Showing Posts For Flint Allbright.9236:
I’m aware of the los concept, but I see inconsistencies with certain skills (specifically ground targeted aoe). Also, sometimes my character will pivot at the waist to hit a target, but other times, my character won’t.
Just wanted to see if other people noticed the same.
I was just wondering if anyone else has encountered the same issue I have. If you have, it’d be fantastic if I could get an explanation of how it works/why it happens.
I find when I get immobilized, often any skill I’m casting will stop. It seems very sensitive to the targeted player’s location. That’s all well and good for targeted skills (you can’t hit things behind you), but it seems off for skills that are ground targeted. For example, necro scepter skill 2. In pve, I’ve cast it and run past the spot I dropped it. The skill still cast. However, I don’t see that happening in pvp. It seems like immobilized keeps you from turning at all.
Is this all intended? Has anyone else encountered this?
This is super helpful! My guild and myself have been starting to get into spvp, and we are more or less absolutely lost. This is a fantastic jumping off point and general advice. It’ll definitely get a link on my guild’s forums. I’ll keep an eye out for you in spvp!
Let me find a link somewhere…
Hmm. I actually can’t find it with a quick search. But I distinctly remember them talking about how they plan on converting achievements into laurels, because I remember the discussion where they basically said achievement tracks like Agent of Entropy won’t count towards laurels since they are repeatable.
Alrighty. I appreciate looking for me! Now that you mention the infinite ones like Agent of Entropy, it sounds familiar to me…I couldn’t tell you where I saw it. >.<
They may not have said anything about it, but 5 months to equip a SINGLE character with all the current Ascended gear is a little absurd.
I already have two infused rings from the Fractals and a Fractal backpiece… But this whole thing is absurd. Progress in later Fractals is gated by Agony Resist. To get Agony Resist, you need Ascended gear. (Which you have to now depend on dailies and/or your guild to help you get.)
So instead of the five months you claimed earlier, you only need 30+80 = 110 laurels to gear out your character, right? That’s the point of the multiple methods of earning the ascended gear. For those who can only play casually, log on, do your daily, log off. For the more hard core, grind fractals hardcore for your rings/back piece. Grind dungeons for money for your back piece. Either way, you can cut down the time considerably than the laurel route.
I would agree that another method for getting the amulets should be added though. I would also ask that the prices get rebalanced. 40 laurels and 50 ectos for an accessory seems a bit much when compared to a 30 laurel item that gives better stats (and you only need one of).
He was actually commenting on individual player progress over time. So that a new, skilled player won’t be at an inherent disadvantage in 1v1 against someone that’s been playing WvW for years.
The reasoning behind this is simple. It’s a BAD IDEA™ to discourage new players from buying your game. If someone looks at a game and says “There’s no way I could ever catch up.”, then they will dismiss the game and look for something else.
This is bad, in the long term, for Guild Wars 2 as a whole. No new players and the game stagnates; it becomes stale. (not to mention a huge loss of revenue for ArenaNet)
I’m not sure where you come to the conclusion that people would think they’ll never catch up. As long as there’s a level cap and a gear cap, people will always eventually catch up. As to whether or not that’s a reasonable amount of work to put into catching up, that’s a different story.
I think they’ve done a good job of making the playing field somewhat level when it comes to new players versus old ones. They tried to satisfy older players (I’ve played longer, I have ascended gear, I have a small advantage in stats) and newer players (I can jump right in with the old players without having to wait by getting leveled up) at the same time. It’s a reasonable compromise in my opinion. Sure, the system could use improvements, but for the most part, I’m pretty satisfied.
(edited by Flint Allbright.9236)
Sorry, but your first and second sentence already contradict each other.
So if more time is needed to get something, it doesn’t count as an alternate source? Also, the recent patch added all forms of available ascended stuff except for backpieces which is attainable via Mystic Forge and Fractals.
From the Reddit AMA, they acknowledged that the availability of Ascended gear was too limited.
Explain to me how the Laurels vendor is enhancing the availability.
You need 30 laurels for an Amulet. 35 for each ring. 40 (plus 50 ecto) for each Accessory.
Right there, that’s 30+70+80=180. You need to get 180 laurels to equip one character with all the current Ascended gear. And that’s not even counting infusions.
This wouldn’t be an issue, except that you can only get ONE laurel per day. (With the bonus of 10 per month.) This equates to around 5 MONTHS of continuous playtime to gear-up ONE character.
