Ascended crafting materials that make Grandmaster Marks. This is going to be a tough one. There are a lot of items here. I’ll consult with the PvP team and my fellow rewards folks.
At least include marks because you can get them as rewards from PvP leagues, and having them litter your bank/inventory would be super annoying. It would be different if they were strictly crafted to be immediately used, but that’s not the case.
I’d argue the opposite here.
The marks are used only for armour/weapons, and are more currency than material. I’d say they’re like blades or panels in crafting – made from the relevant materials to be used to obtain an armour piece. however, unlike blades or panels, they’re used to buy rather than craft, and they can be dropped by PvP chests.
however, they’re not crafting materials – you don’t craft with them.
The materials however, are different. Things like the empowered mithril ingot are a bit borderline, and I wouldn’t lose sleep if they’re not added.
The mini T7 mats should be though. Blended Leather Sheets, Squares of Vabbian Silk, Carbonized Metal Ingots, and Composite Wood Boards are all used in crafting, and are generic enough that I could easily see them being reused in the future. I’d definitely suggest putting those in, if nothing else. (plus, due to the time-gating on them and the number of marks needed, they’re almost never gonna be made as they’re needed.
(edited by Gray.9041)
Druid spirits are still 5 targets. Considering warrior banners are 10 targets now, is this an oversight that will be addressed very soon?
seconding this.
ranger spirits are pretty similar in function to banners, and are arguably more interactive, given their active components. is there any particular reason they’re not getting similar treatment?
just out of curiosity, what was the reasoning behind adding the line-of-sight requirement to Vault? I’d been using it for out-of-combat travel for a while now, but after the latest patch, I get the “no-line-of-sight” thing a lot. it kinda feels like the pathing errors on shortbow, which I was kinda hoping to avoid…
Before judging those upcoming SoI-changes, I will wait for how significant the dps-increase for mesmers will be. My hopes arent too high though.
if it’s enough of an increase to make up for the SoI changes, it’ll be high enough to get nerfed into the ground instantly.
you would have to make mesmer by far the best DPS class in game to balance that out, and that wouldn’t be healthy either.
Depending on your chosen profession and your role in combat, these changes may require some stat-swapping on your gear. We feel that giving a bit of a “heads-up” is appropriate.
given that the next balance patch is going to be forcing stat swapping in high-level play, could you not have done something about the price of Hardened Leather – which is both stupidly expensive, unfarmable, and required in horribly unbalance amounts for exotic insignia – which will be needed to stat swap gear.
Mossman on the other side should have his health increased again because in his current form he is just a joke, which is a pitty when you keep in mind that pre hot he used to be one of the hardest bosses in the game.
I’d disagree. mossman isn’t much challenge anymore, but upping his health isn’t the answer. health sponges aren’t fun. if you want to make mossman a challenge, do it with mechanics, not with numbers. mossman was difficult, but he wasn’t fun. there wasn’t much skill, or much to learn, it was just about damaging him and staying alive.
On land I would say Torch.
Zerk warrior and PU mesmer would like to have a word.
As well as Scepter/Torch Guardians in raids.
I agree with rifle being the most useless followed closely by the shortbow.
Killshot Warriors and … ALL Thieves would like to have a word (are condi rangers still a thing?).
nah, they’re right.
rifle is okay on killshot warrior. but it’s only okay, on one build, in one gamemode. that’s not a good place to be.
as for shortbow condi ranger shortbow is okay, but generally outclassed by axe/torch. throw in that many condi rangers are now combo condi druids, staff has mostly replaced shortbow there.
on thief, shortbow was never a good weapon. it was a good utility item. it was used for movement and blast finishers. with daredevil, thief now has a decent innate movement, and the blast finishers are rarely that necessary.
overall, the shortbow was never great. it was used on ranger because it was the only other (and only ranged) condition weapon they had. it was used on thief because they needed the mobility. it’s never been a good weapon in it’s own right, and it’s seen less use since the HoT elite specs rendered it less relevant still.
they used to be pretty cheap.
so Anet nerfed their drop rates, and massively increased there usage two or three times in quick succession (patches, guild halls, etc)
the problem is that we needed a slight nudge, and what we got was a hammer blow.
