The Mistward Set, and the Herald Shoulder – are very disappointing in regards to the fact that they have very little in the way of dye customization.
Mistward Shoulders, Gloves, and Boots – only have a single dye channel. This impacts the rest of the set due to the fact that these pieces are so obviously noticeable when they are just dyed a single color. You really don’t have any choices in how to dye the rest of the set, because anything other then the same dye being applied to 90% of the set looks off.
The Herald’s Shoulderplate on the other hand, has two dye channels, yet has a statically assigned silver metal around the dragonhead crests. Why not have that section be its own dye channel as well? Seems folly to me.
I love the appearance of both Mistward and Herald’s Shoulderplate – but the lack of dye customization makes me want to replace almost all the skins to something else.
So yeah, it would be cool if we got more dye channel options for these pieces. I realize I’m asking like 2 years too late, but I’ve only recently picked up the game again and started HoT for the first time.
The purpose of new specs isn’t to “compensate” for the lack of vertical progression like you would see in other MMO’s that release expansions. The point of the PvE world in the expansion is not to make you earn your elite spec.
In HoT you could max out your elite spec after a few of the new HP’s if you already unlocked all the Tyria ones. Because the point of the expansion is NOT to make playing your character the way you want something you have to waste excessive amounts of time on.
You are the 1% then. But the 1% of players wanting to be good sports about pvp do not justify the other 99% that is simply a toxic experience.
League of Legends enabled this by default. Fact of the matter is that in any PVP environment, open communication just means trolling and insults. After they enabled it, the reputation for toxicity went down significantly.
It would be a great idea for GW2 as well. So often in rated/unrated spvp matches people like to follow up every kill and death with trollish comments. “condi build is ez mode”, “lol you so ez”, “haha we won 4v5”, etc etc. Not even sure why I bothered writing those out, everyone in pvp is familiar with the behavior.
So yeah, just turn it off?
I think it is unreasonable to attach energy costs to weaponskills, and it gets even more ridiculous when you see the evolution of elite specs. With Renegade, we now have 3 additional F actions that also eat energy up.
Seeing as how each legend is designed for a different purpose, it does not make sense to say “well just switch legends and get more energy” – because then you have to shift purpose.
Using Shiro as an example; do other classes sacrifice all of their skill usage to get a few seconds of Quickness? Because with Shiro, thats what you get. Auto attacks with quickness at the cost of everything else.
Do other classes have to choose between using an elite skill and their entire other rotation? Because thats what you get with Rev.
And it’s not like we’re given any options in the trait lines either. There’s nothing to decrease energy expenditure or increase energy gain. Hell, we don’t even get to start off combat with a full energy bar even!
And the thing so many people are missing, is that as a Rev you’ve already “made a sacrifice” for the sake of the effective power you get. We don’t get to choose our skills. They are pre-selected based on the legendary you channel. The price has already been paid – and we’re being short-changed.
So what are my ideas to improve this then?
1. The #1 skill now generates energy per hit. With Shiro this should be just enough to maintain the Quickness effect – to give you an example of how much energy you should get (because trying to use Quickness indefinitely with anything else is OP).
2. Add/modify traits that result in energy gain. “When you kill an enemy, generate 30% energy”, “Energy now caps at 150% and regens to 100% out of combat”, “Switching stances increases energy generation from basic attacks by 100% for 5 seconds”
3. Skills that constantly drain energy no longer have an activation energy cost.
Renegade: Like all things Revenant – this class suffers from having energy costs on its weapon skills. I won’t be playing this class, let alone spec, if the energy problem isn’t addressed. Also – whats with there being no traits to address energy concerns AT ALL?
Firebrand: Mantra’s are pretty good. I think the Tomes should have a consistent cooldown between the 3, and instead of charges they should use a set duration like Conjured Weapons.
Spellbreaker: Double-Dagger doesn’t feel very anti-spell. The daze is on too high of a cooldown, the gap closer is way too tiny of a range, and burst skills feel completely underwhelming.
Holosmith: Why is the 1-hand sword the only weapon that interacts with the Heat mechanic? All of the Weaver weapons interact with the dual-attune, so should all the Holosmith weapons.
Deadeye: I love the weapon kit, but most of the utility skills are pretty useless.
Soulbeast: Probably the most bland implementation of “merge with pet” in the industry. Most of the pet skills are trash or clutter up the rotation, and the buff for sucking up the pet is almost un-noticeable. The elite stance is basically the only good one too.
Weaver: All of the sword skills feel very underwhelming. Their damage is too low, and their cooldowns are too high. I feel very immobile considering I just sacrificed all that range. Dual skills feel completely undertuned. There’s so much going on with the dual-attune + weapon choice that it feels less like a skill choice and more like a “just hit whatever isn’t on cooldown” situation.
Mirage: Ambush skills are just as terrible feeling as the dual skills on weaver. They are wimpy AF. Also the window to use them is extremely tiny. The elite is the only thing to like about Mirage. This class needs a do-over. Also, un-nerf Alacrity please!
Scourge: Whoever designed this spec should design all the others from here on out. This ones just amazingly well-implemented with all sorts of synergy and fun mechanics. Bravo.
MH Pistol like Kelthien said.
I would also be okay with a rifle.
Well they aren’t adding new weapons into the game, so my idea of an elemental based Martial Artist (using fist weapons) is a no-go.
They did however mention that the secondary profession would do something that the current profession can’t – and to that end I would say for Elementalist;
“Blademage” Close-mid range combatant that uses temporary elemental imbuements on their weapons to add further function and effect to their default skills.
Weapons: Sword, Shield, Axes (dual-wield), Greatsword.
