I had just redownloaded the game and then the patch hit. It then asked me to install the game, which I had just done the day before.
Anyways, I deleted the files and every shortcut/exe of gw2 and redownloaded it.
Then I installed it and it works now.
One thing. I downloaded the exe from the account page to my downloads folder. When I started the install it created empty files in the downloads folder and also in my install folder I selected, and started downloading to the right folder/files.
Seems a bit weird that it creates empty files in the folder you downloaded the exe to.
Same thing happened to me. Was about to write a ticket but tried to relog, it fixed it for now.
So I have noticed this now more than ever, that when my group enters the Gorseval arena, the camera starts to zoom closer to my character.
So I have to focus on the battle, positioning and all that while also having to zoom out my camera in the beginning of the fight.
I and probably others would really like this fixed! [:
Either stay the same range, or zoom out instead of in.
I belive this is actually the case on many huge bosses in the game.
For some it works fine, others it does not
Just a little thing that I really want fixed.
(edited by Manifibel.8420)
I will.
I like that there is collections to work for, even if they are costly or take a long time. It gives me something to do for months to come.
Overall!
What I really like about the first encounter (And the rest in the raid) is that when you enter, you can’t leave the area, you can’t run away to get OOC to regain/change stuff, it resets the boss to the middle when you wipe!! You have to either kill it or wipe! Great I love it keep doing that!
Now, make it like this to every other boss encounter in fractals and dungeons! I hate that you are able to do stupid things like run OOC to regain health, change stuff mid fight.
An example I have is the Diviner in the uncategorized fractal. If four people die while you are in the cage, it creates a situation where the boss does not properly reset, and you can go grab aggro again before it regains, and this way just keep dying until it dies at last.
Make it so you can’t leave the room or enter it when the boss is in progress, and also no ooc! Wipe or kill it!
Tutorial bosses!
When I first entered the raid I got confused about the trash/tutorial mobs in the beginning, thinking they where the boss, based on the pictures I have seen, and that my group already half pulled the boss. When we killed all of them and realized that they where just trash I lost my worries.
Now that I have seen in a video how it looks before someone runs ahead and pulls it, I am overall happy with how that works. However I does feel strange to me. The first time I fought them I thought they where supposed to be together because the blue orbs comming for us which I thought was a mechanic for the blue guy stood way in the back. I guess this is how it is supposed to be and I just had to get used to it, but it did feel a little confusing/weird the first time.
The Vale Guardian!
The boss itself we only managed to get to around 75%. We didn’t spend much time trying to optimize our builds so probably why :b We did our last try all of us with some more tankier gear, and had 3 min left at 75% realizing we need more damage.
Good mix of play styles needed for the fight I feel like, and making use of some stats none ever really wanted to use for PvE.
I saw a comment earlier about it feeling like a grind to have to go and get different sets of ascended gear to change builds at different bosses. Please keep it like it is, it is “end game” PvE after all, only the people who want to spend time/gold to optimize themselfs to be able to fill any role should imho be able to do it. It does after all have legendary gear as a long term? reward to get in raids, which is a huge deal. Don’t change the need to have to go and get different sets of ascended before being able to kill all 9? bosses.
It was a really cool stream.
Love the idea of ArenaNet Tv with different shows for different things, and the fluff/break shows in between, like Cooking with Jennifer Hale and especially the Crow’s Nest music! Do more of that!
All in all, great experience and I hope you will do more like this in the future.
When it comes to the builds I would like to use and be a viable playstyle is:
Ventari Revenant.
With Salvation, Herald and the Jalis one.
Being really tanky, and still able to heal with Ventari legend.
So Cbomb lets say they add a mechanic that randomly target the person with the most Vitality. If everyone is zerg it can hit someone importaint like a PS warrior and kill him in zerg gear.
This would maybe make people thing about having a more tanky person in the run.
Or what about this. Some aoe attack will land on the ground somewhere. In order to not die here. You have to all run there and stack before it hits the ground.
The attack does x amound of damage. For every player standing in it, you take some % damage split between the people in the aoe.
If no one goes there, it will just deal the x amound of damage to everyone.
Depending on how much damage the aoe does to start with, it will make you have to have someone able to soak a lot of the damage, like a necro DS, or Ventari gear and use protection, frost aura and stuff like that.
I hope to see some really well thought out mechanics.
Im all for being able to change gear, traits, skills and all that between Boss fights.
As long as they can make sure as Colin said to MassivelyOP, that you will not be able to go to the corner of the fight and get ooc and change build mid fight I am happy!
When you enter a boss fight with all 10 people, you are committed to use the build you set up, until you wipe or kill it.
