Gain condition damage based on your Toughness. 10%.
  • Earth XI – Diamond Skin. Conditions cannot be applied to you when your health is above the threshold. 90%.
  • Water I – Aquamancer’s Alacrity. Moved to Master tier.
  • Water V – Cleansing Wave. Moved to Master tier.
  • Water VIII – Arcane Abatement. Moved to Adept tier.
  • Water X – Soothing Wave. Moved to Adept tier. redesign: Gain Regeneration(3s) on incoming critical hits. 10s recharge.
  • Soothing Disruption move to master tier.
  • Cantrip Mastery move to adept tier.
  • Arcane III – Arcane Retribution. Moved to Master tier. Decreased cooldown 90s to kitten .
  • Arcane IV – Final Shielding. Decreased cooldown from 90s to 75s.
  • Arcane V – Elemental Attunement. Moved to Master tier.
  • Arcane VI – Arcane Resurrection. Moved to Master tier.
  • Arcane VII – Vigorous Scepter. Moved to Adept tier.
  • Arcane VIII – Blasting Staff. Moved to Adept tier.
  • Arcane IX – Windborne Dagger. Moved to Adept tier. This trait will now function outside of combat.

The following changes were done to reduce the necessity of putting points into the Arcane trait line.

  • The base cooldown of the attunement that you just left is now reduced from 16 seconds to 13 seconds. Attunement cooldown rate now increases by 1% per point in Arcane down from 2%. The end result is that now Attunements go from 13s to 10s instead of the old range of 16s to 10s.
  • Base global attunement cooldown is now 1.625 seconds. Global attunement cooldown rate now decreases by 1% per point in Arcane down from 2%. The end result is that now global attunement cooldown goes from 1.625 to 1.25 instead of the old range of 2.0 to 1.25.

Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.

  • Explosives V – Incendiary Powder. Moved to Master tier.
  • Explosives VI – Exploit Weakness. Increased the health threshold. 25% to 50%
  • Explosives IX – Accelerant packed turrets. Moved to Adept tier.
  • Firearms XI – Modified Ammunition. Now works regardless of equipped weapon.
  • Inventions V – Energized Armor. Increased conversion: 5% to 7%.
  • Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. Decreased interval from 10s to 3s.
  • Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
  • Power Shoes. Will now function outside of combat.
  • Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
  • Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
  • Tools VI – Speedy Kits. Increased Swiftness duration to 10s. 10s recharge.
  • Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25s to 15s.
  • Blunderbuss. Updated the ranges on this skill so that it is at 100% effectivness with anyone in melee range. Increased range 200 units when using the trait.

(edited by JonPeters.5630)

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: JonPeters.5630

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Game Design Lead

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Guardian:
Tanky and supportive guardians are in a strong position in many gametypes. We do feel that damage guardians are not as powerful as they could be. While we don’t want guardians to be as strong offensively as some of the other classes (given their powerful defensive abilities) we opened up more offensive guardian builds.

  • Zeal V – Shattered Aegis. Damage instead of Burning.
  • Zeal VII – Zealous Blade. This trait now scales with Healing power (2%.)
  • Zeal XII – Kindled Zeal. Increased conversion from 10% to 13%.
  • Radiance V – Searing Flames. Reduced cooldown from 20s to 10s.
  • Radiance X – Powerful blades. Increased damage from 5% to 10%.
  • Valor V – Retributive Armor. Increased conversion rate from 5% to 7%.
  • Honor VI – Pure of Heart. Increased scaling with Healing power from 25% to 40%.
  • Virtues VIII – Supreme Justice. Number of attacks going from 4 to 3.
  • Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.

Mesmer:
The bulk of the mesmer changes are focused on two things. 1) Bringing up some of the mesmer support traits and condition removal traits. 2) Reduce dependency on certain trait lines. The changes to Mender’s Purity and Shattered conditions as well as the move of Dazzling Glamours are meant to accomplish the first of these two. The changes to Shattered Strength and Illusionist’s celerity are what we feel accomplish the second one. Before this change mesmers needed to place 25 points into Illusions for many of their builds. Now they can place only 15 points in there to get the Illusion cooldown which will give them back 10 more trait points to open up some new builds. Finally, we felt that the Mantra traits were fairly difficult to collect. Moving Mantra mastery to adept tier takes some trait pressure off of the Dueling line, allowing mantra mesmers to gain a good trait with only 10 points.