F-skills: Elemental Imbues. Unlike attunements which indefinitely change the element you fight with, Imbues will be temporary buffs that augment all 5 of your existing weapon skills. The skills themselves behave similarly between each element for a weapon, but will have increased effects for the duration of the imbue. Imbues last for 5 seconds with a 15 second cooldown. An example of an imbue would be something like the Air Imbue, which could increase the range, attack-speed, and knockback/blowout of a weapons effects (gap closers would gain more range as well), or Fire Imbue, which would cause all attacks to stack burning on the target whilst increasing the size of any AoE’s and increasing crit chance.
All weapons have default “unimbued skills” that have default functions like gap closers, crowd control, damage – the 5th skill is special in that you channel it to reduce the cooldown on your elemental imbues by 2 seconds for every 1 second it is channeled. This 5th slot becomes a new/unique skill that is entirely dependent on what element you have imbued. Cooldowns on each weapon skill are retained regardless of the elemental imbue, but may be reduced through Imbue traits.
Skill Types:
- Terrain: Enchants a large radius around the Blademage to a specific element, altering the nature of the landscape for all parties (affects allies and enemies, but not the casting Blademage). Wind will cause players to be forced in a particular direction for 5 seconds. Earth will cause the ground to shake, crippling everyone in the area.
- Fury Armors: Enchants the Blademage with a specific element, modifying their attributes for a short duration. Air Fury will encircle the Blademage in a tornado, increasing their movement speed by 100% for 5 seconds, and also increasing attack speed by 100%. Ice Fury will encase the Blademage in ice for 5 seconds, negating all damage and causing all attacks to immobilize targets.
- Signets: Amplify the effects of a specific elemental imbue passively, can be activated to immediately refresh the cooldown of that specific element. Example: Air Signet; all air attacks grant Swiftness for 3 seconds, refreshes the cooldown on Air Imbue upon activation.
- Ley Points: Ranged ground-target effects that imbue small sections of the ground with on-step triggered effects. Each Ley Point can be cast twice before going on cooldown. When an enemy steps on the effect, it is triggered and causes an effect. Example; “Hot Spot” – places a fire ley point on the ground, when an enemy steps on it – it erupts for AoE damage and 6 seconds of burning on each affected target. Lasts for 30 seconds or until stepped on.
Anyways, just some ideas I came up with just now. I have no idea what the secondary profession will be for Ele, but that just makes me more inspired to imagine. I’m thinking of rolling as either Ele or Engi when HoT drops due to the potential for them to have very fun secondary profs.
It is definitely Chronomancer. The clock themed ability they used in the teaser was a dead give away. I’m a bit disappointed that they chose to go that route with Mesmer instead of simply making Chrono into its own class (was hoping for the metal plating theme that the original GW1 Chronomancer concept had).
That said, I want Chronomancer in the game somehow – this works if nothing else.
My personal hopes;
1. Engineer is finally given a “hard split” into Combat Engineer & Machinist. Bombs, Weapon Kits, and similarly themed abilities will remain with Combat Engineer – Gadgets, Gizmos, Turrets, go to the new specialization Machinist.
2. Combat Engineer will gain new abilities for things like a sniper kit, cannon kit, etc.
3. Machinist will get mobile turrets (like the little robots you see in the teaser trailer) and science themed kits like a lightning rifle, fist kit (think Vi from LoL), and some actual cool and useful gadgets to use that will replace the trashy ones we currently have.
Hello everyone,
I would like to present a concept idea for a rifle-based skill set for Thieves that I came up with. Feel free to leave constructive feedback Please do not flame.
If you are interested, here’s my ideas I’ve come up with for Elementalist so far as well!
Elementalist Rifle (formerly pistols) Concept
Elementalist Hammer Concept
Thief Rifle Concept;
Archetype: Sniper, long-range assassin.
Quick info: All skills are 1200 range by default unless otherwise specified.
Explanation:
This weapon set is designed to fill several niches that are not currently present for Thieves. They lack a long range weapon (shortbow/pistols are the limit, with only 900 range), they lack ranged conditions, and they lack a ranged whammy skill. However, to preserve some of the more critical features of the other ranged weapons, this one will have only a single AoE skill in the form of a piercing shot.
1 – War Ender: (Stealth skill, 3s channel time) The rogue scopes down the target, at the end of the channel – a powerful shot is fired which penetrates all enemies in a line to the target, inflicting high damage. This skill automatically reveals the Thief upon activation. Cannot move while channeling.
1 – Clip: (.5s cast time) Deal damage to the target, deal 50% more damage if the target is bleeding.
2 – Wounded Prey: (2 init, .75s cast time) Shoot the target for low damage, inflict 1 stack of bleeding (8s). If the target is bleeding, this will also inflict 1 stack of torment (5s).
3 – Sitting Duck: (3 init, .5s cast time) Strike the enemy for moderate damage. Inflict more stacks of bleeding (8s) the farther away the enemy is. <100 range = 1 stack, 1200 range = 5 stacks
4 – Leveler: (4 init, .5s cast time) The target is knocked back 200 range, taking minor damage but suffering from 2 stacks of bleeding (12s).
5 – Reload: (6 init, self) The thief immediately goes into stealth (5s), gaining Quickness (4s)
(edited by LoreChief.8391)
Water:
I originally wanted this to be a ‘poisoned water’ tree, but decided it would be best to leave it as an ice based tree. These skills are predominantly melee and concentrate on chills. The premise is that if you force the ele to go into frost mode, you’ll find that they are still capable of wielding their mighty hammer properly, and they’ll use it to smash your face in.
