Showing Posts For Last Warrior Lord.7248:
It’s because mainhand dagger lacks in survivability and reliability. The stances in the long run won’t help and if you face anti boon, the boon driven stances well bottle neck you. The traits lack reality in alot of sircumstances. So traits in Soulbeast needs a new fresh of minds to rework things, imo. Beta druid performed better than soulbeast when compared. I know the codes for merged was a challenge but the stats that the trait line and stance utilities offered was poorly done and did not connect with the theme stat wise (not including animation from stances, the spirits didn’t block attacks for me…hehe). Druid did with stats, traits and utilities.
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Extra notes on the idea.
Some of the passive and tree traits will have ICD to prevent long durations on specific effects.
This trait is extremely weak. I honestly don’t know how it made it this far in the game.
Compare Shared Anguish which transfers 1 incoming disable to your pet on a 60 second cooldown, to a warrior’s Last Stand, which gives them 2 stacks of pulsing stability for 8 seconds on a 40 second cooldown.
It could be something simple like: Break stun and gain attack of opportunity when hit with a disable. 20 second internal cooldown.
Other effects in place of gaining attack of opportunity could be:
- recharge pet swap
- reduce all of your active cooldowns by 2 seconds
- gain 3 stacks of stab for 5 seconds
Honestly, almost anything would be better than our current version of Shared Anguish. Please Anet, make something happen.
__________________________________________________________________Discuss!
I like those ideas and could work out for core, druid or soulbeast in general.
I think Changing “Shared Anguish” should be changed to something like “Natures Calling- (Beast)” – Next disable effect you suffer, breaks stun. Granting you 3 seconds of stability (5 – stacks). (30 second Cooldown)
Like you said anything would work better as long it counters disabling skills.
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Some stats might need to be lowered like for the burning. Some might say the passive for stun break should be moved to auras poathaste but this reason for not doing is to have reliable stun breaks and make the utilities interesting and viable not to have it as a 3rd choice in your thoughts. Also, the trait I present well have 3 types of build in the trait line. If you put them together you have melee power build with shield, condition build or defensive/support. The third passive might need to be changed to 1 condition converted to a random boon. Like I said I have 3 sets of ideas for one trait line.
Soulbeast don’t offer 3 differ build aka “viable” condition builds, “viable” power build or self defence with some boon support that is “viable”.
Thank you.
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Wardens Spectacle (could be used as an introduction to Cantha)
- Passive One: Wardens Spirit – Tap into the the knowledge of Echovald gain access to Aura Skills and your pets hidden F3 skill (or replace Wardens Spectacle for Soulbeast for this and make F3 as a merg skill) from the ancient Wardens spirits . You now have access to Shield.
- First Trait Tree: * Apply Poison ( Apply 3 stacks of poison when you swap pets for
5 seconds on your next successful hit . Your pets applies
weakness on their next attack for 4 seconds.)
*Splinter attack (When you critical hit your next attack does
damage to the nearby foe for “xxxx” amount of damage up to 3
targets – 10 sec cooldown)
*Natures Calling (next disable effect you take grants you 6
seconds of protection and breaks stun – 20 second cooldown)
-Second Passive: Spirits might – When you cast an Aura you gain Aegis for 5 seconds. Auras are now a stun break skill.
-Second Trait Tree: *Wardens Aura ( Auras grants you regeneration for 4 seconds
and retaliation for 3 seconds)
*Inner Beast ( Your melee critical attacks applies 2 stacks of
Vulnerability – interval 5 seconds. If under effects of Aegis you
apply cripple for 3 secs and gain quickness for 2 seconds)
*Burning Spectacle ( Auras apply 3 stacks of burning to
nearby foes for 6 seconds. Take 5% less incoming damage
from burning foes.)
-Third Passive trait: Cleansing Fury- When you apply regeneration to yourself, you convert 2 conditions to random boons. Gain 1% increased damage for each condition converted (Stack max 5 (5%) for 8 seconds)
- Third Trait Tree: * Auras Posthaste – Auras now recharged 20% faster. Grants
stability for 2 seconds and swiftness for 14 seconds.
