Showing Posts Upvoted By Manifibel.8420:

Lore Q&A

in Lore

Posted by: Scott McGough

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Scott McGough

Narrative Lead

Well, if I can post them here. These shouldn’t be related to any spoilers at all hehe.

A: When stated that “Basically everybody learns their first spells from tutoring of their parents.” What does that mean? Human example: does this mean most people learn the “Prayer to Dwayna” style skills, or profession specific. That specific source mentions Charr in Farhars learning their first spells (implying nearly all), yet we have Rytlock who never used magic, that is until his anti-foefire ritual.
B: Part of the “warriors and magic debate” I see a lot. Warrior shouts. Can a warrior use the one shout to actually heal a wound(Like the one skill does ingame)? Or is this a case of “most of the time, it’s just morale.”
C: This one is stupid, but I’m putting it here just to silence it… Warriors do not summon banners from the sky do they? Again, something I see a lot despite how silly it is.
D: In comparison to adventurers/military forces/orders, what kind of spells or power levels do civilian spellcasters have, like the civilian necromancers in Divinity’s Reach.
E: Relating to above slightly, how often (in a generalized statement across all the races), do warriors use magic in a trained manner? How much magic could a Seraph warrior squad be expected to showcase? Obviously some warriors train in magic (asura especially), but how about the other races?

Those are the ones that pop into mind immediately.

As Konig stated, warriors and engineers absolutely can use magic. Most of their skills are presented as nonmagical, but they do wield magical or magic-infused weaponry, so the lines get blurred (and the debate you’re describing occurs). Take the warrior’s torch skill Flames of War, for example. It creates a mobile flame field that follows the player around and explodes when it expires. There may be a non-magical weapon that can do those things, but a simple knotty branch with a burning oily rag tied to the end isn’t one of them. Likewise, the engineer’s pistol produces a lot of different effects—poison, burning, bouncy lighting blasts, glue—and it’s pretty hard to say there’s no magic involved in a pistol that serves as a dart gun, flamethrower, arc thrower, and glue bomb (and never needs reloading).

So there is no absolute in this case—i.e., you can’t say “warriors never use magic” any more than you can say “warriors always use magic.” Most warrior and engineer skills generally don’t use magic, but there are some with a clear magical component, be it in the weapon itself or in the skill’s effects.

A:
I’d draw an analogy to a child IRL learning to cook: the child sees their parents doing something, expresses an interest or is told “this is something you need to learn,” and the parent teaches the child how to do it. Once the child learns to grill a burger or mix up some mac & cheese, they may never use that skill again in their entire lives, but their experience includes learning how and, if ever called upon to do it later in life, they have some experience upon which to draw.

In other words, spellcasting in Tyria is a basic life skill like cooking, riding a bike, or swimming—it takes discipline and practice, and each family has its own way of teaching it, but learning how to master that basic life skill starts early. In your Rytlock example, he learned basic spells in the fahrar like every other charr cub, but he doesn’t routinely use spells in his adult life as a soldier (though he does carry a sweet magical flaming sword, so that does balance things out a bit).

B:
Without getting too meta or gamey: a player’s health automatically regenerates outside of combat, and conditions like bleeding or burning eventually wear off even if the player doesn’t administer first aid or stop, drop, and roll.

By the same token, I’d describe a warrior using a shout to heal as psyching themselves up to keep fighting, pressing on despite an injury, and otherwise refusing to let physical damage stop them—in effect, accelerating/activating that natural automatic recovery process that starts once combat is over—but bypassing the normal cooldown/out of combat requirement.

C:
Well, the animation does pretty clearly show the banner slamming down into the ground from above, or at least, blinking in/appearing as a result of the gesture the warrior makes. I could see that interpreted as the warrior had just pulled the banner out of their inventory and planted it (kind of like weapon swapping), but I come down on the side of the warrior magically summoning it from the sky.

D:
The average citizen has basic magic, but people who use magic everyday as a soldier or order operative have had a lot more practice and experience, so they’re able to cast bigger and more powerful spells more regularly. Think of it as a natural talent like singing or athletic ability—if you’re blessed with a lot of that talent, but don’t exercise it/practice it, you won’t be as good at it as someone who does.

E:
Warriors rely on their physical skills more than their magical ones, but as stated above, everyone in Tyria can use magic and almost everyone learns to do basic magic as a part of growing up/learning basic life skills.