Also from what I can see in the raid video. The boss area will be blocked, so you can’t leave it and easily reset it! Perfect I love it, keep it up Anet! And do that to dungeons and raids also. (Looking at Cliffsite Diviner at the top).
Can’t wait to get more raid info!
(edited by Manifibel.8420)
Simply nerf Ele so that it can’t do what tempest does.
And don’t tell me Ele doesn’t deserve a nerf.
I main ele and I agree!
There is SO MUCH ELE CANNOT DO that could have been added.
Boons: Aegis, Retaliation, Alacrity, Quickness, Resistance
Conditions: Poison, Torment, Confusion, SlowThose are just a few things that eles can’t do.
You know, classes have to feel unique, adding poison, torment, confusion and slow is not a thing ele is supposed to do by current design.
aegis, alacrity quickness does not fit ele at all either. Maybe retal, and resistance, but thats about it.Necro class design is that they are weak with cleave. Reaper cleaves all the things. Guardian class design is that they are weak in ranged combat. DH gets Lonbow for range.
See a pattern here?
I see the pattern, but that doesn’t change the fact that those conditions don’t fit with the attunements and Tempest.
Guardian with LB is still weak at range compared to someone who by nature is good at long range. Staff ele, LB ranger is without doubt still better than DH.
Reaper gets more cleave yes. But still not better than Warr 100B ofc, Ele has good cleave aswell, imo still better than Reaper.
Those new specs just allow the profession to play like they never did before, not nessecarily being the best.
Tempest is obviously great at sharing aura, better than anyone else without a doubt.
Healing is also great with Tempest, but more risky with Overcharge, you don’t have to use WH, but if you do still great healing with a knockback, and a water field. With changes to #4 Earth WH, which now is a blast finisher you have two blasts really fast.
The Overcharges works really well with allies around, which can peel for you. Stun enemies, or give you stability, or somehow protect you.
Tempest is great in team play with a bit of help. Thats what makes this spec special.
I am not saying it doesn’t need balance, cause it does, but acting like 5 year old kids like a lot of people do here on the forum right now, will not help. Be grown ups and reply in a normal way and not the angry tone you are doing right now.
There is SO MUCH ELE CANNOT DO that could have been added.
Boons: Aegis, Retaliation, Alacrity, Quickness, Resistance
Conditions: Poison, Torment, Confusion, SlowThose are just a few things that eles can’t do.
You know, classes have to feel unique, adding poison, torment, confusion and slow is not a thing ele is supposed to do by current design.
aegis, alacrity quickness does not fit ele at all either. Maybe retal, and resistance, but thats about it.
The jumping shrooms should always get you to the location they are meant to go to.
Without the falling damage.
Without getting hit by a branch in the air.
Wihtout being to short and instead fall to your death (I had this happen to me in the Ruins. The one shroom that shoots you to a bride, failed on me. Instead of landing on the bride, I faceplanted on the side of the bridge and started falling to my death, luckily I had glider unlocked. Another one in the Ruins the one that get you to where Laranthir is, failed me once aswell. It shoot me up close to the edge, but I didn’t have enough hight to land so I fell down)
No matter where you stand on the shroom, always travel the intended distance and land at the intended place.
I hope thats how you designed them to work for JP and general usage. Otherwise, you have a lot of map design and content design to fix [:
(edited by Manifibel.8420)
Masteries and XP should be one system not two
in Guild Wars 2: Heart of Thorns
Posted by: Manifibel.8420
Snips..
So masteries could include access to new zones, tons of lore, sets of emotes, sets of titles, silly convenience stuff you’d love to have just to show off, the occasional skin here and there, alternative animations for your abilities, nice visual auras to add to your weapons or your armour, fancy icons next to your name to show off what path you’ve chosen (like the world exploration star), exclusive hair cuts and hair colours, manes and horns for charr, all sorts of things to keep people in the game playing and staying busy. But that requires planing and effort, and anet is kinda in a hurry. But don’t bash the guy for trying. At least he tried.I’m with you guy, I like your idea, with a bit of tweeking it could be a really nice system to keep us in game for a long time.
Much of this doesn’t fit the Mastery System.
I am mastering the ability to grow new horns.
I am mastering the ability to dye my hair in a new color.
I am mastering the ability to cut my hair differently.
I am mastering the art of waveing differently.
And more
How does this sound more interesting than the ability to glide, and with the ability to glide, get to new areas where you can find a person to lets say, teach you a recipe for a unique hair color. Or at the end of a hard JP where you have to use speed mushrooms to get accros a unstable floor without falling, using updrafts and stealth gliding to in the end, find a guy or recipe that unlocks a new hair cut.
