HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Gothantic.3024
in Guild Wars 2: Heart of Thorns
Posted by: Gothantic.3024
*Bump*
Your old players payed $60-$80 for GW2 just for a misfire wolf or to simply own the game, and they ALREADY OWN GW2. You can not be surprised that they don’t want to re-purchase GW2 along with dlc just to acquire the DLC. If you ever feel like you’d enjoy not hemorrhaging old players out of your game with moronic sales pitches, as well as snarky and frankly hair-brained statements from Arena net staff (Don’t worry, im not bieng rude, i follow up my dicey statements with definitive proof.)
John Smith.4610:
InfinitytheSoulWarden.5963:
if you look at the world through the cold cynical eyes of economics
You rang?
, Don’t let your less intelligible staff respond to messages from the people who pay your bills, and just put a 4th option up for HOT at a $10-$20 discount for not having to re-purchase the base game again, or if you insist we do, give us heart of thorns on our original account AND the new one we are purchasing. we’ll count it as free storage.
Frankly i feel that your old players who payed more for the game and got considerably less for it have already spend enough money just buying the game, as well as the time spend in the game More likely than not spending money in the gem store have already MORE than payed the full price of the HOT DLC and should receive it already without paying in the first place, But im a reasonable person and im simply asking for an alternative to buying the game again, We should be able to buy the dlc ALONE without spending what we payed the first time for GW2 Especially for content that is considerably smaller than GW2 base game in the first place. This considering if you read in this thread that a guy bought GW2 1 month prior to the DLC coming out for roughly $45 and your currently selling base game + DLC for $50 this gives your DLC an approximately $5 Retail value. Maybe thats why you have a thread of 147 pages of your old and loyal and probably even a fair amount of new players calling you out on the fact that this is a problem. GGWP
*Bump*
Hello all, This post is about displaying my opinion on the Element of Earth thus far as i’ve played it for a long while now, keep in mind this is only my perspective, and it is not subject to other people’s experiences with earth attunement, However despite this being that i actually do play it almost exclusively I strongly feel that these or similar changes should be made
First and foremost I DO understand that elementalist is meant to swap elements rather frequently hence why they are only allowed one weapon set at a time (And i’m perfectly fine with this, though i will say as of the last re-balancing patch I do not Believe having two would make elementalist any stronger than the other classes, but rather make them more reliable in a party as you wouldn’t have to wait between fights for them to change weapon sets or have them just forgo every other weapon set and stick to a single weapon throughout an entire dungeon, fractal, or anything else whether it’s working effectively or not.) i get that. However i also believe that certain builds make this concept rather hard or even just pointless in full as condition damage doesnt actually effect water or lightning directly. and also I believe that i should have the choice not to do so, as I did BUY this game to play as i like. Now that being said what i’ve noticed so far is that the one element, the one i personally prefer seems to currently be very weak by comparison to its counterparts. By that i mean earth. I’ll post my evidence/experience of this below to try and keep my inevitable wall of text from becoming one colossal chunk. (Rather many colossal chunks {Sorry})
1. When i see an elementalist in my party i almost never see them using earth unless it’s on Dagger/Dagger in which case they Very rarely jump into the earth element for the 4-key knockdown. or dont know/understand how it works and try to poke things to death with it’s 1-key religiously without any condition damage or a large amount of power, and thus fail to accomplish anything, but thats about it. (This is too bad, but currently i cant say this effects me.)
[My only suggestion here is to try and make earth element more appealing to use, What i put below may help with that. It might be a bit Biased and self centered, but i wouldn’t complain without merit, it IS currently the least viable element as even water has a secondary function besides damage (great heals) where the improvement of hardiness from earth at the moment with the removal or toughness and vitality from trait lines has all but vanished]
2. Earth shield is NEVER used, it is simply the single weakest elemental weapon at current and ele has nowhere near as much needed livability to use it. and DESPITE the fact that i do REALLY like that it is a shield it just isn’t viable as a weapon at this point in time.
[I Suggest it gets changed into a different weapon or changed to give whatever picks it up like 20-30% increased toughness or bonus vitality so that it could be used viably to walk up to something and attack it head on.]
3. This is the biggest part FOR ME PERSONALLY (aka. dont take this personally perhaps you disagree, but to me it seems to cripple elementalist gameplay, and i would love to see it changed.) the cast speed of the 2-key skill and the fact that the 5-key on staff no longer knocks down ruins the concept of running an earth elementalist with a staff almost entirely, Now it is currently Viable to play elementalist this way due to it’s 2-key bieng a splash hit but it requires near stationary mobs (mostly ranged) or for you to have agro and be able to kite mobs around inside it’s range in order for something to get hit by it, that or to strike from out of combat. And with the 5-key on staff no longer bieng a knockdown even with your 4 key its rather hard to hit something with your 2-key without bieng in the circle yourself. (Which is precarious in and of itself on an elementalist, My next two points down will elaborate further on this article.)
