So long as ascended remains the final “power” tier I like it. It gives people a little something to spend time towards if they wish and opened things up for expanded crafting, expanded designs, etc. It’s a good ceiling provided it remains the ceiling.
Legendary armors, now, should honor the ascended power ceiling and go with the added features, such as the ability to change stats on the fly (out of combat).
If ANet ever makes legendary armor, they deserve to go under. It’d be a complete betrayal of their founding principles in my eyes.
I’d be fine with it if it was on-par with how legendaries are currently implemented, but if there would be a further stat difference from Ascended items, then that’d be simply ridiculous.
If legendary armour has ascended stats and you can change them at will like legendary weapons that’s fine. Means you can maintain the one set of armour instead of switching, seems like a pretty good thing.
They’re smart enough to realise that they have to do something significant in order to ensure that they aren’t swamped by the other online games coming through in 2014. 2013 was sparse for competition, but with ESO and others in 2014 nothing short of an expansion pack will be needed to maintain the player base.
they could make a generic legendary that you bind to any piece of equipment that gives it an improved effect (call it legendary upgrade slot)
it would be great if you could also choose which particle effect you wanted; electricity, water, ice, fire, smoke, rainbows…….
a free precursor of your choice
I still think NA and EU servers should be trialled to play against each other, see if the server lag does really make any difference to overall result
Anet, could you please put a chest in LA accessible to everyone on their server to access every week for a reward based on weekly WvW results, just something to actually reward the 7 day effort a little bit.
Like the match up changes though, good idea.
What they need is “interesting” content. I like the way they try and draw the server to certain areas for a few weeks at a time, but stuff that happens there can’t just be rinse and repeat. They need to matter. I’d like to see dynamic events that last hours (Maybe not continuous hours, they can be staggered in stages) and if they fail the whole server is punished, but if they succeed the server is rewarded.
They have the opportunity in this game to have actual all out wars, where say 200 on your server could invade armies. But if you lose, there is consequence, like Lion’s Arch falls and you can’t access it until you spend resource to rebuild it. But if you succeed you get massive rewards. And if you die, you’re out, can’t waypoint there anymore until the even is done. I want death to be meaningful.
Just huge scale craziness, bring it on.
GW1’s best times were from around 9 months in to about 2 years in, but that was mainly due to just ironing out balance issues because of the skill structure. GW1 produced a stunning PvP game right out of the gate and once balance was decent it was supreme. PvE had it’s evolution but at a slower pace.
GW2 had it’s main mechanics down from day 1, and has gone through the inevitable bug fixing phase. I think we’ll look back and say the game’s sweet spot started aout 6 months in and will last to around 18 months to 2 years.
Agree with this.
I’d like to see stuff like say when the camps on southsun get invaded as often as they are that the residents at least pack up and move to a different spot, or have slowly fortified the camps, or something instead of just sitting there and taking it all the time.
Or even a bigger lionguard presence is there…something!
would love for towns and cities to change after getting wiped in battles permanently so you get this sense of time moving forward in the game
By the way, did any players actually buy that weird little guild flag sticking out of your rear they advertised last patch? Haven’t seen a single person rocking those.
Jaxon is all things to all updates
Got Bolt pretty easily in the beginning because I got lucky with Colossus out of the MF which funded a fair bit of it. Now working on Predator, doing good but have no idea about how I’ll get a precurosr this time, sell price is in the 550g mark and I’m about 250g short of that with still a decent amount of T6 mats and lodestones to go. Probably about 2-3 months away, still I like having goals in games so it’s cool.
What if they doubled or tripled the supply cost of AC’s?
Gloves – CoE
Chest – CM
Shoulder – CM
Legs – Karma (redemption and starry night on the panel)
Feet – CM
Main colour: charred
It’s a good move, the increase in battlefield movement is noticeable. More difficult to pvdoor and the reliability on sieging down keeps has increased which is a push in the right direction. More open field arrow carts are being used which I kinda of like because open field fights should have a siege component to them and not just stack and smack.
It’s slower to pvdoor as you have to move on and off the door to recover but it’s not a show stopper.