I think not being able to use the Tomes, Writs or anything like that is a great thing, otherwise, even with you guys suggestion, it would still be over in a week at most, unless they can come up with over 100 different things for your version of Masteries.
Masteries and XP should be one system not two
in Guild Wars 2: Heart of Thorns
Posted by: Manifibel.8420
Some of the mastery points are locked behind getting the gold rank in adventures, many of which require low level masteries to achieve (e.g. the burning tendrils one, where there’s no way you’re getting gold without access to bouncing mushrooms). So there’s no direct ties to using masteries and progressing masteries, but you’ll need to use masteries to get enough mastery points to fully unlock them.
I would like this to be true, an I think this is the case. But we don’t know how many Mastery Points in total there is in HoT. I hope its only like 10 extra or something at maximum, so we don’t end up with people just doing the easy low tire Mastery Points and unlock everything within the first week. (In my perfect world, the Mastery system will last the whole xpac)
Masteries and XP should be one system not two
in Guild Wars 2: Heart of Thorns
Posted by: Manifibel.8420
Nothing will work on Mastery level to my knowledge.
Tomes of Knowledge.
Writs of Experience.
Dessa’s Experiemental Journal
or anything else like that
Masteries and XP should be one system not two
in Guild Wars 2: Heart of Thorns
Posted by: Manifibel.8420
Dreggon. We don’t know how many Mastery Points there will be in total at launch. But you make a great point, what if I end up with not enough Points to get basic gliding if I went for everything else? I think the devs have seen that as a potential risk and made sure that will not be a problem.
You still did very well Rain! And #5 is a little buggy. Sometimes it doesn’t pull the target, because there is some obstical in the way I guess, like a little rock.
Would be awesome if we could get a dev in here to tell us what they have decided, based on feedback from here.
I would like to know if they consider the difficulity right now to be what they will stick to, or make it easier, which I don’t want to see happening btw.
What kind of player are they trying to cater to here. The people than don’t complain about the current core game difficulity, or those that want it to be just more engaging and challenge our skills, and as Colin said in the PoI “Make us use our full skillbar” in combat and not just auto attack most of the time and only use our utility slots for mobility to get around because we don’t have to use the skills for actual combat.
An interesting experiment. Say ANet leaves the difficulty substantially as is. Will those claiming they want such difficulty still want it six months after launch? In other words, will the harder mobs provide longevity in and of themselves, meaning (some) players will repeat the fights over and over and over just because it’s fun? Or, will there have to be reward incentives that keep the content vital until such time as it’s been farmed out? So far, the latter is the state of the game, but the former represents ANet’s vision.
I know I will. Right now in the live game, I don’t do dungeons or fractals. I only started doing fractals to get the glowing backpack because its my favourite. I don’t like to do dungeons except for Artherpath, but why do Aether if I can get more rewards from doing 3+ other paths? If every dungeon actually felt like a challenge instead of stack might, blow em up before they even do anything, and the number of bad boss mechanics/designes (Really, just stacking in the corner in the Aether fractal and just aoe the golems is lame, really lame! No one cares about the wall hitting them) I might actually do them. Because then the rewards you get feel like they have much more value to me.
I don’t do Silverwaste because doing the same events over and over gets old really fast, but I like the Mordrem mobs, they actually put up a fight.
What I am saying, compared to almost everyone else, I like to do things if they are challenging and reward me with something special that I know not 90% of all players have. A few weeks/months into gw2 release, haveing Orr Heavy armor felt cool. Now I don’t even care about it. Actually, the only gear I really care about is Glorious, since I requires some work, not skill, since even if you loose every game, you eventually still end up getting it all. No skin in the game imo is special. (The Teq weapons and Wurm armor is kinda special, but only because of RNG not so much because you are a skilled player, everyone can do the wurm if they are on a organised map).
I need my Revenant! Watching all these videos make me wish I spend more time in PvP as Revenant xD
Great video.
Use Sword #5 more xD
I have to agree. The post you did last time Roy with all the changes you made. And the post you say you will do this time by the end of the week or next, is fantastic. Wish the other Profession Forums had devs do that also.
There will be some changes to jalis to push it more towards being ‘tanky’.
That sounds great!
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.
Cuscenes like when Rythlock appears, and when the Champion Mordrem Guard ask Mordremoth for help is cool!
And C E P H U S. We don’t know if Trahearne is dead. So I would guess when we find him alive, if he is alive, he will give us orders again, since he is the Leader of the Pact and we are just a Commander :b
But it will probably not be more than orders, and not steal out accomplisment.
