Showing Posts For Malkavian.3751:
I just logged in for the first time in over a year. I saw a new zone had opened up, and that past story was available (at-least S2)
I then saw it would cost me money to access old content everyone else received for free, then promptly uninstalled. It went against everything I thought GW2 was. I would just pay for a subscription game if I was interested in something like this.
The ultimate goal of a business is to expand.
I stopped here.
Expanding is a possible method of making money, but not the primary goal in of itself. No business expands just for the sake of expanding: they expand to make money.
Anytime you wonder why a business makes a decision: simply be reminded that the ultimate goal of any business is to make money.
A lot of people on the forums have been clamoring for large permanent patches with new places to explore. For example, opening up one of the unexplored areas of the map and having us fight a new elder dragon.
Under GW2’s current financial model, this will never happen. GW2 makes money primarily through the use of gem purchases at the moment, not subscriptions. Under a subscription model, developers make money by people playing the game. GW2 doesn’t make money from people just playing the game, they make money from gem purchases.
As a result, we see things like:
- Biweekly content that takes little time to develop, and thus is often lacking in various departments.
- Lots of festivals/celebrations with a focus on “silly”, enabling them to create a lot of gem purchases (skins, pets, etc..): Halloween x2, WintersDay x2, Queen’s Jubilee’s, Dragon Bash, Super Adventure Box x2.
- Vertical progression with ascended items despite it contradicting their original philosophy. New set of ugly looking gear = more gem purchases for transmute stones.
- Lots of RNG. < 1% chance for a an item by buying this thing for gems (dye packs, black lion chests, southsun, etc). There’s a reason why casinos make so much money
- Very slow PvP and WvW content development. They don’t make money by developing this kind of content, they make money from biweekly PvE stuff.
No specific order:
- Rework how new content is handled. Rather than biweekly content that is mostly fluff, disjointed, and unepic, release epic, large, and meaningful content every x amount of months. Remove temporary content. Add content based on existing lore, not boring new characters like Scarlet.
- Rework achievement system. Infinite repeatable achievements makes it pretty meaningless. Implement it more like WoW.
- Remove ascended items
- Add PvP arenas like WoW
- Add duels
Etc
Added the July 9th nerf and upcoming October nerf.
The problem with the living story is that it doesn’t really allow for engaging serious storylines because it’s temporary content.
(edited by Malkavian.3751)
Agree 100%.
GW2 needs serious awesome content, not constant small festival updates where you just grind achievements
Updated thread with recent patch nerfs. Let me know if I missed anything.
Same issue here – can’t connect
Bugged out for my group as well
Preface
- Been playing GW2 since launch
- Been playing WoW on and off since 2004
- Regardless if you believe WoW is a good game or not, it’s success is undeniable
- I’ll be posting more suggestions as I think of them
- The list of improvements are in no particular order
List of Improvements: GW2 needs, WoW has
Implement mounts – These mounts do not necessarily have to provide a speed boost like WoW. They could be purely cosmetic like the current broom “mount”.
Improve PvE culling – Although WvW culling has been addressed, PvE culling, especially in places like Lions Arch is still terrible. I can stand 5 feet away from a group of people, and they all suddenly disappear. It makes the area feel empty.
Implement raids – These raids do not need to be a gear treadmill grind like WoW, however, I believe dungeons that are 10+ man would really improve the game. These should require more coordination than 5 man dungeons.
Loot tables – Implementing loot tables on certain champions or bosses. For example, a certain piece of cool cosmetic gear having a chance to drop from them.
Guild Calendar – Add calendar to guilds so the player-base can see upcoming events
Improve minipets – Minipets are in a poor state right now. Forced depositing when you click deposit all, disappearing when you change zones, having to open up inventory everytime to bring them up, etc.. We need a mini pet patch
Other needed improvements (not WoW related)
Make WvW meaningful – WvW currently consists of three servers fighting for a few days, just to have everything reset. Make WvW more meaningful. Add rewards to the winning servers for example
Improve outmanned buff – Although we don’t want to punish servers for having more players, I believe the outmanned buff needs to be improved in some manner.
