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Play for Free Confirmed [merged]

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Posted by: Mike.3460

Mike.3460

Free accounts can also not send items or gold to other accounts…

My god it’s like people are literly braindead, READ THE RESTRICTIONS then comment.

1. Farm 100k Gold on a Free Account.
2. Upgrade on a Weekend and sell it for way more than the code did cost.
3. Repeat.

Oh who could possibly have tought of this.

Not to mention that there’s absolutely no limit to scam of any sort left.

Also, I can make a free account, run a bot for a week and play a fully equipped lvl 80 char as I want… what’s the sales point of GW2 again…?

Face it, there is no way to prepare a Game for what comes with being F2P. You can NOT hold Buy2Play standards in terms of community etc. if you suddenly get rid of the “behave or lose your 50€+ account” – argument.

Play for Free Confirmed [merged]

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Posted by: Mike.3460

Mike.3460

First of all, IF you make a Game which people spend money for F2P, then for the love of god: Don’t treat the ones who’ve spend money like idiots. I’ve bought GW2 AND HoT Preorder, I do not have unlimited Account slots, I do not have unlimited bag slots and I do not have any sort of prestigeous Deluxe-Stuff.

You should AT LEAST upgrade the accounts of those who’ve purchased the Game(s) in a way that makes them feel like not having thrown their money out of the window… or just give them a generous (!!!) amount of Gems.

Second, I’m not a ranting child yelling I’ll quit because you didn’t do what I want. However, I do have my share of expiriences with F2P RPG and as of this day I’ll be actively looking for an alternative, for which I do not mind spending money to purchase.

Lastly, you said you’ve planned ahead for all eventualities in terms of economy etc. but let me assure you: this is not possible. As long as their are ways to trade with customers and/or upgrade the account, there are infinite ways of making GW2 just another F2P RPG, with the same problems all others suffer from.

PS: I would NOT have bought GW2, I would NOT have preordered HoT and I would NOT have spend money for additional Char Slots if I had known that it will be Free2Play at some point. I do feel cheated and Anet has sunk in my appreciation to Gaijin and EA level – which to me stands for “Wallet closed”.

I can not see myself buying further Add-Ons or future Games unless they decide to solve the situation in an acceptable manner. And to be perfectly clear here, I am certainly not talking about some sort of Skin or whatever.

(edited by Mike.3460)

Mike's "DragonHunter" Overhaul

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Posted by: Mike.3460

Mike.3460

You lost me at increasing a cool down to 120s. Nope.

(Utility)Warden’s Faith
Activation: Instant
Cooldown: 45
Duration: 45
Your Arrow hits reduce the cooldown of your Virtues by 1 Second, ends when your Health drops below 75%.

Why even add that playability to begin with? I don’t want to stay on the bow longer than I have to while also be dependent on the bow hit rate at 1200 range. I most definitely don’t want to feel like I’m penalized by not doing so.

Sorry for the harsh criticism but if you develop your games around your own personal playstyle, it’s going to fail. My original post still stands.

Your argumentation makes no sense.

You don’t want to stick with the Longbow (which is the core of the specialization) for long, that’s fine. But why would I lose you at the 120s CD for Shield of Courage then?

It’s not like the SoC is that essential for your Melee Combat and if, you can still get it off CD and save it before you go in.

The problem is that you’re taking a base class mechanic that can be incorporated into all playstyles and nerfing it heavily unless players take a specific utility along with a specific weapon. That’s not good design, and it would do needless harm to DH build diversity. Furthermore, even DH’s who take the LB and your suggested utility are still going to be utilizing their weapon swap, which disables the effect of the utility that you’re trying to balance the specialization around.

It is not a class basic mechanic, it’s one unique to the Dragonhunter specialization.
So I gave the DH a DH-only Utility which allows his DH-only profession mechanic to be used to greater effect if he uses the Weapon which makes the DH interesting in the first place.

The Guardian’s Utility skills offer A LOT, so I can’t see anyone taking the DH Line for utility and then choose Scepter over LB… after the Changes I suggested to LB, at least.

As he is now, the DH feels like a flat out inferior hammer-revenant to me. I’m not just talking about Damage, it’s the whole feel that currently makes the DH look rather boring, despite a Longbow-Guardian being one hell of an announcement initially.

Mike's "DragonHunter" Overhaul

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Posted by: Mike.3460

Mike.3460

You lost me at increasing a cool down to 120s. Nope.

(Utility)Warden’s Faith
Activation: Instant
Cooldown: 45
Duration: 45
Your Arrow hits reduce the cooldown of your Virtues by 1 Second, ends when your Health drops below 75%.

Why even add that playability to begin with? I don’t want to stay on the bow longer than I have to while also be dependent on the bow hit rate at 1200 range. I most definitely don’t want to feel like I’m penalized by not doing so.

Sorry for the harsh criticism but if you develop your games around your own personal playstyle, it’s going to fail. My original post still stands.

Your argumentation makes no sense.

You don’t want to stick with the Longbow (which is the core of the specialization) for long, that’s fine. But why would I lose you at the 120s CD for Shield of Courage then?

It’s not like the SoC is that essential for your Melee Combat and if, you can still get it off CD and save it before you go in.

The Base CD I suggested for Spear of Justice actually is lower than what Anet changed it to now.

Also, the other changes I made can be considered HUGE improvements for those who’d change to melee Weapons accordingly.

Mike's "DragonHunter" Overhaul

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Posted by: Mike.3460

Mike.3460

snups

Don’t forget, the numbers on the wiki aren’t actually super reliable when considering what to expect. Way back when the first beta with Revenant was available, the damage numbers were appropriate for the 6/6/6/0/0 style traits. After the specialization update, those skills had to be increased by around 30% or so. A lot of what they showed us during the DH reveal wasn’t necessarily accurate to the state of the game.

And of course, with recharge changes, lower damage could still end up being higher dps. If not, there’s certainly more utility from lower cooldowns.

I’m aware of that, but the recharge etc. hasn’t gone down notably… on spear of Justice it even went up – a lot.

Also, what I tried to show was that the relation of the skills has changed, i.E. that the LB now deals less than the Hammer Attacks.

AFAIK, the numbers on the wiki are done without traits.

However, I don’t understand why they’re not taking numbers from lvl 80 chars with a exotic weapon and no equipment otherwise for the base, then add something with X power to get the damage added trough power. Would certainly make it a lot easier to follow.

You lost me at increasing a cool down to 120s. Nope.

(Utility)Warden’s Faith
Activation: Instant
Cooldown: 45
Duration: 45
Your Arrow hits reduce the cooldown of your Virtues by 1 Second, ends when your Health drops below 75%.

[Tempest]Feedback and Suggestions

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Posted by: Mike.3460

Mike.3460

For example, with the Revenant’s “Grasping Shadow” you’re really taking some serious risks.

Yeah, you’re risking the fact you might get your one and only kill with tempest.

(revenant is even worse than tempest, it’s quite a big achievement)

I didn’t have the time to fully check out the Revenant yet, since he’s way more complex than i.E. the Tempest or Dragonhunter. But he did feel nice gameplay wise, altough some polishing is obviously needed. However, let’s not bring too much OT here.

[Tempest]Feedback and Suggestions

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Posted by: Mike.3460

Mike.3460

1. If you play Ele in 600 range within the enemies, rooting yourself for a long cast-time isn’t what you need AT ALL.

None of the overloads root you. Unlike meteor shower and churning earth, you can keep moving while using an overload. You’re probably just talking about being stuck in the long cast, but I figured I’d mention it just in case.