Game-wise, one of the first things a new character does is level up their weapon skills by using that weapon; this is analogous to training hard and mastering the basics, which opens up access to the more advanced skills for that weapon. So as a natural consequence of perfecting their warrior abilities, the warrior PC learns some skills that have a magical component, and how to apply magic to some of their basic physical skills to improve the effect.

—Scott McG

Why bother giving feedback?

in Elementalist

Posted by: Kidel.2057

Kidel.2057

elite is not supposed to be better or much better, but to add options. if ele can already do everything (that what people mean when they say “it’s good”) then there is nothing tempest can add (except making it more op).

But. It. Doesn’t. Add. Options.

That’s the whole problem. EVERYTHING Tempest can do ele can already do, even better with D/D.

Exactly my point, Ele can already do everything, so tempest can’t add anything.

Simply nerf Ele so that it can’t do what tempest does.
And don’t tell me Ele doesn’t deserve a nerf.

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: xadine.7069

xadine.7069

As for the “large majority” of people, I have my doubts. I think that us forum goers are the minority. So a large majority of a small minority, is still a small minority.

Our german CM postet a while ago that only 7-8% read the forums and only 1%
post at the forums. So yeah .. that “large majority” here is in the end less than
1% of the total players.
And it has also postet on many different gaming forums that naturally hardcore
players, like raiders and PvPlers are overrepresentated on forums.

And now I have to reply the same as I allready said on this thread about Hard Content: Colin and others Devs have said in several lives that they are aware a large amount of players are looking for more challenging content and that HoT will suposely fix that issue. So it’s not just a minority that is looking for more hard content.

As for the raider and PVPer overrepresentated it make sens since this kind of gamer usualy get more involve in the game and therefore see what’s missing or not working and they want to provide feedback in order to keep the game in good shape. Most of the time, Casual gamers are less involve in the game and don’t feel the need to change things because this doesn’t affect their limited gameplay (not negative they just usualy don’t play for the performance) or simply are not experienced enough to see what doesn’t work.

I don’t say ALL players want challenge. But you can’t deny their is a large amount of players that ask for Hard Content and they currently can’t find it in this game. HoT is a way to change that, it has been said again and again during lives (but they did not say how, I agree). Devs don’t change things just based on the forum, but also with support feedback, live feedback, convention feedback and so on and so on… So if they choose to make it harder, wich they have said in live (I know I repeat myself!) it is for a good reason and not only for a minority of players.

(edited by xadine.7069)

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Druj Rosenkloitz.3729

Druj Rosenkloitz.3729

What I want to see is the later maps on HoT being actually difficult, say you have the night cycle on the last explorable map of HoT and you have to stay put until sunrise because if you leave the outpost (even in numbers) it will be near impossible to reach another outpost before getting killed. Say you make all waypoints contested during the night, so if you die you need your fellow players to res you or you will stay dead and miss the rewards. Add a few mobs that require serious coordination/maxed masteries to beat and you will have meaningful and engaging open world content.

this right here must be one of the worst ideas i’ve heard in a long long time for this game. night in guild wars 2 lasts for approximately 40 minutes. you want people to stay in a camp for 40 minutes because the mob difficulty and density is such that even with a group of players you won’t make it. you want them to stop whatever it is they’re doing and just hang in there for 40 minutes fighting off mobs that require coordinated effort and max masteries just to stay alive. oh my god, the fun. and if they don’t make it in time for that amazing content they’ll die, and stay dead unless they res in another map (points in this one would be contested) or some other person comes to res them and then die right next to them so they can socialise in a meaningful manner those 40 minutes. brilliant, just brilliant.

you sir, should apply for a developer position. you’ve got this.

i suggest they also develop a system where they can send small charges of electricity through your mouse and keyboard. and when you die or get hit, you take a small electric shock, you know to help you improve.

also, reverse leaderboards. scrap the best, record the worst and then publish their names in the website each month so as the rest of the community can mock and ridicule the worst players.

Hey!, Now I remember why I don’t post in the forums.

Anyhow, for the sake of the argument: I believe that Gw2 has been in a position where most (if not all) of its content is still pretty casual, and it has been like this for almost 3 years. If there is people who find the current state of the game acceptable and entertaining that’s fine, but most of the community wants content that is engaging (at the very least)

Engaging and challenging content should not be exclusive to the instances we might get, open world content should also be challenging. If someone finds HoT to be so difficult and frustrating because it makes him/her use half a neuron more than usual to hit the dodge key or use reflects/blocks/evades to stay alive maybe GW2 HoT is not the content that person should be playing. We’ve had 3 years to get used to the mechanics in such a way a lot of the content seems trivial, something new and engaging is way better than to dump 20 more maps of the same stuff we’ve been doing for years.

