Showing Posts Upvoted By Kings.7491:
what could help is to ADD a slower way to travel, so those of us who enjoy traveling around could be happy too.
more options are always good, less options is mostly always bad.
add flying ships and regular ships that travel between strategic points, maybe a few asura portals here and there and fixed! those of us who don’t want to be constantly clicking waypoints get to enjoy traveling.
I agree. Fast travel should stay as-is but it would be spiffing if there were some more leisurely scenic route options. We already have the airship models. Pop a drinks bar on one of those and have it do a round-trip somewhere. You’d get on at a dock but you can get off anywhere by jumping ship and gliding down. Maybe have a guide that occasionally (not too often) spouts some comedic banter like, “If you look to your left, you’ll see the majestic shiverpeaks and ..yes, we’re just passing over the famous Claw of Jormag. Doesn’t he look small from up here? Isn’t he adorable?”
Or a train. One that does a big circuit around kessex or something. When it passes through bandit territory they shoot at you and try to board the train. There’s an event – stop the bandits from boarding the train. Maybe it could pass by that town east of Cerebroth canyon and the guide could make some joke about that floating castle being a “school for wizards”.
Of course these rides wouldn’t be free. You can’t expect the Tyria government to subsidise everything fully. Maybe there could be a Tyrian GO card for trains, dirigibles and other public transport.
what could help is to ADD a slower way to travel, so those of us who enjoy traveling around could be happy too.
more options are always good, less options is mostly always bad.
add flying ships and regular ships that travel between strategic points, maybe a few asura portals here and there and fixed! those of us who don’t want to be constantly clicking waypoints get to enjoy traveling.
This expansion is falling apart. [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Antinegative.4872
Right after the initial release of HoT, initial sentiment is that there is a lack of content, some being incomplete. However, people held onto hope as they waited for the coming future releases to fill out what’s missing. Instead, it seems like more and more stuff is getting delayed or outright gutted instead.
First, there were only 4 new zones in a expansion, and one of which is badly balanced and is little played. The rest 3 zones features only major meta events instead of small quests such as hearts that are all geared toward getting components for the coming legendarie weapons. Then you have the 2 newly raid zones, whose rewards are heavily direct toward collecting parts for the coming legendary armors. There was also 0 new dungeons in the expansion, and the only dungeons revamped are fractals, whose ultimate reward is the legendary backpack Ad Infinitum.
But right now, Ad Infinitum is not in the game, nor is mentioned when will be released. Legendary armor doesn’t seem anywhere close to being introduced, and you just outright cancelled the majority of the rest of the legendary weapons. So what you have now in the expansion is a heavily revamped dungeon that promises no end item, a new feature called raid whose rewards doesn’t exist(and by the look of things, might possibly not exist at all), and 3 major zones where people grinded endlessly for items that are never gonna happen.
As a long time MMO player, I’d like to remind you the most important thing in a RPG game is not the story, not the combat, not the social system, it’s the reward. The game needs everything mentioned above to be a good game, but you should get your priorities straight. No storyline is amazing enough that it will keep players coming back day after day, months after months to play the same quests, and no combat system is great enough for players to hack away at the same old monsters for hundreds, some times thousands of hours over and over. Everyone keeps playing the same content again and again because we are all chasing that pot of gold at the end of the rainbow(whether we ever get to it is another story, but at least we are all trying). So seriously, stop making dumb moves, please. Jesus.
As we old gamers know, things can go wrong with a game, and usually the stuff we haven’t see or tried before it’s release end up being the weak links that make a game suck.
What aspect of HoT, mentioned or yet unmentioned, is your biggest worry?
Let me start by giving an example.
I Seriously worried abut:
- Much of the actual “new” content ending up being stuff we’ve already seen in Living world. Especially in S2, we’ve experienced a lot of new map types and enemy variety, so… What if those great episodes where originally intended to be part of the expansion, but in order to reach the player demands for living world quality, they where cut-off and given early. The new content might end up being anticlimactic, and that bad live-gameplay actually scared me a lot by looking a LOT like Drytop and Silver Wastes.
- There have been No mention of Dungeons! At all! Will there be any! Will they fix the old ones? Will they replace the old ones? Or will they abandon the concept all together? Personally, I’m all for replacing the old ones and adding some sign of progression, but I fear for the worst.
- What balance changes are they planning for the existing problems? Will there be any core changes to the usefullness of the atributes in PVE? Will conditions and healing become a decent build? Will we stop being overflown with items of little value?
- The adventure I saw in that bad live-gameplay reminded me a lot of a Classic MMO quest. Aren’t we supposed to get away from those?
Tell your’s people!
Perhaps A-net will hear them and put them to rest, or take them into account before it’s release release.
I watched the PAX announcement on twitch about HoT and I actually have to say that I’m a bit disappointed (btw the host… it felt like i was watching a kids show).
And here you answer your own questions.
GW1 and everything you mentioned was targeted to the responsible gamer.
GW2 is for low end teens and the “not so gifted” people.
From day 1 on everything was dumbed down in steps.
The days of building a character with combos and skills are over.
These are the days of button #1 hammering.
If you expect an awesome game with a deep story and incredible fantasy elements
GW2 is the wrong game for you.
Grab any class with a random race and get ready for hammering #1.
It really doesn’t matter what class or race, for any reason A-Net decided having variety
is confusing and all classes should be the same.
Actually i was expecting from the expansion to reduce everything to a single class.
Since heavy armor guys run around with staffs and scepters and light armor classes with great swords we don’t need any new or any classes anyways.
Welcome to these days gaming
Hi guys,
I’m a Senior UX UI designer and I’ve been playing GW2 since the betas, with long breaks in-between and since I’ve spent quite a lot of hours with this game, I’ve noticed some flaws in the games UX (user experience) and thus I decided to tackle it in order to diversify my portfolio. This lead me to redesigning some of the in-game UI’s & the official website.
About the project
The project started last summer, as I was redesigning my portfolio website, I wanted to take a break from my regular website design so I started redesigning the GW2 official website, since I missed working on a more creative & artsy website. This last holiday season I had a few days free so I decided to continue this project and tackle the in-game UI’s since I wasn’t really a fan of how some things were currently done.
What I’ve redesigned
- Looking for Group Panel & the related tabs
- Character Panel
- Guild Tab
- The Story Journal & the related tabs
- Created a Lore Journal & related tabs
The Entire Design in PDF format – Horizontal layout
- Filesize: 4mb
- Pages: 28 pages
- LINK: http://bit.ly/gw2-pdf
The Entire Design in JPG format – Vertical layout
- Filesize: 7mb
- Resolution: 25.000px vertical
- LINK: http://bit.ly/gw2-ux-redesign
Note
There are a lot of explanations that point out to different things & the reason behind my design decisions. The entire project took roughly 2-3 weeks, so It could be better, but unfortunately I don’t have access to actual game or player data and I kinda ran out of free time.
