Please, could you make an alternate way to list our characters, such as a tiled list on the left of the character model (with the details moved at the bottom)? Ofcourse you could switch between “gallery” mode or other view modes.
The new map’s OK, although I have a feeling it will just become another Southsun Cove once people have gotten what they needed. It’s like taking a vacation; a nice place to explore, then you leave. I don’t know the profitability of this map though, if it will become the next Silverwastes, but I heard people are farming their unbound magic here, so maybe they’ll stay longer.
Yeah, I like it as well. There’s still some advantage to capping as much as you can (eg. stalling the progress of enemies), and servers that are behind don’t have to worry about capping so many to try to catch up, only to lose those caps later to the standby night crew of enemy server. You only have to get a set amount of captures and keep those caps. This has the potential to “de-zerg” WvW as well, but we will see if people have the will to do it, or they’ll remain lazy and do the same old thing. Maybe if one server could exploit this, to take advantage of people’s reluctance to change, they could steam roll the match and make people think otherwise.
Majority of the players in Guild Wars 2 are blissfully unaware of trading scripts and third party programs that automate this. Another thing is majority of the players in Guild Wars 2 don’t have the capacity to imagine the consequences of trading scripts and third party programs that automate this. Heck, I’m starting to wonder if arenanet devs have the capacity to imagine the consequences of trading scripts and third party programs that automate this. Or maybe they are allowing trading scripts and third party programs that automate this to inflate the economy to force players to buy gold since earning gold through in game tasks/activities is linear in growth, but the prices keep growing exponentially.
One of the things I requested before Heart of Thorns release was a system where players could choose to side with Mordremoth and fight other players. While not exactly as how I imagined it or wanted it to be, this mechanic in AB somehow serves that purpose, so I’d say, THIS IS WORKING AS INTENDED.
When using HQ teleport items (eg. Captain’s Airship pass, Noble’s Folly pass, etc), can we please have the option to go back to the map where we initially used the item? Is it too much to ask, is it game breaking? Maybe you can atleast put us at a safe waypoint in the map.
Please add this option to add more value to the item so people will get enticed to buy these HQ teleport items.
BTW, nice touch on the airship HQ, you can jump off from the airship and safely land on map below.
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Could you please, PLEASE, bring back season one? I’ve missed some of the season one events even though I’ve played Guild Wars 2 since launch. I took a break from the game in late 2012 to 2013, thinking the new updates were permanent. Whenever I read about the new updates in my email, I felt happy, I thought this was the way you make an MMORPG. I mean, new updates and content every few months, for FREE, holy kitten. That’s like free mission DLCs in Mass Effect or Dragon Age. Then I returned in late 2013, and to my disappointment, I’ve learned I’ve missed some of the season one events. And now I miss some of the season one events I did participate. I miss Marionette event, I miss Escape from LA and Battle for LA events. I know they were originally designed to be trashed, discarded, waste the resources put into them after a certain period of time has elapsed after their release. But maybe think outside the box so to speak. Maybe you can recycle them? What a waste of work mang, think about it. It’s like a psycho kitten punishing her lover because he left her because he has to go to work that day.
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I am also against account unlocks for sigils/runes. I am aware of the in-game market for runes/sigils, I like the in-game economy to thrive (although I think we have a kittenton of “billionaires” manipulating the market and keeping commodities overpriced, but nvm). My suggestion doesn’t destroy the market, it fosters it. It makes people want to buy different kinds of runes and sigils, heck they might even try trash runes/sigils. So you craft runes and sigils… but can you change to a different rune/sigil without the use of an extractor or destroying the rune/sigil? Runes/Sigils become a permanent addition, it has become a static mechanic where you have to decide which runes/sigils to apply, or else lose a lot of money. I mean really now, how much to you think arenanet will earn with the sale of rune slot extractors compared to rune slot extenders? THE TARGET MARKET OF EXTRACTORS ARE THE RICH WHO HAVE THE MONEY TO WASTE GEMS TO EXTRACT 6 RUNES. The target market of rune slot extenders is UNIVERSAL. Everyone would want to have multiple options of runes/sigils in their weapons/armors (not all ofcourse). Maybe you could just craft Runes of Strength, yeah bring it down to 1G per rune, so changing runes won’t be a trivial thing…. but ain’t that destroying the market? You just want to lower the price of runes, although I’m not against it entirely. >:D
Maybe arenanet could spawn “reapers” from time to time (once afk timer triggers). This “reaper” is an invincible monster that has weak attacks at first, but gradually becomes stronger over time, so you have to move away from that spot, else you die. XD Maybe Grenth is not dead after all, one of his generals is doing rounds in Tyria. XD
No, what I meant was you can only choose one rune/sigil that’s active at a time (two in the case of two handed weapons), but now you will have several choices of runes/sigils to activate. You when you have that ascended weapon/armor set, orthat legendary weapon/armor set, you’re not stuck with the runes you have, since some runes are expensive to replace. You still have 2 sigils per weapon set, 6 runes per armor set.