* Wardens Justice – Shield skills now apply 6 seconds of
regeneration and protection for 4 secs to yourself and up to 4
allies near you. (Applied on skill 5 after full duration of the skill)
* Inner Agony – If foe is suffering from Burning you apply 2
stacks of Torment each hit. Interval – 1 second) Grant yourself
and your pet 2 stacks of might when hitting a foe effected by
burning ( Interval – 1 second).
You get (5/5) Auras and (5/5) pets. I leave those ideas option open for this thread.
Shield Skills Skill 4: Ancient Roots – Foes in target area take “xxxx” amount of damage and are immobile for 1 1/2 seconds also affected by slow for 3 seconds up to 5 targets. Range: 180). Recharge is 15 second/casting time 1 second.
Skill 5: Wardens bark- You become rooted (Root animation), blocking incoming attacks for 3 seconds. During the duration you send out splinters that do “xxx” (3x) amount of damage and applies bleeding up to 3 foes each hit. (Range: 180) Cooldown – 25 seconds.
Tell me what you think. Should ArenaNet take some of these ideas and implement them to Soulbeast in anyway via Stances/Traits/Main-Hand Dagger/Pets
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What I don’t understand is why cant the pets f2 skill be one of the merge skills, most of the first merged skills are useless I wither have smokefield over takedown merged with smokescale. Would make more sense and why not? Is it that hard to ask for? You are merged with it anyways.
~Dew Bryan
They stated already, in the GuildChat, that that will never happen since it will be OP.
So, you want two F skills instead of 3 and you want to remove some of the most interesting F skills in beastmode, the F2 (Defy Pain, Brutal Charge, Smoke Assault, Narcotic Spores, Photosynthesize, Charge etc.)
No, thanks.
OK:
- make those beastmode F1
- pet F2 moves to Beastmode F2
- keep beastmode F3
- beastmode F4 pet swap
See above.
I don’t understand if that’s the case its OP in general (smokescales – smokefield F2 skill). Can’t really see it OP merged. In fact its OP out of merg cause you can stealth and the pet still applies dps. While merg you can still stealth but don’t apply pressure. So actually its reversed which make it UP and fair.
Beginning to think Anet don’t understand differ situations and only work things out on paper.
Just realize this to keep from using smokefield 2x or any f2 pet skills back to back they can keep the cooldown applied to keep from spamming back to back when you merg with your pet.
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What I don’t understand is why cant the pets f2 skill be one of the merge skills, most of the first merged skills are useless I wither have smokefield over takedown merged with smokescale. Would make more sense and why not? Is it that hard to ask for? You are merged with it anyways.
~Dew Bryan
reply to you guys, my final thoughts, and feedback:
yes I stayed in beast mode for the buff that I gain when I merge with my pet (fer and power)
causing these ez bursts.
yes, I didn’t use dagger, because it offers nothing other than useless skills and bad dmg.
yes, I haven’t use the stances because they are bugged. and in my opinion, i don’t like them.now what i think anet should do to help soulbeast get out from its depressing state is:
-replace the useless traits
-shorten the CD on the stances ( maybe by using a trait that buffs stances and reducing the
recharge
-increase the dmg on the dagger and make the attacks much faster
- make a new option in beastmode where players can swap pets(f4) while in beast mode,
instead getting out of beast mode swap pets, wait for 10s and then re enter beast mode
again just to use the f1 2 3 skills
- or add a new set of bar skills when entering beastmode(like cele avatar on druid) with aoe
skills that can help in zerg fights through healing, condi cleanse giving us that survivability that
we need on soulbeast and some dmg skills for pvp,
- please make the smokescale ability evadable, buff the beastmode skills,
and fix the bugs with the beast mastery trait linewith that, i personally think it would be enough to help soulbeast become a great
spec with its gamestyle in each of the 3 game modes.
Dont forget that MH dagger needs a evade stat buff on skill 3 for survivability, if they have to remove quickness that’s fine we have that in the minor trait tree to compensate in"Soulbeast". Other than that you point out the issues I have.