Hope you enjoy.
UPDATE:
Since some of you wanted to see how this would look in-game, I made a quick in-game prototype:
https://www.youtube.com/watch?v=RUHYOEGKtJs
In case some of you are interested in seeing the behind the scenes process like the research, sketches, what I learned and so on, feel free to check out the link from my portfolio.
http://builtbyg.com/portfolio/guild-wars-2-redesign
(edited by amax.8034)
How about skill choices that allow us to build characters not clones?
How about Trait lines that make any sort of sense?
How about henchies/heroes that allow players to do dungeons when they want to and to use the class/builds they want rather than be excluded by the so called “LEET”.
How about a drop system that actually works.
How about something more than grinding for cosmetics?
How about an end-game?
How about an expansion?
GW1 induces feelings, GW2 is just becoming a flat, bore-fest.
So I logged back into my GW1 account yesterday, just to have a potter about for old times sake.
Did a few “solo” runs including some of the old stuff that I developed for the Ranger’s Beacon in The Jade Sea and The Deep.
Grabbed henchies and heroes and had a few bashes at dropping a froggy sceptre.
Took some folks on a guided tour of the Fissure
Went and capped a Black Widow solo – just because I could.
and then something stopped me in my tracks. I realised that I cared about my toons, felt connected to them. They had a personality and playing the game was FUN!
More than that, I could play GW1 in various styles and no part of the game world was “off limits” or restricted.
And that’s where GW2 has failed. Sure it looks pretty, but there simply isn’t the connection, my toons have no personality and the game is an un-ending grind for cosmetic skins, short term FPS “shoot and scoot” mentality and Anet wasting effort on trivial “improvements” rather than letting players PLAY in a style that suits them.
Sad that after such a short time GW2 has become a pale imitation of its predecessor.
Tournament rewards for the World vs. World Spring 2014 Tournament will be available in the June 17th build. Once that build is live, you will be able to speak to the Battle Historian in any WvW map to get an updated tournament chest that has the correct rewards and number of tickets for your placement. Previously issued tickets will be voided with the build. Feel free to open any chests that you have already received now.
To thank you for your patience while we sorted out this bug, all players who completed the meta achievement will receive an additional 100 tickets.
Thank you once again for your understanding.
Story options: Found a shiny – lost a shiny – never had a shiny.
Very nice 
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
Skritt, it’s a hit!
I am skritt. Sometimes I take shinies. I like shinies. So many shinies. But mean dragons! Hrrrngh! This is my story.
In these dark days for Charr we are here to show that we wont stand the lack of respect ArenaNet treats us with ! We want shields that don’t float on our backs ! We want leggings that our tails won’t clip through ! We want helmets that support horns and hair ! Stand up my fellow Charr, gather everyone who is willing to help us in this long and unending battle, because today WE ARE MAKING HISTORY !! LETS SHOW THEM THAT WE ARE RELENTLESS AND WONT GIVE UP !! FOR THE CHARR !!! /threaten
__________________________________________________________________
There are ton of issues with Charr armors and I think that the majority of them should be redone. Okay lets get started:
1. When we move the lower armor part stretches out alot.
2. There are some clipping issues with the chest and the helm.
3. When we are in water and we move our hand to swim the shoulder gets smaller and bigger also the back armor stretches alot.
4. Shields float.
Remember we are talking about tier 3 cultural Charr armor here… It should be designed to look perfect on Charr, but as we see here that is not the case…
At the moment heavy armor worn on Charr stretches like cloth…
Charrs need overhaul for sure… the number of players playing them shows that clearly… the race is just too glichy and armors look really bad on them…
GW2PAX Video – Charr Armor Question - 03:28:00
‘’ Ofc providing better armor for all races is important to us. That includes the Charr ’’
Why don’t we have better armors then? If you guys really mean that why haven’t you fixed at least some of the issues we still have… I demand ArenaNet to take action on this!
To ArenaNet: I know you guys have bigger projects to work on, but maybe you should dedicate more time and resources to fix the race. Why even bother to put a race in the game if you’re not willing to give them love, care and effort ?
__________________________________________________________________
Links to related topics that I found:
A Response To Charr Armor
Charr Armor Issues
Why Charrs Are Ignored?
We Had Enough Of Tail Clipping
(edited by Sedoks.3576)
Hey everyone,
With Tuesday’s release we are gearing up to launch the new Looking For Group tool for Guild Wars 2. As the system comes online, our primary focus is with the quality and the stability. To ensure a solid rollout, we’ll turn on the LFG tool in beta form to a subset of players. As the week goes on, we’ll periodically unlock the system to additional groups of players.
In Tuesday’s release notes, you’ll see the complete list of what the feature will do once we’ve fully unlocked the system. However, during the beta rollout not everyone will be able to use the LFG tool and the World vs. World subcategories will be disabled.
The Looking for Group feature has been highly requested and we’re excited to be this close to its final release, but quality is paramount. Therefore, we ask for your patience and understanding while we work through this phased beta rollout and with any problems we encounter.
Thanks,
Mike Zadorojny
& the Looking For Group team
Hi everybody,
Today we made adjustments to karma where the amount of karma granted from consumable karma items was increased and karma boosts no longer affected the amount of karma gained from consumable items.
We intended to message this change ahead of time to be fair to everyone, however this did not happen, and we apologize for not giving you advance notice.
The lack of advance warning resulted in some people losing out on karma that they would have otherwise gained by using boosts with the karma they’d saved up.
We will be temporarily rolling back the karma change in a hotfix to allow people the opportunity to turn in their karma with any buffs they intended to use. This temporary rollback will be in effect until the game update on September 3.
- Please note, while this temporary rollback is in effect: the in-game text for the karma consumables booster found on the Gem Store will incorrectly state that it does not affect karma gained from consumable items.
We will also be reimbursing the people who used their karma during the period when the initial change was in effect with as close to the correct amount of karma as possible.
We’re really sorry about the frustration this caused and we will make every effort in the future to make you aware of changes like this ahead of time.
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
Ember farming is exactly what GW2 needed, it promotes getting a group together to do events. What Arenanet need to do now is tweak it so that it’s more beneficial to complete the event.
Co-ordinating an event chain is way better than waypointing from champ to champ, if you removed the incentives for doing events like ember then all you are left with are waypoint farming.
I’d much rather do event chains than farming a champ rotation.