  • Domination XII – Confounding Suggestions. Changed to also increase daze duration by 25%.
  • Dueling VI – Protected Mantras. Moved to Master Tier. Increase Toughness from 400 to 600.
  • Dueling VII – Mantra Mastery. Moved to Adept Tier.
  • Chaos 25 – Chaotic Transference. Increased conversion from 5% to 10%.
  • Chaos I – Chaotic Revival. Reduced cooldown from 35s to 10s.
  • Chaos VII – Mirror of Anguish. Reduced cooldown from 90s to 60s.
  • Inspiration IV – Mender’s Purity. Now removes 2 conditions.
  • Inspiration XI – Shattered Conditions. Increased radius from 240 to 600.
  • Illusions VI – Illusionary Invigoration. Recharge reduced from 90s to 60s. Moved to Master Tier.
  • Illusions VIII – Dazzling Galmours. Moved to Adept Tier.
  • Illusions 15 – Shattered Strength – Moved to Grandmaster tier.
  • Illusions 25 – Illusionist’s Celerity – Moved to Master tier.

(edited by JonPeters.5630)

Fused weapon drop rate data

in Black Lion Trading Co

Posted by: OmniPotentes.4817

OmniPotentes.4817

So far 0 keys = 0 disappointment. Still holding out. I refuse to give in. Vote with your wallets!

What do I do if I get banned for no reason?

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Bad language. Really bad language. It’s this simple — you need to be more respectful of other players, which I am sure you will be in the future.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Highly dissapointed about fusion skin chance

in Flame and Frost

Posted by: Astral Projections.7320

Astral Projections.7320

Welcome to the been there got burned club. Although I never spent nearly as much as you and it was back on the halloween chests when I learned never to buy black lion keys ever again.

We need that as an in game title track the buyers of multiple keys can wear.

Been There Got Singed- bought 100 keys and no ticket
Been There Got Burned-bought 200 keys and no ticket
I’m Toast-300 keys and guess what, no ticket.
Toast Walking Amongst White Bread- 400 keys

(edited by Astral Projections.7320)

Fused weapon tickets and BL Chest drop tables

in Flame and Frost

Posted by: BlueSoda.6297

BlueSoda.6297

Better question is why didnt they also add the tickets in as a reward for completion of the 2 instanced events aswell? kinda pointless adding new skins only to gate them behind stupid chests with no doubt stupid drop rates.

I agree. If they want us to spend more money for the weapon skins that’s fine, but don’t tease me. Just name the price in gems and don’t insult me by dangling a carrot in front of my face.

Charr Lawful-Neutral

(edited by BlueSoda.6297)

PLEASE post upcoming news (Skins!) in forums

in Suggestions

Posted by: Mimir.4690

Mimir.4690

I agree. I’ve seen complaints before that ANet should post announcements on official websites (the forum and their main website), not secondary websites. I don’t use twitter/reddit/GW2Guru. I should be able to get my news on the forums and the main website.

PLEASE post upcoming news (Skins!) in forums

in Suggestions

Posted by: danbuter.2314

danbuter.2314

This is internet 101 stuff. I’m really surprised anet doesn’t do it.

Thief haters, take this wisdom from a dev :)

in Thief

Posted by: Robert Hrouda.1327

Robert Hrouda.1327

Content Designer

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So why is this not ok but thief burst is?

Because there is play in thief burst. There is play there, and that spike isn’t a single attack that’s 150% your max HP in damage. Thieves need to execute a series of skills in a row, in which at any time the victim has the potential to mitigate or have some sort of play to save themselves or stop the thief. You just don’t see that with the 100nades stuff, or its a window so narrow that we as devs weren’t happy with the play from both sides of the equation as attacker/defender.

Why isn't SAB 'Nintendo Hard'

in Super Adventure Box

Posted by: Mzr.7589

Mzr.7589

Nintendo wasn’t hard, you were significantly younger.

/thread

I used to play Super Probotector with a friend and we were able to beat it on hardmode. For old times sake we played it again a couple of weeks ago and we got destroyed so hard, its was just ridiculous. If anything, being young is an advantage because you learn so insanely fast.

SAB is perfect as it is. Just keep em coming ArenaNet!