1 – Chiller, Freezer, Glacier: (.5s cast time, 120 range) Deal AoE damage, Deal AoE damage, Deal AoE Damage and inflict enemies with daze (.25s)
2 – Chill Out!: (10s cooldown, 1s cast time, 120 range) Smack nearby enemies, dealing damage and chilling them (3s).
3 – Tundra Thump: (15s cooldown, 1s cast time, self) Swing your hammer around you, dealing AoE damage to surrounding enemies (radius 250). Deal 100% more damage to chilled enemies.
4 – Avalanche: (25s cooldown, .75s cast time, 300 range) The caster leaps to the target area, striking the ground with such force that all surrounding enemies (radius 200) receive damage and are knocked down (2s).
5 – Arctic Armor: (35s cooldown, .25s cast time, self) The caster encases themselves in a shield of ice for 5s, preventing all direct-damage and chilling nearby foes (radius 200) for 3s for every second they are in the vicinity.
Air:
Air so powerful that it bleeds! Good to see for once This line is a mix of mid-range and close-range skills, with short-duration bleeds applied in high stacks. Most skills are not AoE though. Like a chaotic twister, the Elementalist cannot decide whether to keep enemies close or far away. Either way though, it will have fun making a mess of the place in the process.
1 – Kapow, Kapop, Kazap!: (.5s cast time, 600 range) Kapow and Kapop inflict medium damage and inflict 3 stacks of bleeding (6s) to a single target. Kazap does high damage and calls down a bolt of lightning which deals additional damage to all nearby bleeding targets.
2 – Storm Chaser: (10s cooldown, .25s cast time, 600 range) Quickly leap to the target location, dealing damage and applying 5 stacks of bleeding (4s) to enemies present upon skill activation.
3 – Tossed Aside: (18s cooldown, .75s cast time, 600 range) Target enemy is launched sideways (from the left) 700 range. This skill deals no damage.
4 – Swept Away: (25s cooldown, 1s cast time, 120 range) Target enemy is knocked back (500 range) taking damage and receiving 8 stacks of bleeding (4s).
5 – Torn Nado: (35s cooldown, 1.5s cast time, self) Spin yourself around for 4s, reducing your movement speed by 25%. All enemies in the spin zone (Radius 300) receive damage and 6 stacks of bleeding (3s) every second.
(edited by LoreChief.8391)
Earth:
This tree is designed to pack a lot of AoE snaring and control. Best usage scenario is either for initiating a fight, or joining in an existing brawl.
1 – Smush, Smash, Whabash: (.5s cast time) Deal AoE damage, Deal AoE damage, Deal AoE damage and cripple the target.
2 – Momentum: (8s cooldown, .5s cast time, 600 range) Leap towards the target area, dealing damage to all enemies in the strike zone (200 radius) and granting protection (3s) to yourself and nearby allies.
3 – Rockslide: (18s cooldown, .5s cast time, 600 range) The caster throws their hammer like a giant rocky boomerang – causing it to skitter across the ground while dealing damage and knocking down enemies (1s) within the ring (NOTE!!!: This skill is cast in a circle, not a tround target AoE)
4 – Crackle Slam: (25s cooldown, .25s cast time, self) The caster smashes the ground around them (300 radius) dealing damage and dazing all enemies in the area for .25s.
5 – Seismic Swing: (35s cooldown, 1s cast time, self-and-600 range) The caster slams the ground in a circle both in front of themselves (200 radius) and at the target location (200 radius). Enemies directly in front will take damage and be crippled (5s), enemies at the target location will receive damage as well as dazing (.25s). (NOTE!!!: If you cast this skill directly in front of you, affected enemies will receive both effects and damage)
Fire:
This tree is predominantly ranged, and is designed to dish out short-duration AoE burns. Mind the fire please.
1 – Sizzle, Sear, Smolder: (.5s cast time, 600 range) Sizzle and Sear shoot flaming rocks from the hammer as its swung, dealing damage to enemies, and 25% additional damage to burning enemies. Smolder does no direct damage but applies burning via a projectile fireball (4s).
2 – Molten Dispatch: (10s cooldown, 1s cast time, 130 range) Smack your enemy with the hot slab of your hammer face – knocking them back 400 range and leaving a nice brand on their face. (inflicts 4s of burning).
3 – The Floor is Lava: (18s cooldown, .25s cast time, self) The caster is engulfed in flame, dealing damage to nearby enemies and leaving a trail behind them that causes burning (3s). The trail effect lasts for 5s after being placed.
4 – Eruption: (25s cooldown, .25s cast time, 600 range) Throw your hammer high into the air at a target location, enemies hit will take damage and receive burning (3s). If the enemy is already burning, they will receive 25% more damage.
5 – Fissure: (35s cooldown, 1.5s cast time, 600 range) The caster slams the ground, triggering an eruption which cascades across the range of the skill, dealing damage and burning (5s) all targets caught in the effect.
Hello again everyone!
I was very happy with the compliments I received on my Elementalist Rifle idea yesterday, so I figured I’d follow up with my next weapon idea; The Hammer.
I know some folks were looking for a condition-oriented weapon, and others were looking for another melee-weapon. I think I found a unique way to cover both of those options, as well as add in some new mechanics to boot. Let me know what you think, or if I was completely off the mark Either way, please be nice and keep your feedback constructive! Thanks!
Archetype: Inquisitor, Shaman, Tribalist
Quick info: Most skills are melee, some are ranged – some are both at the same time! Escapes are limited via weapon skills, prioritizing “all in” playstyle with a lot of emphasis on condition application. Specifically; Burning, Chilling, Bleeding.
[unless these 5 skills were auras] these wouldn’t have anything happen from just pressing them.
Whoa hey now. You just brought up a totally good point – we do have skills that don’t readily “do something” – the auras. Why would you look at the Shells I’ve made concepts for and say they are different from auras? One’s reactive offense and the other is proactive offense.