Larger serious content – I’d rather wait longer for larger and more serious content, then had small meaningless content every few weeks, or once a month.
Less RNG Boxes – This has been discussed to death already.
I think the no conditions may be a bug. For our group, conditions worked for a brief period, but then stopped.
Updated post to include recent thief nerf and/or bug fix
Truly an embarrassing performance by both GoM and DR just now. Allying against the outmanned server, rushing our keep in EB with 5 golems, and still wiping.
I found one after about 1.5 hours. Gave up after that.
Extremely disappointing. Until now, I haven’t been interested in any weapon skins. Finally one comes along I like, and it’s RNG. I farmed for about 1.5 hours and only got 1 crate.
I’ve updated my post to include more details about the new WvW traps, as well as made the basilisk venom change italicized to indicate there’s a debate as to whether it’s a bug fix or a nerf.
Purpose:
- To document all thief nerfs. This thread exists to inform mainly non-thief players who think we are developers “golden child” and never receive nerfs. I will be updating this thread each time a nerf occurs.
Important Notes
- Please keep in mind whether a change is deserved or undeserved plays no role in determining if it’s a nerf or not. I am not making the argument all of these changes were undeserved.
- This thread was re-created because I decided to remove a few things from the list that were causing controversy and pushing the thread off-topic.
- A bracketed note can be found next to the changes where there is a debate as to whether or not it is a indeed nerf. For example, the change to stealth in regards to NPC aggro tables.
- I will be updating this post each time a nerf occurs.
- I will not be including bug fixes as nerfs.
- Bullet points found in italics indicate that it is debatable whether or not something is a bug fix or a nerf. Without the patch notes explicitly stating, it can be difficult to determine if developers were fixing a bug, or realized something just needed balancing. If some evidence is presented it was indeed a bug, I will remove it from the list entirely.
List of Nerfs
14 September 2012
- Heartseeker: Reduced damage of the 100%-50% threshold by 20%.
October 7th 2012
- Pistol Whip: Reduced damage by 15%.
- Basilisk Venom: Stun breakers now work on this skill.
October 22, 2012
- Assassin’s Signet: This skill has been updated to grant 15% damage for 5 attacks rather than 50% damage for one attack. [Debatable if nerf]
- Ink Shot: This skill no longer allows players to shadowstep out of water.
- Whirling Axe: This skill has had evasion removed from the ability
November 15, 2012
- Dancing Dagger: This skill’s damage has been reduced by 50%.
- Shadowstep: This skill is temporarily disabled underwater to keep players from circumventing walls when using it.
- Tactical Strike: This skill’s daze duration has been reduced from 2 seconds to 1.5 seconds in PvP.
- Cluster Shot: This skill’s damage is reduced by 15% in PvP.
- Cloak and Dagger: This skill’s damage has been reduced by 33% in PvP only.
December 14, 2012
- Piercing Shot: This skill is no longer able to fire at enemies behind the player.
January 28, 2013
- Leeching Venoms: This trait no longer affects gadgets.
- Smoke Screen: This skill’s blinding pulse no longer follows the thief.
February 26, 2013
- Cloak and Dagger: The player can no longer use this ability stack stealth by attacking WvW walls.
- Using stealth no longer resets NPC aggression tables. [Debatable if nerf]
March 26, 2013
- Stealth: The duration of Revealed has been increased to 4 seconds when coming out of stealth via an attack.
- Caltrops: Reduced duration from 15 seconds to 10 seconds.
- Basilisk Venom skill: No longer immobilizes targets in addition to stunning them.
- Quickness: Reduced from 100% attack speed to 50%.
April 30, 2013
- Mug trait: Can no longer critically hit.
- Trick Shot skill: First arrow is no longer heat-seeking.
- Smoke Screen skill: No longer destroys unblockable missiles.
May 14, 2013
- WvW Stealth Disruptor Trap: Removes stealth from enemies and reveals them for 30 seconds, preventing stealth.
May 28, 2013
- Shadow Return skill: No longer has infinite range.
June 25, 2013
- Body Shot: Decreased the vulnerability duration to 3 seconds.