Really happy with ArenaNet team and work

in Super Adventure Box

Posted by: Electro.4173

Electro.4173

As much as I’ve enjoyed SAB and commented on it, I don’t think I’ve actually given my (well deserved) thanks. So I’ll just go ahead and give them here, since we’ve had the whole team layed out. Speaking of which, that post giving the roles of everyone working on the project was amazing.

Thanks to everyone who worked on SAB. Its a fantastic experience and a wonderful departure from the standard GW2 formula. The graphics, the sounds, the level design, the skins… all are fantastic. Its by far my favorite content addition for GW2 to date, and thats saying quite a bit since it has to compete with stuff like awesome holiday jumping puzzles. I look forward to it returning with even more to do, and hope that once it gets finished it stays for good (because seriously, something with this much effort and creativity put into it doesn’t deserve to just disappear into the void).

"Easy" fix to indicate bauble wallet size?

in Super Adventure Box

Posted by: Ayrilana.1396

Ayrilana.1396

Too much clutter. Just make it something that shows when you hover over the bauble total.

Why isn't SAB 'Nintendo Hard'

in Super Adventure Box

Posted by: Crazylegsmurphy.6430

Crazylegsmurphy.6430

“Nintendo hard” means nothing.

For me, I was never able to pass Mega Man 1, Battletoads, Ninja Gaiden, and a bunch of others. However, my friend, while awesome at those games, found games like Zelda, and Dragon Warrior to be impossible.

SAB has, in my opinion found a near perfect balance between being difficult, and bing annoying. As I’ve mentioned above, aside from one or two places that push the game engine to its limit, making unnecessary difficulty, SAB has been one of the most pleasurable experiences in GW2.

The reason is that the players can choose how difficult to make the game. You can play through on infantile mode, or normal mode. You can choose to get all the baubles, or run straight for end bosses.

My concerns are the same as Pixelpumpkin above though when it comes to difficulty. In a video interview, Josh mentioned how because not everyone likes jumping puzzles, he added the “infantile Mode”. What Josh failed to mention are those players who love jumping puzzles, yet struggle with them on the best of days.

I hope the SAB continues to allow players off all levels to participate and not become another, “Clock Tower”.

Anyway, long story short….SAB is awesome!

(edited by Crazylegsmurphy.6430)

Why isn't SAB 'Nintendo Hard'

in Super Adventure Box

Posted by: locoman.1974

locoman.1974

I could only imagine the amount of whining on the forums if it really was nintendo hard..

I can only imagine it… no continue coins… no accumulating baubles, all gone when you die… having to start every time from world 1, no world selecting at the beggining… no checkpoints, you die, you have to start from the beggining of the level again..

It’s a pile of Elonian protection magic, mixed with a little monk training,
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.

(edited by locoman.1974)

Why isn't SAB 'Nintendo Hard'

in Super Adventure Box

Posted by: Farzo.8410

Farzo.8410

There are only 2 worlds out, with a total of 4 zones. The difficulty will rise with the coming levels, and there will be a hard mode you can activate too. These updates will not come this month, or the month after, but somwhere in the near future.

the last straw

in Thief

Posted by: Hermes.7014

Hermes.7014

This smells so much like poor design.
A particular class should never be left out from any activity, let alone endgame.
I constantly see topics about thieves being “overpowered”, and then nobody wants them in fractals because they’re “too weak”? Bah.

Whether something is either wrong or right, someone will always complain about it.

From "perceived" to proved...

in Guild Wars 2 Discussion

Posted by: Lucky.3298

Lucky.3298

thanks, Colin=)
hope healer work can be count as DPS for loot qualification, as I noticed more I help people to get up, less drop I have from any event. SAD

From "perceived" to proved...

in Guild Wars 2 Discussion

Posted by: Unspecified.9142

Unspecified.9142

That’s a nice little recounting of what happened but you left out a few points:

- Anet acknowledged the possibility of a problem.
- Anet felt the existing thread was insufficient and wanted more data. This doesn’t mean they ignored the thread they closed, more is well… more not the the same stuff they have.
- They created a stickied thread with an Anet post to start it to make it more apparent, official, and hopefully get noticed easier.
- After declaring it an “X-files level conspiracy” they kept working on it. Seriously, think about that for a moment. The problem they found didn’t jump up and slap them in the face after they gave up. No, they kept looking in to the problem.
- Once they found a problem (may or may not be ’the problem) they were big enough people to admit it publicly. Again, think about this. They created another sticky post to say “Hey, we were wrong. There is a problem. Sorry about that.”