It would have been a far better choice to allow access to only 1 weapon set, but have the weapon skills function differently depending on the stance (so your entire skill bar would change depending on the Legend you’re channelling — not simply the utility skills).
I would like that to. But its far to late for that, so this is the second best thing we can do.
When I first saw the Revenant I thought it was a great special thing that they had. No weapon swap, and the ability to change the right side instead.
In a perfect world. The weapon attacks would change somehow based on the legend. But yeah, its to late for that im afraid
Like every other class have 4 utilitys of a type. So should the Revenant for each Legend imo. It might not happen before HoT since Revenant its pretty much complete (Elite spec this week, and then we know everything about Revenant)
Some day after HoT I would like to see one more skill for each Legend.
When the Breakbar is all gray, it means you can’t cc them.
When its blue, you have to use CC to stun them for x seconds, or another mechanic, like changeing phases, like the Wyvern does if you let it fly away.
When its yellow/orange, its regaining the bar, and you can’t cc it until its blue again.
Its really simple, and hope this helps [:
To the the Mastery Point on the Rock, you have to have tire 3 Gliding and use the lean forward to get speed at the cost of glider endurance. Thats how I got up there legit.
About the Updraft. There is only one updraft that I know of in the beta area. And thats where the Insect Adventure is. At the bottom of the fall, is a gust of wind that will move you up and regain glider endurance. It seems to work fine imo. Its just placed a little to low or it doesn’t give enough height.
Okay more feedback form me.
First thing. The describtion below the health/boon/conditon bar is nice, but some mobs don’t have one at all. Even in the old world.
The different Mordrem mobs first snipers
- -Kick attack is a nice skill for them to have to get the melee guys away from them, and I have died to being kicked away, and then a flurry of arrows to my face.
- -The flurry of arrows. Is the attack you have to watch for, and is part of what make them a interesting foe to fight, mitigate the damage or get ready to die! Could possibly be lowerd by a small amound like 5%.
- -The line attack is very easy to avoid, just keep moveing. If you stand in it you are in for a bad time. Also a skill I like.
Overall I like the Mordrem Snipers. Probably the one mob I have died the most to, because of the flurry attack.
Assassins - -Shadowstep and then a flurry attack. Its really hard hitting, but so easy to avoid, just keep moveing or mitigate it somehow. It also stacks might if I am not wrong, which then make it more worthewile to take a boon strib.
- -The Leaping Deathblossom attack. This is not deadly at all, and stacks a few bleeds 3 stacks at most. Should stay the same, or maybe have more bleeds added to it, if you really want this mob to be deadly in not only raw damage way, but also condi.
hammer guys - -A general thing about them is, you can’t CC them before they start to do the big hammer attack, makeing any cc heavy build less effective against them (interrupt mesmer)
- -The hammer attack I like, I don’t think it does a lot of damage, I don’t even know if it does a knockback. I didn’t get hit that much from it.
- -Normal auto attacks probably hits for a good amound of damage.
- -I don’t think they are a big problem when solo, so thats great, still makes you think when fighting them.
Smokescales
- -These guys are very deadly on zerg gear atleast.
- -The shadowstep like ability they do, its for maybe a little to much, I would like to see a 5% to 10% drop in damage.
- -The blind field thing they do, is very annoying in a good way. You have to pull them out to be able to hit if I am right. It should maybe have a few moments of opputunitys instead of just makeing every attack not hit.
Stonehead dinosaure
- -Have a fun mechanic to them, if you make them run into a wall or something else, they get brifly stunned and have 25 stacks of vuln, makeing that the oppotunity for damage! Also, they only take damage from behind. I mostly played Revenant with swords, so the auto attack with the boomerang attack hit them even when I was in front. Also Shipponing health deals damage from front, if I am not mistaken.
- -The long cascading damage + knockdown they do can be predicted. It takes like 3-4 second before they do the attack, giveing you enough time to react. The damage is not super high on this, but still high enough to make you care.
Mushroom guys all of them
- -The explode on death is good damage, and makes it so if you fight more than one, you have to move around and not just face tank spam #1.
- -Good variety of skills on all of them. Some charges, some shoot spikes at you. Others spawn Spoorlings that just go and explode (Seriously love that ability!) And some pull.
- -Its hard to react with CC on them when they turn upsidedown since its really fast. Thats my only thing I didn’t like against them.
- -Together, and escpecially in the Itzel Hunt event in the cave, they are hard! Much harder than the other Hunt events. But please don’t change than unless thats the only event people keep failing because its to hard, but until people start complaining about that event, don’t nerf it.
In general
- -Plenty of mobs that are really easy even in zerg gear with repeat #1 and maybe #6
- -The beetles on their own are really easy, the charger beelte, stand in front and deal damage, they dont deal much themselves, only the knockback is annoying.