Sometimes it can get a bit annoying when you have to rush to change your build, knowing that anytime, some random missile might hit you and you are locked in a kitten build you were trying to complete. There might be some balance issues with it, let’s discuss it, but please don’t dismiss this idea altogether. For instance, in WvW, maybe add a cooldown for when you can change builds again. In PvP and PvE, there might not be a cooldown at all, or maybe in dungeons there’s a slight cooldown.
I’d like to make a suggestion regarding rune and sigil slots. Can we please have a gem store item where we could add more rune/sigil slots in a weapon or a piece of armor, so that we can choose which of the runes/sigils to use depending on the situation. For example, I have an ascended Rabid’s armor set, sometimes I go for a full Rabid’s stats, but sometimes, I want to add more attack power so I use other trinkets (ie. for dungeons, general PvE). Because of this, I wish I could change runes and sigils to adjust for different types of gameplay, whether it be for PvE or WvW. Is it possible code-wise?
I usually do this on mapchat guys, you get faster reactions there.
CC is a counter to zerging. No wonder WvW is getting stale, there’s only one kittening tactic, it’s centered around blob vs. blob. REMOVE EVERYTHING THAT COUNTER BLOBS ARENANET! FUN!!!
Didn’t expect anet would have the guts to do something radical. Good job arenanet!
I know it would mean players will have to really earn that $50,000 by learning all the class skills and traits, but what if we introduce trait picks and bans that would shake up the composition of teams. I’m not sure how to implement this, maybe only two bans, and it’s only on the opposing team not a global ban. Ofcourse the other team could choose to ban your ban choices as well. For example, Chronomancy and Tempest traits will be banned by team 1, and team 2 will ban Tempest and Herald traits.
I’m not having fun with the league system as well. It feels punishing and unforgiving. In just one day, you could lose a whole week’s effort, do you know how devastating that feels like? Do you, arenanet? It felt like I just wasted a lot of my time and effort, and now it feels like this whole “league” is just a waste of time as well. For many reasons, not just the pip/point system. HoT’s story disappointed me, WvW is the reason why I bought this game but it’s dead, and PvP is the only thing keeping me in this game. I won’t waste my time again.
I had great memories with Guild Wars 2. I think it’s time to move on.
Yeah, emerald and the first three tiers of sapphire left a bad taste in my mouth about this season’s league. I can understand people being new, but which players are newbies who just graduated from amber, and which are mmr tanking and just pretending to participate, that’s the troubling and infuriating thing.
In Guild Wars 1, we could interrupt Monks with rangers and mesmers, and even an axe warrior, to kill them. Maybe emphasize interrupts more in Guild Wars 2? Reduce stacks of stability, and make resistance negate damage from conditions only and not include fear, taunt and movement speed cc? I think what we are seeing now is people not being used to this kind of team coordination intensive battles. In GW1, monks were really hard to kill by yourselves, and we employed several tactics to kill them. What we are seeing now is the resurgence of a team composed 2 or 3 “monk/ritualist” members plus other members.