~Dew Bryan
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[Feedback]Path of Fire Elite Specialization Preview - August 18-20
Posted by: Last Warrior Lord.7248
We’d like to know your thoughts about the recent PvP and WvW preview weekend that presented the new Path of Fire elite specializations.
Please share your input about the August 18-20 Preview Weekend, preferably in 100 words or fewer
Thanks!
Go to class forums please. Already feedbacks there and I don’t think they are going repeat what already said to here. Plus that this thread going to be cluttered up.
although it has some problems soulbeast is still fun to play and here is a vid of my gameplay with it in wvw.
build used:
full mara with monk rune for the boon duration (protection)
and 4 captains trincketszerk lb with sigil of energy and bloodlust sigil
zerk gs with sigil of energy and sigil of airtraits:
Wilderness survival 232
skirmishing 211
soulbeast 323
unstopable union for 4s of unblockable attacks when entering beastmode which is vey usefull
essense of speed for the boon duration
and opportunity survival for the dps buffrest of the utility skills are the same as in the vid.
i think that soulbeast has aot of potential, it just needs beastmode pet skills buff/fix
and nerf cd on stances with a change of some traits to help more in survivabilityI hope u enjoy the vid and thanks
and make sure to tell me what u think of soulbeast. please try not to be negative
Hey man its dew. Anyways It was cool but they video is misleading a little.
I think the concept is good, the merging is a nice touch but I still have mixed feelings. The video would’ve been better if you used the dagger and use some of the stances to show the actual effects.
All your video has shown is that the stances are not viable as well as dagger just by looking at your bar and weapon set. The only reason “Soulbeast” was working was the two core traits, survival utilities, signet, and LB/GS. Also shows the over looked damage from maul on skill 2 as merged as well as the players you faced are beta testing.
So, you’re basically playing core ranger but using the “Soulbeast” for the little extra skill option for burst vs beta players and it’s not “Soulbeast” making the build. But if you did use the daggers and one or 2 stances (bear stance and dolyak stance if it worked) and won 8/10 I wouldn’t say a thing. So yeah you did make it work to a certain extent.
Not trying to bash you and your a good dam ranger. But try to be more realistic. I get it you trying to sugarcoat it but lets be real, I mean you did admit it has issues, it’s bad as it stands at the moment on survivability if you choose dagger and used some of the utilities and the traits don’t help the “Soulbeast” a whole lot specially mid and master tree.
New pets are neat but I hate the fact you cant use the pets special F2 skills as merged don’t make sense to me but whatever.
Like I said I don’t mean to bash.
See you in-game cuz
Dew Bryan
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I want to share my thoughts on Soulbeast as a pvp/wvw player.
-Dagger-
Let’s start from our new weapon.
The damage on the autoattack is too low. I was critting for about 500 while using a Marauder amulet. Considering that we actually need to be in melee range to land these attacks, I think the damage should be duplicated x 3 atleast. The condi application is fine.
Double Arc base damage is low, considering the hybrid theme of the dagger.
Instinctive Engage really needs 1/4 s evade. The leap also feels clunky without quickness, and in my opinion, it needs to be 600 range, not 400.-Beastmode-
Everything is so clunky. The majority of the skills have low damage. Smoke Assault, 2k damage with marauder amulet on a golem, also the skill doesnt evade. Sigh. Harmonic Cry heals x3 less than the pet version. Most of the skills root you in place. Beastmode? Feels more like a drunk man trying to headbutt someone.-Stances-
The only thing that works on Dolyak stance is the stun break effect. No boons or buffs are applied. This ruined my demo experience. One wolf pack last indefinitely on allies. Overall, stance effects are good, but cooldowns are too high in my opinion, especially Bear stance (needs to be 20sec) and Griffon Stance (this skill is so useless sigh).-Traits-
From a pvp/wvw perspective, there is literally no reason to bring a Soulbeast in a pvp or wvw team. Leader of the Pack should grant the entire stance duration. 2-3 seconds is not enough.
Second Skin is nice, but it would be better if we can share this trait with our allies. Otherwhise, we have no support at all.
Eternal Bond is weak, you die 1 or 2 seconds later, that’s it. 90 sec cooldown for the lolz.