I feel that our long range options are weaker than our short/mid range, rifle is just what the class needs, then you could get to the more fun stuff after that :p
A point though: Your 5 Skills : are like a utility, they don’t do anything on their own, and weapon skills aren’t like that.
The water 2 beam should heal along it’s beam.
water 5 could be changed to a sort of artillery attack like the healing mortar shells on the engi elite.
The damaging spells in water attunement tend to be ice themed. So the squirt gun would likely be a chargeable ice lance, similar in play to kill shot I’d imagine.
A nice starting point though.
Not all weapons have to be the same firstly, secondly – not all weapon skills do damage.
Just off the top of my head;
Mesmer weapon skills summon phantasms
Guardian Hammer throws up a barrier around the guardian to trap enemies inside
Elemenetalist Focus creates an anti-projectile barrier
@LordMeowalot: #1 earth is a cripple not an immob. It also cripples the ele who casts it as well so its mostly useful for situations where you have backup.
As far as being forced to commit to an attune; that’s half the point of it. The buffs would be too strong if you could just hotswap attune’s and do something like swap your elements around to get all 4 of the Shell skills activated at once. At the same time, much to a similar gameplay of the Staff – long range weapons aren’t meant to be swapped around every 2 seconds without hazard.
@ArmageddonAsh: I’ve got another set of weapons I’m drafting up skills for that will be more condition based. Stay tuned!
Thanks everyone!
(edited by LoreChief.8391)
Hmm.. it could work as a rifle I suppose. I really like the idea of these skills animating with pistols, but I can see your points.
Also, I didn’t assign any ‘hard’ numbers for any of the skill damages, as I’m not good at coming up with ‘balanced’ numbers that way.
Earth:
This tree is designed to bring the ‘Flora’ aspect of the Earth element out for a change. This element focuses on continuous damage, snares/immobs, and healing – with some of the most creative ways to fire a gun that I could think of.
1 – Inosculation: (.5s cast time) The ele shoots the ground beneath their feet, dealing damage to the target and crippling both the caster and the target for 1s.
2 – Cannibal Cannon: (10s cooldown, .5s cast time) The ele lobs hungering plant seeds at a target location, dealing damage upon impact and summoning 3 hungry plants for 15 seconds. These plants deal damage to the first enemy they are attracted to unless killed or 15s runs out.
3 – Thirsty Fodder: (self-cast, 15s cooldown) You need to feed those hungry earth pistols! Your next attack will heal you for 100% of the damage done, and trigger regeneration on you and nearby allies.
4 – Crazed Ivy: (25s cooldown, 1s cast) Earth shot which manifests as a rapidly invasive vine – which immobilizes the target for 3s and poisons them for 10s. The vine will proceed to move to another nearby target after 3s and trigger the effects there (max 3 bounces).
5 – Fertilized Shells: (self-cast, 50s cooldown) Earth shots now attract grasping vines from the ground for the next 15 seconds that immobilize (1s) the target.
Fire:
This tree is designed to ‘bring the heat’. It basically has four different modes of AoE output; damage + burning, heavy-damage, and both of these with “rapid fire”.
1 – Pop Pop: (.5s cast time) A fire shot that explodes on contact with the target, dealing damage and adding 1s of burning to surrounding targets.
2 – Corona: (8s cooldown) An exploding cannister is fired at the target location, exploding after 1s – dealing damage and burning (4s) all enemies in the area (200 radius)
3 – Hotshot: (self-cast, 25s cooldown) The caster gains quickness for 6s. The effect is canceled element attunement is changed.
4 – Pulsar: (25s cooldown, 1.5s cast time) An impressive beam of blue fire which deals massive damage to all targets in a line, causing bleeding for 5s.
5 – Inferno Shells: (self-cast, 50s cooldown) Fire shots now deal an additional 50% damage for the next 10 seconds. Burning effects cannot be applied for the duration.
Water:
I wanted this to be a water tree that had the option for heavy single-target-damage, but also a small option to add the ‘healing’ that most water ele’s are used to. I also wanted to see if I could spice it up with an AoE steroid mode, as it only made the skills even more interesting to activate.
1 – Squirt Gun: (.5-4s cast time) A water shot that does more damage depending on how long it is held. At max charge this skill will daze the target for .25s. (4x dmg at 4s, 3x damage at 3s, etc).
2 – Soaker: (8s cooldown, 2s channel) A constant stream of water that deals damage and cripples the enemy for the duration of the channel.
3 – Washout: (15s cooldown, 1s cast time) A mighty torrent of water deals damage while launching the enemy backwards.
4 – Iceball: (25s cooldown, 1.5s cast time) A fast-moving ball of solid ice strikes the enemy, dealing damage and stunning the target for 2s.
5 – Splashing Shells: (self-cast, 50s cooldown) Water shots are now trigger AoE’s for the next 10 seconds, healing allies and damaging surrounding enemies.
Air:
I really liked the idea of bullets loaded with exploding wind and lightning. I also liked the idea of an air tree that had both moderate damage AND AoE for once. This is an excellent mitigation tree as well due to its short-cooldown daze and blinding steroid.
1 – Surprise Shot: (.5s cast time) A quick moving bolt of lightning strikes the target and 3 nearby enemies.
2 – Short Circuit: (8s cooldown, 1s cast time) The target is hit with an arc of lightning which hits 3 nearby enemies, dazing them for .25 seconds.
3 – Charger: (self-cast, 4s channel time) The caster charges their guns. After the charge is complete, their next air-shot will trigger a second identical shot.