I just want to point out, we agree. The game is more fun and exciting when defeating things and working together with other players is rewarding. Champions have always been an issue in this area, and it’s why we addressed it, we’re continuing to pursue other areas in the game in upcoming releases as well.
That being said: the behavior we want is people join up together to play events, but they want to succeed those events and win them, we never want to be in a state where intentionally failing an event is more rewarding or better for players. We’re not going to take a giant hammer to champion loot, we love it and love seeing people joining together to do events. We do want to make succeeding events what the game is about. We also do want to make some events in the future even more challenging, and in return more rewarding for succeeding.
You will see changes over time to help directly encourage players to always want to try and succeed events, we don’t ever want to create conflict between players who want to progress an event chain, and those who want to fail it. It’s bad for the game and not what Gw2 is all about.
Yeah. Silly that someone would use a dictionary to define something. Heh. :P
I see these threads all over the place, if people are intentionally failing an event because the devs did not anticipate the consequences and people are getting a massive advantage (read: farming for cash faster than normal) then how can it not be an exploit? That’s just outright ’I’m ignoring the error of my ways for my own good and hope nobody notices it’. I doubt they will actually ban people for it but I’m sure as hell that next tuesday this event will be nerfed bigtime.
Failing to complete an event and intentionally failing it to continue farming champions are two very different things.
Arenanet isn’t changing events because people are “failing them,” A-net is changing them because people are intentionally failing them in order to continually spawn champions. Massive difference.
At the same time, completing an event isn’t an exploit, and neither is completing an event if people are sitting there farming champions. Completing an event has never been griefing, either.
Not that difficult.
;)
http://i.imgur.com/DDiEz3h.jpg
http://i.imgur.com/GYHu50N.jpg
http://i.imgur.com/QpcDjby.jpg
The Kodan ships feature Asian architecture. Just sayin’. I really want cantha to come back though. That was when I REALLY started to like GW1.
I just heard news that Cantha might not ever be making its way back into GW2 as an unnamed artist for Anet has said: "NCsoft was firm in its decision to stay away from “Asian” themes and keep it “universal.” ArenaNet had to make adjustments quickly. A small number of you may recall that the human story was originally split by Canthans/Elonians/Ascalonians instead of the current Streets/Commoner/Noble paths. Divinity’s Reach originally had sections dedicated to the three cultures as well (Ossan Quarters & Rurikton are the current “versions” perhaps?) ArenaNet obeyed NCsoft’s suggestion and halted all Canthan productions, including the once-existing Canthan sector of Divinity’s Reach…. Because of time restrictions, they had to erase the Canthan sector of DR quickly. The current result is “The Great Collapse.” It’s an inside joke now, she says. The “Collapse” symbolizes what was once an idea that didn’t make it all the way. She further states that ArenaNet had to come up with some new lore to cover up the lack of Canthan content — hence the Emperor’s decree (read lore on Wiki). That’s all I have."
Regardless if this true or not, it is ridiculous. The game world is made universal because it has more than one type/race of human. In GW1 I saw it like this:
Kryta= Greece, Ascalon =European, Istan and Kourna= African, Vabbi and Orr= Arabic and lastly Cantha represented Asia, mostly China/Japan/Korea. That universal diversity is what made Guild Wars such a compelling game. By trying to represent most cultures, you created something universal. I think it is a huge mistake that NCsoft think that universal should mean some sort of one ‘common race’, that because of sexual mingling has come about. That being the only way for it to come about… It is unbelievable to think that entire continent can be erased from a game for the sake of PR.
Cantha and Factions had some of the very best concepts about it in terms of map design and cultural lore. From The training Island to the main land the entire game was beautiful, and the giant city, felt like a giant city. I have actually gotten myself lost in it many times. In fact for quite a lot of people I know, Factions is what got them playing GW in the first place… I know that doesn’t count for much but still.
But what I am most annoyed about, is that you guys (anet) have always been ‘we talk to our player-base’ If this about Cantha is true, then surely this is something we need to talk about. As this is no small thing, it is an entire section of lore and some of your best work going down the drain for no real good reason. Even if this is a thing set in stone, I think it is unfair that the player-base’s opinions go left unheard. It could even be possible that if NCsoft realise how much we love that part of the game, they might change their minds. After the whole Mass effect thing, I think anything is possible with enough voices.
Anyway I just thought I should say something and hopefully people agree and that we can rescue Cathan from the ideas bin.
(edited by scizwig.5492)
i have it… by accident
imposible = giant slayer 1000 kills
Yes, but it is next to impossible to shatter even one, ever. I personally have never even seen a crystal prison since they shatter so quickly. Still sitting at 0 broken after 10 or so shatterer events.
Endless Petrification Tonic
There seems to be a growing amount of once-per-day content. A few daily quests were fine, but now we have personal ore nodes and once-a-day charged quartz creation, and from a look at the upcoming crafting rumours it seems it’s going to get a lot worse.
Can’t we just play the game at our own pace? One of the great things about the game mechanics and the payment model is that it allows people to play as and when they want without penalising them. Once-per-day content ruins this.
Please don’t let this great game degenerate into a repetitive daily grind, inhabited by nothing but lifeless addicts, like certain other MMOs which will remain nameless!
Build 4/30/13 April Content Update Release Notes
LIVING STORY
Flame & Frost: Retribution
In secret foundries deep beneath the Shiverpeaks, the Molten Alliance forges deadly new weaponry that combines the fiery power of the Flame Legion with the iron might of the dredge. There, Alliance weaponsmiths test their creations on innocent captives, perfecting their cruel technology until it is ready to unleash on all of Tyria.
In the last chapter of the Flame and Frost series, you’ll strike at the heart of the Molten Alliance with your comrades, Rox the charr and the norn Braham. Take the battle into the enemy’s weapons facilities and defeat a final hybrid menace unlike any Tyria has ever seen!
Molten Weapons Facility
- The Vigil has pinpointed the first of what may be several entrances to the weapons facilities where the Molten Alliance has been creating their fearsome technologies.
- The Molten Weapons Facility is a level-80 single-path dungeon experience where players fight alongside Rox Whetstone and Braham Eirsson.
- All players who enter are scaled up to level 80.
- Entrances to the Molten Weapons Facility change over time as new locations are found.
- Information on the map where the dungeon is located is in the Living World UI on the top right of the screen.
- A wide variety of new and unique rewards are available by defeating the challenging encounters within.
- This content is available from April 30 to May 12.
Achievements
- New achievements have been added to the Living Story category: “Rage Against the War Machine,” “Avenger of the Dispossessed,” “A Rallying Flame,” and “Alliance Breaker.”