I should have worded it differently I guess…

What I meant was, that you have to commit to it, and can’t blow any (except Arcane) Utility or Weapon Skills if thinks don’t go as planned.

For example, with the Revenant’s “Grasping Shadow” you’re really taking some serious risks.

(edited by Mike.3460)

[Tempest]Feedback and Suggestions

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Posted by: Mike.3460

Mike.3460

snip

Some words on my Suggestions maybe? :P

[Tempest]Feedback and Suggestions

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Posted by: Mike.3460

Mike.3460

I’d like to start my Feedback by answering this Question:

Do the elite specializations feel like they are creating an entirely new role for your main profession?

In case of the Tempest: No, definetely not!

The Tempest lacks the survival for it’s short range, it’s casttime on the overloads is insane and hands down the only thing he has going for himself are the Warhorn Skills.

Profession Mechanic:
Seriously, nope. I’m not flaming or at least do not intend to, but as-is it feels REALLY bad for a variety of reasons.

1. If you play Ele in close range, committing yourself to a long cast-time followed by a rather long spell isn’t what you need.
2. The use of the Overloads is rather limited… damage wise etc. I just don’t see them as something THAT outstanding.
3. Even if they’d be good, it wouldn’t make the ele feel notably different… just like he got one more skill.

Warhorn Skills:
Could need a bit help in terms of CD (Trait?), but otherwise seem fine. I’d prefer giving Water Globe half the movespeed and twice the pulses, tough.

Shouts:
“Wash the Pain Away!” seems fine for Water Ele sup… but otherwise I think people will take other choices, since the Heal itself isn’t that high.

“Feel the Burn!” frankly… I don’t understand why it has 20s CD while the other’s are weaker but have longer CD…

Others: As mentioned, too long CD for the little use.

Elite:
Honestly, I think that it’s a joke.

Suggestions:

Profession Mechanic:
Only uses 1 Element, renews attunement every X (I suggest 5) seconds, grants the bonuses for switching attunements.
- this would make the Ele feel like he did in GW1 for the most time, specialized for one Element. AND it would actually fit in perfectly with the Trait-System (Element, Arcane, Tempest).

Warhorn Skills:
As said, mostly fine… just the Water Globe as mentioned and overall the CD could be a bit lower.

Shouts:
Really, I think a CD of ~30s for all would be OK.

Elite Shout:
“Overcharge!”
1s Casttime and makes the current Overcharge.

So, while it doesn’t take a lot of work, I think this would make the Tempest feel notably different without making him OP. And I’m sure many who’ve played Ele in GW1 will love it.

Edit: cleared some things that caused misunderstandings.

(edited by Mike.3460)

Chilled to the Bone needs to be 60 seconds

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Posted by: Mike.3460

Mike.3460

How about make the caster invulnerable during the cast time?

Design wise, this would be way off….

Chilled to the Bone needs to be 60 seconds

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Posted by: Mike.3460

Mike.3460

I agree, make it 60s. Compared to Entangle etc. that’s reasonable. But even then I’m not sure if I wouldn’t rather stick with my Flesh Golem.

Dragonhunter and Guardian

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Posted by: Mike.3460

Mike.3460

Just to clear that up: I’m no fan of the current Dragonhunter (also made a lenghty post about it even before BWE).

However, please keep in mind that we’re at the start of BWE1, Anet promised they want to listen to feedback. If they don’t then by all means they deserve to be flamed, but right now I think we should provide constructive feedback.

The Basics of the Dragonhunter are actually good. For example, the choice of the Longbow was nice (scepter isn’t bad, but it feels awkward – to me at least). They just went overboard with some of the conditions they wanted to shove in and figured, that there’s no way the DH can keep the DMG with all those… and so it kinda became a joke.

Mike's "DragonHunter" Overhaul

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Mike.3460

-snip-

^had to snip it, otherwise forum would have made me double or triple post again.

Longbow 1 The change suggested would make the skill target the nearest enemy by default, unless a target is affected by spear of justice, then it would attack this Target only. I’m fully aware of the many downsides this comes with, but keep in mind that the 20s CD of Spear of Justice could be lowered by “Warden’s Faith” and the new 1 Skill (1/2s) rapidly. So you’d use F1 to Pick a Spike-Victim. The inability to change the target at will is a balance factor, as it would otherwise get out of hand rapidly.

Deflection Shot I wanted to take blindness off it and make it a fast, short-cd skill, which really should just get rid of projectiles. Nothing for dmg etc, just a utility.

True Shot (Dragon Shot) Yeah, I wanted to give the player a feeling of preparing something that REALLY hurts if it lands. Since there are plenty of ways to prevent it (projectile-barricades, deflection shot etc. etc.) there should be no holding back on the Damage part and no reason to place a super long CD.

Symbol of Energy (suggested Pin Down replacement) Pin down would replace Hunter’s Ward, not SoE. SoE would become the 5th skill because it’s got the longest CD. The Skill order would be:

1 = Seeking Arrow
2 = Deflection Shot (5s)
3 = Pin Down (10s)
4 = Dragon Shot (12s)
5 = SoE (15s)

Losing Traps My highest char is also the Ranger, but recently the kitten yness of my Animals is kinda driving me off from him. I was initially hoping I could sort-of get away with the Guardian as my Ranger until something comes close. But the weapon skills aren’t really well made overall… it was obvious from the start that the numbers would need to be lowered if all else is kept. Basically all he can do now is sitting somewhere with his Aegis up and rely on the 20% from that. I could live with passing on the traps alltogether and go for consecreations instead.

To be frank, I’d currently see the Scepter in front of the LB, since you don’t have to sacrifice that much for it and the difference isn’t that big. However, right now… I’d see the Revenant WAY ahead of the range-guardian and the Ranger.

Edit: The old GW only had Monks, Eles, Necros, Mesmers, Rangers, Warriors, Assassins, Ritualists, Dervishs and Paragons.

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Posted by: Mike.3460

Mike.3460

The Wiki doesn’t seem to have been actualized yet, so I can post a little update here on how the skills were changed. However, I dont know how the wiki people made their numbers so a direct comparsion is impossible.

What I did was using Zerks Armor (exotic) with the default runes and only Amulet, so it matched the 1085 damage stated for Whirling Wrath in the tooltip. All other Skills were notably stronger than the ones stated on the wiki:

Strike and Hammer Swing are stated with 296+(0.8) in the wiki, on the char I used for testing they were rated at 330.
Assuming the Char I used for testing is stronger than whatever spawned the Numbers, I’ll place > in front of the Numbers I’ve gotten on the current Skills.

Spear of Justice:
Damage: 354 to >206
Cooldown: 16,25s to 25s

Wings of Resolve
Healing: 1625 to 2614 (possible I missed something with the healing power)
CD: 60s to 50s

Shield of Courage
CD: 90s to 75s

Punkture Shot
Damage: 574 to >318

True Shot
Damage: 1641 to >825

Deflection Shot
Damage: 615 to >309

Symbol of Energy
Damage: 2050 to > 1030
Burning duration from 2s to 5s

Hunter’s Ward
Initial 205 to >103
Final 1641 to >619
Cooldown: 60s to kitten

Purification
Damage: 97 to >77

Fragments of Faith
Damage: 1462 to >1031

Light’s Judgement
Damage: 1100 to >770

Test of Faith
Damage: 1462 to >1031
CD: kitten to 30s

Procession of Blades
Damage: 1930 to >1360
CD: kitten to 25s

Dragon’s Maw
Damage: 1462 to >825

So while it’s important to keep in mind that the Numbers are not obtained the same way those on the wiki were, it’s quite noticable that the damage got reduced. A lot.