4 – Tiny Twister: (25s cooldown, 2s cast time) The target and all enemies are struck by a horizontal tornado, dealing damage and knocking them back sideways.
5 – Flashbang Shells: (self-cast, 50 second cooldown) Air shots now trigger blinding (5s) for the next 8 seconds.
Feel free to leave constructive criticism
Thanks!
-LoreChief
EDIT: It has been brought to my attention that this would work better if it was used as a rifle, since it would correct the ‘drawback’ mentioned below, and provide a better weapon niche since our only 1200 weapon is a staff. I’ve edited this top post accordingly to take that into account. The second one does not need changing. Thanks to all who have contributed so far!
EDIT 2: Check out my other new idea for a condition based elementalist Hammer build!
Hi everyone,
It’s been a while since I submitted new ideas for the game – but I figured I’d spend my evening coming up with weapon ideas for the ele. The first one is going to be for dual-pistols.
Now, I’ll admit that my idea has one drawback – it really only works if you’re dual-wielding pistols. So.. take that for what you will.
EDIT: It has been brought to my attention that this would work better if it was used as a rifle, since it would correct the ‘drawback’ mentioned below, and provide a better weapon niche since our only 1200 weapon is a staff. I’ve edited this top post accordingly to take that into account. The second one does not need changing. Thanks to all who have contributed so far!
Anyways;
Elementalist Pistols (Or a rifle);
Archetype: Caster Gun (think ‘Outlaw Star’).
Quick info: All skills are 900 range by default (1200 range if we make it a Rifle) unless otherwise specified. If wearing two pistols, all skills will animate with BOTH pistols, not just one.
(edited by LoreChief.8391)
Well it looks like a norm building, most of them don’t give 2 skirts bums about snow so I wouldn’t think they care about proper roofing
Edit: plus it’s the mist, it’s design to defy this silly thing called “logic”
Most norn buildings are designed to resemble lodges/ski-lodged (hence the rounded wind-resistent roof). They do in fact care about the snow being inside, as that is their sanctum from the harshness of winter. If they didn’t care, they wouldn’t live in anything and would just sleep outside.
Hi all,
Just a bit of a complaint I suppose. I’m standing inside a building at EOTM right now (polar region). I’m literally inside a building watching a snowstorm blow through the wall. How come the snow can penetrate the wall?
I respectfully request that the snow learn its place and cake on the outside of the building, and please stop insulting physics. These buildings were constructed partially so that stuff like this wouldn’t happen.
Screenshot of my scantily-clad ele being battered by the snow attached.
Zerging is human nature. It is how wars are won, how battle are won, how fights are won. The more people you have the better. The game emulates life in that regard.
Ugh, I hate when they move my threads. This isn’t gemstore feedback, this is game feedback. Mods need to learn to read -_-;.
Anyways, as mentioned above; you’re putting good looking armors behind a low-effort wall. A couple bucks gets you a new set? Good thing I didn’t have to do real content to earn that! Again, thats fine if thats how you want to play – but those of us who would prefer to master new content and be rewarded good armor sets for it are being shafted by Anet wanting to put it on the easy-street of cash shop.
More rewards for actually participating in content please.
Also, thanks for bringing up ascended armor. I didn’t see it in the wardrobe so I didn’t know it existed! I’ll update my thread since I just found it as well too.
Thanks!
-Lore
The following numbers are a comparison of the quantity of skins made available post launch via in-game content and cash shop. The intent of this post is to provide detailed information on how much of the new skin-based content has been provided as an obtainable item in game, and how much has been simply released via the cash shop. This does not include outfits, or ‘town clothes’ as they were. These numbers are taken from the Wardrobe Storage as well, please let me know if there are any missing. Also, this does not include weapon skins or aquatic gears.
Individual armor skins available in the game currently: 1260
Individual armor skins available upon launch: 992
Individual armor skins added post-launch: 268
Of these 268, 167 (62% of all new armor skins) were only available via the cash shop.
This means only 101 (38%) individual set pieces have been added that were available as in game rewards.
It is also important to add that out of that 101 there were offered as in game rewards for actually playing the game, none of them aside from the Ascended are “complete sets”. Most of them in fact, are simply components of other semi-sets (3 items or less) where you needed to purchase corresponding set pieces from the cash shop (such as the Scarlet’s set where you could only earn the helm in game, the other pieces needed to be bought from the cash shop).
To sum up the important information above, there have been 268 armor/back skin additions to the game since launch, and of that – 62% of them have been cash shop exclusive purchases. There is only 1 complete set offered as an in game reward, the rest are only individual pieces. All other new complete armor sets have been added as cash shop exclusive items.
Now, I’m not trying to complain that there are too many new skins added as cash-shop only. I would argue that some of the best looking sets (subjective) have been cash shop only – such as Phalanx (I’m one of the few who really likes the female version of Phalanx), Braham’s, Aetherblade Light Armor and Magitech Medium armor. I would also point out again, that there has been only 1 full-set offered as in-game reward since launch as well.
What I specifically am requesting, is that for every set or individual piece offered in the cash shop, that there be a completely different set or individual piece offered as an in-game reward. I say different because nobody wants to see an argument between “well my version is from the in game reward and is by default better than your cash shop variant version”.
Now. I have offered up the numbers – please correct me if I missed anything. Discuss! Support! Debate! Argue!
Thanks,
-Lore
(edited by LoreChief.8391)
I agree. I dont have an issue with grandmaster traits requiring some heroic deed to get access to, but adept traits should have easy access to them. Nothing over level 40 required.