- Completing the meta-achievement for Flame and Frost, “Alliance Breaker,” awards you a Fused Gauntlet Ticket. Use this item to exchange it for your choice of Fused Gauntlets, a unique exotic item. Completion of this achievement requires all of the other Flame and Frost achievements except “A Rallying Flame.”
- A new title, “Avenger of the Dispossessed,” has been added for players who see Rox and Braham’s stories to completion.
- The final Flame and Frost achievement, “A Rallying Flame,” is not available until the conclusion of the story arc.
NEW FEATURES AND CONTENT
Structured Player vs. Player
- Custom arenas!
- Soon, you’ll be able to host private matches, hone your skills, and build your own community in rentable custom PvP arenas!
- Initially, renting a custom arena will be available on an invitation basis, but custom arena play and spectator mode will be available to all PvP players.
- Once this feature leaves beta, the ability to run a custom arena will be available to any player as a gem purchase.
- Spectator mode!
- View any non-tournament match in real time from several fixed camera locations or from the perspective of players in the match.
- Inspect the statistics, equipment, traits, and skills of players you are watching.
- If spectator mode is enabled on an arena, players can select which team they are on when the map begins.
- Map pings and drawing now work for your team instead of only your party.
- Clicking the score UI at the top of the screen opens the scoreboard.
- The PvP browser now provides filtering options and favorites for custom arenas.
World vs. World - Added the following rare weapon skin sets to the Weapon Master:
- Aureate
- Flame
- Verdant
- Norn
- Added new abilities:
- Arrow Cart Mastery
- Increase range on all arrow-cart skills.
- Increase damage on all arrow-cart skills.
- Increase effectiveness of applied conditions.
- Increase radius on all arrow-cart skills
- New skill (slot 4): Toxic Unveiling Shot. Removes stealth and applies poison to targets.
- Guard Killer
- All Guard Killer bonuses now also apply to enemy lords and supervisors.
- 7% damage to guards, lords, and supervisors.
- Gain endurance after killing guards, lords, and supervisors.
- 10% damage to guards, lords, and supervisors.
- Add 1 stack of Guard Leech on killing a guard, lord, or supervisor.
- Guard Leech: Gain health when attacking guards, lords, or supervisors.
- Arrow Cart Mastery
- Added the following guild siege weapons as rewards for completing guild missions:
- Trebuchet
- Ballista
- Arrow cart
- Catapult
- Added WvW Rank progress to the WvW Dashboard UI (see top center of the screen while in WvW).
- Siege weapons provide World XP when destroyed.
- Siege weapons placed by Commander Siegerazer and Commander Siegecrusher now provide XP and World XP when destroyed.
- Players now receive World XP for repairing gates and walls in WvW.
- Players now receive World XP for defending supply dolyaks from ambushes in WvW.
Guild Content
- Moved guild-mission information from Upgrades to its own tab.
- Guild treks now award influence on successful completion:
- Tier 1 awards 400 influence.
- Tier 2 awards 500 influence.
- Tier 3 awards 700 influence.
- Added 30 new guild-trek targets across Tyria.
- Added a new guild rush near Talabaroop Waves in Frostgorge Sound.
- Added new guild banner back-slot items to the guild commendation vendor.
- Half-Baked Komali’s fire shield now applies vulnerability to attackers instead of might and stability to herself.
- Reduced the possible spawning area and count of Sottz the Scallywag’s barrels.
- Sottz the Scallywag no longer despawns too fast after being discovered.
- Sottz the Scallywag’s barrels can no longer be destroyed by players who do not have him targeted by their current mission.
- “Hiding” bounty targets will now appear when a majority of their spawn locations have been searched.
- “Ambushing” bounty targets such as Big Mayana will no longer despawn as fast as standard targets.
- Corrected the Guild Truncheon’s price from 3 gold + 7 commendations to 3 gold + 5 commendations.
BALANCE, BUG-FIXING, POLISH
- World PolishBloodtide Coast:
- Fixed an errant UI marker during the event to destroy Psylithium Generators.
- Living Covington pirates no longer respawn while players are helping Bill and Hekja fight Risen pirates.
- Brisban Wildlands:
- On completion of the skritt/bandit event, the crate vanishes, preventing a bug during repeated runs of the event.
- Caledon Forest:
- The event to slay the Risen drake broodmother is now correctly marked as [Group].
- The great jungle wurm can no longer be killed before its event starts. Increased the scaling cap on the wurm.
- Cursed Shore:
- Reduced density of spawns in the event to collect glands for Merla.
- Diessa Plateau:
- Fixed an event-progression issue with the Cattlepult.
- Dredgehaunt Cliffs:
- Fixed tooltips for the jotun greatsword environment weapon.
- Fields of Ruin:
- Fixed a stall in the “Assist the Foulbear Kraal” event.
- Messenger Laren and her bodyguards now revive each other between fights.
- Speaking to Legionnaire Riptooth now correctly starts the Bloodgorge Watch event.
- Fireheart Rise:
- Made some polish changes to the Vidius Castrum event chain.
- All NPCs in the Battle of Buloh Crossing can now be revived and will revive each other.
- Brakkurn and Jhalles are now marked by Protect NPC markers during their event to repair machinery.
- Haki Wolfwatcher stops announcing that the gates of the Citadel of Flame are open when they are not.
- Increased toughness of Agent Marrick’s pack marmox.
- Players can now use the cannon in the siege of Vidius Castrum without being kicked off.
- The monstrous tar elemental now has standard event UI.
- Frostgorge Sound:
- Icebrood no longer clump up during their attack on the Moshpoipoi if they have no nearby targets.
- Iron Marches:
- Fixed an event-progression issue with Victurus the Shattered.
- Lion’s Arch:
- Map-marker tooltips for asura gates now state their destinations.
- Malchor’s Leap:
- Reduced the creatures in the “Kill the Corrupted High Priestess” event at high scales.
- Adjusted the spawn density and respawn rate in the Bauxite Alchemicals plant.
- Collecting spectral weapons and omnomberries for Byanca now uses standard collection UI.
- NPCs in the Dwayna Temple events can now revive each other.
- Reduced range of the Risen catapult near Doric’s Waypoint so it cannot knock players into Bloodtide Coast.
- Skills for the spectral jammer environmental weapon now display the correct tooltips.
- Metrica Province:
- Collecting eggs for Plink now correctly starts the subsequent event even if the collection is done solo.
- Fixed an event-progression issue with LUM0009 golems.
- Added additional event UI to the Imbued Mark I Golem event.
- Minor UI adjustment for the Luminates Plant event.
- Reduced the contribution required to earn a silver or gold medal in the fire elemental event.
- Researcher Orl is now correctly identified as a karma merchant.