Revenue dipped significantly below what it was pre-HoT… that’s not good. Looks like HoT actually did drive away a large portion of players.
I doubt HoT drove people away, more likely the content drought post HoT caused that.
I dunno, most of the players I knew around the launch of HoT were pretty active in the lead up… and then just sort of stopped playing after. even players who hadn’t just come back for HoT.
heck, my guild of 200+ players went from pretty active to dead in the month or so after HoT launch – long before the content drought set in. it’s a story I’ve heard more than once. I don’t have hard stats, but there’s been enough happen to me and the people I know to convince me that it did.
I would like to request these following items as a standalone shoulder skin:
- Cape ^^!
Capes are up there with mounts and open world duelling as “never going to happen”
Quality over quantity. I’d rather have a couple armor sets instead of a dozen outfits. Also, that nine months time frame is ridiculous. Some part of the process is taking longer than it should.
Have you designed, implemented, and tested armor before? If not, how do you know?
simple maths.
if it takes 9 months for an armour sets, then guild wars 2 could not possibly have developed more than 12 or so armour sets since development began. there are blatantly more than 12 armour sets in game.
the statement itself is either false or far too vague. does it take 9 months total time? 9 months of doing 1 hour a day? how many people? how much of their time? is this with a dedicated armour team? is the modelling done by someone assigned to the armour team, or are modelers independent of teams?
either way, the flat 9 month figure is not and cannot be accurate, unless Anet’s figured out time travel.
thereason you are grinding for hours with no godkitten success is because the kitten ed cretures only spawn ONCE
who the hell was in charge of this event’s design and where the hell where the testers ?
I’m not saying it’s the worst possible combination with the current map instance system.
but it’s up there.
But think of the profits, i know for a fact WAY more people will buy armor skins, if they invest the time to make outfits into skins more people will buy said skins. Sure people buy outfits, but that number will increase if only they were skins.
it’s the same with a lot of things. I know I’d happily pay for a number of the BLTC skins, but I wouldn’t be caught dead paying for keys – especially since they’re locked behind RNG
I was wondering if these creatures are once-per-map, or if they can spawn multiple times.
if the former, I’m somewhat concerned about this event. given the current state of the multi-server system, it’s very difficult to change maps, and since there’s no way to tell if a map has killed the creature or not, you could be sitting on a map for hours, waiting for an event that won’t spawn.
Yeah, this gets said a lot, but it needs to be constantly repeated to ANet. Although, I don’t think they’ll ever stop with outfits.
I would have bought so many outfits if they were armors, but because I can’t just use their individual pieces, I haven’t.
I’ve bought two outfits, and honestly, I regret it. Meanwhile I still use my Kryta and Aetherblade and Viper armor pieces quite often.
At the very least, I’d like to be able to hide outfit gloves, shoulders and boots.
Or maybe, if the chest and leggings need to be kept together, allow us to swap head, glove, shoulders and boots between outfits and use armor pieces in those slots too.
agreed
It’s not our goal to make you feel like a chump for buying chests. After all, by buying chests, you’re supporting the creation of the content that everyone plays. So it’s nice for there to be account-bound things in the chests in addition to the other tradeable items.
if you want the chests to feel rewarding, then why are they purely RNG based, often dropping nothing but a few relatively valueless items.
and account-bound items aren’t really a good thing. if you want them, it means they’re harder to get. if you don’t want them, it means they’re all but useless to you (I recall a handful of mini snow owls proving this point quite effectively.)
if you want to make BLTC chests to feel rewarding, then make the drops better. if you don’t want people feeling like a chump when they buy one, then don’t make it so horribly uncertain.
it feels like your actions here are the opposite of your stated goals…
not had a huge amount of time to get through everything, but the short list so far:
- Gliding in Central Tyria: 10/10.
- Various QoL changes: 10/10.
- New Shatterer: 9/10. (great overall, breakbar seems pretty tricky.)