I’ve been a constant player of this franchise for the past 9 years, with over 4k hours played on each game. If someone still thinks that his/her opinion is equally important to the vast majority of people who have invested thousands of hours in this game because he/she paid the same well then I have bought 2 regular accounts and a collectors edition, plus the definitive version of HoT and a lot of gems. (plus all the GW1 games) so uhm yeah, my opinion is “importanter” or whatever.

But more on the serious note, GW2 is an easy game to play, people who are new to MMOs find it fun, people with a little more experience find it lacking content that makes them care for the mechanics of the game, since HoT is targeted for players with lvl 80 characters it’s only natural to bump its difficulty in a way those players find it engaging, new and “casual” players have all the vanilla content to help them understand and learn the mechanics they’ll need to face HoT’s content.

As to the argument of who to cater, “casual” or “veteran” players, I think that if casual means “if its too difficult I’ll leave the game until they nerf it” then Arena Net should not be catering to those players, and instead should focus on the players who care about leveling their masteries if that means they can now beat some content they previously couldn’t, who will stay trying to beat certain challenging world boss and collaborate with the map for it, the people who will make videos, guides, builds and walkthroughs for dungeons or raids or whatever and the people who will consume such media to help them achieve such goals, the players that want to see GW2 grow and evolve and not stagger in the same underwhelming difficulty for years. If those are the “veteran” players, then yes, I think Arena Net should be listening to them.

:D Peace

Not sold on The Herald

in Revenant

Posted by: Roy Cronacher

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Roy Cronacher

Game Designer

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Obviously there’s nothing to see until tmrw, but as of now it sounds very meh to me. Maybe I’m misreading the information but it sounds so much like the tempest with limited access

The passive effects of the facets that sound to be only boons aren’t the coolest to me, but I’m really loving what I’ve heard about the active effects. The shield is OK to me, I’ll have to see if it works well and if it has any means of helping with offence. I’m really looking forward to making a Bard Type character though. If the auras are cool enough and if the spec doesn’t make me completely unable to kill things I think I’ll love it!

Glint active skills for the facets have a lot of offense.

OMG. OMG. OMG. Roy replied again! fans self

Haha

Quite the opposite for me. I’m super sold!! I can’t believe you’re not. Passive effects along with great sounding actives! What more did you want!?

@Roy, what’s wrong with you man!? I’m already overboard hyped for the Revy and now you go and do this?!!? I’m having to dailing 9-1-1 as I type this! My mind has been blown clear off my body! I’m actually scared to watch the POI tomorrow.

ROFL. Got to keep the hype train rolling. Make sure to watch out for the POI stream tomorrow and a post I’ll be making after. There will be some extra stuff from BWE feedback.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Training tab exclamation mark in Hero Panel [merged]

in Bugs: Game, Forum, Website

Posted by: Jon Olson

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Jon Olson

Programmer

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Good news, everyone!

This bug should be fixed!

Attachments:

Beta, Character Select/Create, Enhanced Squad UI, Play for Free, Raids, Streaming Client, & Mac

Beta feedback-Death by Jumping Mushroom

in Guild Wars 2: Heart of Thorns

Posted by: Shaltif.7328

Shaltif.7328

I have to say, my experience with the jump mushrooms was rather unpleasant and not as expected. I originally thought they would work like the jumping mechanics in Super Adventure Box (where you could somewhat control your flight in mid air and thus, have some layer of control of where you landed (or died if you failed)). When I realized they took user control away during flight and had a pre-determined target, but you could still die from them (which was most of my cases, unfortunately) I considered it a bug and avoided using them…

So I would agree that it’s a problem with the way the system is designed over a ‘jump puzzle mechanic’ (since there isn’t much input the user can give once your in the air). It also didn’t help that some of the targets for the mushrooms were just plain bizarre. I literally had one shoot me face first into a tree branch, after which I fell into the abyss below. Funny? Yeah, sure. Practical for use? No. And considering there was no real way for me to see or judge my character’s placement before making the jump (before running head long into the branch, for example) it was just pure ‘luck’ if I lived or died.