Crafting weapons that require high numbers of skill spoints (I’ve crafted the anomoli twice) seems to be able to fund a decent amount of cash
The nickname of GW1 among PvP’ers was “build wars”. Not the playerskill, but the team composition was the deciding variable in top matches.
People who thought this were bad at the game.
Bad teams copied the top builds and were still bad. Matches between top teams very frequently featured unorthodox skills and team compositions that were composed not for some strict mathematical efficiency reason but to enable specific strategies for that particular match. Quite a bit of the ‘build wars’ on the high end was tweaking your build skeleton to exploit particular strengths or weaknesses of your opponent – issues with energy management, reaction time, map awareness, movement, etc.
The problem GW1 had in its skill system was that it was so deep that it was totally illegible to people who were not heavily invested in the game. There was an enormous amount of counterplay around different build choices that even the best teams in the world, at their peak, were only skimming the surface of; it was so complex that no one could appreciate the depth of it.
They needed to dial that back a bit with GW2. They just overshot pretty badly, and instead of dialing it down to 10 we got a 2. There’s still plenty of room to turn it back up, it’ll just take a lot of balance work to do so.
This is all spot on. My guild ran around top 10-20 in GvG for about the strong competition period in the game when Evil, WM, and IQ were the king pins. We ran a completely unique pressure build which we got a lot of compliments on. A lot of guilds tried to copy it and just butchered the play style because, well, frakly they weren’t us who had invested a lot of time to get it right.
But as good as it was, when encountering the top few guilds we always struggled because even though we thought we had a build advantage those guys were just frankly better tactically and quicker reactors.
Calling GW1 build wars just completely ignores the fact that as many as varied as the skill system and build variety were possible tactics and playstyle > all. At least true for GvG and reasonably applied to HA.
PvE suffered from “comfort zone” builds if you ran in PUGs – tanks, mid line damage, backline monks – dull.
Anet believed they had invented an exclusive game and tried to develop a game halfway between GW1 and WoW and you can’t blame them in terms of a business decision. But it would have been nice to have elements from GW1 that made it a tactically powerful game still in play.
Some decent pants for chicks would be nice
And every heavt helmet is terrible (except vigil)
Those that weren’t heavily into the game around 1 year in just prior to the factions release have no right to talk about GW1 IMO. That was the golden age of the game where it was beautifully balanced, build variety was varied, about the time you saw the rise of WM with their standard 4 warrior, 2 crip shot ranger, 2 monk GvG build. That time. That period in the game was the pinnacle of GW1.
If you weren’t heavily invested into GW1 then you do not understand the comments by those that are comparing GW1 to GW2.
Hexes added a lot of depth and variety and it was a strange decision to not include them in GW2 and then try to make some sort of pseudo-hex like conditions instead
Add more weapons not classes
Wow… Someone taking time on their day off to actually answer community concerns? I love this guy!
Anet devs should never be allowed days off. Who’s your boss, we’re going to have words…
Indoor map with mazes
The only problem I see is that this set-up is effective for CoF P1. Anet need to change that dungeon up and make it hard again so people will stop farming it and start spreading itself around to the more interesting dungeons that can take pick up builds.
metal should interfere with spellcasting, accept it
heavy armour restricts the agile professions (think ranger sword and engineer throwing bombs, thief doing all their weird stuff)
It all makes sense
TSW copied GW1 wholly and solely, but added their flavour with the story.
TSW – 7 skills, dual weapon builds – 500 skills
GW1 – 8 skills, dual profession builds – man hundred skills
TSW added dodge rolling in, but other than that copied most other aspects of GW1.
Now, don’t get me wrong, I liked the idea of TSW but they failed in many aspects where GW2 has succeeded or at least laid a platform for success.
Problem with TSW is that the very best part of the game, the research type missions which are so well written, can just be looked up on the internet in seconds and pretty much that’s what everyone did so they wouldn’t get that sense of being left behind the crowd who were already on the dungeon gear grind.
When will dev’s get it, anyone who plays will look for shortcuts and exploits to get ahead of everyone else. And everyone else will follow so they don’t feel like they’ll get left behind.