- New Guild Hall Decorations: 10/10 (love these, just wish there were more)
- Thief Changes: 4/10 (I mean, nice to have more damage, but the acrobatics “rework” was massively underwhelming and it’s becoming harder to tell what the endgame for thief is? the damage buff suggests damage focused, and then acro seems sustain based (but not enough to actually work) plus, putting all the damage on AA means we don’t have to worry about not doing damage when out of initiative, but also means that we don’t need to use initiative, since AA seems to be some of the best dps we have. the fact that the preparedness trait isn’t baseline still massively reduces the number of viable thief builds – for 90% of them, trickery and daredevil are more or less mandatory. that’s not healthy – and none of the changes seem to address the widely accepted issues that thief has. on top of this, the actual numbers leave damage daggers as the clear winner – and damage daggers didn’t need a buff. condition daggers could use more than one decent skill, but the direct damage setup worked. this also makes sword somehow less useful than it used to be, further reducing the overall versatility og the class)
The overall changes are pretty nice, sword could come back into the meta and we’ll have 3 viable sets, but I’m still skeptical about Acro, will have to see the rest of the changes and whether they reworked the entire traitline, including baseline traits.
(firstly, I’m assuming the three viable sets you speak of are Staff, Dagger/Dagger and Sword/Pistol, feel free to correct me)
these changes aren’t bad, but unless I’m mistaken, the 3 viable sets are all melee direct damage sets. a class with two mandatory traitlines and only one type of viable weapon set (direct damage melee) isn’t exactly a well designed class.
we need preparedness baseline.
we need a viable ranged set.
we need a decent condition set.
we need variety. and this patch doesn’t seem to be bringing anything to support that.
I wanted buffs to both and they said melee. I don’t think Anet would be weird enough to buff our strong sets (dag/staff) and ignore the weak (pistol/shortbow/sword). But I could be wrong.
I wouldn’t have thought they’d add a wholly unnecessary and unwanted nerf to the class mechanic of the weakest class in game, but they did, even if they undid it later.
I’m not saying that this will turn out badly, but there’s plenty of history that says it could
Since Daredevil is basically Acro+, it’d be interesting to replace Acro with something else. I thing some sort of lifesteal build would be interesting, as it would be a non-tanky defensive measure that still fits in with the general thief playstyle.
if history’s anything to go by, one of two things will happen:
- thief will get nerfed into the ground.
- thief will get buffed to have high damage. some people in PvP will lose to a more skilled thief, complain, and then thief will get nerfed into the ground.
I’m choosing to remain cautiously optimistic. At least they didn’t mention anything that needs to be “toned down” for us. Karl, I believe in you!
I’m hoping for a good showing too, but remember that requiring a target on steal was considered an improvement.
just because they say it’s going to be an improvement, doesn’t mean that it is.
remember, these are just goals, nothing concrete. wait for more specifics before deciding if it’s good or bad.
In any constructed setup, condi daredevil has massive amounts of burning access. Every dodge is a whirl finisher. Every deathblossom is also a whirl finisher. If your group is dropping fields, you’re actually outputting a massive amount of burning.
I get your meaning here, but that’s not burning access. that’s whirl finisher access. the burning comes from combo fields that other classes drop. in those cases, any class with a whirl or projectile finisher has access to burn.
plus, we’ve got daredevil, which requires the team to build/play around you so that you can provide burn through their fire fields, versus all the classes who just have burning, and probably have access to several finishers too.
plus, each and every class that has access to a fire field is also a better condition class than thief. so to make a condi thief good, you have to bring something that’s already better – it’s just not a good choice.
People tend to ignore it, but when you’re in a constructed setup like a raid, constant whirl finishers all proccing cleanses, heals, burns, confusion, etc. actually stack up quite well, and if you’re running venomshare on that build you’ve just given two other party members license to take a cc util off their bar and in stead put in more damage because of your 10s stun on a 40s cooldown.
again, it’s probably not bad, but I’m gonna go an say that there are classes out there with both finishers and any of the things thief doesn’t bring.
and while basalisk venom’s nice (and not necessarily present. it makes sense, but it’s possible to run the venomshare trait without taking basalisk venom – espescially since some raids might benefit more from certain racial skills) it’s not so great that it makes the build. other classes have better condition builds and also cc access too.
and lastly, though not leastly – whirl finishers are like dagger storm; nice in theory but the random nature makes them a pain (and a mistake) to rely on.