Pucture Shot was previously listed with 574 damage, now it’s weaker than the first Skills with Hammer/Greatsword which are listed with 296… So with the wiki’s way of obtaining numbers, Puncture Shot would be about 285.

That’s exactly what I said Anet would have to do when intending to keep it balanced as-is and the reason why I did change the 1 skill and F1 this drastically.

(edited by Mike.3460)

Mike's "DragonHunter" Overhaul

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Posted by: Mike.3460

Mike.3460

So basically you want to make changes to something you have not yet tried and have no experience with and if any it’s only a tiny bit.

Thanks but no thanks.

Rest assured I did spend plenty of time going trough the Skills/Traits and watched the Vids over and over.

However, most of the people here flame everything I wrote without giving it a single tought.

The changes I actually made are minor, most of the stuff just got shifted around. The most notable change is F1 and 1 which will provide notably higher dps against a single target but no more AoE (for the sake of balance).

The main goal of this post was giving some ideas to the Devs rather than demanding the DH to be like this.

During or after the BWE1/2 I’ll post more compact suggestions which keep more of the original design.

Mike's "DragonHunter" Overhaul

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Posted by: Mike.3460

Mike.3460

-snip-

Traps won’t be usable underwater. And even if, they remain a bad choice unless you want to abandon everything the Guardian stands for and go for a pure 1vsNoob build, nuking somebody with your traps+bow so low that you can easily kill him without any sort of effort. Your Wings of Resolve would allow to quickly engage and protect nearby allies, yet traps won’t be able to follow up on that. If you had read my OP entirely you’d have seen that I did keep ALL (!!!) effects of the Traps and turned them into new, instant-action skills.

LB knockback is a joke atm, it’s range is very close and only works once in 7 seconds. If you’d buff it, it would become OP very quickly… but as-is, I can’t see it being valid.

Hunter’s Ward isn’t gone, it’s just paired with the Elite. Both had a 60s CD previously.

wings of resolve an throw dirt work that well together, because you deal damage, heal allies and lower the damage taken. It’s of yourse a skill made for Guardians which will switch weapons.

Wardens faith Is tied to a bow for a good reason. First of all you’re playing a SPECIALIZATION, meaning it’s not the end of all days to use a connection between utility and weapon of the same Specialization. If you make a DH and don’t want to use bow (???) you’d still be able to take throw dirt instead. Well… having a dimished effect when not using the virtues is surely a thing… but why wouldn’t you use your virtues?

the elite Didn’t lose anything… it’s a instant AoE which uses the old Hunter’s Ward AND Dragon’s Maw effects in a way comparable to the Ranger’s Entangle.

And I don’t think the cripple will make up for anything, however the Guardian should NOT have means of keeping the enemy at distance 24/7, like a longbow ranger with lightning reflexes etc. He has Heavy Armor and is supposed to swap weapons when the enemy comes into melee range. If you give him the ability to maintain distance, while keeping the damage he has, then it would be flat out OP to other ranged chars.

The kitten class hasn’t even been played live once yet, you have ZERO clue on how the traps will affect the metagame or how much of a game changer a heavy hitting 1200 CC/power weapon will help guardians.

Anet can not and will not make the Dragon Hunter as-is a heavy damage dealer, in terms of Balance this is flat out impossible. They’ll either nerf the CC or the Damage from the numbers we know from the Wiki. I get that people see the Numbers, range, armor and fall in love with the tought of being a heavy-armor-ranger, but this will NOT be the end result.

  • Whether you like it or not, the Bow WILL be a nice addition for people who wants a more viable ranged weapon. Is it meant to do massive amounts of damage? Heck no! Look at the weapon’s skills for goodness sake. It’s AoE CC abilities are on part with Hammer and/or Staff. Learn to read between the lines and realize what the weapon is meant to do.

The numbers attached to it now are dealing massive damage in comparsion to others.

Inevitably Anet will adjust it towards either the CC or the DMG part, as both (as-is) will not be balanced. That’s why I changed a lot of things and wrapped the CC/DMG into actual gameplay, rather than handing out flat numbers.

PS: I’m sorry if I can’t respond to any post, but I don’t have a lot of time. The whole OT was just something that crossed my mind after seeing the Dragon Hunter having almost no Gameplay.

RNG as a concept: Discuss

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Posted by: Mike.3460

Mike.3460

You don’t go to boss events much do you because it’s full of level 80s in low level zones. Also dailies drive level 80 players into low level zones. The last exotic drop I got was from killing some random thing in Wayfarer Foothills while I was strip mining the map waiting for Maw.

^

On top of that, you don’t know what the other char’s level is unless you party up with them. They will be down leveled and the adjusted level will be all you see. You don’t know if they are a level 80 or if they are low level. The low level maps can have a lot of level 80s in them, farming or doing dailies.

I’m not referring to Boss Events etc. but the low-level Zones etc. as a whole.

Mike's "DragonHunter" Overhaul

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Mike.3460

Why the hell would I want a weapon that doesn’t attack the enemy that I have targeted?

To guard the squishies around you from the nearest thread… And if you focus on someone and land your F1 on him, the Skill will target them.

So it actually rewards landing your F1. As it’s supposed to be notably faster and only single target instead of the old puncturing shot, it’s allows for more focusing instead of less. If you use Warden’s Faith, you’d have your F1 up pretty much non-stop.

why not just target the nearest threat and guard your allies that way instead of using a clunky mechanic?

I agree with saiyan and what looks to be everyone elses opinion that these suggested changes are not good.

we haven’t even gotten to play the DH yet nor have we seen and played against all the other class specializations so you can’t rightly assume anything is OP and needs to be altered.

I did not plan to post it prior to the Beta Weekend initially, but I tought feedback on my initial impression would help to provide a more finished suggestion after the BWE.

I did not say the DH is OP as-is, but he relies too much on flat out damage or “free” conditions because his Build isn’t really fleshed out.

There’s a lot of reasons why I changed the first Weapon Skill.
To be blunt I don’t think a (then) 1500range AA Skill on a Full-Plate Character should hit up to two targets by default while at the same time cripple the enemies.

The numbers (the last one I know at least) for the DH are overall way too high in comparsion. Leaving out the 2x hit and cripple, just the base damage on his 1 is atm around twice as high as a Rilfe Engi’s 1, the Longbow Ranger’s 1 (500-1000 distance) or the Hammer Revenant’s 1 (which is stated as 1s, rather than 3/4 of puncture shot).

If the Numbers on the DH would be adjusted accordingly to his prof mechanic, armor etc. he’d be flat out unplayable with the current Kit, which is the main reason I suggested a different kit rather than having a class around which is only good because it got flat-out numbers and free conditions.

Shield of Courage:
Aegis Refresh increased to 60s.
Cooldown increased to 120s.

What????!!!!!

(Utility)Warden’s Faith
Activation: Instant
Cooldown: 45
Duration: 45
Your Arrow hits reduce the cooldown of your Virtues by 1 Second, ends when your Health drops below 75%.