- -The beetles that stacks high vuln on you are also easy since they don’t do much damage themselves.
- -Fighting about 3-4 beetles at once make for an exciting fight. I have footage of that, but not a program to make a video to show :/
- -The tigers are also easy, they just do a pounch attack which is not that high damage aswell.
Overall experience: Most mobs make you think about what you are doing, and as the revenant, I had to make use of all my skills in Malyx and Shiro. A good mix of hard mobs and easier.
I don’t find it to hard to get around the map at all, even with mobs trying to stop me. And when you get Mushroom and Gliding, its much easier to skip areas with lots of mobs.
I said it somewhere here before, and ill say it again. What ever you do, don’t nerf it so much that its a push over, right now its in a very good spot, and I wouldn’t mind more challening mob mechanics later in the expansion aswell! Can’t wait for challening content reveal and to see the rest of the Jungle!
Another elite idea:
name: Master of Magic (it was an elite from gw1, the skill allowed us to use all 4 elements properly without specking into them)
effect: recharge all attunement cooldowns and let the caster overload the element he is currently on.
Just to add one more suggestion. Instead of a flat 25% to any skill, make it fully recharge your own attunements, and be able to instantly Overcharge your current attunement, but also instantly refresh allies F1-F5 abilitys. Would be easier to use in a pug since you yourself can be aware when a person just did use a F1-F5 ability. It is much easier to coordinate, and benefits you really well.
Gliding unfun (exhaustion bar, immersion)
in Guild Wars 2: Heart of Thorns
Posted by: Manifibel.8420
Only thing here I agree with is. The endurance bar for the glider needs to stay when I land to know when I can use it again.
Problem is though, what if I land and go into combat straight away?
Easy fix, make it dissapear or only be slightly visible.
Personal feeling about the glider.
I like how it feels. Easy to use even before you get tire 2, and for there on, it gets better, and you are able to do more stuff, like lean back to almost stop in the air and slowly fall down, and lean forward to get more spead at the cost of endurance. Can’t wait to unlock the rest of it and find places where the later Gliding tires matter more. Because right now we have one updraft and one place its required to get a Mastery Point.
Also, the Mastery Point on the rock, really close to where the story instance takes place, you can “exploit” it and get it without haveing tire 3 Glider. Just get the right angle and spam “f”.
It needs to be raised, or the area below the Mastery Point needs to be lowered.
Thats all for me about Glider! Love it!
EDIT!: Btw. The lean forward. I would like it to if I am already pressing w (Forward) to instantly do the lean forward thing, I don’t like to have to release w and then press it again, to get the lean forward effect.
(edited by Manifibel.8420)
My thoughts on Tempest.
First thing is the Overcharge Animations for Water and Earth. Fire and Lightning is great imo.
On some races from what I have seen, the bubble can be a little to small, like with Charr, the tail should stay inside. It needs a few ajustments.
Earth I dont like. Your character doesn’t naturally fall to the ground when it ends, but instead stands in the air in a static animation, and is teleported back to the ground. Also your character doesn’t raise with the earth when using Earth Overcharge, but instead very brefly is raised up and then the earth comes. I know its probably really hard to time the two animations, but it just makes it feel bad.
And now the thing I dislike the most about Earth Overchage is that the rock animation doesn’t feel like it belongs to the ground.
Things you could do to make it better imo is to blend the rocks more into the ground. Like haveing the color of the texure blending in to the rocks, if you know what I mean. EDIT. Pictures.
Then a few bugs about the Overcharge Water and Earth.
If you have any aura on you when you get elevated above the ground, the aura bubble don’t follow your character model. Screenshots.
Skill bugs
“Rebound” doesn’t affect Flash-Freez. It worked with “Afterschock” and Lightning Flash from what I tested.
The actual buff it gives applys way to long after the animation and the skill went on CD. Also it affects auto attack which is shouldn’t, thats just a wast of Elite.
Feedback on skills
I posted in another post my thought and will link to it.
But for a quick bullet point list.
- -Feel the Burn is not really usefull. Make it atleast 2-3 burn
- -Flash-Freez gives Frost Aura which is great, but the damage and chill is boring, and not that usefull. Maybe increase damage scaling or general damage.
- -Rebound is lackluster as most other said. You don’t feel the effect (Since its bugged aswell) and is just boring, would have to change to add some effect to it or redo sadly :/
- -The #5 on Air Warhorn deals to little damage imo, its around 2-3k which I can do with Dagger #2 which is much easier to use and have Weakness on it aswell.