In a nut shell. If the jump mushrooms are designed to have a pre-determined location for landing with no user control in mid flight, the landing should be guaranteed safe (thus no fall damage, obstructions or out-of-bound landings) regardless of the exact location the player is standing when they start the jump (tho I would recommend you force the user to be on the mushroom before starting the jump). If you plan to give the freedom of mid-flight corrections and letting users decide their own landing points, then I could say the possibly of death would be allowable… since then the errors of mistakes/deaths fall on the ability of the end user and not the targeting ability of the system.

Masteries and XP should be one system not two

in Guild Wars 2: Heart of Thorns

Posted by: Just a flesh wound.3589

Just a flesh wound.3589

What you are asking for is no different than asking for the ability to buy an expansion in a game, such as WoW, immediately get those 10 new levels and have all the faction grinding done so you can be at max strength on day one. It’s like a new person buying this game and wanting to be a day one max strength level 80 with full exotic gear. It’s not good for the character and it’s not good for the game for an expansion to hand out the rewards of playing before you actually play.

That’s not even vaguely what I’m asking for. What I actually am asking for is to not have to contend with picking up Mastery Points around the map (I’m fine if they confer a chunk of exp or whatever, just don’t make them essential to advancement). I want to progress through the masteries (and even if they did work – which they don’t by the way – I wouldn’t use tomes to get them) via regular post-80 exp gain. Why does that offend so many people? I’m not campaigning to take anything away from your game at all, I just want to make mine more accessible.

What you said was: “So what? If that’s the way someone wants to approach the expansion why shouldn’t they? I really don’t like the Verdant Brink design, and playing there is going to be a chore for me; if I can make my passage through the zone less annoying by building up masteries before I go in there then why shouldn’t I? How I choose to progress my character doesn’t impact on how you choose to progress yours.”

To me, building up Masteries before I go in there sounds a lot like someone saying, in a game like WoW and a new expansion, “why can’t I do my faction grinding in the old expansion area before I get to the new areas so it’s done before I go in there? Why can’t I get my 10 levels done in the map of the last expansion before I go into the new maps?” It’s the same thing. The point of an expansion is to go into the new areas and progess your character while in the expansion area. It’s not to progress your character by running around and doing the same old things on the vanilla maps and reach max Masteries for the new area and you never had to touch the new content.

I’m not offended by this. I just think it’s very short sighted both for your character and for how it would affect the repeat playability of the expansion for all characters.

Be careful what you ask for
ANet may give it to you.

(edited by Just a flesh wound.3589)

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: xadine.7069

xadine.7069


Also, a large part of players are complaining about how easy and casual this game is,….

No, a tiny fraction of the tiny amount of players that come to this forum were complaining. The vast majority was having fun with the game as it is.

This. I honestly found a lot of the older content plenty challenging enough.

What’s challenging exactly? at least in PvE ( for obvious reason PvP is challenging and WvW… depend on what you’re against). I seriously don’t think a game should be 100% hard core, on that point I think everyone agree. BUT this game has no real challenge, FotM are easy with a bit of practice, dungeons… well except maybe 1 or 2 path all dungeons together require no skill and map events… come on it has become hard to fail. Even TT wurm, with TS and a bit of organisation you can’t fail (the guild PSDH organize 4 TT wurm / week with almost 100% succes). In each case I don’t talk about meta zerk party! I personnaly play almost exclusively necro wich isn’t meta at all.
I can understand that for some players, some events/dungeon/FotM can seem to be challenging, because not all players have the same “skill” (don’t like that word). But if you’re use to play in other MMO you seriously find GW2 way to easy.
I’m not saying this is bad, just that’s one of the main reason why GW2 have lost so many players the past 2 years. Ironiquely most of them went to Wild Star for the challenge and most of them leave wild star because it is too challenging ^^.

But it not just “tiny fraction of a tiny amount” of players that want challenging content. Colin, and others devs, have said during lives that they are aware that a huge part of players want challenge and are not happy with the current zerk meta and that HoT will supposely fix those issues.