How do we attract PvE players to PvP? I did Claw of Jormag boss kill today and I noticed there were only a handful of people with PvP division markers beside their names. It felt kinda disappointing that out of the hundred plus people trying to kill Claw of Jormag, only a few bothered to atleast try amber league. It’s bad to be elitist in our little PvP club, we need attract more people in PvP, like it or not, to help it grow. For instance, the more popular it gets, the more resources are diverted to PvP by Arenanet. Resources that could produce more maps, more frequent balance updates, more additional skills and traits, etc. Maybe people are intimidated with PvP. That was what I first felt about PvP in Guild Wars 1, that PvP is only for the hardcore players of GW1. It was only when another guild member escorted me to the Battle Isles that I discovered Random Arenas, and from there, other PvP modes of GW1. While they did improve accessibility and introduction of PvP in GW2, I think people are still unwilling to click that PvP button and try out PvP for themselves. I think we just need to give them a taste of battle to change their opinions about PvP. Maybe include a side story, maybe even a story for each PvP map and include bots as allies and enemies. This would serve as a training tool for players as well as to build up their confidence in battle. Arenanet did this already in GW1, with Zaishen Elite as bot training enemies. Heck in Counter Strike, I used to play against bots when I was new to the game. Even League of Legends and DotA 2 had bot enemies for practice. It’s starting to feel like you guys forgot alot of things from GW1 to include back in GW2?
Don’t talk smack to a person just because he is using a certain class or build (and I kinda get it that you guys are being half sarcrastic). I’ve met darres several times in battle before, both as team mate and enemy, and I could say that he is pretty competent with using thief class. Darres is the top two player on the leaderboard, so he has lots of experience with solo queue.
@Death Aggro, yeah I observe HoH matches as well. I’m kinda envious actually I never experienced Hall of Heroes to the fullest. My guild back then doesn’t do PvP that much as I do.
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For reference, in Guild Wars 1, you had to win twenty five times consecutively in Random Arenas before giving your random team a chance to fight in Team Arenas. Twenty five consecutive wins, to qualify your pug for Team Arenas. Think about it. They were aware of the great advantage of premade teams, they won’t allow you to fight in Team Arenas until you have proven your worth. And guess what, around half of the time my random team made it to 25 wins, we lose to premade teams. Sometimes we win a round, if we get lucky we win two rounds in Team Arenas.
THERE’S A REASON WHY SYNCING IN RANDOM ARENAS IN GUILD WARS 1 IS A BANNABLE OFFENSE.
How about give warriors additional adrenaline skills to add some more utility? It will function like guardian’s virtues, but no passive and uses bars of adrenaline to activate. I’m thinking defensive adrenaline skills, or even support skill.
It’s hard to follow video replays of ESL, even when Helseth is analysing what is happening in a fight. The video is at the mercy of the “camera man” or whoever is randomly clicking the maps. Sometimes when there is a good fight, the camera focuses in a couple of seconds before moving to another fight. Maybe focus on critical fights instead. No need to view every fight on the map. It’s just moving around too much. I know we want to view the whole fight, maybe try another camera angle, similar to DotA 2 and League of Legends, that is an overhead map camera view. If not, maybe enlarge the minimap so we can all see where the players are currently on the map.
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Before we say nerf again, let’s think of a way to counter a bunker build mes first. Ofcourse it will take forever or even impossible with certain builds. How could you kill a bunker mes in atleast 2v1 with the minimum amount of time?
I hate it when arenanet does nerfs. I like that in GW2, you can build classes around certain roles; bunker, sustain, glass, etc. Around October, I tried building a bunker mesmer, inspired by this realization, that GW2 is designed so that no class is cemented to certain role types. I got wrecked hard with my bunker mesmer experiments. I didn’t have enough experience with mesmers and bunker principles. I was even insulted (and I got salty at one point). And now, here we are, bunker mesmers are now a thing. Not so silly idea after all huh?
Arenanet, when you nerf something, don’t destroy it completely, like what you did with turret engis. If you would nerf bunker mesmers, nerf it, but still make it a viable build. That’s all I’m asking. You removed the “RPG trinity” because you embedded the trinity in all the classes. Focus on improving this instead.
The bad thing about this is that those who will check for “botting” reports will only check for match manipulation, and not speedhacking. I don’t even know if they are doing anything to speedhackers, much less match manipulators. But there seems to be less speedhackers in PvP now than before, but some are still doing it (maybe taking advantage of the flood of botting reports?). I report it as “botting” per usual, but like I said, those in charge will probably think that this is just a match manipulation report and not an actual hacking report.
Because we might find out something bad in the design.