Just the fact they made a post to say “We were wrong” is more than you ever get from most companies. Heck it is more than you get from most people.

Sorry but if you’re going to talk about what happened you have to give credit were it’s due and Anet IS due some credit here. Sure they aren’t perfect but the way you tell it it’s like they covered their ears screaming “LALALALALA” until the code jumped out and slapped them forcing them to fix it. Which is obviously impossible and it’s disrespectful to the hard working people at Anet to ignore the time they put in to checking and double checking loot tables and lines of code to hunt down what amounts to a bug.

Giant Gift:The holder of the Legendary Bell

in Wintersday

Posted by: Vanthian.9267

Vanthian.9267

Whiners like you are why we can’t have nice things…

It is people like you who are blind to what things are really about and I pity you. This thread is not whining about getting the bell. It is a discussion on why the game is turning more towards RNG instead of the skill based play for achievements they said it was going to be before launch. If you had taken the time to read (I know, you are to important for such a thing) the entire thread or even 1/3 of it, you might have understood this.

Giant Gift:The holder of the Legendary Bell

in Wintersday

Posted by: Vanthian.9267

Vanthian.9267

This is totally off topic. But I was just wondering why you use signet heal? I have a similar warrior build and I use Healing Rush because it heals more. I’d just like to know if I’m missing something and if I should switch.

Heal signet gives you a passive regeneration heal every so often, like the guardian virtue only not as good. You can mix that with the tier 2 minor trait that gives you regeneration based on adrenaline level to get a not so great heal every 10 seconds or so (as in a couple hundred health max). It is not good, and I don’t suggest it. I only took it because I was playing around.

I usually run with Mending + Solider runes with “For Great Justice”, “Shake it off”, and “Balanced Stance”. My traits for that is 0/20/20/10/20. Get Rending Strikes (5) and Forceful Great sword (10) in Arms line. Get Turtles Defense (2) and Merciless Hammer (10) in defense line. Get Leg Specialist (1) in Tactics line. Last but not least, get Inspiring Shouts (4) and Mobile Strikes (10) in Discipline line. The weapons I use are a Great sword and Hammer. Works well for me in dungeons and FotM. I do, however, keep a sword + shield as a offhand. When I need to switch I can flop out the defense line Merciless Hammer for Shield Master. Pretty decent build for me. Good damage and critical strike chance. Depending on your armor you can have similar stats to me… 24k health, 3.3k armor, 32% critical chance unbuffed, 2.9k attack unbuffed. With this build you can easily stack might to 17 (I have gotten and kept 22+ before but those are rare moments). Hope that answers your question.

Back on topic: To those who still assume the thread is about me not getting the bell, you are wrong. This thread was made to address the drop rate of the bell and why it is on RNG to being with. Given it has a mini game built around it, I have trouble as to seeing why this was not a reward for said mini game.

Giant Gift:The holder of the Legendary Bell

in Wintersday

Posted by: Sahfur.5612

Sahfur.5612

I opened up tons of gifts, nothing.

I went ahead and bought it with a combo of gems and farmed gold. I -literally- hate myself for it but I don’t want to miss out on stuff as a protest of their business practices anymore like I did with the scythe and greatsaw. I wanted to give the scythe to my partner.

But yeah.. it should have been obtainable in some other manner.

They’d make 20 times as much money if they simply made these into micro transactions. People who get them at these prices are rarer than the bell.

Micro-transactions = profit. Lots of it. Enough to outweigh any meaning of rarity or people who get them at the inflated prices. Why do you think steam is how it is?

Certain things just have no quantifiable purpose in being rare. People might troll but there are plenty other ways to make noise that are far more annoying if they want to do that.

Plants, As far as I know are still, still bending toward
the light! And if we dance, until the heart explodes,
It’ll make this place ignite!

(edited by Sahfur.5612)

Giant Gift:The holder of the Legendary Bell

in Wintersday

Posted by: Vanthian.9267

Vanthian.9267

I haven’t read through the entire thread, just the OP, but is the OP really quitting and calling GW2 RNG based because of an item that (I assume) gives no one any kind of advantage?

It is not due to the item, it is due to the ever increasing amount of RNG in the game. The game launched with some RNG for rare items, but with each monthly event they have introduced more rare items on even worse RNG. It feels like they are probing the community to see how far they can push the RNG until we break.