Minor traits have no sinergy.Final conclusion
The spec has potential, but at the moment, it really needs an hard rework and bug fixes. Completely useless in a zerg, definitely worse than a druid in a pvp team.
Vote: 4/10
Another one hits the nail. I feel the same way. I have to agree on this one as well.
This.
If I want to be in Beastmode with my other pet, I need to > Get off beast mode > Switch pet > WAIT for cooldown of Beastmode > Then go beastmode again.
I disagree with this process entirely. It’s tremendously awkward.
We should be able to switch while in Beastmode, needing to switch OFF beastmode everytime ruins the playstyle entirely.
“Oh but we want to encourage you to still use your pet” WE’VE BEEN USING OUR PET FOR 5 YEARS. If we wanna have a build with our pet out more often, let us just use the core Ranger, that’s the whole point right?
Let us commit fully to this new Meld/Beastmode playstyle. Not a half-version of it.
Yeah my impression was you can stay in Beastmode and still swap pet (buff and skills) and not leave the form but we have to ummerg than merg back throttles-necks the gameplay and with this 10 cd in between don’t help. Oh well anet tryed and failed. Back to druid or core my friends.
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Man… the combo’s u can make with you’re pets and beastmode are amazing and fun. And try a different off-hand next to the dagger like an axe.
I must agree the new Utility skills are boring and lazy.
First of all you don’t mean your pets you mean combos with your pet.
Because you have no way to switch your pet F skills in an adequate time to do any combo.Second, the combos might be fun, especially the bugged gazelle that hits all 5 targets in one hitbox, but other than using this broken pet your combos are not really effective. (also for the gazelle pet you need no soulbeast)
Third. Axe offhand? Seriously? You run around with dagger/axe? And you’re telling me it’s amazing, fun and effective?
Soulbeast has an slightly higher overall dps than what we had previously. but only if you never enter Beastmode, unless you immediately use all 3 F skills in it and immediately leave it.
So we now have a clunky core ranger, with a new completely useless new weapon and a annoying new mechanic, that adds extra work and gives you not much reward for using it. A new mechanic that makes the pet AI upon spawning/despawning the pets everytime you enter/leave Beastmode even more useless and clueless.The one good thing Soulbeast has atm, I admit it, is good(but not insane) burst dmg. While the power burst dmg will get almost certainly nerfed, the condi burst will probably stay or get even better.
If anet hadn’t added the new green glow around my ranger I wouldn’t believe for a moment that this is a new elite spec.
Edit: I forgot to talk about the stances. Because at least 3 out of 5 are not even worth mentioning.
I feel the same way. Have to agree.
From what I was told by a dev that raids with my guild its not that Ranger was picked last per say, its just that their original idea didn’t work. Originally I was told the rangers became their pet and you controlled the pet and their skills. The animations were too buggy and it never came together.
Soulbeast was a “crap we got to get this out the door” response as the dreaded deadline doom approached I think. Which is fine if you approach the spec with purity of purpose. If its a dps spec give it some punch. Otherwise what are they even doing.
You might be up to something here. I have to agree.
Pets good
Traits ok
Soul FailThank you ANet for once again meeting low expectations.
It’s apparent, Rangers are not a priority.
Its funny cause all other classes got more stab and synergy from skills and traits while we go useless 4/5 stances which one only gives us 7 sec stab vs endless spam of boon removal. We got no evade from MH dagger, no block skills and etc. Core outperforms soulbeast atm. As a vet ranger I expected better. Guess druid got more viable now…
How many times does it need to be repeated? You are not supposed to stay permanent in beastmode.
It is not a petless ranger. Get over it.Look this is what you’re saying:
-Beastmode is a complete dmg loss, unless you use an F skill in it.
This means: NEVER go into beastmode, unless you want to immediately use an F skill.
This means: 90% of the time, play vanilla core Ranger, with an additional annoying mechanic that makes the pet AI now even more clueless and useless when spawned/despawned .Imo that is just bad game design.
agree
Beastmode:
- Honestly it’s pretty decent. At least with some pets, the additional combos and rotations we get access to by entering SLB to use f1-f3, and leaving it to use/swap pets feels pretty smooth.