In WvW given the meta is about the deathball, the necro can put on the most hate on the zergs by stripping boons and spreading condi’s and keeping them up. They really shine at the moment.
Ori-talcum
Ori-chalk kitten /p>
Yep in PvE could be very good if done with a lot of intrinic map subtelties. Because the combat is slowed to give the sense of water movement, the map itself should be very dynamic with things like geisers, volcanic eruptions, tidal waves etc. that unpredictably alter your environment.
corrupt boon / epidemic = you and your friends die
Will you ever bring back hexes?
I mean, 25o years later and Tyria forgot how to hex?
Come on, bring them back.
I’m not a commander, but I would like something like this to differentiate commanders on the battlefield. Whether it be a cape, a horse, a crown, or something else, I think this would be pretty cool.
Yeah it would sure fuel egos and make people spend 100g on commander tags, but you know, it would look sweet in WvW. Maybe only allow it in WvW
The major issue for WvW is – “what the hell does winning matter”
It just doesn’t matter. Yeah we won. Boo we lost. So what, just bat up against the same 2 opponents again.
More bags is nice, hoperfully something good to use them on is coming.
Hopefully they beef up CoF so people start to spread themselves through more dungeons. CoF is so ridiculously easy in terms of time spent for value it’s a no brainer and is discouraging people from playing more challenging content which is frankly more interesting than farming mode
Thinking ascended gear makes any difference outside out of FOTM is the most over rated thing I’ve read in a forum.
I don’t agree with ever having map markers. I wouldn’t mind if there was some smoke coming off your tower/keep if it was under attack but could only be seen within a reasonable distance.
Map markers at all is stupid, you should have scouts reporting activity across a battlefield, not an algorithm.
But I do agree they need to make keep defense and scouting more rewarding since the attraction of the zerg is bags and karma.
Lack of rewards in WvW is causing it to grind and wear down groups resulting in a dehumanising behaviour
These things seemed to make a difference for me;
- forging in overflow got lower drop rate
- crystal, ecto, shard, coin in that order gave better drop rate
Now I know none of that makes a difference, but I watched this closely and that’s what it seemed like. No guarantees
wait less then 25 people wont trigger swords? so we wont have any idea if a keep is being attacked?
Yes, you’ll have to actually DEFEND! Ha, this is exciting!
I don’t think they should ever show swords, it’s weird. What would be cooler is if you saw some smoke in the distance coming from a keep while it was under attack if you were in reasonable range of it.
This will go in cycles.
For oceanic/SEA times SoS is a powerhouse of activity. NA times are also super active in PvE and pretty good for WvW, it’s just that a lot of the organised NA WvW guilds have wandered off. But that’s just a cycle.
SoS may slip to tier 2 for a while but if that happens that’ll just flick the cycle again where guilds will transfer back and SoS will be T1 steady again.
Agree big thanks to Anet for the amazing game, the best MMORPG since WoW
because of no mounts!
Skill 2 on ranger greatsword, only have to press it 2 or 3 times and your dodging is done.
For everyone else, jump into the ranger spectral weapons barrage circle and you rack ’em up fast
They need to make dragon events are low possibility to actually win, and hence ramp up the rewards when you do win.
If you look at Sunless, I think what they could do is have him on a timer to kill before he razes the area and village around it. But he has to fly in and out, land, smash the place up while on the move, etc. If you can kill him before he smashes up the area you win, but it’s tough.
If you lose then the community has to do certain things to rebuild the village which should take a decent amount of effort and time so he isn’t farmable. Once it’s rebuilt dragon is on a timer to come back and repeat.
What would be even better is that he does this to random villages on the map.
wow, i’ve done it twice now at 50% return
by twice i mean 77 × 2
The effect of the eternity sword on an armour would look crazy good
But i would hate for it to be a collection of pieces, it needs to be full set or nothing. Legendary shoulders on some other armour would look stupid and devaluing
No different to life. A lot of people like to belittle others to give them there sense of self worth as a cover for their own insecurities