Basically, if you want to focus on long range, you’re supposed to take this instead of say… “Throw Dirt”. The new 1st Weapon Skill I suggested is also faster than the old one, meaning you’d be able to use your virtues notably more often than with the old CD.

Veteran Token System

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Posted by: Mike.3460

Mike.3460

So, you want always just 1 character slot if the newest EP you own is included in the next one.

Where did i say that? In the place where i specifically mentioned, that what exactly that extra should be is a good topic for a separate discussion, perhaps?

The thing is, that on Anet’s side this will require further efford on every single launch if they keep this up. Alternatively, they’ll just say NOPE, was only for HoT.

Making a System for it is a one-time thing.

Also, players have different needs and expectations.

Some were just about to buy a char slot, some others bought them in advance to get their desired Names.

As I said already, it wouldn’t particularly bother me if it were in the game, I just don’t see it as necessary.

Well, the fact that Anet saw itself forced to give people the Char Slot after the Forum was in flames sort of speaks for it being necessary.

And as I said, they plan on adding GW2 and all expansions (iirc) to the latest one they release, so on the next one, the “loss” for those who purchased both GW2 and HoT seperately would be twice as big by comparsion.

I’m not saying the expansions alone aren’t worth the money, but many people will always be upset if someone else gets the same for less than they’ve paid.

RNG as a concept: Discuss

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Mike.3460

First of all I’d like to apologize, since I’ve not had the time to read the past 20 pages…

Personally, I think the main problem with being unlucky in terms of RNG is, that you’ll be level 80 without equipment which has the Max. Stats, which will especially upset the players of GW1.

Also, while GW2 features the Dynamic Level Adjustment, which by all means is a great idea, you’ll rarely find lvl 80 players in low level environment, as the loot just doesn’t give them anything promising. Given the rather fast level-gain in GW2, this usually leaves the low-level areas a bit underpopulated, which may even spoil the impression of new Players.

So… would it not be a good idea to give some form of currency to high-level players for playing in low-level areas (let’s say 40 or below), which they could use to obtain Armor and Weapons with the highest stats?

Of course it should have very simple skins and Players should have to use skins/transmutation charges if they want it to look like something, and the time needed to gain enough of the currency to purchase something with it should be appropriate.

I think this would allow high lvls without the “good stuff” to play in an environment where they don’t feel inferior and don’t have to depend on RNG. While at the same time populating the lower lvl areas with expirienced players.

Veteran Token System

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Mike.3460

But back to the OP… i believe this is a needlessly complicated system. Anet should just stick to offering players that add the new expansion to a preexisting account with core/previous expacs some extra goodies – like with character slot now. Of course, Arguments can be made about what should (and shouldn’t) be offered as such goodies, but that’s for a separate discussion.

This is actually just what the System does.

No, the “system” adds an unnecessary layer of complexity over it that introduces more complication that it’s worth.

So, you want always just 1 character slot if the newest EP you own is included in the next one. No variation and most likely the end of char slot sales, because people would rather wait for the next expansion where they get it for free.

What if the next thing offered is a Bank expansion… but you already have the max.?

Yes there’s some complexity to it, but it’s there for a reason.

Mike's "DragonHunter" Overhaul

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Mike.3460

Why the hell would I want a weapon that doesn’t attack the enemy that I have targeted?

To guard the squishies around you from the nearest thread… And if you focus on someone and land your F1 on him, the Skill will target them.

So it actually rewards landing your F1. As it’s supposed to be notably faster and only single target instead of the old puncturing shot, it’s allows for more focusing instead of less. If you use Warden’s Faith, you’d have your F1 up pretty much non-stop.

Veteran Token System

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Posted by: Mike.3460

Mike.3460

But back to the OP… i believe this is a needlessly complicated system. Anet should just stick to offering players that add the new expansion to a preexisting account with core/previous expacs some extra goodies – like with character slot now. Of course, Arguments can be made about what should (and shouldn’t) be offered as such goodies, but that’s for a separate discussion.

This is actually just what the System does.

It gives a amount of tokens to those which could feel left behind by Anet’s policy and allows them to purchase something like char slots etc.

Anet’s current reaction was made because of the fact that players were actually upset about newer ones getting for free what they’ve paid for. That’s the real situation and it would be foolish to think the same won’t happen every other time.

I also think it’s save to assume that while my System may seem complicated in text form, nobody would ever have some questions about it when it’s implemented visually.

Anet could just send a message ingame like “You’ve purchased HoT which includes Gw2 which you have purchased on …, so here’s a head’s up from us to our veteran players” and attach the Tokens.

And I think you basically think of the same Goodies which I wrote in the OT. Stuff that’s nice to have and makes your account “grow”, but no fancy stuff from the Gemstore.

Veteran Token System

in Guild Wars 2 Discussion

Posted by: Mike.3460

Mike.3460

Its kinda funny in my case.

I’m new to GW2 but I’ve been playing Guild Wars since prophecies and have purchased all of the expansions including pre ordering HoT.

So where would that put me on the Veteran scale?

Well you’d get a value of 1000 assigned to your HoT, meaning you’d get 1000 VT everytime you purchase something that includes HoT.

GW1 isn’t included here as I think the HoM did already take care of that.

However, you could (for example on the 75% sale not too long ago) buy GW2 and still get a value of 600 assigned to it.

If the 3rd Expansion includes HoT and the core game, you’d then get 1600 VT instead of 1000 (as now).

The game already rewards veterans in all sorts of ways.

  • Daily login reward.
  • Dailies (which a lot of people get just by playing their usual PvP or WvW)
  • Achievement Chests (which include gems and gold that you can choose how you want to spend).
  • Festival and special event rewards (and farms) that aren’t easily obtained (if at all) afterward.

I don’t think ANet needs to add yet another reason for newer players to feel they are behind before they start.

Well, the Items obtainable for VT are only ones that sort of upgrade your account (char slots etc.), none of them gives a real advantage etc. You can think of it as some sort of reimbursement to older players which purchased the game and expansions seperately, while new ones pay only a fraction of this.

First of all, all the System is supposed to do is provide a mechanic for rewarding people that actually buy the Game or it’s expansions.

However the game is NOT surviving only on expansions, it survived for 3 years without an expansion. Your system fails to take account the large part of their revenue stream coming from the gem store. Shouldn’t those who buy gems regularly also be rewarded? There are players who spent on gems more money than 2 expansions combined, yet with your system they will get nothing.

Anet’s idea of giving out the core game and the expansions with the newest one for no additional cost is VERY generous, but at the same time it makes people feel a bit like “why do they get the same for way less than I’ve paid?”.

The game was already sold at 10$ during discounts, should the older players also complain that newer players got the game at 1/4 the price? I didn’t see any complaints about that, because I guess players understood that’s how markets work. So what’s the problem now all of a sudden?

I want people to forget that and just jump on new releases without second guessing if they possibly make a worse deal than others.

So what’s the point of discounts then? If Price – veteran points = discounted price then what’s the point of a discount?

The discounts are accounted for by the fact that you get lower Veteran Tokens the longer you waited with the Purchase.

And part of the System is to make people buy things on such discounts.

i.E. if someone bought HoT preorder, he’d get 1000 Veteran Tokens everytime he purchases something that includes HoT.

BUT if he can get the core game for 10$ (one year or more after release) he’d make a good deal in the long run as he’d get 600 Veteran Tokens everytime he purchases something that includes the Core Game.