- Cluster Bomb: Decreased the range set from 1200 to 900
- Larcenous Strike: Increased the initiative cost to 2.
- Nine Tailed Strike: Increased the initiative cost from 3 to 5.
- Shadow Assault: Increased the initiative cost from 5 to 7.
- Shadow Return (Infiltrator Strike Toggle): This skill is no longer a stun breaker.
- Withdraw: The travel distance underwater has been cut in half to match the land distance.
- Lotus Poison: Can only apply once every 20 seconds per target.
July 9th, 2013
- Shadow Trap: This skill now has a maximum duration of 120 seconds.
October 5th, 2013
- “We’re looking at shaving the efficiency of Flanking Strike slightly, so that it now only removes 1 boon instead of 2.” – http://forum-en.guildwars2.com/forum/game/gw2/October-15th-balance-skills-updates-preview/first
(edited by Malkavian.3751)
The healing is fine, the amount of healing, is not.
I’m a glass cannon thief, and I was unable to out DPS a ranger being healed by his pet when he was down. This seems sort of silly.
Hi,
Thief since launch looking for a guild that forms premades for tPvP free tournaments. I’m only rank R13, so not looking for anything super hardcore or anything, just something better than solo queuing, lol.
I have vent/TS/mumble also.
Thanks
S/D thief looking to group up with some people in free tournys, tired of solo queuing.
Nothing too hardcore or serious, I’m only R13, but been playing thief since launch. I’m usually on at night EST.
I also have mumble/TS/Vent if it’s used
Malkavian.3751
Thanks
I have a feeling NSP will be losing alot of their numbers tonight. WvW environment is toxic here. Wonder what transfer everyone is going to
Hi everyone,
I’m looking to get into sPvP. I’ve been playing mostly PvE on my thief since launch. I was wondering if anyone can critique two of these builds / items I chose. I essentially took existing builds and changed a few things for my needs. Credit to those who originally designed them.
Here they are:
Build 1 – Typical death blossom / dodge / initiative build
http://en.gw2skills.net/editor/?fYAQRAoY4YlYmKPHdS5E+5ECXBL07xXNWhV3DuSrqKA-T4AgyCrIaS1krJTTymsNN+YFwOgTBzPeFA
Purpose: sPvP, designed to run into large crowds of people and deal condition damage to everyone. Stays alive by dodging/death blossom
Not sure about: The runes on my daggers. The energy runes I like, but the other rune selection was difficult choice because most seemed useless due to the fact I heard they share global cooldowns.
Build 2 – Typical Backstab Glass Cannon
http://en.gw2skills.net/editor/?fYAQJAoYlUmKO3dy5E/5Ex2DfuTe6fgs6MoZLB-TwAg0CnI4SxlDHDXScs4MK4UwkiXBA
Purpose: Typical backstab build, sPvp, not really a team build, just for fun. Highest damage possible.
Things I’m not sure about: Rune selection. I did 3 power/3 precision runes. Would it be more useful to go 6 into just precision, or 6 into power? Also, unsure about 1 of the trait points in precision, the 7% crit when behind or side. Would furious retaliation or critical haste be better?
Any advice / hints would be helpful
Thanks
Weakness – Endurance regeneration decreased by 50%; 50% of Non Critical hits are glancing blows (50% damage); stacks duration.
Does the 50% of non critical hits portion affect condition damage?
Thanks
When I used that headset, I fixed it by uninstalling the Logitech software.
I’m now using the G930’s and have this same problem. I fix it by enabling surround sound when playing.
CoF and Destroyer daggers have a slight burning/flaming/glowing effect, not very noticeable though.
> Designs class around high damage, low survivability
> Nerfs skills and damage repeatability
> Class becomes useless. Can role a warrior and do just as much (or more) damage with much higher survivability. Why play a class with mediocre damage AND low survivability?
Analyzing this, it’s NOT FAIR for a burst thief to jump on ANY opponent and kill him in 2 secs, with 3 moves.
Yes it is. If I’m a thief and sacrifice virtually everything (survivability, mobility, etc…) for good single target DPS I can only do once per minute if I set it up correctly, then yes that’s perfectly fair.