And tbh when the beta start I think everyone got wiped several times before starting to understand new mobs. But after a couple of hours (lets say starting sunday) I haven’t see anyone having trouble to fight them. Sure you have to change a bit your build, but people forget they were using “new” profession against new mobs in a max lvl map, map wich is suppose to be under control of a dragon. So basically we weren’t at grandma’s drinking tea. Most players had start making party (weird in an MMO right?) and by 2 or 3 it is so much easy to move, also as soon as you unlock glider and shroom everything become so easy.
And most of the time I saw dead players it was on an events, so it’s not illogical, especially since almost every mobs pack have healers and people doesn’t seem to understand that you need to focus them to make the fight so much easier. (no need for this kind of strat in gw2 vanilla)

Personnaly I think Anet should do something like in GW1, you chose to go Hard Mode or Normal Mode. And since gw2 is a MMO, well lets have 1 HC map and 1 NM map in the same time. I seriously don’t know if it is possible though… but it would fix our problem ^^.

PS: I just saw the “change your stuff to white” kitty argument. Shall I remember you that you can find videos about group that do FotM lvl80 (before rework) naked and it was way harder back then than it is now. And now you only need your armor for the last boss because you can’t avoid its agony but still doable. I also have successfully kill TTwurm in a naked run with my guild. This is not a matter of stats but mobs mecanics.

(edited by xadine.7069)

Revenant 1v1 Duels [Video]

in Revenant

Posted by: Rain.9213

Rain.9213

Hey guys. Just sharing footage of some 1v1 duels I captured over the weekend.

I fought against another Revenant, a Reaper, a condition Ranger, and shatter Mesmer. I also played against an Engineer but sadly forgot to record that x.x

As I said in the disclaimer, I did get rekt every now and then but I wanted to show off what a Revenant can do 1v1 when you manage to play him decently. Revenant’s are REALLY good in 1v1 against both condition and power based opponents if you’re running the Shiro/Mallyx build I was using. Only exception was Longbow Ranger… that taunt on pets destroys me if I don’t have resistance up. Anyway, enjoy!

https://youtu.be/f5kyEljgTYg

(edited by Rain.9213)

I do not envy Roy

in Revenant

Posted by: Roy Cronacher

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Roy Cronacher

Game Designer

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Oh it works Jekkt! Revenant was the profession I spend the most time on this BWE1, and it did very well, much better than last time [:
It needs balancing ofc, like every other professions does, and it will always be like that. I would like to see something really focused on defense like Endure Pain or Renewd Focus.

There will be some changes to jalis to push it more towards being ‘tanky’.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Goodbye Marshal Trahearne

in Guild Wars 2: Heart of Thorns

Posted by: Kirnale.5914

Kirnale.5914

I remembered someone posting this at the beginning of gw2

Attachments:

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

I don’t know if you recall but way back in the mists of time (one of the beta weekends), the mobs were quite “challenging” and ArenaNet, after some complaints, dialled down the mob difficulty. There were quite a few members of the community who were made very sad by this decision, others were made very happy by it. There is a difference between “dont be used to the level” and “don’t enjoy the level the content is pitched at”. What I’m saying is that rather than make the baseline content hard, make the baseline content as easy as comparable zones (ie. Frostgorge and Orr … not Southsun) with progressively harder content being in harder to reach places.

I remember, also a reason why this game was branded as ultra casual and most of the “hardcore players” left, same reason why they are making the mobs harder now. Same reason why a good combat system (that we have, for MMOs at least) basically isnt necesary in the vainilla game.

And also if you check, the guys that asked for the nerf, passed generally from not action based combat to an action based combat. It was a bad sample, because they have a different mentality, one that hasnt changed much in some groups thanks to that nerf.

I understand what you said, but i think the level of the HoT mobs right now, are what you will put as the easy part. I agree that the enemies could be harder in more difficult to reach places, hope they do it.

Plus a lot of the people posting that they died, are really not used to that level of difficulty, if you die theres less joy, so they enjoy less (but some liked it ^^ ).

Only a portion dont like it and can, and in a lot of cases it have to do with rewards.

People who enjoy challenging zones are easily bored, if you don’t believe me look at Southsun in comparison to Curse Shore or Frostgorge Sound, Southsun is quite a bit harder in general (although quite rewarding) but it’s empty except when it’s time to kill the Queen. Why is this? I think it’s because the people who want challenging content got bored and stopped playing there, whereas the people (like me) who like casual content are still pottering around the older level 80 zones, still in the game, still buying stuff from the Gem Store.

Southsun basically dont have nothing to do. Poeple need objectives, been hard or easy and southsun doesnt give them., Dont have many events, and lore wise isnt as complete as other maps.

Its dead because its incomplete.

The other hand are the rewards, the more “effort” you put in to a task, the more reward you are expecting.