I’m guilty of raging in the middle of a fight, which might have cost us some wins. Before this season started, I knew this would happen, I knew I will go raging again like last season lol. ^^;;;; So I planned to take 10 minute meditations everyday before the season starts, so I can control this anger of mine. Nope, did not happen, too lazy to follow schedule. I don’t know if it would even work though lol. But I’ll try my very best not to rage anymore. It will only be my demise, and my team’s.
I think the bulk of their profits come from the gem store, not just the game sales themselves. Their job now is to retain existing and new players. I think one of the goals of the HoT expansion is to entice veterans players back into the game. My suggestion is to tease players with Living Story season 3. They need to keep players curious, players might think, “oh I killed Mordy now, I’m going back to Fallout 4 and other games”.
I play Starcraft 2 3v3 and 4v4 team games, and although stressful, and infuriating and frustrating whenever I take a lose, it doesn’t feel as punishing as this. Starcraft 2 uses both point system and division system. Instead of pips, we have points, or rather, more points per division than what we have. Also there is a daily bonus. THERE’S A kittenING REASON WHY THERE’S A DAILY BONUS. I don’t think I should spell everything to you guys why, but just in case.. -.-
- Incentivizes daily plays (this is how you trick players into coming back for more, not some BS "oh you gotta lose this time, oh you gotta win this time, better play more games in the future if you wanna advance >:D ").
- Bonus points can cancel off negative points for a lose, so it’s no so punishing.
- Diminishing returns on several repeated plays, so farming for points is dissuaded, but not prohibited.
- Even if you don’t play for a week, you can still catch up with the daily bonus points accumulated. So farming is dissuaded further.
I thought you guys were from Battle.net/Blizzard. Maybe contact some old friends you know from Battle.net and bribe them for tips (lol).
Don’t tell me your solution is “just report it as botting guyzzzz!!!”. And waiting until this blows over is not a solution. So when can we expect the changes? Sorry if I offend you for asking if you are doing anything besides telling us to send love letters to you noted as “botting”, but I just want to make sure this is fixed ASAP.
Wow that ending was really bad, ANet (Rant)
in Guild Wars 2: Heart of Thorns
Posted by: HaxTester.9816
Mordremoth is one big mesmer, and we used Mordremoth’s own power against it through Trahearne (although I’m still bitter of what the writers did to Trahearne). I’m one of those who suggested/requested a one on one fight with an elder dragon, more specifically, I suggested that after a big army or aerial fight against Mordremoth, we would jump down into the heart of Mordremoth, and finish off it’s remaining essence in a one on one fight. We would then fight a humanoid version of Mordremoth with its last remaining strength. I liked the finished product actually, also the music playing on the background while fighting Mordy was epic. I wish we could fight Mordy like how we fought the Doppelganger in GW1, where Mordy’s abilities are based on the player character’s class, but we did get something like that, sort of, in the form of choosing which NPCs to bring.
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I’d rather have them increase the pips, and then give bonus pips to those who do good. So if you continuously lose, you only get 1 pip, but after winning several games, you will lose this debuff and start getting bonus pips. It doesn’t necessarily mean you have to have consecutive wins. Also maybe reward those who win consecutively with bonus pips? That will give people incentive to do their best.
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Leagues is serious business bro. It makes our e-pins bigger the more pips we get. There maybe kings and plebs, but there’s also plebs with diamond pins and plebs with only amber pins.
Yes, please, we really needed this fixed. Thank you for the rapid response as well. I think PvP leagues invigorated interest in the game.
No I’m against that. People will just be matched randomly and there’s already unranked for that. MMR is not just to match you against other people, it’s also to find team mates for you if you are playing solo or even as partial teams. The principle of MMR is fairness, a fair fight, and anything that breaks it is the one that should be removed. There are criminals who use loopholes in the law to do crime, should law be removed? No, it should be fixed. Should it also be ignored, should we just ignore criminals who abuse loopholes in the law? Are you an idiot, sir, if you say yes?
How’s the beta test going? /s
Why didn’t you make a public beta test of the league system so that we could discover if there is something bad in the design and you could fix them before making it live? Now we have to endure (MORE LIKE SUFFER) days of match fixing and MMR manipulation unless you make a retroactive fix on the emerald and sapphire divisions. Are you saying there’s nothing we can do about it now, now that you have released it already?
Do you even play your own game? Do you even know how hard it is for an average player to play solo queue? Do you even value your customer’s time and effort?