- Mount Maelstrom:
- Added additional UI for the event to prevent the Inquest from contaminating the Whitland Flats.
- Added an overhead marker to the bosses in the Terror 7 event chain.
- Fixed a UI bug in the “Toil for the Coil” meta-event.
- Plains of Ashford:
- Roefire Hauntclase appears as a vendor only when he has something to sell.
- Queensdale:
- Fixed an event-progression issue with Sister Brenda.
- Reviving Moa Trainer Kappa now correctly updates her event UI.
- Sparkfly Fen:
- Adjusted levels of some spawns near Brooloonu Waypoint to better match the area’s level.
- Adjusted the UI for the Swampwatch events.
- Fixed a possible stall in the “Defend Shorewatch from the Risen” event.
- The steward who becomes a (normal) merchant after the Ocean’s Gullet event no longer appears as a karma merchant.
- Straits of Devastation:
- Fixed an event-progression issue with the Pact escort to Temple of Balthazar.
- Reduced the respawn rate of enemies around Agent Raia.
- Replaced a couple of underwater Risen giants with sharks.
- Timberline Falls:
- Dobbs and his krewe now revive each other between fights.
- Fixed a minor display bug in the “Assist Dobbs in the ruins” meta-event.
- Wayfarer Foothills:
- Bolt throwers used by the Sons of Svanir no longer trap players who destroy them if they are standing on the thrower.
- Bear Shaman Marge is now always responsive during her skill challenge.
- Increased max event scale for the Svanir Shaman Chief in the Frozen Maw meta-event.
- It is now possible (but difficult) to catch kegs thrown by Volden.
- The roadblock built by the Sons of Svanir outside Hoelbrak is now attackable from either side.
- Players can no longer get stuck in snow-leopard form after leaving the Snow Leopard Shrine area.
General
- Added increased scaling to several new events.
- Instances now display an exit even if players have completed their personal story.
- Reduced the chatter frequency of player characters.
- Fixed mouse-based target selection while using the “look behind” key.
- An error message now appears for disconnections during character creation.
- Fixed a progress-blocking issue in dungeon-related Explorer achievements.
- Updated the number of tiers on the Centaur Slayer and Zhaitan’s Bane achievements to be consistent with other achievements in the Slayer category.
- Updated Drake Slayer achievement tiers to match other achievements in the Slayer category.
- Players cannot use transformation tonics when already in a transformation, and leaving these transformations has a 3-second cooldown.
- Blowout effect: Renamed to Launch.
- Summoned creatures and pets can no longer draw aggro from enemies that have not already aggroed on their master.
- Adjusted ranger pet AI when fighting enemies in PvE. Melee pets now attempt to move behind enemies as long as they are not actively being targeted by the creature.
- Retaliation now has its own iconic damage floater.
- Hero Panel now displays magic find.
Dungeons
- Ascalonian Catacombs:
- Players can no longer fall through the map when standing above graveling burrows when they appear in the Ascalon Catacombs dungeon.
- The Lovers can now be knocked back consistently.
- Honor of the Waves:
- Andal the Thug’s skill that buffs Oolon and Poroo now matches the visual effects.
- The Ruined City of Arah:
- Warden Illyra now looks correct when she carries a Risen chicken.
Fractals
- Mossman no longer becomes unresponsive in combat.
- Cliffside: Players can no longer exploit the final boss by keeping him stunned in an emote loop.
Personal Story
- “Among the Kodan”: Boosted the power of the Overminer’s Boomstick (but only when used by a player).
- “Armor Guard”: Pact soldiers now revive each other. Tegwen’s behavior is now consistent.
- “Deadly Force”: Fixed a bug when using the Ghostbore cannon.
- “Don’t Leave Your Toys Out”: Adjusted difficulty. The charr now revive each other.
- “On Red Alert”: All of the Priory Novices are now using the correct voices.
- “The Championship Fight”: Players are no longer blocked if they ask Eir to wait a minute before proceeding.
- “The Sad Tale of the Ravenous”: Adjusted story-step difficulty.
- “The Stone Sheath”: Increased size of the escape region so it is not possible to accidentally run past it.
- “Through the Looking Glass”: Adjusted timing of the subtitles to match the spoken VO.
- “Untamed Wilds”: Increased scaling to keep the story step challenging for multiple players.
- “Where Life Goes”: The NPCs in the story step can now revive each other and be revived by players.
- “Ships of the Line”: Goop dropped by the oozes now time out and disappear after 15 seconds, preventing the hold from filling with infinite goop.
- “What the Eye Beholds”: Fixed a possible stall if the player talked to Trahearne during the testing process.
Items
- Corrected Rune and Sigil tooltips to say “chill” instead of “freeze” or “frozen.”
- Sigil of Water: Tooltip now correctly states % Chance on Critical instead of just % Chance.
- Time remaining on buffs now display with increased resolution.
- Bolt, Incinerator, Rodgort, and Frostfang now have a base elemental damage type. Note: This is a visual change only.
- PvP: Weapon-upgrade bonuses no longer disappear when players die while transformed.
- Updated many item icons.
Profession Skills
Elementalist
- Comet skill: Blast finisher now occurs at the comet’s location rather than at the elementalist’s location.
- Conjure Flame Axe skill: Updated the Flame Leap skill fact to display the proper burning duration.
- Rock Blade skill: Projectiles now correctly hit targets up to the intended 1200 range.
- Mist Form skill: Activation now locks heal, utility, and elite skills.
- Ride the Lightning skill:
- Increased recharge increased 20 seconds to 40 seconds.
- Recharge is now halved if the player strikes a foe.
- Reduced the range to 1200 from the previous (hidden) 1550.
- Signet of Earth skill: Passive stat bonus increased by 100%.
- Signet of Fire skill: Passive stat bonus increased by 100%.
- Glyph of Elemental Power skill: Added a skill fact to indicate the percent chance.
- Signet of Restoration skill: Reduced the passive healing by 18% in PvP.
- Cleansing Water trait: Can now trigger only once every 5 seconds (only in PvP).
- Glyph of Storms skill: Increased duration of Lightning Storm by 50%, Ice Storm by 50%, Firestorm by 25%, and Sandstorm by 11%.
- Glyph of Lesser Elementals skill: Increased the health of summoned elementals by 33%.
- Glyph of Elementals skill: Increased the health of the summoned elementals by 33%.
- Conjure Fiery Greatsword skill: The Fiery Rush skill no longer consumes a warrior’s adrenaline pool.
- Swirling Winds skill: No longer destroys unblockable missiles.
Engineer
- Flame Turret skill: Now has the proper recharge when the Deployable Turrets trait is equipped.