Pretty much this. I wouldn’t disagree with them locking GM traits behind something like lvl 80 map completion. Asking a lowby to do it though? Especially a lowby who is a new player, does not have a lot of gold or skill points, and doesn’t know any better when they get facerolled the second they step foot into a lvl 80 map at a low lvl? That’s cruel and unusual punishment.
http://www.reddit.com/r/Guildwars2/comments/23lca6/new_players_are_screwed/
This thread makes a very good point. The idea that you would have to get FSG map completion to unlock an adept tier trait is preposterous. Please read and heed.
Thanks,
-Lore
OP has very good and valid points. If there is one thing that ANet has done very well as far as I’m concerned, over the last 3 years – it’s that they always have something up their sleeve. Why are we getting this big QoL/Feature update anyways? I ask myself.
As an IT with almost a decade in project management experience, I have to say that what I see this patch as is an “infrastructure upgrade”. ‘Best Practice’ is ALWAYS to make sure your infrastructure is up to date and can handle increased traffic before you roll-out ‘The new stuff’. Feature patch is just a stepping stone. There is an expansion around the corner, just biding its time for an official announcement.
When that announcement finally comes, I’m sure the hype-train, word-of-mouth from users, and the inevitible “let’s take it to market” approach will finally re-kick in for ANet.
TLDR: Don’t think of their low marketing as a sign of failure, think of it as the calm before the storm.
Timed JPs like the ones for holidays used as an “activity” could be fun. I don’t think it needs to be as complex as you’re making it (time to sign up, etc.), but I love timed JPs and I wouldn’t be opposed to seeing them added permanently to the rotation, or used like PvP (different “maps”, available all the time), and as a competition.
I don’t want it to turn out like the mini-game rotation thing :\ Nobody ever does them, and there’s no real reason to do them except boredom. I would want it to be more involved and invested, something to excitedly anticipate.
I also want it to be rewarding, and can’t see them handing out any real rewards (if any) if they put it in the mini-game rotation.
Hi everyone,
I might have posted something like this before, but I haven’t played in so long I figured I’d get a temperature check on peoples opinions on the matter. Also, I can’t seem to post in Suggestions so I’m posting this here.
I would like to suggest the addition of a competitive JP scene with all the bells/whistles for the infrastructure.
It would work like so (I imagine);
1. There is a new NPC Gendarren Fields (or LA if that ever comes back) whom players talk to when they want to enter into the JP competition.
2. The competition would take place every Saturday at a designated time (unsure what would be the best time)
3. This would be a ‘tournament style’ system, with participants all broken up into groups of 15. Sign up would last approx 5 minutes, and the tournament will begin immediately after. The ‘remainder players’ whom signed up but could not be put into a 15 man group due to lack of people will be informed of as such, and offered a consolation item for their troubles.
4. When it starts, players are transported into an instanced version of a random JP. There will be no skills or traits used, only the players natural skill.
5. There will be a timer set on the JP race, say – 5 minutes. First one to the end wins the race, and advances to the next round. If nobody can complete it, everyone in that group loses.
6. This continues until there are only 5 players left. Those 5 compete in one final race to determine who is crowned 1st, 2nd and 3rd place.
7. All participants whom make it past the first race will win a ‘Jumper Token’, which when accumulated, can be used to buy JP specific reward items (including an Aerodynamic JP Race Suit Costume!)
8. Spectator mode included.
JP’s are in my “top 3” of things in this game. However, as much as I enjoy discovering and completing the JP’s, I can’t help but think that there is a lot of room for it to become a competitive sport in the game, especially for those like me who aren’t interested in the SPvP section, but still want to compete somehow. It could have its own rewards to incentivize players to join, and be held on a very strict and limited schedule (once per week, maybe at 2 different times on Saturday?) so that it doesn’t become stagnant and the excitement to compete can build up over the week.
Another thing I had considered was a “Battle Royale” style JP, where skills/traits are disabled except for a “push” skill that lets you sabotage another players relay. Fall damage would be enabled as well.
Thoughts?
Thanks,
-Lore
I just want to preview armors so I can decide which zodiac armors to get. I can’t tell how they really look as a set though because of the bobble head stuff.
I like the bobble, its funny, but I should be able to preview without having to worry about it. I guess I just have to wait til tomorrow, but its annoying and figured I would express that fact.
The reason we went with heal skills first is that we actually believe this is the highest impact area for build diversity.
1) it is a small pool to begin with so adding to it increases choice by a large %
2) it sees a lot of use
3) it heals you which is pretty importantAs time goes on we will also introduce traits, utilities, elites, and potentially other stuff.
Jon
I think that this is incredibly subjective. Take warriors utilities for example;
- Banners = Passives you cast on the ground
- Shouts = Passives you cast
- Signets = Passives
- Physical = Only actual interesting skill type
Utilities should be prioritized first since they are the skills that players actually notice and make their builds around. Nobody makes builds around healing skills, except maybe Healway guardians. I’m not saying new healing skills aren’t needed or anything, but a lot of professions suffer from stagnant utilities, which doesn’t help when you play one of the pitifully weapon-less classes like Thief.
Though, I’m slightly dejected to be honest. I’ve been playing since BWE2, and I never played GW1. With all the talk about how often new skills were added to GW1, I was expecting our professions to have been much more developed by this point. It’s been over a year, and all we have to show for it is a single blanket-healing skill. New healing? Okay, ultimately its a good thing. But compared to what I’ve heard, and what I’m seeing now; I’m worried that you guys aren’t as creative as I’d been led to believe…
Its probably a marketing strategy, I believe its behaving like mystic kit now or even better to attract buyers.
And they will revert the kit to normal after the sale ends.
I understand Anet does some unpopular things sometimes, but christ dude, they’re not Snidely Whiplash
Pretty much this. Here’s the reality for those of you ‘considering’ buying this;
1. If you buy it now, you get the discounted price. You have the item, and can keep it regardless of whether it turns back to basic.