This way Anet can include ALL expansions+core Game in the newest one and the old players will actually be happy about it, as they get a lot of Tokens from it, allowing them to make a bigger account. At the same time, the newer players get everything at once and don’t have to buy everything like in GW1.

I hope this answers the question.

Mike's "DragonHunter" Overhaul

in Guardian

Posted by: Mike.3460

Mike.3460

Sounds like a fat whopping nerf. Dragonhunter is a “hunter” because it’s supposed to be an offensive take to the Guardian. Even though Ranger’s LB is 1500 range, Guardian would do fine without 1500 range.

Weapon skills : Seeking Arrow… Nothing is worse than hitting something other than your target. Why should an enemy escape your AA by standing anywhere behind another enemy? Like I said, Dragonhunter is supposed to be an offensive Guardian. So when you reap the supposed main source of damage – True Shot – and give it a ghastly cast time with horrid cooldown, how do you expect there to be any damage? Guardians need long range damage options and the curernt dh has it.

Slot skills : Purifying spring isn’t even a water field and it has a three second cast time?. We don’t need more blind spam with Throw Dirt. Aren’t survival skills instant cast by nature? Two second cast times are just screaming for interrupts.

If there’s something important you have to say, say it at the beginning so your audience will have that in mind while reading.

Well, as I said the objective is not to buff/nerf but to change the way he feels to play to something more dynamic.

Seeking Arrow will lock on to your target if it’s affected by Justice and it’s also faster than puncture shot, meaning it is able to proc justice’s passive effect more often as well as reducing the cd of your virtues (that’s why the base CD was raised) significantly when used along with “Warden’s Faith”.

True Shot got a very long casting time and a medium CD so it can be made more powerful. Basically, you target it into a Group and they better dodge it. You can think of it as a single-projectile Version of the Ranger’s rapid fire, which deals all the damage in one big blow. The goal behind this was to make it feel like you’re actually doing a very powerful attack rather than using a flat out better AA whenever it’s off CD.

Purifying Spring would be a Water Field, I just didn’t really get that much into details. Same for the Numbers they are more or less just to showcase if something is faster/slower or has a longer/shorter CD. Also, it’s more of a Backline-Support Heal, than something you’d use in actual melee combat.

Throw Dirt got the blind from deflection arrow, and it’s supposed to synergize with Wings of Resolve to immediately take off damage from your allies.

Cast Time on Slot Skills is that high because I wanted to prevent a huge AoE Spike from them, which ultimatively would be broken in a lot of occasions. Just imagine Guardians with defensive builds going for farming and just mow stuff down with their Slot Skills without any sort of potential danger. But as said these Numbers are just to say it’s going to have a longer cast time. And the one on “Dragon’s Ward” actually got lowered significantly when you compare it to the previous skills Dragon’s Maw and Hunter’s Ward. I also think that a slightly longer cast time for the trade of having lower cooldowns (from 45 on the normal traps down to 30) is somewhat more fun. It’s also worth mentioning that the former Traps took about 1 Second to Cast and another 1 or so to trigger, so the time between starting the cast and getting the result is pretty much unchanged.

(had to double post again due to the post-lenght limit)

Edit: I’ve changed some numbers on the CD. I think the initial ones were indeed a bit too high as you said (esp. Purifying Spring).

(edited by Mike.3460)

Mike's "DragonHunter" Overhaul

in Guardian

Posted by: Mike.3460

Mike.3460

I extremely dislike these changes.

You can’t accuse something of being broken if we haven’t tested it… so just stohp right there mister.

The F1 tether range change of 1200 to 1500 will Never happen.
1. You just removed any form of counterplay possible.
2. We like tethering multiple foes so our dmg modifier on burn targets effects the group rather than a single person.
3. Power Guards will never proc it in this range… Guardians of all build types, would want to be in close and personal when F1 is activated.

Guardians don’t need Survival skills… we’re Guardians. Besides, that would goes against Anet’s excuse for the Dragonhunter turned Witch Hunter analogy.

I very much condone the majority of these changes as it’s not the type of playstyle I prefer. More importantly, mechanically, it doesn’t make sense on the Guardian.
If you want to suggest changes to our Traps then by all means, go for it.

Realistically speaking, the Devs are not going to merging their hard working SFX utility skills into one… no reason to. As a game maker yourself, you’re not going to take two projects you’ve spent hours on only to merge them together. You’ll realize a single SFX from either item would have sufficed and all you really had to do was buff that one item. The two SFX may even be overwhelming (and overkill) compared to other skills.

About Spear of Justice:
F1 is currently 900 and about 1200tether , assuming melee range even a Ranger couldn’t come close to breaking the tether with his Point Blank Shot.

What I did was integrating F1 into the Build as a Dragon Hunter, if you use it with weapons other than the Bow+Warden’s Faith, you’ll find the only change is a longer CD, and no more Multi-Target.

Having it a multi-target 10-12s AoE Burn along with Damage and the Traits which synergize with burning or Spear of Justice itself is utterly broken as it shifts a lot of the D.H.’s potential just to this one skill. This would pretty surely lead to having Mace+Shield Guardians running around as “dragon hunters” just for the virtues.

About Survival Skills
The Traps won’t work underwater and have 0 synergy to his build at all.
His healing trap needs a enemy to trigger it while ideally the allies (squishies) he guards in the backline will have gotten out of that range.

Really the only way those Traps are used is on top of each other for a huge spike…

As example, the DH will sit in:
Light’s Judgement
Test of Faith
Procession of Blades
Dragon’s Maw
Purification

As soon as you’re engaging him, you’ll be blinded, bleeding, crippled, vulnerable, trapped, unable to anything for a short time, revealed and slowed.

While you’re about to go down in a fancy mix of white and blue, the DH will follow up with F1, Symbol of Energy and Hunter’s Ward… which most likely will only trap the remainder of you but in case something still stands he can just true shot or use his AA which comes again with free 2x dmg and cripple unless there’s a single target.

That is, unless you just annihilate a target which is close to go down anyway, a pet/minion or whatever… then you’re down to just F1 and whatever.

About the SFX
The SFX are not going to be washed away, you just get 6 skills made into 3:

Hunter’s Ward + Dragon’s Maw = Dragon’s Ward, basically you get Hunter’s Ward in a 600 radius around you and have the poor souls trapped inside getting nomnomed by Dragon’s Maw. The end result will be a alternate of the Ranger’s Entangle (but look much cooler).

Fragments of Faith + Light’s Judgement = Fragments of Justice.
Basically you’ll just have the Fragments of Faith dropped around Targets struck by Light’s Judgement.

Test of Faith + Procession of Blades = Blades of Faith
Quite simple actually, you get the whirling blades inside that Blade-Fence which damages you if you want to escape it.

As you see, there’s no change in the SFX at all, they would just be used in a different way.

Veteran Token System

in Guild Wars 2 Discussion

Posted by: Mike.3460

Mike.3460

Well… it’s a bit difficult to keep up with all the responses, which is part of the reason I did want to post it in CDI.

First of all, all the System is supposed to do is provide a mechanic for rewarding people that actually buy the Game or it’s expansions.

Anet’s idea of giving out the core game and the expansions with the newest one for no additional cost is VERY generous, but at the same time it makes people feel a bit like “why do they get the same for way less than I’ve paid?”.