- -Warhorn #5 Earth is to slow to reach its full distance. Would also like to see AoE rings added to it so I know when the enemy is in the blind.
- -Warhorn #4 Water also needs some kind of AoE ring to know what I am gonna hit/heal.
(edited by Manifibel.8420)
Proposed traits:
- 20% extra damage when under the effect of an aura
Tempest is not supposed to give you more damage modifiers. Elementalist with its core traits already have very high damage. Tempest as I wrote earlier is support/heal as far as I used it (PvP mostly)
I agree with a lot of what you wrote but this is not a thing it should have, and especially since its so easy to get auras with Tempest, it would be broken.
There’s a lot of opinions here so I will just add my own. Sorry if I repeat someone.
First of. The breakbar on some the Champion mobs in events is impossible to even try and get down, unless everyone in the zerg uses a CC, thats my experience so far. It seems like it scales way to high at some point. I remember fighting a Champion Husk, and I was able to with use of cc from Malyx aoe field and weapon cc on Revenant to stun it, while a Champion Zintl Beetle Rider was impossible to even get 10% down when useing all my CC.
When I first entered the story instance and after that Verdant Brink. I found myself getting downed and dying a lot! Maybe because we where a pretty big zerk doing the Laranthir outpost events, and I was playing the Revenant for the second time ever on Zerg gear.
But as the hours went by and I got used to the area and Revenant and people started to spread out, I found I died less. Call me noob if you want.
The Mordrem ranger guys hit for A LOT! I can go from like 14k health to zero really fast if I don’t dodge or do anything to them. I actually don’t wanna see them nerfed because they give me a bit of a challenge, which we really haven’t had much of in the game ever in the open world. I remember I fought one at some point, he kicked me, dodged away, and either did the flurry or the line, I took like 50% damage, I got into melee and he kicked me again, and I ended up dying. I was like wow, I suck, which is a good thing!
Also the Modrem Assassin type mob hits like a truck if you stay in the flurry attack! The positive thing about this is, its so simple to counter. Simply… Move away! But sometimes if you get knocked down and they attack you, you die! Its not because they are OP, its because the mobs cought you off guard with cc.
I remember fighting the Mushroom guys in the cave when hunting with the Itzel. A champion in the back firing projectiles at us. I went to start attacking it while a group of 4-5 people where rezzing a person I think. And a few seconds later we where all dead. A Mushroom guy exploded on them, and they all died. Not because it was op. But because they probably did not move when it died next to them.
A final thing. Yes some of the mobs are hard, and there are at times a lot of them in the same area. Thats the idea behind the map if I am correct. Its supposed to feel like its dangerous to be in the wild at night. And while there are plenty of mobs that are hard, some of them are also easy. The Beetles we have seem before doesn’t hit for a lot in my experience and are some of the easier mobs, the tigers itsn’t much of a threat either imo. I feel like its a good mix of some challening mobs, and some mobs that are easier to handle without much trouble.
Its probably hidden in some wardrobe like panel in our Hero panel which we can’t access yet. Don’t worry we will be able to use it once HoT is released.
Now on to some Verdant Brink feedback.
The part of Verdant Brink we get to play is cool! I like the small amound of verticality on just the floor we have right now, and its gonna be much cooler when we can go to the roots and the top level. It really make use of the glider and the jump shrooms. (I have a picture of what I belive is The Pact Flag Ship high up in the skies! Will be a link to a imgur).
When the events work, they are great! The way that each (Currently the two Outposts) have a lot of events which makes up a story about that area is great. Help the Itzel gather food, hunt wild life, restore faith, and lastly help the Nuhoch get revenge on the Zintl Hylek for the Wyvern attack (I did not get to this part ever, since each time we get close, night time is near. I think when the counter appears, all events stop proceeding. Could be a bug? But if its supposed to do this, I would like it to atleast let me know we where to late instead of just stopping, looking like its bugged.)
Other than the few bugs on events, its cool, and the mobs are more challening than the rest of core Tyria. REALLY like that! Keep that up, and even go back and bring the core game more in line with how it works in HoT areas! Huge thanks to creature designers, and the AI team and everyone else involved with this!
A thing I don’t like is that the Champion spawning in events like the Zintl Hylek beetle riders, have a HUGE breakbar which is impossible for a pug to coordiante to bring down.
I heard from MattVisuals and WP’s stream that after the first burn phase on the Wyvern it melted. This is weird to me since the random Champions as part of events should be easier than a Wyvern in terms of the Breakbar, and right now its like its the other way around. It needs some tweaking, but the difficulity is great (I haven’t fought the Wyvern, so I dont know about that fight sadly Will have to go there in the remaning time.)