2. If it turns back to basic, you can get a refund from ANet due to the product changing after you purchase it.
3. #2 is actually the reason that even if it was a fluke, ANet will be tempted to keep it. They’ll find that the sales on this item have sky-rocketed, and players get an item they genuinely want.
Basically, Win/Win/Possibly-Win. I for one already had the item, and it is a huge productivity gain when it comes to making less runs to town. It’s cheap to use too.
Simply put;
When a post is infracted and/or deleted, you get a message sent to you. However, if you want to appeal that post, you have to send an email. This is absurd. If we want to address or appeal the infraction/deletion, we should be able to do so via a response to the message you send us in the first place.
This is simply vapor-support. If you don’t know what that means, here is an example;
- We want to get as few support calls as possible. Play horribly loud/bad quality music while they are on hold and a few of them will get annoyed enough to hang up
- Make the process difficult so we can discourage those who don’t want to go through it, less annoyance for us!
I’ve received quite a few infractions in the past year, and all but maybe two of them have been for illegitimate reasons. It is rude, and quite honestly disheartening to find such a complete game, resting on a shambling support foundation. STEP. IT. UP.
Does it show an arrow for you on this thread now?
Okay there are two icons on the forums (with no hover-over text…) that I have no idea what they mean.
1. The swoopy-arrow icon to the left of the thread title. I thought it meant “moved”, but the thread itself shows with the same URL structure…
2. The “Red Line” that appears under the Thumbs up icon in Suggestions. It showed up on this thread for several days straight; https://forum-en.gw2archive.eu/forum/game/suggestions/account-bag/first#post3214076
The thumbs up at the top had a ____ in red underneath it. I thought maybe it was a mod “bookmarking” it or something. Anyone know?
Thanks!
This is embarrassing. The game has only been out a year and they are already recycling the skins?
This is some Nexon level bullcrap here. It’s up there with overpriced “consumable trait resets” not being infinite use. For shame ANet, for shame.
This is embarrassing. The game has only been out a year and they are already recycling the skins?
This is some Nexon level bullcrap here. It’s up there with overpriced “consumable trait resets” not being infinite use. For shame ANet, for shame.
You must have the reading intelligence of a human progeny. Let me explain everything I said up above in words you will understand, bookah.
Asura don’t wear skirts. Skirts are designed for the fashionable feature of attracting a lover, in places where potential lovers are into that kind of thing; “Showing skin”. Asura do not attract lovers with skin, as it is neither functional, nor efficient. They attract each other with intelligent designs and brilliantly functional fashions.
Human females may show off their thighs in an attempt at attracting the attention of potential mates, because in human culture = physical beauty/appearance is the desired trait. In Asuran society, both Asuran males and females will attract mates by being scientifically creative, inventive, and possessing of mental qualities that are capable of sustaining a professional/philosophical partnership.
What you are suggesting is for Asurans to abandon their culture and adopt human culture instead. Simply put, you want to assimilate them and destroy their culture. Unacceptable. Improbable. Blasphemous.
I disagree, level 80 is where everything begins in this game. There is way more to do beyond that, for example working for ascended/legendary, or becoming a commander and learning the ropes or even starting your own guild. Getting to the max level is easy in this game (requiring only about 30% map completion if you don’t run any champ trains, living story or anything “cheap” like that), and doesn’t even account for maybe 5% of the overall game experience.
I have to disagree with most of what you said.
Level 80 is most certainly not where everything begins in this game, that starts at level 1. The only content that is level-gated is the access to dungeons at set level intervals, and trait access. I can outfit a level 2 character to look just like a level 80 character if I so chose. I can do SPvP from lvl 2, WvW from lvl 2, personal story begins at level 1, living story usually involves level up-scaling, so again – from lvl 2.
Earning a legendary is the goal of maybe .5% of the people who play this game. That is just fine. Don’t assume it is everyones goal and therefore the game officially starts at “mindlessly grinding your butt off for a single item.” Getting to level 80 is easy, for some – yes. It is easier for those with money, and moreso for those who aren’t afraid of growing tired of a class they leveled completely by crafting…. Exploring the game though – is a very big part of it.
~~~~~~~~~~~~~~~~~~~~~
Now, back onto the actual subject. I see it presented a lot that “ANet is satisfied with the current class options” and “ANet will never add another class option, they will just add to existing classes.” Oh how excited I was to hear we’d be seeing new skills by the end of the year just a few months ago. Finally! Wait, whats that? Oh.. the new skill is a universal niche-situation healing skill?… No new class utilities, healing, elites, weapons, weapon combo’s?…. I see…
I’m not very satisfied with the small changes they’ve made to classes in the last year. I was hoping for new/fresh content on the player-angle, to at least be announced as a work in progress… namely;
- New races
- A new profession or 2 (2 preferably)
- New weapon combo’s
- New skills
- A real trait system that promotes customized playstyles
- New weapons in general
- New character customization options
But with the exception of some new hair cuts and colors that are gem shop exclusive, none of the other ones have happened, nor do we know if they will ever actually happen. It stagnates pretty quickly, even for us alt-a-holics who have several 80’s and more to work on. It is not enough, and I am a bit let down that what at first appeared to be a fast developing/innovating world has so quickly turned into a “earn some achievements on a practically lore-less event schedule, then repeat in 2 weeks – fill in all other time with alt-grinding and WvW sessions.”
There is some very good content on the way, but content updates need to happen for our characters as well as the maps/quests. I’ve suggested numerous things to update/change/improve classes, new skills, new classes, new trait systems – etc. A lot of players are like me, and they yearn for dramatic changes to the game that make it feel new/exciting again. ANet is fully within their power to make this happen, but we don’t know why they haven’t, why they won’t at least tell us that it will, and why it is they can’t tease us with any/all of the above at the very least.