If you don’t see an issue with this “availability” then I don’t know what to say.
While you’re correct, they have already stated that your achievements will be converted into laurels. So honestly I won’t worry about it too much.
Might I ask where you heard the achievements would be converted into laurels? Sometimes I can’t keep straight which dev said what on which website. _
As you may (or may not) know, recently the staff “Final Rest” was found after a long time of being debated to even exist. Now that we have this mystery solved, what’s next?
Does anyone have a list of weapons we don’t know the location of?
First, the Reddit AMA: He acknowledged that Ascended gear needed to have multiple sources within the game… Which we’ve yet to see.
Laurels vendor is the only place to get Amulets. And the laurel cost is time-prohibitive to buy amulets, accessories, and rings from there.
Fractals only offer rings. (Unless you really want to count backpieces.)
They’re trying to make everyone do guild content to obtain Ascended accessories. Which, again, is time-prohibitive as you can only obtain so many tokens per week (which is also limited by your guild, which brings me to my next point…)
There are multiple places to get all ascended gear (except for the amulets which you’re correct about). You can get ascended rings from fractals or from laurels. You can get ascended accessories from guild missions or from laurels and ectos. Another way to get amulets would be nice (pristine fractal relics maybe…after getting your rings there isn’t a use for them).
EDIT:
Also, the recent patch added all forms of available ascended stuff except for backpieces which is attainable via Mystic Forge and Fractals.
I forgot that you can get ascended back pieces from the forge as well as fractals, so there’s that too.
As for time limited, I don’t think that’s anything they’ve discussed. Correct me if I’m wrong though, I haven’t read the AMA.
In the recent Q/A with Colin transcribed by GuildWarsGuru, he states that:
We don’t want to create a system where like, five years from now someone who’s leveled way down the tree is able to just kill everbody else.
This was in response to questions about WvW skills and bonuses.
So is the same not true of guilds?
It seems like the new Guild Mission system will inhibit growth of new guilds. Yeah, I understand that the focus is to have a “reason” for guilds… But, currently, a Guild has to research all of the Art of War upgrades to even start with the first mission type.
What happens a few months down the road when a group of players from another MMO look at Guild Wars 2? Will they be deterred by the fact that starting their own guild puts them at a disadvantage from all of the established guilds?
I think you’re missing what Colin’s point was. He basically wanted to say that in WvW a guild with the full art of war tree won’t automatically win against everyone who doesn’t have the art of war tree.
Outside of WvW (such as guild missions), guilds aren’t inherently competitive. You can add your own sense of competition (we were the first to do X thing, we’re the biggest, etc. etc.), but there isn’t a built in qualifier for that. Guilds pay the same price individual players do in order to progress: time. Those guilds (or players) who put in less time will have less progress. In your scenario where other people look at GW2 from another MMO, not only will they be behind in terms of a guild, but from their own personal characters. That’s just how it has to be.
Hope that helps!
Hit me up in game sometime if you’re NA and willing to listen and learn. I do dungeons a lot usually no skipping and even if you are 2 or 3 levels below the recommended I don’t care as long as you know your class and listen.
I know Khalen, and he told me about this topic. I’m perfectly willing to help as well. ^^
Not everyone in the community is a “l2p/get better/qq moar” parrot. Some of us are actually willing to help people out.
I will say that dungeons are much harder when you’re the actual level of the dungeon instead of 80. Being 80 certainly helps, but it’s definitely doable at the level of the dungeon, just at a much higher difficulty.
I just went all the way through it, this ends in a grand chest which isn’t named.
It’s a Grand Chest
Huh…thanks for the correction. I went through the “chest” page of the wiki to find named chests and they listed “Rhendak’s Chest” as a named chest.
http://wiki.guildwars2.com/wiki/Chest
Is it just named Rhendak’s Chest before you spawn him? Is the wiki just wrong entirely?
As for some other possible events, I was thinking about Plains of Ashford. Each starting zone has a big world boss style event, except for Plains of Ashford, right? Some people mentioned the Barradin’s Tomb meta event chain and the Ascalon City event chain too, but do those end in a big chest? I checked them yesterday, but I was unable to catch them active.
I’m interested in the unique chests from the starter zone bosses after hearing about Wisteria from the wurm in Caledon. If that chest has a unique exotic, why not the other starter zone bosses?