Pair that with the fact that you sort-of must buy the Expansions to stay up to date in the more competetive parts of GW2 and you get a lot of toxic potential.

I want people to forget that and just jump on new releases without second guessing if they possibly make a worse deal than others.

I factored in “when XYZ was purchased” because pre-purchasers do it on good faith in Anet and possibly help with participation in Betas etc. the ones which buy it within a year know what they get and after one year there’s actually a good chance you get it on a sale.

I do not think time played etc. is something that should be rewarded in such a way, as this would most likely upset those players which can’t afford to spend a lot of time.

Also, I’ve seen people ask why not just give out gems… which I think I stated clearly in the OP: Veteran Tokens would only be usable on a limited set of things. Giving away Gems would seriously impact Anets sales on that.

Basically you can see this System as a compromise between Anet giving us a Char Slot and Gems allowing us to do with them whatever we want.

Race for a revenant?

in Revenant

Posted by: Mike.3460

Mike.3460

I think I’ll either make a Human or Sylvari… somehow I like them most.

But maybe I’ll have to wait and see what the Elite Specialization for the Revenant will be… somehow the Dragon Hunter has given me the impression that a Guardian could fit something else than a Norn.

btw. I’m still kinda disappointed , that we didn’t get a new Race.

New juvenile beasts?

in Guild Wars 2: Heart of Thorns

Posted by: Mike.3460

Mike.3460

Can we not have half our current pets be useless first before we talk about new pets?

^

If we get 50% more pets which aren’t useless, we would only have 1/3rd of all our pets being useless.

Mike's "DragonHunter" Overhaul

in Guardian

Posted by: Mike.3460

Mike.3460

Gameplay:
For me at least, the old DragonHunter feels like a rather egoistic mid-range char lacking the means of helping his allies. Even the heal trap is all but reliable…

The new Dragon Warden is sitting in the Backline while having enough dynamic components to not become boring, with his AoE Heal, Deflection Shot and Shield of Courage he has active means of supporting while dealing damage and his crippling volley can slow the enemy advance.

However at the same time, the Guardian does not have to passively wait on his Traps but can actively engage “intruders”. Wings of Resolve along with his Utility Skills and Shield of Courage allow him jump into a battle and turn it around. Tough, he’d better change his Weapon for that.

I tried to not give him too much utility on his Bow Attacks, so he doesn’t feel like a Ranger which is more geared towards Escaping/Stealth etc. and more like a pure means of being good on long range, assuming the Guardian would switch Weapons for Melee combat (which he can easily engage as mentioned) as soon as the squishies around him are in Danger.

Something imporant at the end: this is a WIP, I wrote it all in one go and didn’t expect it to get that … long, it’s quite possible I’ve overseen something. But I hope the basic idea is obvious.

Edit: I had to make 3 Posts because the Forum didn’t allow such long posts…

Mike's "DragonHunter" Overhaul

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Posted by: Mike.3460

Mike.3460

Explanation for Virtues:
I wanted to make them feel more dynamic, which imo did sort of succeed with the introduction of “Warden’s Faith” (based on Serpent’s Quickness of GW1) and “Seeking Arrows” benefitting from Spear of Justice. Also, the new Utilities work along nicely with Wings of Resolve, as you don’t prepare with Traps anymore, now you can just Jump to assassins invading your Backline and stop them right away.

Explanation for Weapon Skills:
Puctured Shot had to be replaced, as it was essentially a free 2x Hit+Cripple in almost any situation besides actual Dragon Hunting/Raids, with the Range increase, this would have been broken. Thus, the cripple went to the former Heavy Light Trait (which is impossible to balance properly with it’s Knock-Back) as well as Pin Down and the new 1 became a “hit nearest target”-Skill which interacts with the Spear of Justice – homing on the Target affected by it.

Deflection Shot became the new 2 and lost it’s blindness, but got it’s CD lowered. Along with it being a 1/4 Skill, it’s not only a defensive one, as it does apply not only the Piercing Light Trait but also lowers the CD of Virtues faster with Warden’s Faith.
Also, Spear of Justice’s passive might also have a decent synergy with it.
Along with the 1500range which by default raises the flight time, the Skill should “feel” better than being just a blind with lucky-block.

Pin Down is a means of slowing the enemy advance towards your squishies, basically it’s a narrower, longer range version of the Ranger’s Poison Volley, which cripples instead of poisoning. However it isn’t supposed to stack damage if one enemy takes more than one arrow. (Would be broken due to it being narrower)

Dragon Shot (former True Shot) got tweaked a bit so it feels like you channel some REALLY powerful thing. For the animation I tought of a white/light blue dragon (like the one seen in Dragon’s Maw) flying towards the enemy, causing heavy damage.

Explanation for Slot Skills:

First of all: I think traps are a incredibly poor choice for the specialization because of two main factors:

1. You can’t use them underwater… so your specialized char is completely compromised there.

2. It doesn’t fit. The Ranger uses traps so he can then gain distance on the enemy trough his utility, but the Guardian would actually have to enter the fight by himself, which means the previously placed traps are within reach after having jumped with Wings of Resolve to assist your allies (most likely after Weapon swap), which would de-facto leave only the Virtues from your specialization for the most part. This would quite likely exclude the Dragon Hunter from WvW etc.

Purifying Spring is the Healing Skill of the Warden, it’s basic concept is the same as that of the Healing Spring from Guild Wars 1. Which allows him to bring AoE heal into the Backline at the cost of a long cast time and as a heal over time.

Throw Dirt should be really self explaining… basically it allows you to AoE blind a Trap-Sized-Area. I think it’ll have a nice synergy with Wings of Resolve as well.

I merged the 4 former Utility Skills into 2, with a 2s channel time. One of the reasons was that the effects were so massive on the old ones but you always placed them over each other. The way I merged them, it should look decent. Also, the damage needs to be adjusted.

Warden’s Faith is a tweak of Serpent’s Quickness of GW1 and further helps to make the Virtues feel more dynamic (imo).

Dragon’s Ward is supposed to be a mix of Dragon’s Maw and Hunter’s Ward which at the end of the Day will work somewhat similar as the Ranger’s Entangle. (Also quite cool with Wings of Resolve I think).

Mike's "DragonHunter" Overhaul

in Guardian

Posted by: Mike.3460

Mike.3460

Hello! (Prepare for massive Wall of Text)

My Name is Mike and I’ve been in various Alpha/Beta Tests and currently work on my own RPG-Maker Game (not that actively tough), and I’ve been a fan of Guild Wars ever since I started with Prophecies about 10 years ago. I’ve also had a look or two at pretty much every known MMORPG (I’ve started with Tibia…) so while I’m not a expert, I sure have my share of expirience.

I did spend a lot of time looking trough the new Specializations and while it’s save to say they are ways from being finished, I also think it’s a good time to bring in some ideas. Thus I decided to boldly plant my ideas for the Specializations into the Forums.

Before I begin there’s something important I’d like to mention:
My “Ideas” are not supposed to make the Specializations stronger or weaker, the only intention is to make them feel better to play – thus I will (for now) not include any numbers on damage. A explanation for the changes will be placed at the end of the Post because it would make it difficult to read if I’d add it to each “idea” right away. Some of it will be self explaining (I hope) anyway.

Here we go with the “DragonHunter”:

Lore/Name Changes
I suggest changing him from a “DragonHunter” which wants to destroy Dragons and anything related to them, to a “Dragon Warden”, who recieved Glint’s Blessing.