The trick is that people tend to look at it from a PuG perspective rather than a constructed group perspective.
even in a constructed group, there’s a lot of things to consider.
in PvP for example, thieves are rarely going to engage in fights – they’re best suited to utilizing their mobility. when they do fight, it’s usually in unfair fights (2v1, etc) which are situation and hard to plan in advance.
also, for a lot of people, the game is played as a pug, and not as an organised group. for these people, most other classes have straight-up better condition builds. that’s bad design, no matter how you look at it.
Basically, replacing one engi with a vs condi thief, if everyone around drops the appropriate CC from their bar and takes more DPS or boons in stead, results in very similar total group DPS.
so, what you’re saying is that if the whole group works around it, a condition thief is almost as good as a condition engineer?
or, stated another way:
condition engineer is slightly better than condition thief, and requires a lot less effort from everyone involved.
once again, not exactly selling it here.
There are plenty of effective condi-thieves in WvW. They lack the versatility of their power based brethren but any class with limited condi removal is fodder. These builds typically revolve around a ridiculous amount of stealth and evasion so they become near impossible to kill. Their downside typically is that certain classes/builds are completely unkillable and their +1 capacity is substantially reduced.
I mean, that’s great, but that’s WvW. for PvE and PvP, this means nothing.
without burning, thief simply doesn’t stack enough conditions to be that effective. we stack fewer bleeds and poisons combined than a ranger can stack bleeds, and even condition rangers favour burns over bleeds.
basically, we need a chunk more bleed/poison, or access to burning. the latter would be more effective, but it’d be nice to see a viable condi build without burning.
I want to see gw1’s deep wound make a come back with thieves,
“Here let me steal 10-15% of your health”
decent life-steal would be an interesting route to go down. give thieves a form of sustain that isn’t tanking but isn’t just avoiding damage either.
also, remember that it was only said that they’d address it. we have no guarantee that we’ll see the increase as stated – only that it’ll be “addressed”
it’s a small step in the right direction.
but if a documented minor change to a single skill takes 7+ months to implement, then what hope do we have of thief being balanced properly?
(edited by Gray.9041)
It’s called ’zerker build.
And the idea “to kill you before you kill me” only works against another ‘zerker build, however with the bunker build circling around, no room for ’zerker Thief since it is more than likely that _"they’ll kill you before you kill them"_.
Just picture yourself in a vehicle running 100mph to a 30ft thick concrete wall. 100mph vehicle maybe able to ruin any other vehicle, but againt a 30ft thick wall, you’ll look like a crushed aluminum can.
I think what OP is saying is that in order to balance the damage/survivability ratio, he’d prefer if our damage went up rather than our survivability.
I mean, Engi has jump shot on rifle, which is similar, but with more range, and without the need for an elite spec. (and has also been around for the past 3 years, with no complaints)
only thing we win at is shorter cooldown.
OP: You forgot the 50K Backstabs.
underground facility fractal ice elemental doesn’t count.
GUYS!
What if we turn THIS into a drinking game?
What do you say?
One bottle per patch.
if you’re willing to backlog, you’ll get an instant complete on the wintersday achievement.
When I play Daredevil thief I rarely meet people with reveal. Besides, Daredevil thief nowadays is a lot about evading and dodging and less about stealth, compared to pre-Hot expansion Thief.
maybe that’s because people are less likely to use reveals against daredevil?, like you said?
also, it’s not pre-HoT thief. it’s still thief. daredevil hasn’t replaced thief. or, at the very least it shouldn’t have, and hasn’t for anyone who hasn’t bought HoT
Quite honestly though, isn’t this normal guys? Why are we still bringing it up?
just because something’s normal doesn’t mean it’s acceptable. if we just accept the stat of thief it’ll never get better.
the counter to this would be defending points.