You’re acting like D/D burst is some simple I press 1 button and I always win build, when it’s not. Positioning has to be perfect, cooldowns have to be up, the stun needs to be unbroken, etc..
(edited by Malkavian.3751)
Yes please.
The current system is very limited. I want my armor dye to match my weapon dye. Problem is, this means I’m stuck with the same armor dye forever.
For example, the mystic weapons are blue lighting. This would mean my armor dye forever remains blue, which is boring.
The other choice would be choose weapons that are bland and don’t have a color scheme to it. This would allow me to change my armor dye anytime, but it still means my weapons look boring.
Same problem here.
I’m stuck on “Regroup with the team…”
Trash mobs in this dungeon are like mini-bosses. In fact, some of the trash is harder than the bosses themselves.
Overall, GW2 is not a hardcore raiding dungeon game. Dungeons should be challenging, but doable by pugs without perfect gear.
Based on how things are going with HS nerf, PW nerf, Basalisk venom nerf, Descent of Shadows nerf, etc… we can expect the following nerfs:
- Quickness. This is going to get nerfed, but unsure how. Perhaps removed completely, or make it so although attack speed is increased, overall damage is decreased while active. Maybe increased cooldown time too.
- Backstab. Due to player complaints, this is next on the list. Even though this build sacrifices virtually everything for single target DPS, requires a good opener, requires all cooldowns to be up, and only is possible once every minute or so, the damage output is high, resulting in complaints.
- Unload. This may or may not be nerfed depending on how quickness is handled. Even though pressing the dodge key once completely mitigates all damage, players who sit absolutely stationary will complain it does too much damage.
- Dagger storm. To balance the fact all other thief elites are pretty useless, this will be nerfed to bring it down to the same level. Perhaps remove how it reflects projectiles. Even though there’s a giant spinning animation and sound, people who blindly shoot arrows at it will complain about it reflecting back.
Any other ideas on what will be next?
As I’ve been leveling up and gearing up, I’ve had plans for a good burst thief spec. Throughout this time, all of those specs have been nerfed. Ex: PW, HS, etc…
So the question is, what is the current best burst spec? Is backstab build the only one left? What about P/P unload? How long until both of these abilities are nerfed?
Still pretty useless due to the long cast time. By the time it finishes casting, a thief would be at half health already in PvP.
Essentially, thief’s got nerfed yet again due to bad players complaining.
In terms of storyline, is there a particular order that I should do the SM of dungeons? For example, is it ordered by level of the dungeon? Or, is everything separate and I can do it in any order?
Thanks
By that reasoning, they could create a PvP titled called “I suck at PvP” when you get 1000 kills. Yes, people will associate the title with the achievement of 1000 kills, but that doesn’t mean the title in itself is any good, or that people would actually display it.
Simple suggestion: the ability to buy unique titles for gems.
I don’t mean unlock existing titles with gems so you don’t have to do the achievement. I mean, create new ones that can be bought with gems.
The current title for 100% map completion is lame:
“Been There, Done That”
Even though I’m getting 100% map completion, I don’t even plan on using this as a title. It sounds like some random xbox 360 achievement, not a title for a character.
Please create an actual cool sounding title for this. Players, feel free to post your suggestions for a new title, such as “Explorer of Worlds”, “Grand Explorer”, etc.
Are SM of dungeons puggable?
I’m interested in doing the SM of all of the dungeons once just for the lore and whatnot. I’m wondering if it’s possible to do in a pick up group
After getting my LW to around 250, I’m getting the feeling that LW is pointless for me.
The crafted exotics (for medium armor), look terrible. I like the look of the dungeon sets the most, so is there a point to crafting them, then transmuting? Seems like I would just go straight to the dungeons.
Also, the rune set I want is also not craft-able, so it wouldn’t help there either.
Any opinions?
Thanks
Can anyone give me some information on how Rune of the Eagle is created?
None of the GW2 databases or Wiki has any information on it except the stats. Can’t find what crafting skill is used, nor the required materials.
Thanks