[b]Profession Mechanics[b]
Spear of Justice:
Active Range increased to 1200
Tether Range increased to 1500
Cooldown increased to 20s
Changed from Piercing to Single Target.

Wings of Resolve:
No Changes (for now).

Shield of Courage:
Aegis Refresh increased to 60s.
Cooldown increased to 120s.

Weapon Skills
(1) Seeking Arrow (replaces puncturing shot)
Activation Time: 1/2
1500 Range
Will hit the enemy affected by Spear of Justice, if no enemy is currently affected by Spear of Justice, it will hit the nearest enemy within Range.

(2) Deflection Shot
1500 Range
Activation Time: 1/4
Cooldown 5 Seconds.
No Longer blinds enemies.

(3) Pin Down
1500 Range
Activation Time: 3/4
Cooldown: 10 Seconds
Cripple Duration: 3s
Fire a Spread of 5 Arrows in a narrow Arc, which cripple enemies hit.

(4) Dragon Shot (former True Shot)
1500 Range
Channel Time: 2 Seconds.
Cooldown increased to 12 Seconds.
Channels the Power of a Dragon into your Arrow, allowing it to pierce trough enemies.

(5) Symbol of Energy
No Changes (for now)

Slot Skills

General:
All Slot Skills changed from Traps to Survival!!

(Healing) Purifying Spring.
Radius: 240
Activation: 2 Seconds
Duration: 20 Seconds
Cooldown: 20 Seconds
Pulses every 5 Seconds.
For 20 Seconds, you and all allies in Range are healed and lose one condition every 5 Seconds.

(Utility) Throw Dirt
Activation: 1/2
Cooldown: 10s
Blind Duration: 5s
Radius: 240
All enemies within range are Blinded.

(Utility) Fragments of Justice
Activation: 1 1/2s
Cooldown: 30s
Radius: 240
Fragments of Faith + Light’s Judgement in one Skill… obviously numbers have to be adjusted accordingly.

(Utility)Blades of Faith
Activation: 1 1/2s
Cooldown: 30s
Radius: 240
Test of Faith + Procession of Blades in one Skill with instant Action, obviously the Numbers will have to be adjusted accordingly.

(Utility)Warden’s Faith
Activation: Instant
Cooldown: 45
Duration: 45
Your Arrow hits reduce the cooldown of your Virtues by 1 Second, ends when your Health drops below 75%.

(Elite) Dragon’s Ward
Activation Time: 3/4
Cooldown: 60s
Duration: 5s
Number of Targets: 5
Radius: 600
Trap foes around you with Barriers. Trapped foes take damage and additionally are crippled and slowed until the Barriers are Destroyed.

Traits (only changed ones are mentioned)
Zealot’s Aggression -> Zealot’s Justice
Deal Extra Damage to Enemies Affected by Justice.

Dulled Senses -> Pierced Senses (… I definetely need to rethink that name)
Enemies you pierce are crippled.

Heavy Light -> Piercing Light
Longbow arrows pierce when enemies are within the range threshold.

(edited by Mike.3460)

Veteran Token System

in Guild Wars 2 Discussion

Posted by: Mike.3460

Mike.3460

GW2’s Policy on Add-Ons has created a lot of confusion when it was released that HoT includes the core Game, Anet decided to give us a extra Char Slot if… (you know the story).

Basically, I went further with Anet’s Idea of rewarding Veteran Players and think I’ve found a good solution for both sides, which actually encourages buying “everything you can” asap.

The System works in a very simple way: The Core Game and AddOns get a value in Veteran Tokens assigned to it (note: it changes over Time to account for the usual drop in price/sales) on activation.
If somebody Purchases something which includes the Core Game/AddOn he already owns, he gets the Veteran Tokens he got assigned to it EVERY TIME.
However, AddOns which include the Core Game or other AddOns do not get a Value in Veteran Tokens for the others included. – This means it can actually make sense (in the long run) to purchase GW2 or older AddOns even if you have access to the content already.

Here’s a example chart:
Game/AddOn pre purchase: 1000 Veteran Tokens.
Game/AddOn purchased within 1 year after release: 800 Veteran Tokens.
Game/AddOn purchased later than 1 year after release: 600 Veteran Tokens.

Example:[spoiler]
Player X bought Guild Wars 2 within 1 year of release, thus it gets 800 Veteran Tokens assigned to it.

Now he pre-purchased Heart of Thorns, so he gets 800 Veteran Tokens for GW2 to his account and HoT is assigned a value of 1000 Veteran Tokens.

In 3 years, he’ll pre-purchase the 2nd AddOn, which includes Gw2 and HoT, he get’s 1000 Veteran Tokens assigned to it, and gets 1800 Veteran Tokens (GW2 and HoT).

So he keeps making better deals the more and faster he buys AddOn in the long run and doesn’t feel cheated or waits with the purchases even if all AddOn will be included with the latest one.
[/spoiler]
Now, for obvious reasons, Veteran Tokens can’t be used like Gems for anything a Player desires. I think only the few things related to a Veteran’s ever growing account, inventory, etc. should be included, which means:

Digital Deluxe Upgrades,
Living World Season – Packs,
Additional Crafting License,
Bag Slot Expansion,
Bank Tab Expansion,
Character Slot Expansion,
Storage Expander,
Basic Cloth Rack,
Basic Harvesting Node Pack,
Basic Lumber Node Pack,
Basic Ore Node Pack.

For the sake of simplyfication I calculated with the same values for Veteran Tokens as currently used for Gem-Prices.

I hope it’s written understandable…

PS: I tried to post this in CDI, but then found out I wasn’t allowed to post there. If it had shown “you’re not allowed to post here” before actually letting me write it down, then I would most likely not have posted it at all…

Feedback/Suggestions for HoT in CDI?

in Guild Wars 2: Heart of Thorns

Posted by: Mike.3460

Mike.3460

Hello, I want know if Feedback/Suggestions for HoT have to be placed here or if I can/should post them in CDI of if there will be a seperate Subforum opened at the time of the Beta Weekend.

While the “Guild Wars 2: Heart of Thorns” Subforum is quite obviously geared towards HoT, I’d rather post it in the CDI… not just because I think it would would get to the Devs faster, but mainly because such a Thread ideally would be a discussion with the Devs allowing to react on each other’s feedback, so it becomes more of a Brainstorming than a “do it like this” demand.

For example, I think that the “Dragon Hunter” atm is not viable or even close to be, but at the same time, I think that he can be perfectly viable without giving him more Damage, Conditions or anything.

However, if I suggest a “overhaul” (mind you, we did not have the first Beta Weekend yet, so it’s obvious almost nothing will make it to release as-is) which doesn’t change overall damage output etc. to a broad audience, there will still be people saying it has too much of a dmg buff or nerf simply because it’s difficult to see the relation of all the factors when just written in text form.

PS: I don’t want to sound self entitled, but I’ve been in plenty Alpha/Beta Tests, played GW1 since the Release of Prophecies and spend some of my free time with working on a potentially commercial (= no tons of free resources) RPG-Maker Game, so… let’s just say I’m confident that I can write my suggestions/feedback in a way the Devs can work with it.