- Static Shot skill: Changed the maximum targets skill fact to number of bounces to better indicate its actual effect.
- Elixir U skill: Now always applies quickness correctly.
- Reserve Mines trait: Updated description to be more accurate.
- Elixir S skill: Activation now locks heal, utility, and elite skills.
- Incendiary Powder trait:
- Increased burning duration from 2 seconds to 4 seconds.
- Increased internal cooldown from 3 seconds to 10 seconds.
- Increased activation chance from 33% to 100%.
- Cloaking Device trait: Increased cloaking duration from 2 seconds to 5 seconds. Added internal cooldown of 25 seconds.
- Regenerating Mist skill: Reduced Healing Turret Toolbelt skill recharge from 60 seconds to 25 seconds.
- Healing Turret skill:
- Reduced the deployed heal by 50%.
- Healing range is now 2520-3270.
- No longer applies 2 stacks of regeneration every time the turret fires. Now applies 3 seconds of regeneration every 3 seconds.
- No longer passively creates a water field.
- Normalized the ranges of all aspects to 480 (previously 240, 360, or 480).
- Cleansing Burst skill:
- Reduced Healing Turret overcharge skill recharge from 60 seconds to 15 seconds
- Now heals as much as deploying does.
- Healing range is now 2520-3270.
- Now applies 5 seconds of regeneration.
- Removes 2 conditions when activated.
- Now deploys a 3-second water field.
- Normalized the ranges of all aspects to 480 (previously 240, 360, or 480).
- Glue Shot skill: Added an unblockable skill fact to this skill to represent its actual nature.
- Elixir X skill: No longer fails if the player is in midair when it activates.
- Kit Refinement trait: Now displays on the player’s buff bar when it is out of cooldown.
- Low Health Response System trait: Now has a 10-second recharge.
- Thumper Turret skill: Updated skill facts to reflect cripple while Deployable Turrets is equipped.
- Toss Elixir U skill: No longer destroys unblockable missiles.
- Picking up a turret no longer triggers effects from the Accelerant-Packed Turrets and Shrapnel traits.
- Elixir U skill:
- Increased duration by 1 second.
- When gaining Haste, players now take regenerate endurance at 50% effectiveness (increased from 0%) when under the effects of this skill.
- When gaining Frenzy, players now take 25% more damage (reduced from 50%) when under the effects of this skill.
Guardian
- Perfect Inscriptions trait: Recharges can no longer be refreshed.
- Wrath skill: Updated the damage skill fact to indicate that the damage is done incrementally during the skill’s channel.
- Pure of Voice trait: Now properly converts fear.
- “Hold the Line!” skill: This shout now converts a condition only if the Pure of Voice trait is equipped.
- Bane Signet skill: Increased passive stat bonus by 100%.
- Signet of Mercy skill: Increased passive stat bonus by 100%.
- Signet of Wrath skill: Increased passive stat bonus by 100%.
- Hammer of Wisdom skill: Increased health of this summoned spirit by 25%.
- Shield of the Avenger skill: Increased health of this summoned spirit by 14%.
- Healer’s Retribution trait: Now functions with racial healing skills.
- Sanctuary skill: No longer destroys unblockable missiles.
- Shield of Absorption skill: No longer destroys unblockable missiles.
Mesmer
- Reduced mantra cast times from 3.25 seconds to 2.75 seconds.
- Confounding Suggestions trait: Now functions with the Chaos Storm and Counter Blade skills.
- Clones wielding a spear underwater now execute the full spear combo.
- Mirror Blade skill: Added an unblockable skill fact.
- Into the Void skill: Updated description to be more accurate (“Temporal Curtain”).
- Mind Stab skill (one-handed sword combo): Renamed to Mind Spike.
- Arcane Thievery skill: Now correctly transfers the boons removed from enemies and the conditions removed from the mesmer.
- Moa Morph skill: Can be used while moving.
- Moa transform flee: Reduced run distance and reduced cooldown from 15 seconds to 10 seconds.
- Blinding Befuddlement trait:
- Increased duration of applied confusion from 1 second to 4 seconds.
- Can now trigger only once every 5 seconds on any target that is blinded by the mesmer.
- Signet of Domination skill: Passive power increase now scales from 20-180, up from 10-90.
- Illusion of Life skill: Players can no longer circumvent the vengeance properties. Increased cast time by 0.5 seconds.
- Distortion skill: No longer allows capture of control points in all formats or communing in PvP.
Necromancer
- Well of Corruption skill: Updated damage skill fact to indicate the correct number of attacks.
- Well of Suffering skill:
- Updated damage skill fact to indicate the correct number of attacks.
- Updated the number of attacks to be consistent when affected by Focused Rituals.
- Spinal Shivers skill: Updated damage facts to indicate damage dealt based on boons removed.
- Signet of Spite skill: Updated the skill facts to indicate the passive effect of this skill. Increased the passive power boost by 100%.
- Corrupt Boon skill: No longer causes odd interactions with Aegis. Now unblockable.
- Epidemic skill: Now unblockable.
- Flesh Wurm minion: Increased health by 25%.
- Flesh Golem minion: Increased health by 25% and toughness by 10%.
- Lich Form skill: The Grim Specter skill now strips boons from enemies and conditions from allies when it reaches its target point instead of only when the missile hits a target.
Ranger
- Tail Wind trait: Now has an internal cooldown of 9 seconds.
- Furious Grip trait: Now has an internal cooldown of 9 seconds.
- “Guard” skill: Reduced cooldown from 30 seconds to 15 seconds.
- “Sic ’Em” skill: Reduced cooldown to 40 seconds from 60 seconds.
- Lightning Reflexes skill: Reduced cooldown from 45 seconds to 40 seconds.
- Signet of Stone skill:
- Reduced cooldown from 120 seconds to 80 seconds.
- Increased passive toughness by 100%.
- Now allows capture of control points in all formats and communing in PvP.
- Signet of the Wild skill: Reduced cooldown from 120 seconds to 60 seconds and duration from 12 seconds to 8 seconds.
- Spiritual Knowledge trait: Increased activation chance from 15% to 35%.
- Swoop skill: Corrected the damage indicated in the skill fact.
- Increased health of all non-elite spirits by 60%.
- “Search and Rescue” skill:
- Increased cooldown from 85 seconds to 180 seconds in PvP.
- No longer revives defeated allies.
- Point Blank Shot skill: No longer has an increased cast time when the Eagle Eye trait is equipped.
- Quickening Zephyr skill:
- Increased duration by 1 second.
- Players are now healed at 50% effectiveness (increased from 0%) when under the effects of this skill.