I disagree. Beastmode and petswap feel not smooth at all. Most of the time it’s even so bad that you completely ignore your other pet because the cd of beastmode is just ridiculous.
You have no quick way of accessing your second pet. So you can only use it in a very specific dmg rotation but never just for utility skills like invulnerability, evades, heals etc.
Also spawning/despawning/switching your pets all the time makes your pet lose the target, it always has to run back to it and it gets always interrupted when you enter beastmode.
The pet and its AI is now even more useless than before and entering beastmode is always an dps loss, except if you immediately use your F skills and get back out of it.Overall it’s pretty disappointing if the best thing you can do with Soulbeast atm is not going into beastmode at all.
Iv notice that as well… all other elites seem way better than soulbeast atm… I know its only beta but the others are outperforming soulbeast/dagger.
Alright, let’s get into it. These are my impressions after spending a few hours testing out Soulbeast and its various mechanics.
__________________________________________________________________Dagger:
- MH dagger feels very clunky.
- The autos feel very slow. Its base speed should be what it is when we use it with quickness.
- The 2 skill doesn’t have enough damage/utility. It is also relatively hard to hit and doesn’t do anything special. It feels like another auto attack.
- The 3rd skill also feels very slow. Its base speed should be what is is when we use it with quickness. It should also be an evade.
_____________________________________________________________Stances:
- They are all very lackluster. Shouts beat stances out by a wide margin. I’m sure some dedicated ranger players could come up with much better ideas on how to rework/improve them.
- Dolyak Stance seems the best out of all of them, but it doesn’t even work atm. No one has been able to test it.
_____________________________________________________________Beastmode:
- Honestly it’s pretty decent. At least with some pets, the additional combos and rotations we get access to by entering SLB to use f1-f3, and leaving it to use/swap pets feels pretty smooth.
_____________________________________________________________Traits:
- Soulbeast doesn’t offer enough in terms of survivability or damage to justify dropping one of our core traitlines/Druid for.
- There is also a lot of inconsistency in terms of what actually affects us and what doesn’t when we enter Beastmode.
- Every trait that affects the pet should affect us as well when we are in Beastmode. If some do, and some don’t, many traits won’t be taken because they will be useless every 10 seconds.
- Core is a lot more fluid to play than Soulbeast. It does more damage and has better survivability.
- Again, experienced ranger players can come up with much better ideas to improve the experience. But I don’t want to personally spend the effort if Anet isn’t going to take any suggestions into account.
_____________________________________________________________Pets:
- They are pretty meh. Nothing special here. Jacaranda and the Fanged Iboga are the best out of the 5 we got in terms of their AI and Beastmode skills.
_____________________________________________________________Conclusion:
- Core ranger and Druid are stronger than Soulbeast. Soulbeast’s Beastmode mechanic feels like it should be a part of core ranger, rather than an elite specialization.
As a vet ranger myself, I agree with you and you hit every point very well. Soulbeast is so under-powered.
Its great so far. Only thing is Unidentified gears and a few gated things that prolong things, other than that demo is great.
Being honest here (and I am sure others may agree or disagree), it almost makes me not want to ride mounts at all. Shocking, right? Really an annoyance, in the end.. Not concerned with the whole ‘NPC’ clutter, as I have played games that had mounts with no issue. Also, GW2 has this wondrous mechanic where you can hit ‘F’ on NPCs, you don’t need to see them. Personal thoughts, though.
This is beta. We are limited. Chill and enjoy the free demo.
Mounts will be added to WvW there is no 2 ways about it, Gliding is here and we never thought it would be. The PVE base are taking over.
Technically wvw is both pve and pvp…… so pve was part of it sense day one in 2012. I like that they added gliding and mounts would be even more useful. The thief or any other roamers going to be salty when they cant stealth ghost gank (assuming they’re thiefs) their targets. Let the salt rain over WvW more!