[I Suggest that the 2 key’s cast time is reduced or it’s bleed duration is increased OR both, and that a 1-2 second knock down is added once again to the 5-key. when attuned to earth (and lets be honest, if air element has a knock-back, how ridiculous is earth having a knockdown for 2 seconds opposed to an immobilize?]
4. Earth gives off the impression of improving an elementalist’s livability, example with Diamond skin, Diamond skin keeps you from being plagued with conditions, but the issue with this is that most conditions are applied off of a physical hit or from a trap that deals base damage to begin with (Ex. Spider queen in AC and it’s poisonous ground wells.) Thus making it rather difficult to stay above the 90% required life as regardless of your alignment elementalist still takes roughly the same amount of damage. thus making the Stone heart master trait far more appealing as you end up taking far less damage from this (unless your constantly swapping just between water and earth in which case it’s honestly easier to purge conditions in the first place with traits and skills)
[My suggestion is that Diamond skin be changed into a new trait all together or set to a lower % of required health like 50-60%]
5. Bleeds applied by both dagger and staff are negligible, neither of them have a reasonable bleed duration, they are both EASILY out-stacked by a warrior in the same gear/level due to staff 1 key applying weakness rather than bleed and for the fact that bleeds in general on both staff and dagger as mentioned before do not last long enough to get even 25 stacks (which warrior when played right can get well over 25 stacks solo) and this is accounting for using Geomancer’s Training trait for 33% reduced recharge on earth skills. And while you might be thinking “Oh but staff can bleed in Area of Effect!” Yes, this is true, but at the moment staff actually stacks bleeds far better than dagger which is mostly single target due to it’s 1-key bleeding (which i’ll add is the lowest duration bleed of all ele’s weapons aside from scepter {I’ll get to this later} at 14 seconds in full bleed gear, ) being demolished by how long it takes to cast, Which im actually okay with as you can use this attack while running away from mobs, but i’m not okay with BOTH of ele’s single target weapons Scepter and dagger being unable to even come close to stacking more bleeds on a target than staff which bleeds in AOE.
[I suggest that bleed duration be re-looked on earth element all together to be made more efficient so that earth element might actually get some use in-game aside from just me, And so that it’s more effective all around for people who do/would like to play Elementalist attuned to earth.]
6. Scepter
This isn’t one i particularly care about so i’ll keep it short, and in list form
a) Ridiculously low bleed duration for how long the 1-key chain is your lucky to stack a handful of bleeds on something
b) as probably my ONLY positive in this entire thread i LOVE that the 3 key is a dust devil, Earth magic is usually not displayed at all in video games, but when it is it’s usually a rigid stone-to-the-face formula or dropping rocks on peoples head, so when the premise of attacking people with sand comes into play i have to applaud, Only complaint is that i wish their was more of this.
c) half positive half negative, i like that the 2 key adds armor to your character and has a fairly lengthy duration, and that you can shoot it afterwards, however being the duration of the 1-key bleeds in total i feel that when launching them at a foe it should also apply bleeds on top of it’s damage.
7. Dagger cool-downs/cast time on its 5-key attack were countered by the fact that the 5-key used to hit absurdly hard however quite a few patches ago this was removed, now it hits just slightly harder than the stream from 2-key on dagger when attuned to fire, Which is fine aside from the fact that it still takes ages to channel while only applying 8 bleeds at the same terrible duration as it’s 1-key (roughly 14 seconds) and while i understand that being able to blast it off with lets say a 22 second bleed you’d be able to keep a constant 8+ stacks of bleed on a foe, that’s neither impressive nor game-breaking considering it’s still a relatively weak skill despite having a low cool-down with its current channeling time (probably at a guess the single lowest dps possible if relied upon for base damage)
[I suggest it’s base damage be raised, or it’s channeling time be lowered while the cool-down remains roughly the same, Orr (haha) have it’s damage and applied bleeds duration remain the same at 14 seconds and have it stack 25+ bleeds and lengthen it’s cool-down. Or Orr read my 3rd last paragraph and see if you agree with that, well worth a long channeling time to do alot of damage and look cool doing it i’d say. (And in pvp the 5-key skill on dagger is stupidly easy to escape without a well co-ordinated helper or 2 immobilizing for you, so it could NOT be called Overpowered as long as you know where your movement and dodge keys are.){Long Live the Tribune!}]