Pet Attributes
- Adjusted health and/or armor of ranger pets:
- Ursine pets: health increased from 26,000 to 29982; armor is now 2061 (up 687). Polar bear’s power now matches that of all other bear pets.
- Dogs: health increased from 13,000 to 14,868; armor is 2061 (no change).
- Cats: health increased from 13,000 to 14,868; armor is 1374 (no change).
- Devourers: health increased from 11,089 to 14868; armor is 2748 (no change).
- Birds: health increased from 11,894 to 14,868; armor is 1374 (no change).
- Drakes: health increased from 11,683 to 22,425; armor is 2061 (no change).
- Spiders: health increased from 18,646 to 22,425; armor is 1374 (no change).
- Pigs: health increased from 20,538 to 22,425; armor is now 2061 (up 687).
- Moas: health increased from 16,781 to 22,425; armor is 1374 (no change).
- Armor Fish: health increased from 16,781 to 22,452; armor is now 2748 (up 343).
- Jellyfish: health increased from 11,089 to 22,425; armor is 1374 (no change).
- Shark: health increased from 13,000 to 22,425; armor is now 2061 (up 687).
Canine Skills
- Intimidating Howl skill: Reduced cast time from 2 seconds to 1.5 seconds.
- Regenerate skill: Reduced cast time from 2 seconds to 1.5 seconds.
- Howl of the Pack skill: Reduced cast time from 2 seconds to 1.5 seconds.
- Chilling Howl skill: Reduced cast time from 2 seconds to 1.5 seconds.
- Terrifying Howl skill: Reduced cast time from 2 seconds to 1.5 seconds.
Drake Skills
- Lightning Breath skill: Reduced cast time from 2.7 seconds to 1.5 seconds. The lightning from this attack no longer tracks targets.
- Fire Breath skill: Reduced cast time from 2.7 seconds to 1.5 seconds.
- Insect Swarm skill: Reduced cast time from 2.7 seconds to 1.5 seconds.
- Frost Breath skill: Reduced cast time from 2.7 seconds to 1.5 seconds.
Feline Skills
- Icy Pounce skill: Reduced cast time from 2 seconds to 1.5 seconds.
- Rending Pounce skill: Reduced cast time from 2 seconds to 1.5 seconds.
Jellyfish Skills
- Immobilizing Whirl skill: Now sticks on its target instead of passing through.
- Chilling Whirl skill: Now sticks on its target instead of passing through.
- Poisoning Whirl skill: Now sticks on its target instead of passing through.
Thief
- Skills that must be performed from stealth are now labeled as “Stealth Attack.”
- Vigorous Recovery: Improved accuracy of description.
- Cloak and Dagger skill: Now functions with the Hidden Killer trait.
- Needle Trap skill: Removed the duration skill fact as being misleading.
- Shadow Shot skill: The projectile portion is now unblockable.
- Choking Gas skill: Added an Unblockable skill fact to reflect functionality.
- Flanking Strike skill:
- Now evades and delivers one strike instead of delivering two attacks.
- Removed boon removal.
- Reduced initiative cost from 4 to 3.
- Now toggles for 5 seconds to a second skill, Larcenous Strike, if the attack hits an enemy.
- Improved reliability of flanking strike.
- Larcenous Strike: Deliver a quick strike that steals up to two boons from an enemy. Costs 1 initiative.
- Larcenous Strike, Stab skills: Reduced aftercast by 0.5 seconds.
- Mug trait: Can no longer critically hit. Now heals the thief from a range of 1980 health to 2700 health.
- Leeching Venoms trait: Increased the damage scale from power by 33%. Increased range from 325-400 to 325-425.
- Signet of Agility skill: Increased passive stat bonus by 100%.
- Assassin’s Signet skill: Increased passive stat bonus by 100%.
- Revealed effect: Reverted duration to 3 seconds in PvE.
- Trick Shot skill: First arrow is no longer heat-seeking.
- Smoke Screen skill: No longer destroys unblockable missiles.
- Haste skill:
- Increased duration by 1 second.
- Players now regenerate endurance at 50% effectiveness (increased from 0%) when under the effects of this skill.
Warrior
- Arcing Arrow skill: Added a radius skill fact. Removed the burning skill fact on the traited version because it did not actually burn.
- Fan of Fire skill:
- Updated the cast time and aftercast to match other fan skills.
- Reduced cast time by 0.5 seconds and aftercast by 0.5 seconds.
- Earthshaker skill:
- Fixed the attack radius to correctly match the ground targeted decal radius.
- Added a radius skill fact.
- Fixed the damage displayed in the skill fact at zero adrenaline to be consistent with the skill at all adrenaline levels.
- Throw Boulder skill: Added a knockdown skill fact.
- Call to Arms skill:
- Now a blast finisher.
- Updated the radius skill fact to be consistent with the skill’s effects.
- Removed extraneous 500-millisecond aftercast.
- Added new Adept major trait, Defense (II): Dogged March—Incoming immobilize, chill, and cripple conditions are reduced by 33%. Gain 3 seconds of regeneration when you are crippled, chilled, or immobilized. This effect can trigger only once every 10 seconds. This trait replaces Turtle’s Defense.
- Quick Bursts and Adrenal Reserves traits: Combined into one trait, Burst Mastery (XI).
- Added new Grandmaster major trait, Discipline (XII): Destruction of the Empowered—Damage is increased by 3% per unique boon on the warrior’s target.
- Endure Pain skill: Players can now capture points while under its effects.
- Leg Specialist trait: No longer functions when controlling turrets such as the WvW Arrow Cart.
- Brutal Shot (Rifle) skill: Increased vulnerability duration from 10 seconds to 12 seconds. Increased vulnerability stacks from 5 to 8.
- Signet of Fury skill: Increased passive stat bonus by 100%.
- Signet of Might skill: Increased passive stat bonus by 100%. The new active is the player’s next 3 attacks are unblockable. This effect lasts for 10 seconds.
- Dolyak Signet skill: Increased passive stat bonus by 100%.
- “On My Mark!” skill: Now uses its actual range instead of infinite range. Increased the range of the shout from 900 to 1200.
- Frenzy skill:
- Increased duration by 1 second.
- Players now take 25% more damage (reduced from 50%) when under the effects of this skill.
Structured Player vs. Player
- Minimap icons for team members now show their profession icon instead of a dot.
- Updated requirements for PvP daily achievements.
- Heart of the Mists:
- The PvP locker now has a tab for back-slot items.
- Glory vendors now sell PvP guild banner back-slot items.
- Added new Fused Gauntlets to the Match Win Reward Chest.
- Players can now use transformation tonics here.
- PvP Steady weapons are now Basic rarity and have had their damage increased.
