Legendary SoloQ
(edited by 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!
(edited by Fortus.6175)
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.
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.
(edited by JonPeters.5630)
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.
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.
(edited by JonPeters.5630)
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.
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.
The following changes were done to reduce the necessity of putting points into the Arcane trait line.
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.
(edited by JonPeters.5630)
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.
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.
(edited by JonPeters.5630)
So far 0 keys = 0 disappointment. Still holding out. I refuse to give in. Vote with your wallets!
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.
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)
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.
(edited by BlueSoda.6297)
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.
This is internet 101 stuff. I’m really surprised anet doesn’t do it.
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.
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!
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).
Too much clutter. Just make it something that shows when you hover over the bauble total.
“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)
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..
(edited by locoman.1974)
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.
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.
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
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.
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.
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.
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.
(edited by Sahfur.5612)
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).
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)
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.
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.
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.
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