Aside form the farming nature of the map, this reward-effort its the same reason why Silverwastes, that have open world mobs stronger than most vainilla pve maps, have people (and have more when they were going for the luminicent armor), because the rewards compensated the effort.

ETA: Hardly any of my characters are Berserker geared, and I’ve been playing since beta so I have some idea of how to dodge … so thanks for all the smart comments but, as I said, there is a difference between not being able to complete content and not enjoying content.

Wasnt direct for you specificly, not sure if that one its for me either (not gonna read all the thread -.-).

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Torolan.5816

Torolan.5816

Is just that a “not so big” group of players that are totally used to the low difficulty standars of vainilla gw2, and as such never improved, went head on (to die in some cases) against HoT mobs, in a lot of cases in their berzerker gears, witch most of them could use since the difficulty of vainilla was too low.

  • In conclusion:

Since the game didnt teach them to be more skilled and they neither did for themselves, they went to die there and are complaining now.

  • Posible solution that doesnt hurt the affected “not so big” population:

Create a “training maguma camp” where players go against some of the enemies of HoT and are explained about they dinamics, reading mobs skills and passives below they health bar, posisionating, and such.

Give a title, mini, some skins, gold, etc and a mastery point as a rewards, progresivly as players complete the “training camp”.

With this rewards people will not avoid this camp and guys that can take the content will go for the shinies also.

Don´t forget to hand the poor below than average Berserk players that ridiculously still exist after literaly years of practice in stacking and being at the top of the foodchain in a world of mediocre mobs also a supper and let them rest on a comfortable bed after they have completed the camp for some minutes, with a busty nurse sitting beside them and sing a nice song.
(If you are disabled or somehow hindered, you are of course excused from this comment)

This post is so much win. It perfectly illustrates how the mighty have fallen in the course of a single weekend and the bandwaggoners have been separated from the veterans that can actually play Berserker^^

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Bandit.8279

Bandit.8279

(Didn’t play beta) but if mob difficulty is hard enough to make people QQ. GOOD! Keep it hard, make it harder! This game needs challenging, rewarding content. I love this game to death.

The thing is .. its not rewarding .. its just trash mobs that drop the same trash
than other mobs, they are only harder to kill.

We don’t know what the rewards are yet.

Not to mention I was having heaps of fun taking on hordes of Veteran Spiders on my Reaper. Ripping through stalkers and Veteran Stoneheads on my Assassin Revenant. And that first solo kill from my Reaper on the deadly Veteran Smokescale was absolutely sublime.

No greater reward in a video game then having fun!

Fools N Gold [FNG] of Tarnished Coast

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Xillllix.3485

Xillllix.3485

Difficulty seemed good to me. I wouldn’t mind it being 10% harder.

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: kankanKk.2748

kankanKk.2748

No more auto-attack endgame content

Revenant Skill Queue

in Revenant

Posted by: Roy Cronacher

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Roy Cronacher

Game Designer

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This should be fixed for the next time you all get to play the Revenant. It should help a lot with the smoothness of skill interactions.

Is this a fix for the whole skill queuing system (affecting other professions as well), or just for the Revenant’s case?

It’s a bigger issue with how instant skill procs work. It was most noticeable on Revenant because there was a trait firing an instant skill after every single skill use. We’ll be looking into a long term fix to improve it although it’s more complicated as it’s connected to a bunch of systems, but I fixed the Revenant specific issue for now. Basically I changed the trait.

This should be fixed for the next time you all get to play the Revenant. It should help a lot with the smoothness of skill interactions.

That was a fast fix
I feared that it would talk a long time to change/fix all the feedback you got.
Sure somthing might take a long time (Like more skills or huge changes to skills like some people suggested).

I’ve already made a lot of changes due to feedback from last weekend for the Revenant. Hopefully I’ll get to share them soon.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

HoT Ultimate Buyers Post Here

in Guild Wars 2: Heart of Thorns

Posted by: lordhelmos.7623

lordhelmos.7623

My wallet is hurt, but my soul feels fulfilled.

We all make sacrifices to defeat Mordremoth. In my case it was my son’s college education.

(edited by lordhelmos.7623)

Where is promised challenging HOT content?

in Guild Wars 2: Heart of Thorns

Posted by: ColinJohanson.2394

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ColinJohanson.2394

Game Director

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Simply put: we haven’t announced it yet – when we’re ready to show everything about our plans for challenging content for HoT, we’ll announce it.