Here’s my main,
Grenth Hood
Sneakthief Shoulders
Sneakthief Coat
Inquest Bracers
Seeker Trousers
Swindler’s Boots
I used to run full sneakthief, but I swapped out the arms, (always been a fan of the inquest medium arms) trousers, (9/10 medium leggings look more or less the same) and boots when HoT launched. picked up the hood recently, as a homage to best god.
still working on finishing Bo, but that’ll probably be my main staff. (used to run caithe’s daggers before switching to direct damage.
my experience in PvP tends to be avoiding enemies and praying to grenth that they don’t defend/contest objectives, because I can’t fight that.
don’t forget we’re the only class without reliable access to knockback, and with scorpion wire being bugged, that makes us unable to move enemies at all (only stop them from moving)
I don’t have a problem with thieves being able to stealth, I person feel that once they attack a target they shouldn’t be able to go back into stealth due to being in combat, to me it seems like its an issue because all the other classes seem to be more even now, but keep in mind just because a class has reveal doesn’t mean they are smart enough to use it
unfortunately, once a thief’s out of stealth, they’ve only got a few seconds to live.
I wouldn’t be totally against your suggestion, but we’d need a sizable increase in our survivability and/or sustain to be able to pull it off. (considering you’re talking about a nerf to an already over-nerfed profession.)
I think the Sniper is a really neat elite spec idea. It makes the most sense – more sense than Daredevil did.
Personally, I would rather see a greatsword-wielding Blademaster elite spec, focused on having lots of shadowsteps, unblockability, combo attacks, and distortion, but I think the Sniper would be a finer addition to the class for the sake of diversity.
Unfortunately, the Sniper does face the problem that its damage output might be mediocre, as you are still virtually required to take shortbow, and the rifle’s damage will certainly not be as high as the dagger or staff – if it was, that would be poor balance for obvious reasons.
If the rifle had a new sb5 on it, however, it would definitely change things and hopefully allow the class to keep up with the power creep.
but then shortbow would be more or less useless, which isn’t a good thing.
it’d be nice if we could have nice things without rendering half our class obsolete, but I guess until we get some proper balance, that’s how it’s going to be.
much as we may have disagreed in the past, I’d agree that some decent range would be nice on thief. and now that there’s no reason to assume any other weapon to be more likely, I’d be interested to see all the ways this could be implemented.
Because then nobody would use channeled vigor.
I would actually. it’s a free 1.5 dodge return if you’re low on endurance, or a 7-8k heal if you’re not.
note for OP – thief also has no reliable knockback. only class without one.
No-one is arguing the need for a rework. it’s just that your rework is stupid and won’t work – Detha Tremblebones, on the state of thief.
I think this could be a great place to throw out a system like the magnatite shards from raids. a small number of tokens which give you a slow but guaranteed method of obtaining the loot you want.
I dunno. shards of tequatl or something.
I think it’s one of the really good things to come out of raids, and it’d be great to see it used in places like this.
I agree with OP on pretty much all counts here, save one.
I don’t think Anet need to stop with the Esports angle, but now is not the time.
- You just brought out an expansion, which is relatively low on content (for the price) and quite high on bugs. these bugs are slowly being fixed, but not nearly fast enough. throw in the questionable design leaning towards artificial difficulty (timegates anyone? and who doesn’t want to throw 800g into a bookcase?!), and you’ve got an expansion’s worth of fixing to do. and that’s just in PvE
- you can’t really hope to sell GW2’s PvP to anyone right now. PvP Balance is a mess – easily at the worst it’s been as far back as I can remember. PvP leagues are worse – I can’t even begin to describe how horribly that’s gone.
- your attempts to “fix” various gamemodes have invariably made them worse, and in ways that could easily have been prevented by talking to the community
- Fractal changes:
- the single-island format is good.
- the rewards are terrible. if this was a simple bug, the fix should and likely would have been out sooner.
- the instabilities are boring, do not promote new methods of play – as advertised, and are in no way tailored to the individual fractals. instead, we get blanket, 10-level instabilities that punish basic mechanics. 30% of fractals now punish dodging which is only worse when you realise that these changes shipped alongside an Elite specialisation built around dodging. seriously – who thought that was a good idea?
- Toughness scaling. I honestly don’t get how you missed this. I applaud the attempt to incentivise condition builds, and I think it worked really well with the husks in the silverwastes. but if you’re gonna increasingly add toughness to every enemy as the fractal scale increases, you’re gonna get a situation where direct damage isn’t viable. and that doesn’t fix the problem, it just switches it round…
- Fractal Variety. when all major loot comes from dailies, the most rewarding of which aren’t tied to any specific fractals, of course people are gonna just run the easiest ones. we now have less variety in fractal runs than we did before HoT launched, and that can’t be intentional.