8. This is my Final complaint/issue/candidate for un-nerfing/buffing, Base damage.
Earth element has the 2nd lowest base damage behind water, which when I personally thing about it doesn’t make a whole lot of sense, Yes being set on fire would suck, as would being electrocuted. Those wouldn’t be fun times, but at the same time the concept of a fairly sizable rock being slammed into my face seems like something that would not only incapacitate me fairly quick but also likely kill me. The same way a large ridiculously sharp looking rock spike shooting into my lower extremities likely would. So while i can understand that earth as being a Defensive trait line and yada/yada (although that isn’t something that currently holds true as mentioned above.) should as such be weaker i still don’t see why it should do literally under 1/2 of what fire element deals.
[I Suggest that earth damage unless the bleed’s are made viable and Honestly EVEN with that, that it’s base damage should be raised, even a little bit. I believe Fire/earth/lightning should all do roughly the same damage and water shouldnt be AS nerfed for damage as it is now despite being able to heal it should be roughly 1/2 the damage of the other elements, As than it’d be viable to run single elements as much as people wanted without being yelled at by party members or being unable to preform this way effectively as it is now. Like in GW1 when running more than 2 (or if you ask me 1.) element wasn’t overly viable.]
-* My final drawn conclusion is that the 4th element available to the Elementalist class is currently in dire need of resuscitation into actually being an element rather than an unfortunate and generally costly .3 second miss-click.*
- My personal thoughts on the matter are that we’d ALL probably LOVE to see staff 5-key Turn into the AOE expanding radius knock-back spike wall of death attack used by the AI boss Tribune Burntclaw from COF instead of what we have now. https://youtu.be/t2vguv1pwn4?t=42s (I don’t know the rules on linking video’s here on the forums, but i hope it’s allowed and that if it isn’t that this one be an exception as it’s relevant to a point and a great visual of the subject at hand)
- I hope that this post helps bring some issues to light and help changes to occur to fix them, or if not that i at least inspire some people to use earth attunement a little more, even now it’s entirely viable with full bleed gear,(and though it’s not as strong as fire at the moment, it still deals a decent amount of damage over time.) which i assume with what i’ve heard about burning currently being overpowered people are already running with.
So until next time I leave you with what might possibly to be your next words to Trahearne when he starts his next monologue “Brave but stupid words for a twig surrounded by fire.”
Hello all, I’t was suggested to me that i post this on the forums by GM Jako after trying to make a private inquiry, as “our developers view it frequently” so i’ll be copying my original questionnaire here.
1. Is it possible that in the future we will have boots for heavy armor charr that plate the toe claws such as the Citadel of flame boots do for light armor charr characters (or that a current pair of heavy armor boots can be modified to do so?) Because at current the best coverage (Without warping the armor due to bieng full size) for a full size charr in heavy armor (FEMALE) is the paws of koda armor and they only cover the tops.
2. if at all possible could i receive some response as to why flesh juggernaut was changed to such extents from the GW1 equivalent (the original wasn’t really Gorey or anything, it looked quite a bit nicer, and more detailed). and whither or not its possible it will be re-done in the future to closer resemble it?
for sake of avoiding argument or in case anyone who may respond doesn’t recall the appearance of the old one i will link a humorous comparison between the two (Not accounting for size changes)
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/34093/SPT.jpg
3. Is it possible there will be some form of statistic or armor upgrade that will effect the size/strength of necromancer minions in the future? (or at least juggernaut as it was something i quite enjoyed in the first game at lvl 21 death magic)
Once again to clerify my arguement i will leave a pretty self explanatory picture of the differance of a 0 death magic and 21 death magic flesh golem below.
http://wiki.guildwars.com/images/a/af/Screenshot_golem_3_and_34.jpg
Hope to hear from the dev team personally as i’d like to know their thoughts on the matter, and whither they agree with me or not i’d also like to hear the thoughts of the gw2 community on these three things. (Just keep it civil in this topic, Nobody needs to see insults thrown around for you to get your points across)
~~Bump~~ I hate to bump an old thread but it beats making a new one for a short statement ~~Bump~~
Hey, I hate to be that guy but if you go to the heart of thorns page and click “Read more” than scroll down a few pages you will quickly find a picture of a norn warrior wielding a battleaxe. Again, i hate to be that guy but that blows away your Soldier premise as i seem to be the only poster with viable evidence behind my claim at the moment, Hope to see you all running around with greataxe shortly.
Hopefully next time someone comments on a feature to come they actually look around at the things A-net leaves behind
https://heartofthorns.guildwars2.com/en/#section-overview
Im putting up a link incase someone has trouble finding the page in question.
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