Though it isn’t the “challenging content” feature discussed in our announcement – I will add we want our open world content experience to be more challenging as well just in general. Though the AI was better in our CBT experience – we think we still have a lot of work to do to get our creatures and encounters even at the start of Verdant Brink up to where we want them to be. Our game has great combat, our creatures and encounters should challenge and require you to use that combat system.

More info “when it’s ready”.

Delete this topic.

in Guild Wars 2: Heart of Thorns

Posted by: Valento.9852

Valento.9852

One idea would be a Attunement Empower button.

  • Attunement Empower (40s): Charges your currently attuned element boosting damage and adding a unstable phenomena around yourself. (radius: 360)
    • Volcano (10s): Due to fire outburst, you’re summoning strong lava pools around. Unstable ground may explode, launching foes away.
    • Blizzard (10s): Due to icy outburst, you’re summoning chilling whirlwinds. Unstable blizzard may cause whirlwinds to blind foes.
    • High Voltage (10s): Due to a high voltage outburst, you summon lightning strikes around causing vulnerability. Unstable lightning storm may apply an Electrical Discharge to foes.
      • Electrical Discharge (5s): You’re charged and damaging nearby allies.
    • Magnetism (10s): Due to earth instability, you summon magnetic fields around which pull enemies. Unstable magnetism may knockdown enemies.

There, a geomancer.

Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

Remove Skyhammer from rated arena

in PvP

Posted by: Nitesky.6427

Nitesky.6427

I like Skyhammer.

Game Update Notes - November 4, 2014

in Game Release Notes

Posted by: Mark Katzbach

Mark Katzbach

Content Marketing Manager

Next

Bug Fix:

  • Fixed a bug in which Lost Bandit Chests near Amber Sandfall spawned too fast and too numerously.

CDI-Guilds- Raiding

in CDI

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Some of the bigger differences between GW1 and GW2 is the fact that you’d had to clear areas out of mobs. There was little skipping of enemies (I might be wrong, I didn’t experience the harder missions in GW1).

What would you think of enemies which have no aggro-reset? Imagine mobs following you around the whole instance until you decide to kill them. Would it be a chore for you or would you like that? (provided that enemies aren’t just trash-mobs which aren’t challenging at all and can all be killed easily by stacking-methods).

http://gw2style.com/index.php – show your look and rate others – great filters!!

CDI-Guilds- Raiding

in CDI

Posted by: Elrey.5472

Elrey.5472

snip

Fair points but you know too how people hates Aetherpath being long (and risk/reward not being in line for the majority but thats a different issue).

Not an entirely valid point since i found (and keep in my followers list) already more than 400 players that love Aetherpath and hate how short-lenght are the other dungeons.
Aether was hated because there’s fast dungeons and Aether can’t done “too fast”. The problem is not Aether being long, it’s that Aether takes X time while caudecus takes 5x less time. If All dungeons would take 1 hour to complete, this issue would had never exists because players would had been used to it. Right now the issue is that same content takes different time to complete, out of balancing.

I think that raids won’t have this problem since there’s not an stablished time for raids already. However, once we have raid 1, players will expect raid 2 to be that long as well.

Editted to add info

ES Wiki Sysop. Vanquiser of the Marionette, Lover of the Aetherpath.
Aens / Ellantriel / Nao To Mori / Saelyth. Commander
Guias de Raids en español / Spanish raiding guides

(edited by Elrey.5472)

CDI-Guilds- Raiding

in CDI

Posted by: Naetell.3815

Naetell.3815

Raid example: Mordremoth

Deep in the jungle, a group of heroes face the Elder Dragon Mordremoth.
The Elder Dragon eyes the heroes, before any of them can make a move, he summons vine walls sweeping through the area, blocking the path to him.
The heroes have to cut their way through the vines, careful not to hit the poisonous ones, for they spell certain death. While they are hacking a path to the dragon, they are assailed by Elite Mordrem from all sides. During this chaos, one hero has to carry the Corrupted Magic Bomb, the only weapon that can weaken the Elder Dragon.
If the heroes do not reach Mordremoth in time, he unleashes his powerful breath attack that is sure to send the heroes back to square one. Time is short, and while the heroes reach the dragon, they know the worst is yet to come.
The bomb is set in position, and the dragon is weakened. Mordremoth roars as he loses his focus momentarily and sweeps wildly with his talons and wings.