Suggestions (assuming A-net already made their minds up) :
1- Make Fine, Blue and Green Gear as stack-able Called " Unidentified Cavalier Gear / Make Rare, Exotic, and low chance for ascended Gear as stack-able Called “Unidentified Sunspear Gear”
2- Change the Identified Gear as Buy-able items as like Salvage Kits so you don’t have to go out your way just to talk to the Heart Task Npc’s constantly.
3- Everyone is happy!
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Agree on unidentified having rarities, it’ll still save space, which is important and frustrating, because there will be like… 4/5 types of stacks. But i do want these stacks
this would be better
Why is it bad?
At least it can stack, and that’s handy!
Now you have to identify with this system but it stacks, sounds great right, not really. Its bad because it becomes more repetitive even more. If they stick with this system you are going to have to identify and than if you don’t like it (or don’t need) than you have to or want to salvage it. Too many clicking and soul searching for junk which equals repetitive annoying system. GW1 should be a good reference to learn and not repeat. ANet don’t keep this cursed GW1 system.
Edited: What “Nihevil” mention is a good point. Its a cash pool and forces you to identify; if you don’t you lose the chance of a good other exotics or precursors.
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Probably to stop every single intractable npc from being hidden behind a wall of giant mounts?
He’s Right You Know
He definitely is right. I didn’t find it too annoying. At some point it did get really repetitive though. I would support the change however.
What really bugged me was when I would get pulled off my mount from mobs really easily. I think a break bar for our mounts would be great, one that doesn’t regenerate until it’s been broken so it takes multiple cc’s to knock us off our mounts. This change would be a win win because it would also teach people how break bars work.
The small break bar is actually not a bad suggestion. I support this!
Probably to stop every single intractable npc from being hidden behind a wall of giant mounts?
Good point. The dismount while interacting npc and boards helps with the clutter. Everything around the mounting system is perfect! Don’t change anything Anet.
Agree, they are trying to use the old system idea from GW1. Please don’t revert back to the one thing I and others hated in GW1 (7years).
I have no problem. Just people are not use to it yet. Play a little longer you be fine.
Unidentified gear is a no go Anet. Don’t revert back to the one thing I and others hated in gw1 (7years). JUST NO!
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FIX PET DELAY! (3-5sec delay becoming a sitting duck)
Staff 3 blast into smoke-field of smokescale breaks the skills bar and does not blast stealth!
I’d be happy if mounts were not permitted inside towns and jump puzzles. (Gliders were disabled for most jump puzzles, so I’m confident they’ll do the same for mounts. ) Towns are cluttered and densely packed around services. It can get mildly annoying trying to look at the bank or crafting station when 15 people with 80 foot wingspans and 346743356 .5 stacked auras are demanding your attention. Giving them mounts in these crowded areas would be a nightmare.
I think making them available at all outside the new expansion would be pointless, since traveling in core Tyria is not even remotely an issue. But at least in non-city/settlement maps, people don’t cluster as often and there’s room to get around visual obstructions.
I’ve always been against the ridiculous “GW2 NEEEEEEEEDDDSSSSSssssss mounts!!!” arguments, because…we haven’t needed them. It’s purely 100% cosmetic (So far). But I’m not against mounts overall. There’s nothing wrong with wanting something pretty to sit on. Like the tastefully small broom and carpet. I just hope it doesn’t get out of control like huge backpieces and auras did.
They will disable mounts for JPs.
Mounts can be used in core maps and the clutter from mounts won’t have the impact like animations which is way worst.
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Yall are excited for the mounts I get it but keep in mind there are a lot of people that dont like mounts why punish them by forcing mounts on them? What is so wrong about having the option to make our game mount free so we can still enjoy it and yall can still have yalls mounts and enjoy it? The game shouldn’t be stuck behind a mechanism like this.
What’s wrong with mounts? And you can only get them from POF and gates behide mastery points. Not like you can buy mounts from the store like most mmos….. and the mounts gw2 new xpack seems more useful than other mmos. It’s going to be beautiful. I dont care for mounts myself befor but the way these mounts work in gw2 is different than it be mmos if played. Dont bash it yet you have not try it yet. Once you have come back and qq than. You just judging cause you had be experience in other mmos I assume. Just wait and don’t be salty just uet.