EDIT: Ok I may have been an kitten for ranting like this. I read the recent stream notes on reddit, thanks for the rapid response on this small “fire”.
https://www.reddit.com/r/Guildwars2/comments/3vgopv/20151204_stream_notes/
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The moment you realize you are going to lose a league division point (pic related).
I don’t know anymore if a player or group of players are really bad, or deliberately sabotaging games and just making token effort so they won’t be called out.
Stirring up the “meta” is good for me, although I remember in GW1, they changed so many things with dervishes, some of my favorite builds were gone. Oh sweet game memories. ^^
It’s a fun game, too bad there’s no way to spectate like in GW1. Would you believe I used to watch GW1 GvG while eating lunch or dinner?
This should be reportable as exploiting the system or purposefully ruining the experience of others, although the problem is how would you know if somebody is deliberately sabotaging a game.
I saw this thread, (https://forum-en.gw2archive.eu/forum/game/pvp/HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA/first#post5818338), and there’s something odd about it. I made a thread about it, and I’ll just repost my question again here. It seems Helseth and I have the same hunch, that premades are being “boosted” by having one or two members at very low MMR so they won’t face higher MMR teams or full premades like them.
How do you calculate the odds of winning between a random team (or with a duo queue) against a full premade (or with a double duo or duo-trio queue)? If you are averaging, then two low MMR team mates will pull the overall MMR of the team, making the full premade team face against a random team of lower MMR (thus they have some advantage). So two players will make f2p accounts and boost the other three, and then the three will do the same for the other two.
How do you calculate the odds of winning between a random team (or with a duo queue) against a full premade (or with a double duo or duo-trio queue)? If you are averaging, then two low MMR team mates will pull the overall MMR of the team, making the full premade team face against a random team of lower MMR (thus they have some advantage). So two players will make f2p accounts and boost the other three, and then the three will do the same for the other two.
The thing with “cheese builds” is that they become predictable eventually. Take some time to study these builds and make a counter to them. The reason why cheese builds succeed is because they counter the meta builds people copy paste. So if you frequently see DH or rev in battle, then become a DH killer or rev killer.
Had problems with them as zerker rev. When I used an engineer with rabid’s + sinister’s, I could condi spread and stack them from afar (or even up close with flamethrower), and then use stealth from elixir S tool kit to let the condi damage do the work. Or just use stealth and rocket boots to ignore them. I think you need some toughness stat if you are having trouble with them like me. Smokescales are another problem mob. One smokescale ambush would already wreck my zerker rev, but my rabid+sinister engi was able to withstand the attacks of two smokescales. I was surprised to find out how fast they die to condis.
Data is what will answer that question, and opinion polls of forum members is not the data we need. Arenanet could record several things in the game, for example, they could use a counter and register several things each time a team wins:
- classes used by winning team
- counter for each trait used by winning team increments by one
- runes and sigils counter
- amulet counter
That could give arenanet clue to problem traits of classes, or even combinations of traits, runes/sigil and/or amulet.
In Starcraft 2, they collect data about the win rate of races and the build orders. In League of Legends, they collect data of the win percentage, items bought, and the power spike of characters (when do they usually go strong in a battle).
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[POLL] Which is your LEAST fav map in HoT?
in Guild Wars 2: Heart of Thorns
Posted by: HaxTester.9816
Not much excitement in TD I guess. Maybe they are saving it for Living Story season 3?
Download GPU-z, then look at two things in the program. The first one is on the first tab. Look for the ‘Bus Interface’ and then click the ‘?’ button. Run the render test to stress your GPU, then look back at the ‘Bus Interface’ information. What does it say? Does it say “@ x16 3.0” or something else?
Next thing to look for is on the second tab. Run the stress test again then this time look at ‘PerfCap Reason’. If nothing GPU intensive is running, it would say “Util”, otherwise it would report something else.
They’re like the ghosts of Ascalon, only they are capable of taking a physical form, (although Duke Barradin was able to possess a statue, I don’t know if that counts as “taking physical form”). Where does their spirit linger after their body is destroyed? Do dragons have souls? Apparently yes, because of Glint. Somehow Rytlock was able to commune with Glint in the Mists. Or maybe Glint is a special case, or maybe that’s not how Rytlock got Glint’s power? Hope they indulge our curiosity in Living Story season 3.