The heroes attack the dragon, but his scales are tough and conditions don’t seem to stick to him.
Mordremoth, now annoyed, targets one of the heroes and brings his claw down. The hero evades, but the shockwave hits several others and knocks them down.
Upon seeing someone knocked down, Mordremoth wastes no time and summons thorny vines from the ground, tying these heroes up while causing massive bleeding. If the struck heroes are not freed, they don’t have long.
At the same time, other heroes have reached his the tail of the beast, and attack it from behind while being wary of his tail sweeps and hind legs, for a mere touch of those would knock them back or down, sentencing them to the same thorny doom.

The corruption is taking its toll on the dragon as seconds pass. His attacks slow down, he’s getting out of breath. The dragon slumps, and calls for his champions.
Three massive champions drop down while Mordremoth begins channeling a spell to restore his strength.
These champions look alike, but each has different properties. The locations of which champion spawns where is random. There is no way for the heroes to know what these champions are other than figuring it out as fast as possible.
On top of that, these champions are linked to each other, and will not fall untill all of them do.
One champion is weak to conditions, but one of his skills will convert conditions into boons. Non-condition damage will heal him instead.
Another champion is weak to direct damage, but has permanent retaliation, and every condition on him will increase his power exponentially. He has a draw conditions to himself spell, so keep him away from the others.
The third champion is perhaps the strangest, no attack seems to work on him, but he also deals very little damage. In fact, his attack skills have incredible hit counts, but each hit doesn’t do more than 2 to 3 damage to the heroes by itself. If this champion is near the other champions though, he will heal them.

If the champions fall before Mordremoth’s spell is finished, the heroes can directly attack the Elder Dragon and hopefully leave a dent on him.
The dragon recovers and lets out a massive shockwave, knocking the heroes to the sides of the arena before he casts his vine maze spell again.

When Modremoth is wounded, he will get angry, at which point he will spend less time trying to mend himself and more time trying to destroy his opponents. Cycles get longer, his attack patterns change, and the jungle grows thicker.
Over time, visibility will decrease as light fades and darkness takes hold of the arena.

If Mordremoth is almost defeated, he will use his wings to shield himself while summoning a horde of champions to protect him, sharing his power with them while he draws life from the earth itself.
For each of these champions defeated, the other remaining champions become stronger. If all champions are defeated, Mordremoth resumes his fight against the heroes. For every minute the champions are not defeated, Mordremoth regains 5% of his Max HP.

So, was everyone able to picture how it would feel to fight this thing?

Necro Minions responsive

in Necromancer

Posted by: krippler.9826

krippler.9826

I’m not a MM but I do use flesh golem, and it likes to sit and watch while I duel somebody. Last night in pvp I had a battle with a warrior that lasted a couple minutes. For all but a few seconds the golem just sat there and watched the entire thing. This has been happening for awhile now and how it is not given a top priority I don’t understand. It is also bad because when the golem just sits there, it doesn’t try to move into a position where I will be able to land a charge. I will try to record it the next time it happens and post a video.

Collaborative Development: Commander System

in CDI

Posted by: Frenk.5917

Frenk.5917

1. Allow commanders to hide their commander tag. This would help guilds which just want to raid by themselves. As it is right now, they have to CTRL+T the leader in order to “create” an invisible commander tag.

2. Allow commanders to choose the color of their commander tag. Also, make it so when a player hover the mouse over the commander tag on the map, it shows a short message that could be like “guild raid, everyone welcome” or “Map jumping commander” or something like that (written by the commander himself, of course).

3. Greatly increase the range of /supplyinfo command. Also, create more commands. They could be something like /classcheck (to let the commander understand which classes he has in his warband).

4. Allow the commander to write in the whole zone, just like when a “scarlet minion blablabla” event is coming. Put some limits, in order to avoid an abuse of this power.

5. Allow the commander to place PERMANENT marks on the map, in order to better cooperate with other groups in the map, or to let people help understand what he’s gonna do and when. Of course, like in point 2, when people hover with the mouse over these marks, let a small message pop up (written by the commander).

A lot more can be done, I’ll wait to see what other people will suggest before writing something else

Frenk – EU
All is vain

Can we finally fix engineer downed state?

in PvP

Posted by: Writetyper.1985

Writetyper.1985

Yet there are classes that do engi’s job better, simple as that.

Can I have some of what you are smoking?

Mortryde/Cold/Thugmentalist Bara
really bad engineer