I like how at night time it changes how you play the map. Its all about upgrading the rally points that you secured during day when you do the outpost events, and progressing the security level.
(I have never seen it above 25% so far, so dont know what it actually does for us).
I like how Glider and Mushroom and possibly other masteries help you get to places with Supply you need to carry back to get rally points, and finding and escorting the scattered Pact memebers back to a rally point.
I would like to know what happens and why we should progress the security level, since right now I have no idea.
Link to imgur: http://imgur.com/a/6iZBQ#0
Love everything (all the PvE and new professions) except Tempest!
Tempest is terrible in my opinion (elite is useless, overload mechanic doesn’t work, shouts overlap traits, new trait lines is bad, warhorn is worse than focus or dagger offhand even as melee). It must be improved tremendously before the release.In comparison Chronomancer is amazing.
Tempest is supposed to be used as team support. I started to know what it is supposed to do after like 4 games of sPvP.
The healing especially is very strong with Tempest.
Eye of the Storm is a really great shout, the sad thing though is that I dont wanna use it on my bar, but rather take the trait.
Aura shareing can be really strong if needed, since you get alot of access to aura via Tempest and can share them when useing the Water line trait.
Almost every skill on the Warhorn imo has uses, except for the #5 Air attack. It just don’t fit with the support of Tempest. I would like it to change into a moving orb with a like 180 radius aoe around it that deals damage instead of the small balls of energy it currently does.
The fire shout “Feel the Burn”? Can’t remeber what its called right now, is really not that usefull. The burn should be atleast 2-3 stacks, since the burning aura is less usefull imo than Magnetic Aura, Frost Aura and Static Aura.
Also “Flash Freez” is a bit boring. The Frost Aura is good but the chill is boring. Have not used it at all so can’t say much more about it.
“Rebound” is nice I guess, but doesn’t feel like an elite skill, its powerfull when used on the right skills, but again, its boring.
But as I wrote earlier, Eye of the Storm is good, and so is “Chock and Afterchock” or just “Aftershock”. “Wash the Pain Away” is also really good, heals for a good amound and can be used to heal an allie for alot also, like the support from it.
The overcharge is fun to use. So far I like the Water Overcharge the most, and also Fire Overcharge. Earth is usefull at times. Air Overcharge with power damage is probably good, haven’t tried it much yet on a glass build, only played alot of ele in pvp as a bunker/support setup.
In pve I also did enjoy running around and useing the cc from air #4 and water #4, healing allies, and stacking alot of burn, and be able to share ALOT of might.
Overall its fun to play but looks boring from the outside. And its only really usefull if you wanna go for support and not selfis bunkering or damage, since the other core lines does that better. Can’t wait to see what the Challening Content will be and if it will be really valueable there, also when the pro pvp’ers get to use it to show how to use it really well.
Post a pic of a mini you would like in HoT :)
in Guild Wars 2: Heart of Thorns
Posted by: Manifibel.8420
Mini Shadow of the Dragon
Mini Shattere (Probably with a rework of him)
Mini Claw of Jormag (Again, with a rework)
During the last beta we got gear boxes, and it was awesome. Being able to select your favorite stats was very nice indeed. Sadly one thing was missing, Agony Resist. I for one would be very happy to try the new specs and revenant in Fractals. But because of the lack of AR we cannot reliably go higher then 9..
So, my proposal is: an ascended infused backpiece with selectable stats, and a crazy high agony infusion (+25 or so
). Its not like we can sell it anyway and then we can do fractals up to 29
.
The beta slot characters take a copy of your real account when you create your first beta character. So what you can do is before you make your beta character, drop some ascended armor weapons rings amulets into the bank. Then on your beta character, go to your bank and pull it out. You still have it in your bank on your real characters. But just to make sure it does not bug or anything, I suggest checking on your real character after doing this, to see if the stuff is still in your bank.
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 take 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).
EDIT: How did I end up typeing take as talk. Doh!
(edited by Manifibel.8420)
I like your suggestion for Ventari.
My first though when trying it, was. “Why does my #6 skill have a cast time?” Its so annoying that you stop attacking for 0.5 seconds to move it, should be instant cast if its left as it is now.
Your idea of having it around the revenant all the time sounds good, and ground target on the utility and elite great aswell. But dont have it stuck on a person like Orianna’s ball from League of Legends. Would be annoying to target a person to have it stick to them, or it automatically sticks to a person who was affected by any ground target skill.
I feel 30 second CD on Dwarf and Demon stance heals, are maybe a bit to high. I would have them around 25.
Reason being if I am under heavy pressure I use both to get to around 60-70% health, and that leaves me with no heal for quite some time.