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I hope not.
But, I also hoped they wouldn’t waste development time on mounts and they did that, so you never know.
Another causal scrub qq about mounts.
I have played other ones and did not like it. I loved gw2 for not falling into the mount crowd. Gw2 never had mounts and it just ruins the immersion. I get it makes people excited and happy that’s why I’m not asking for them to be removed. But I feel that we should all have a chance to enjoy the get how we like it. That is why I gave those ideas it’s a win win for everyone.
Than don’t buy it and ignore it. Cause people wanted mounts for 5 years. So they did for this pack and not just that. They made mounts way more useful than other mmos and far as I know can be wrong but mounts are DYE ABLE woot!
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Yeah, they would not have committed to such a near date unless the content is >95% finished.
I actually appreciate it. It seemed like the time between the HoT announcement and the announcing of a release date was endless. I know guilds that came back to the game for the expansion, then left when a release date didn’t come out for months upon months.
Besides, from a coding point of view; the mounts were the only huge change. Everything else is using existing resources with new models. It seems like the heaviest load in PoF development was the brainstorming and design.
And the huge kitten new maps… come on don’t be a downer.
Dont hate yet the mounts are more useful tham most mmos. Most mmos you just ride around. On gw2 you do that and use others still like the one that leaps into battle to start an epic fight. Give it time you might like it.
They were working on POF right after HoT release… so the had plenty of time. Dont worrie man its going to be great.
Well I see we have taken one step closer to being just another run of the mill generic MMO with the addition of mounts. So next xpac we will end up with gear progression. I mean we’ve had everything else added now that every other MMO under the sun has. Why stop now?
When guild wars 2 launched it was going to step away from traditional MMOs. But in truth it’s creeped slowly to being just like every other MMO out there. I guess ANet have finally run out of imagination and has to start adding the things that will make it just the same as the rest. Oh well.
Did you not watch the 22min vid a lot of moms that have mounts don’t let you start an First attack into a fight which you can now in gw2 and you have skills to click on mounts in gw2 now that most mmos games that don’t allow. So far as I know anet is still original and not a clone. Stop hating and enjoy the new stuff or don’t buy and play the same dull stuff while me and million others enjoy the awesome new things. Good luck friend.
Oh yeah the mounts are dyeable what mmos does that?
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I just crafted by first precursor after five years of playing, and I have to say I’m displeased. I know everybody out there who has several Legendary weapons doesn’t want to hear it, but I’d really love to see Legendary crafting change from mind-numbingT6 mat/gold grind to something more like the collections aspect of the precursor steps. I understand it’s difficult to implement stuff like this, and the system has been around so long it’s unlikely to change. Nevertheless, I’d personally much prefer a set of collections that took me through every dungeon path once, one that took me to each world boss, or some of the jump puzzles, etc., rewarding us for playing varied content without endless repetition. This could even be a way of reacquainting players with lore! You could have collections for reading historic markers or something.
I love the Gift of Battle coming from a reward track – that’s great! I don’t have to put on a podcast and grind mats or gold for weeks on end; instead I can focus on just playing my class well in that game mode and when the track is complete I can move on to something else! Gift of Exploration? Fantastic! More stuff like that and less grind would make me a very happy camper. :-)
I agree I just got my gen 2 legendary shortbow Chaka and Champawat. I have to say anet picked the most least droped and most expensive mats for a account bound legendary weapon. Can’t even sell it. You’re better off making gen 1 legendary weapons the old way and cheaper. I spend more on this account bound weapon than one you can sell or buy. The mystic coins is an issue as well. I will not go for another gen 2 legendary weapon.
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Skills and traits that previously granted pulsing stability now grant a block of stability up front in order better allow for counterplay through boon removal.
I think y’all are confused. They way it is if you have 10 stacks of stability and a Nerco used a boon removal that removes 3 it would remove only 3 stacks of stability you still have 7 stacks on stability which in this case of the stability change.
And how stability is applied right?
Ya, it was to allow for easier boon removal. I.e. to make the skill weaker.