I also find the different event chains at night to be interesting. That’s a good thing to look into.
This is a relatively unknown/completed event from what I understand. It fits with the catacombs/“final resting place” theme:
http://wiki.guildwars2.com/wiki/Flame_Temple_Tombs
Just a thought. The chest is individually named apparently.
hahaha! I am allover the place- Female Human Mesmer Tailor/Jeweler
Exactly what I am! _
I love the dynamic event system in Guild Wars 2. It’s a very robust, interesting take on questing (or new direction even). It’s a great idea, but I believe it does have some flaws:
Scaling is limited – This may only be a personal observation, but I feel like the scaling on events stops at a certain point. I haven’t been able to count the monster spawns at certain events (Penitent Camp in Orr chain), but it feels like after players hit a critical mass, the event is simply nuked on spawn. There is no challenge or thought involved. Up until that point, things are fine.
Incentive to go elsewhere is very low – If I want to obtain karma, Orr is the place to do it. There is no point to going back to say Metrica Provence and doing events since the karma reward is much lower. The diminishing returns system attempts to curb this, but I feel it is inadaquate by itself.
Navigating to events can be frustrating – This may only be a personal issue, but I feel like there is a disconnect between the minimap and world map. I may be able to see on the rims of my minimap what direction an event is in, but in the world map, I see nothing. Sometimes this isn’t an issue and the event shows up on the world map, but it’s largely inconsistent.
So how do we fix these things? Here are a few suggestions:
1. Improve event scaling. Perhaps expand the (seeming) limit of scaling. It stands to reason that having not expected so many players (and having to stop sales) that the number of players expected in events was far exceeded. Perhaps scale other attributes of the enemies in events as well (more hp, more damage, different tactics, different spawns).
2. Add karma boosts similar to exp boosts. Guild Wars 2 is all about exploring the world. It aims to have players fan out and prevents “grind” by adding incentives to do so (both positive and negative). The diminishing returns system is an example of a negative mechanic to encourage players to go to different places. A positive example is the extra experience from monsters that haven’t been killed for longer periods of time. I believe by adding increased karma gains from events that haven’t been completed often/recently, it would encourage players to take part in a larger amount of events as opposed to the same event chain repeatedly.
3. Add karma scaling. In addition to number two, there is very little reason to complete events in lower level areas. The rewards are small, and the events are easy. In order to encourage higher leveled players to return to lower leveled areas, there are systems such as loot scaling. With loot scaling, you have a chance to obtain gear relevant to your level instead of the area you are visiting. This makes sense since even being downleveled, you have an advantage. I propose adding karma scaling to events in lower areas to give you karma relevant to your level. Like loot scaling, it wouldn’t be the same amount you’d get in a high leveled area (Orr), but it would be worth your time comparatively. Instead of “min-max,” the question becomes “do I do events in lower areas faster for less, or do I do harder events which take longer for more?”
4. Make it easier to track events on the world map (pressing M). The mini map is great. The world map seems inconsistent.
Add any suggestions you have or comments on these below!
Just a quick question about something that may or may not be known.
I know clones are affected by traits (sharper images comes to mind). What else affects them? Does my weapon affect them (sigils)? Do my boons transfer? Do all of my traits affect them as well or only ones which specifically mention clones?
Any help would be appreciated. I’m considering builds such as precision + sharper images + superior sigil of water to add some help to the party in dungeons. I’m not sure if it’d be worth it if only I can proc the sigil. In any event, knowing what does and doesn’t modify clones can be very helpful when considering builds.
Thanks!
Doesn’t daze interrupt casting and channeling abilities as well?
Just a quick question about the grandmaster domination trait “confounding suggestions.”
The effect is: 50% chance to cause a 1-second stun whenever you daze a target.
I can’t see much of a use for this in pve. As the daze lasts a second anyway (exempting upgrades/traits), is there a use for this trait I’m missing? Applying daze will keep an enemy from using skills for a whole second. Stunning them (on top of the daze) only stops their movement. I haven’t had many problems with enemies moving around in pve.
As far as I understand, daze is all you need. It triggers interrupts for other traits (if you have them), it does everything stun does minus the movement lockdown. In pve, this isn’t really a lot of use.
Is the stun applied at the same time as the daze? Am I missing something useful about this trait? Any insights would be greatly appreciated!