Noodle Damage : ]
Feedback based mostly on testing in PvP lobby and Conquest aswell as Stronghold (Mostly Stronghold)
Specializations:
Invocation:
-Master trait Equilibrium damage and healing doesn’t show in combat log.
-Minor trait Replenishing Globe is small and hard to notice, maybe make them a bit bigger or give you a self buff to see how many active you have.
Corruption:
-Grandmaster trait Pulsating Pestilence should have a number of self condi to trigger imo. Feels unsatisfying to get one bleed on you and waste 15 sec icd for later in a fight where it matters more.
-Adept trait Venom Enhancement doesn’t update (#1 Mace)Manifest Toxin poison skill tooltip with the blue color. It does change the number but it doesn’t let you know.
Weapon and Utility Skills:
-Mace/Axe Useing (#5 Axe)Temporal Rift and casting (#2 Mace)Searing Fissure right after each other fast doesn’t queue up the #2 skill. So you have to spam the #2 skill hotkey. You have to wait like 1 sec to get the combo. (Same thing with Grenade Barrage and Jump Shot on Engineer doesn’t queue up aswell.)
-Axe Useing (#4 Axe)Frigid Blitz only does the animation where you get behind them and catch your axe, if you recently attacked them or they have one of your conditions on them. May be intended.
-Legnendary Dwarf Stance – Vengeful Hammers and Rite of the Great Dwarf could use a 50% reduction in cast time. Because you already attack slowly with any weapon combo, you really don’t want to spend to long casting utilitys.
-Legendary Demon Stance Unyielding Anguish skill seems to teleport them behind me if I backpaddle from the center where I land towards the edge behind me. This should probably be infront of me instead. If I move forward from center they get teleportet infront of me, if I move to the sides, they get teleportet to the sides which is fine, just the behind me thing i bad.
-Legendary Demon Stance The trait Demonic Defiance doesn’t work work correctly with Pain Absorption. The extra Resistance doesn’t apply. (This is tested out of combat without accounting for the self resistance pr condition currently on me)
-Legendary Demon Stance the skill Banish Enchantment can be used on a target behind you or directly to your left or right. Dont know if this is entended or not.
-Legendary Centaur Stance – Ventari’s Will this needs to be instant. Its so annoying to have to stop attacking for half a second to move it.
General:
-The resistance applied by any Legendary Demon Stance skill when traited with Demonic Defiance applys really late after skill usage.
-Many of the utility and weapon skills feels really slow.
-Condition damage feels a bit weak aswell as raw damage.
So the Heart of Thorns Expansion, buying it gives new players the core game for free, but if you are already playing it and buy it, basically you don’t get the core game for free.
Basically, people already playing the game pay the same as a new player but get less for their money?
Have I got that correct? If so….what? Being a veteran is penalized now?…
Surely that isn’t true right? We are going to get like gems or something as compensation for having already been playing and having bought the core game on release and having supported the game all this time till now?
What you get is the past ~3 years of playtime, and if you logged in, the living story season 2 all of it.
All the other updates you would have gotten for free anyways even if you join the game now for the first time.
So you are actually 3 years ahead of a new player, thats about what you get for allready being a veteran player.
I dont mind, I got the Deluxe game and I am happy.
Over and out.
My wallet is hurt, but my soul feels fulfilled.
+1 for funny comment in these dark times.
I didnt get the Ultimate but the Deluxe version. Dont hate me !
Honestly I think it’s just because they are still try to conform to the format everyone is used to. With each line being “all or nothing” there isn’t a reason to even have minor traits anymore. They could just as easily say “by choosing this specialization you can x, y, and z” instead of splitting them into three minors.
I think the reason why they are still tiered is due to lvl-up experience.
I’m not sure, but I think new characters will gradually be able to go deeper in each spec the more they lvl and spend their hero points on it, reaching each tier in different lvls.
That’s the only reason I can see why they kept tiers…That’s a good point, that makes much more sense then to keep them separated out. I’m kind of disappointed I didn’t think about that….
The wording on the two minors could change tho. I agree it could be a bit confusing to understand. Example.
“I spawn these healing globs, and they are destroyed on legend swap. But also consumed?”
I encountered a bug when I tried to join a unranked game.
EDIT:
I opened the menu, clicked to go character select after ~10 second of waiting, and relogged the character. I ended up in a queue. The elapsed time continued from where the bug happened. I ended up joining another game, no problems from that point on.
Server is: Far Shiverpeaks (EU)
Race, gendre, profession and level: Asura female engineer 15
Location: Middle of HotM
How to reproduce: I dont know.
(edited by Manifibel.8420)