I want to say “When ANet is quiet about things, it means there is some COMPLETELY AMAZING THINGS about to happen” – but after the last couple of “content updates”, I’m afraid that it has become more of “When ANet is quiet about things, its because they have nothing up their sleeves to surprise us with…”
What would a sonic tool kit do?
My female Asura Engineer looks amazing, I’m not sure what you’re complaining about. I attached a picture so you can drool in amazement.
I’m glad that they place so little emphasis on the aesthetic beauty of mates in Asuran society, and more importance on the enthusiasm, intelligence, wit and curiosity. Also, if you think about the fact that Asura are anthromorphed rodents of sorts, it only makes sense that they be mostly gender-similar since not many actual mammals look different from their opposite-sex counterparts.
None of these are bad suggestions. I don’t RP, but I would like to see all of them. We don’t ever seem to have actual forests, more like pretend forests because everything is cleared out and developed. It’s amazing that creatures like the Hylek would leave themselves out in the open so often.
Weather is boring in game :\ never any thunderstorms, very rarely any rain and barely ever any real darkness. “Coincidentally there are never any clouds when its dark outside, and definitely not any rain. Even in the undead shores of Orr you will never have trouble finding your feet in the dark or spotting undead creatures from a mile away.”
I wish they would just demolish LA, and find a unique/popular feature for all 5 capitals. I would love to have more reason to go to places like DR and BC.
Have to disagree with you OP. The purpose of the daily is to reward players who do more than simply log in and sit around in LA. It is mostly done for Laurels and some quick EXP on under-level alts, and should not be as simple as “I talked to people in my guild 20x, kudos to me!”
yay this thread again…..
sec let me get my copy paste readyCouple of Questions:
1) How do you address those who believe in Polygamy
2) How do you address those who wish for same sex marriages
3) What about divorces?
First and foremost, this would only really function as an “account pairing” procedure. You link yourself to your lovers account, not character-to-character.
1) None of the races in game believe in Polygamy, and even those who do would most likely neither expect it or complain about it not being included. “I have 5 wives in real life therefore I think I should be able to have 5 wives in the game, cater to me!” I don’t think this is a realistic setback.
2) Why would they disallow same sex marriages in the game? I play female characters, as does my wife – but you would not know by looking at our chars which one of us was male/female if either of us were either gender. To add to that, the lore even supports same sex marriages. Marjory & Kasmeer are human lesbian lovers, and Caithe/Faolain were Sylvari lesbians. There are enough instances of same-sex couples in the lore and NPC dialog to suggest that ANet wouldn’t have an issue with it. Remember, this isn’t about whether players will be offended by it or not – otherwise they would not have included skimpy armors for the potential super-prude players.
3) What about divorces? Put them on a 1 month cooldown, require only one accounts permission to cancel, and go about your un-married way. No reason to make it a big deal.
Wow that is pretty awful. It’s like they took the smooth models of GW2 and threw on some oldschool WoW orc quality hair. Face says 2013, hair says 2004.
Blizz was happy with their original class lineup until they found out that people still wanted more classes. Death Knight and Monk still happened though.
You can add more classes, but you have to remain creative about what they do. I think the big worry that a lot of folks have, including myself as someone who really wants more classes – is that ANet seems to have milked their creative juices. They no longer seem intent to innovate, but maintain the status quo they set.
Josh CoshBgosh Foreman
You sir deserve a medal I’m tired of these babies crying about other classes auto attack being anti stealth. Let me freshen you a bit kiddies, ok warrior hmmm thief that’s dumb enough to not be able to get a backstab while you slowly turn a circle swinging shoulda kill themself that covers all melee thank you. Class isn’t over however yes those aoe classes ele necro engie and longbow warrior mind you hammer really needs you to be able to slap the hoe around for adren since your burst is about the only devastating thing a hammer warrior has with some distance/aoe. so you are narrowed down to only worrying about select weapons and select classes assuming they can take the damage or provide enough aoe damage you run. as for thieves having what 5 ways to stealth bs. blackpowder shot + heartseeker hmm blinding powder only used by bad thieves? nope smoke field noob if you didnt know that about your own class off yourself. I know my post is lacking in everything english(grammar punctuation etc.) but maybe it will get through your heads thief is overpowered simply put you can’t see it because you like the sweet life of being cradled. Good day.
First off – I have to discount a lot of what you’re saying just because you attempted to be completely inflammatory with your use of the words babies/kiddies. Some of the least intelligent people on the Internet seem to think those words lend to their argument instead of making them look like baser sophomores. ANYWAYS.
If you’re only in stealth long enough to pull the backstab, then you’ve completely validated my point that half the traits we get from stealth are worthless in the first place.
As far as the #‘s of those Thieves in the youtube video – I’ve never personally seen or heard of a Thief actually pulling those numbers. I’m sure we’d see more participation from Thieves if this was common or achievable – since that actually looks hella rewarding. These probably aren’t authentic, and if they are I would request validation from a Dev that it is legit and achievable. I personally run GC Thief with full zerker gear + exotic rubies (no scholar thanks). In my wildest dreams have I ever pulled off over 9k on even a defenseless upleveler.
Regardless of whether they are legit or not; it only goes to show that Stealth is not the balance problem on a Thief – its the numbers. Why destroy the class mechanic when it would clearly only take some coefficient modifications to the skills that are allegedly dishing out 17k damage instantaneously?
WTB First person camera I take a lot of panoramic screenshots, and those stupid owl potions aint cheap to randomly stumble upon.