- World vs World.
- I’m not even sure what to put here. I’m not the most involved WvW player, and I’ve seen a number of posts which explain the issues with WvW and the new borderlands far better than I could. but what I could tell was that there were a number of issues which would have become apparent had there been any real communication on the subject. the fact that these issues made it into the game is astounding really.
- Guilds: for a game with “guild” in the name, I’d think these were something of a priority. however, what we got with the expansion was:
- buggy missions – PvP missions being almost impossible to do due to overlaps with the mission timer and queue times. PvE missions being buggy, often not giving rewards (which is an issue for a number of other reasons)
- ~~Gold Sink~~ Guild Halls – incredibly expensive, likely prohibitively so for smaller guilds. this isn’t always bad – I don’t enjoy the upgrades, but I can tolerate them. the decorations, however, are a disgrace. a base cost of 1 crystalline ore on every basic decoration (now removed, granted), and exorbitant costs for the most miniscule of items. needing a gift of exploration for a globe barely the size of an asura. needing hundreds of gold for a clock that doesn’t tell the time. it’s horrendous. and due to the quantity (you only receive one of each item) and quality (a complete lack of utility – purely decorational), it’s almost impossible to convince guild members to contribute to these.
- Scribing – while I understand the idea of a shared crafting profession, scribe is another example of ludicrously expensive. I have no idea who chose the pricing on anything guild related, but it was not well chosen.
- Content – Cosmetics
- the expansion launched with 3 new armour sets, one of which was unobtainable until very recently. these armours have proven difficult to obtain, but this doesn’t make up for the fact that three sets is an incredibly low amount for the price of the expansion. add to this the large number of outfits seen in the gemstore since HoT launch, and it feels like you pulled resources from possible in-game content and reassigned them to the cash-shop instead, which is not a cool move.
- weapons. similar to above, only a handful of new weapon skins in game, the majority of which are quite difficult to obtain (and thanks to bugs or design flaws, some were downright impossible) add to this the 4 full weapon sets we’ve seen flowing through the gem store, and the feeling of potential expansion content being funneled through the cash shop grows.
I dunno, I may have missed stuff, but what I’m trying to say (TL;DR) is:
- Walk before you run. you can’t build a competetive scene on a hilariously broken PvP system. solid foundations are key.
- fix your expansion. Heart of Thorns has far, far too many bugs, and they’re not being dealt with as fast as they need to be. I don’t even mean fixed. in many cases, progression blocking bugs have been noted for days, even weeks by the community, and no attempt has been made to acknowledge this. Anet’s communication (as a company) needs a lot of work, but that’s a whole other discussion.
- Salt in the wounds. Don’t ship a full-price expansion with low content, and then release a bunch of paywalled content that could easily have been in the base expansion. don’t release your paywalled content in dumb packs that no-one wants. and don’t neglect the community to the point where they intentionally avoid using your cash-shop. it’s just not good.
- Just, pick a thing. do that thing. do it fully. don’t stop halfway, don’t ignore the players, and don’t abandon it. do this, and you will find your thing is good. don’t, and you’ll find your thing is not good
I want HoT, and GW2 in general to be a good thing, but as my sylvari are fond of saying – “I can’t do this alone”
so come on guys. make the thing a good thing. because if you do. if you stop giving up halfway through, if you admit when you make mistakes, and if you work with the players, you might just find that the good thing can be very, very good indeed.
We all run into players we just can’t beat, they will just be better than us for what ever reason, be it they know there class better than we know ours, or they just are a better player. As soon as you realise this, the happier you will be.
ever run into classes you can’t beat?
I have. all of them.
unless, of course, I play anything but thief.
the class I’ve got at least 90% of my playtime on, and I can barely do anything in PvP. jump on another class, and it’s business as usual (sometimes easier, if it’s one of a certain few classes)
there are some serious issues with balance right now. we’ve got 2 classes barely playable, 3 or 4 dominating PvP entirely, and the rest in a reasonably comfortable middle position.