Example: Halloween mini’s could be bought as a bundle of 3 together then forged into a rarer one. There was no RNG for this, but for the rare everlasting weapon skins there was a horrible RNG (until some of the recipes were found which I think was a bow, and one other skin).

Fast forward to wintersday: They have some okay skins for sale for some ugly socks/hats/sweater, but the good skins are available in the gem store. Awesome, although… the minis are now on a horrible RNG like the weapons skins were for Halloween. One might think this is not so bad, they just swapped weapons with mini’s…. until you realize to get all of the holiday minis in this instant you need to open boxes until you get 3 different holiday mini’s + 4 extra just to get the rarer one from the forge. They increased the RNG required to attain what most mini collectors want. I can’t help but feel for any mini collector out there this holiday season.

I am not talking about the frames you get from Tixx, those I approve of and understand. They did a great job with centaur, doll, solider, griffon, and golem mini’s and the way they are handled. I understand why we can only craft 2. They need a push for us to buy the other 3 (I am fine with that).

Giant Gift:The holder of the Legendary Bell

in Wintersday

Posted by: Vanthian.9267

Vanthian.9267

I’m sorry, OP, and please don’t take this wrong. You make a valid point about the RNG and possibly never getting a good roll, even after spending so much. But I look at the picture you posted and I just see a kid on Christmas morning, decked out in great jammies, staring incredulously at a mountain of ripped boxes and wrapping paper, wondering why he didn’t get the pony he was asking for. Again, I apologize, I’m not trying to trivialize your valid complaint, but I guess, growing up poor, my mindset is that sometimes you just don’t get what you want, regardless of how much effort you put into it.

No offense taken my friend. As it turns out I am not actually all that rich (in game or out), but I was always taught hard work pays off (in real life anyway). Now, when they started to market Guild Wars 2 I was a little worried about how the game would turn out. After 6+ years of Guild Wars 1 I saw the potential of Guild Wars 2, but I also saw that the game would be nothing like Guild Wars 1.

Then the interviews and quotes started to roll out. Claiming skill based progression and rewards because you did something successful and right not because you happen to get lucky on the 100th try. My personal favorite quote was the one about dungeons, “Every time you run a dungeon, you are going to get something you can use.”

Now that quote sounds amazing and I blame myself for actually thinking I was going to get something I could really use every run. The truth is, I wear exotics and I get blues and greens 95% of the time in dungeons. They are not usable unless I want to downgrade. I will give them that they didn’t say it would be better; just usable.

The post is more so about the amount of RNG in this game than me not getting the bell. The bell just services as a good example of what they said there wouldn’t a lot of. Most of the rare items in game are RNG dependent to get, but as I have stated there are some rare things that are RNG independent.

(edited by Vanthian.9267)

Giant Gift:The holder of the Legendary Bell

in Wintersday

Posted by: Judas.5432

Judas.5432

The amount of gifts required to get that unbreakable bell must be ungodly. On a statistical bell curve I should have had 2 by now if they have a 0.01% chance to drop.

If it has a 0.01% chance to drop, simple (and statistically wrong) math would put you at 10k boxes to get the item you want. And that’s if the laws of the universe made it fact that rolling a 100-sided die 100 times would roll every number exactly once.

I made the mistake of trying for the Endless Griffon Tonic and ended up kitten at the game. Gambling is pointless in this game if you don’t like to lose. “The house always wins” is a mantra ANet has adopted and applies to every RNG aspect of this game. You would do well to remember that before thinking too drastically.

Judas – Kaineng
[CO] Cryptic Omen

Giant Gift:The holder of the Legendary Bell

in Wintersday

Posted by: Katai.6240

Katai.6240

I really wish ANet would implement Gaussian distribution for their RNG. Basically, try to normalize the chance a bit so that the numbers aren’t extremely high or low on the ends of the chart.

The more you fail, the more likely you are rewarded next time. The more you are rewarded, the less you are likely to be rewarded again.

At least this way, every box you open is satisfying because you are actively making it more likely that you’ll get something better next time.

Giant Gift:The holder of the Legendary Bell

in Wintersday

Posted by: Taikanaru.5746

Taikanaru.5746

This isn’t about some weapon skin, it’s about playing a fun mini-game. By keeping them rare they are locking out content from a lot of players once Wintersday ends.