Calls other people noobs and fails basic reading comprehension and understanding of game mechanics…
Grant Block on stability….. read the notes.
My justification on calling players noobs vailad. They complain the most.
You fail too read and comprehend as well.
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All I’m reading is noobs complaining about their safe space character meta build being adjusted. Learn to adapt and learn the class as a whole. The changes I find justified and all I play is ranger for 5 plus years. Y’all are aware that they adjusted stun skills right? And how stability is applied right? Also, the adjustmeants is for the next expension the leaks of the expension makes it obvious.
Less complaining more adapting.
I find this funny. Only rangers I can see complaining about this balance patch are the noob meta players that got use to their safe space character. Now they changed things thar req more thinking of the player now or have to adjust again. So, don’t stand in aoe that daze you otherwise it’s your dumb fault.
As a 5+ranger player I find the balance patch justify and unlike others can adapt like I have been for 5 plus years. Learn your class not just the meta build as well as learn other classes to predict and counter. All about skill and experience. So please less complaining and learn the whole entire class and the choking gas won’t hurt. Oh and don’t try to stand in aoe with a thief that is obviously spamming aoe when you’re trying to res that’s your dumb fault.
This happens to me everytime on the same map I have reported this issue many times.
Has anyone noticed frame rate drops since the updates a couple of days ago? When I log in the frame rates are somewhat normal then about 10 minutes into the game the frame rates drop to single digits. Other people were commenting about low frame rates in the game yesterday.
I doubt it’s my system because I run an AMD FX 8150 (8 core 3.6Ghz) liquid cooled with 24GB of ram, NVidia GeForce GTX 1060 w/6GB and a 100Mbps connection.
same here
So you took the clips and added music ontop of them cool. Eh hot was ok i personally enjoyed it and got many hours of enjoyment out of it but i know groups that didnt as much (pvp wvw and i suppose the casual player somewhat). Im sure tho that they can do far better. Just not sure how you still have hope when the title of the thread is “gw2 lost” which btw aint true the game is doing ok.
The video was made back in 2012. I’m no professional video editor. Just FYI. Also, you don’t understand what I mean cause you have not play the game for 5 years like I have or you wouldn’t make a hasty comment like that. HoT made things more unbalance. Yes I can still have hope despite the title that seems to be misleading your thoughts.
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Hope Arenanets next expansion will bring back the hype I had when I made this Fan base video in 2012. Heart of Thorns didn’t bring that hype.
Like to see my 2.4k+(over 5 years) investment in the next coming expansion. I’m sure other invested more then me.
Still have hope!
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As great as the current system for capturing of camps and towers are great for 10-50 groups. I feel Heart of thorns influence a bad taste in my mouth. Before the expansion the capture and upgrade was slow yeah but it gave smaller groups and solo’ers something to do and contribute in a way. Sure you can capture camps and towers as a small group if there are no opponents or capture camps as a solo’er. My point is bring back something more relevant for everyone to do besides hordeing towers in plus double digit numbers. Bring back a revamp system for capture and upgrading for new or vet players to influence more small groups or solo players.
To be honest I thought Heart of thorns would bring more besides mindless hordeing towers and garrisons.
Love to play wvwvw again one day.
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Gw2 did take a different direction with HoT. Some good, some bad, some disastrous. HoT maps were good, for example. Yeah, they’re tougher than normal level 80 maps, but that’s fine. I don’t mind the extra challenge. Others won’t mind it either. Maps are core to this game. Players will eventually be accustomed to them.
However, I always thought raids were a bad idea. There’s just no way anyone can expect to keep players if you make content for 1% of the playerbase. I’m not against group content, I’m against group content being inaccessible to the majority.Looking back, I have to ask: Why was the dungeon team disbanded? It saddens me that dungeon content is non-existent. Yes, at least we have fractals, but…why not dungeons too?
I’m curious about the next expansion, but I will tell you I am NOT gung-ho about it like I was with HoT. Thanks to HoT, pvp and wvw have all but been destroyed.
Good point I love to see the dungeons come back more. Raids does not interest me. I see that gate on the map and wish I can block the icon.