- Spirit Watch:
- Ride the Lightning distance is reduced by 40% while carrying the orb.
- Tornado move speed is now correctly reduced while carrying the orb.
- The orb is dropped if the orb carrier uses an invulnerability skill.
- The orb now spawns 10 seconds after match start instead of immediately.
- Increased altar commune time from 2 seconds to 3 seconds.
- Fixed multiple locations where teleport skills would fail for no visible reason.
- Minimap and Party UI now display all allies on map.
- Kill Spam now displays all kills on map.
World vs. World
- Updated confusion and retaliation effects to do the same damage as they do in sPvP.
- Added a buff to display time remaining before siege weapons are destroyed from inactivity.
- Siege sites are now destroyed 2 minutes after being placed if they receive no supply.
- Increased arrow-cart damage:
- Increased Fire damage by 80%.
- Increased Fire Crippling Arrows damage by 17%.
- Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.
- The “under attack” notice at objectives now displays 30 seconds after it is first attacked. Does not affect waypoint usage.
- Siege weapon blueprints are now account-bound instead of soulbound.
- Killing a supply dolyak now awards 3 points to the team that lands the deathblow.
- Righteous Indignation now ignores damage from all sources.
- Players can now deploy siege sites on enemy walls.
- Siege weapons can no longer be built in no-siege areas.
- Increased radius of cannon basic shot from 240 to 360.
- Lotus Poison (thief minor trait, 15 in Deadly Arts) no longer applies to a trebuchet’s poison shot.
- Frost Spirit (ranger utility skill) no longer applies 10% damage buff to siege weapons.
- Increased boon resistance of siege golems so players can’t apply swiftness to them with increased boon duration.
- Picking up supply while holding more than current capacity (due to a capacity buff going away) no longer reduces the supply down to current capacity.
- WvW dialogue will now reopen to the last-viewed page.
BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions
- You can now purchase Braham and Rox’s weapon skins in the Gem Store! Braham’s Mace and Shield and Rox’s Short Bow and Quiver are each available in the Style category for 600 gems. Apply each skin to any weapon of the same type to change its appearance. Skins can either be applied to a PvE item or added to your PvP locker for use in the Mists.
- There is now a rare chance to get the Cheetah Charr or Killer Whale Quaggan backpack covers from the Black Lion Chest. Black Lion Chest Keys can be obtained from the Gem Store in the Consumable category for 1 for 125 gems or 5 for 450.
- To celebrate spring, the Gem Store will make available one miniature baby animal each week for the next 5 weeks. The first of these adorable additions is the Mini Hippo Calf, which is now available in the Minis category of the Gem Store for 400 gems each.
- The Sonic Tunneling Tool can now be purchased from the Style category of the Gem Store for 250 gems each. This neat piece of tech lets your character move just under the surface instead of running. Simply equip the item in the toy slot of your town clothes and use the skill to start tunneling. The item does not change obstacles, and entering combat makes you resurface.
Improvements
- A pack of 8000 gems can now be purchased through the Gem Store. Select Get Gems in the upper-left corner of the Gem Store to start the gem-purchase process.
- Dancing Spirit skills now have a 2-second recharge time.
- Increased duration of summoned Merchant Express and Trading Post Express NPCs from 5 minutes to 15 minutes.
- Increased duration of spawned Boxes o’ Fun from 10 minutes to 15 minutes.
- Backpack straps that come with backpack skins no longer require typing the name to delete them.
- Boxes o’ Fun now drop from the Black Lion Chest.
- Reduced the drop rate of Name Change Contracts from the Black Lion Chest to reduce duplication.
Bug Fixes
- All sell listings are now shown for Instant Buy on the Trading Post, instead of only the 20 lowest prices.
- An active customer-support link now appears when attempting to purchase gems fails.
- The Cook’s Boots town clothes items no longer look corrupted when worn by a charr character.
(edited by Mark Katzbach.9084)
As they exist right now, Legendary weapons are absolutely the most un-Guild Wars 2 concept in the game. So much of the items and activities surrounding the endgame revolve entirely around Legendaries, yet to go after one demands a dramatic shift in play style through massive amounts of sheer farming and grinding. Traditional MMOs would blush to be seen with such monotonous chores.
It’s true, they are really fantastic-looking items, and I don’t deny that I really, really, really want one. But, my desire to attain a Legendary is overshadowed a hundredfold by my disgust with the process I would have to endure to get there.
It’s not that I’m unwilling to play the game to its fullest extent, expose myself to a variety of content, and “do the work” to earn one. But, so much of what you’re asking us to do is borderline inhumane. It’s not challenging, it doesn’t require “mastery” of the game, and it certainly isn’t anything I’d consider an “honorable” achievement. In short, there is nothing “legendary” about acquiring these weapons at all.
Please reconsider the method for acquiring Legendary weapons. Below, I have weighed in on several of the steps involved…
100% Map Completion: It’s a mammoth task, but is achievable by anybody with enough commitment. Anyone who has finished this has shown their merit.
Max Crafting: This makes sense, but it’s currently handled in a very strange way. There’s this concept of a “precursor” weapon that gets upgraded into the Legendary, but that weapon is not crafted at all. Instead, the crafting is relegated to a nondescript “gift”, which is basically just a pile of raw materials. How weird is that?
Instead, have us craft a base weapon. It can have a higher cost of materials than a normal exotic, but essentially our mastery of crafting should lead to the practical “weapon” part of the equation. Don’t require crafting just for the sake of it; have it make sense.
Personal Story Completion: Unless I’m mistaken, this is not technically a requirement, and that’s really strange. I would hesitate to say that someone who has not even finished the personal story deserves a “Legendary” reward.
Dungeon Completion: I don’t know that every path of Explorable Mode should necessarily be required, but surely finishing Story Mode for each dungeon is reasonable. What is not reasonable is scraping together 500 tokens by grinding the same dungeon over and over.
Now this may come off as a bit of a rant but i dont care. I do not think in order to get 100% map completion, you should have to do WvWvW. I know people have already gotten it but they obviously enjoy pvp. I dont and im sure there is other hardcore strictly PvE orintated players who wont ever get 100% completion. There should be a change so like in the mists the WvWvW stuff does not count toward map completion. I just do not understand why a PvE achievement has any pvp aspects to it. This is almost a game breaker for me because i will for ever sit at 92%… and its a shame.. I’ve never pvped in any game and i never will it just doesn’t float my boat per say.. nothing will prolly come from this i just want it to be known.. i hope in the future this will change. Say what you will i know this post will be attacked.. i just want to hear other peoples opinions on the matter.. that includes you strictly only PvPers!