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Mike.3460

Mike.3460

1. https://forum-en.gw2archive.eu/forum/professions/guardian/Liked-the-ready-up-name-still-doesn-t-fit/first#post5048195 The comparsion of the Dragonhunter to the medival Witch Hunters and other parts of it make him actually sound like a religious fanatic… which isn’t exactly something one would appreciate.

Not liking that people get zealous doesn’t mean zealous people shouldn’t exist in a setting. Or understand the context – standing in fanatical opposition an actual tangible genocidal force actively slaughtering your people. Every fighting member of the Vigil is called a ‘crusader’ and if you don’t think that name has a stink on it for some people…

I’m not demanding GW2 to be a perfect happy world etc. but a Hero-Class to be compared to Witch Hunters goes in the wrong direction IMO.

The Vigil is on a Crusade against the Evil Dragons, fighting an actual enemy.
Dragon Hunter’s background however, sounds like he wants to destroy everything related to Dragons, meaning he’d eventually have to PvP any Revenant if he channels Glint (if the rumors are true and he gets to do that).

I genuinely don’t understand the rampaging pedantry required to make this argument. Its like saying no one could be called “the Driver” as a sign of respect for their specific skills because all of us can drive.

I’d say it’s somewhat different… the “Dragon Hunter” does not do anything different than any other Char in GW, especially since he currently is a weaker Ranger in heavy Armor.

And so is their armor. I’d guess because the Dragonhunter is drawing on the classic archetype of turning a portion of a vastly powerful ememy’s power/energy against that enemy. But maybe you’re on the right track with the Dev’s intent and the Dragonhunters see themselves as inheritors of knowledge that’s been handed down from Glint. She’s certainly has been influencing the world again through the Revenants.

GW2 has plenty of Dragon-Stuff available to the Heros, Glint as you said is a Dragon on the good side (shortened for the sake of not planting a wall of text here), so just throwing in a guy with the mindset of “all dragons-related things must be destroyed” is sort of… out of the line I think.

Somehow the Guardian’s Elite Specialisation reminds me of Skyrim.

Sure, Dragon Archer is an alternative, although I think ‘hunter’ provably does a better job than ‘archer’ in conveying both the archers & traps aspect of the skill set the Espec offers.

It was just something that crossed my mind, not a serious suggestion.

New juvenile beasts?

in Guild Wars 2: Heart of Thorns

Posted by: Mike.3460

Mike.3460

I wish we could get baby-siege-turtles and mini-juggernauts as Ranger Pets… I loved those guys in factions. Or what about Worms? I think that underground-travel would be interesting, or it could be semi-stationary (stationary in battle), using long range attacks and heal in a radius (iirc there were some worms in the Jungle which did excactly that in GW1).

Baby Siege Turtles are very defenseless. We had a whole mission to keep them safe from harm.

Juggernauts aren’t animals. They are literally humans turned into tree-like creatures.

Junundu move by diving underneath the sand. I doubt they would work well anywhere else.

I’d like the baby siege turtles as some super long range mortars. Maybe with a Auto Attack close to the first Skill of the Mortar-Kit-Engi.

I was thinking of “normal” worms, like the ones you met in the GW1 Prophecies Tutorial or in EotN.

I want a Dolyak with saddlebags.

I can’t come up with anything for how that could possibly assist the player offensively in combat…unless it waddles over to and rolls onto an enemy, but then we would need to help it get back on its feet again. Perhaps it is a purely defensive pet and we can stand behind it while it takes shots for us?

If I’m not mistaken they have a charge and knockdown in parts of the game? I know a few have plowed me over in WvW camps LOL.

I’m not sure why I like them so much. Perhaps its because they remind me of buffalo and I’m Native American, but I’d love to have one as a pet for my norn ranger.

In GW1 a horde of Dolyaks mowed down like half a map full of evil Dwarfs, and tamed ones were used for combat by those Dwarfs as well. So there’s at least some potential for combat.

We have a few examples of dolyaks fighting in GW2, both with and without saddlebags.

The hard part would be to have multiple types with different skills. You could have a family based on the ruminants, that includes dolyaks, deer, cows, and so on.

Well, you don’t need a family at all cost.

The Armored Fish and Shark are the only ones in their respective family.

Pre-Purchase Community Address

in Guild Wars 2: Heart of Thorns

Posted by: Mike.3460

Mike.3460

The best Deal you’d get on it would be the last expansion, since afaik the plan to include expansions and the core game every time.

I think Anet needs to implement some sort of reward-system for Veteran players, since I can’t see this model really going all too well by a long shot.

Sure that additional slot is nice, as it’s worth about 10$/€ but it’s not like everyone really has a use for it.

I currently work on a suggestion for something to adress this without cutting the profit for Anet, but it’s too early to really tell a lot about it.

Edit: Here’s my suggestion: https://forum-en.gw2archive.eu/forum/game/gw2/Veteran-Token-System

(edited by Mike.3460)

New juvenile beasts?

in Guild Wars 2: Heart of Thorns

Posted by: Mike.3460

Mike.3460

I want a Dolyak with saddlebags.

I can’t come up with anything for how that could possibly assist the player offensively in combat…unless it waddles over to and rolls onto an enemy, but then we would need to help it get back on its feet again. Perhaps it is a purely defensive pet and we can stand behind it while it takes shots for us?

If I’m not mistaken they have a charge and knockdown in parts of the game? I know a few have plowed me over in WvW camps LOL.

I’m not sure why I like them so much. Perhaps its because they remind me of buffalo and I’m Native American, but I’d love to have one as a pet for my norn ranger.

In GW1 a horde of Dolyaks mowed down like half a map full of evil Dwarfs, and tamed ones were used for combat by those Dwarfs as well. So there’s at least some potential for combat.

Another thing that would be interesting to see as tamable pet would be a Centipede… or Snakes.

New juvenile beasts?

in Guild Wars 2: Heart of Thorns

Posted by: Mike.3460

Mike.3460

I wish we could get baby-siege-turtles and mini-juggernauts as Ranger Pets… I loved those guys in factions. Or what about Worms? I think that underground-travel would be interesting, or it could be semi-stationary (stationary in battle), using long range attacks and heal in a radius (iirc there were some worms in the Jungle which did excactly that in GW1).

Guardian and the bow

in Guild Wars 2: Heart of Thorns

Posted by: Mike.3460

Mike.3460

I think the Longbow is a entirely reasonable choice for the Guardian, but there’s no way it can stay as it is unless Anet wants this “Elite Specialisation” to be a joke.

Most of the needed changes could actually be done by just changing some numbers.

Something I find kinda disappointing as well is that some of the Traits look as messy as the ones we got rid of in the last mayor Patch, where many traits were incorporated into the skills right away or just merged. Since you have only 6 Traits for the new Utility AND Weapon Skills (the old ones obviously don’t have something for Traps/Longbow on the Guardian).

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Mike.3460

Mike.3460

Well I’ll guess I might as well leave my feedback here instead of making a new thread about it:

1. https://forum-en.gw2archive.eu/forum/professions/guardian/Liked-the-ready-up-name-still-doesn-t-fit/first#post5048195 The comparsion of the Dragonhunter to the medival Witch Hunters and other parts of it make him actually sound like a religious fanatic… which isn’t exactly something one would appreciate.

2. As mentioned countless times, all Chars in GW2 are hunting Dragons.

3. His Ultimate actually is in shape of a Dragon… which is kind of a no brainer when we’d imagine him to be against Dragons or anything related to them.

4. In GW1, Glint (Prophecies / EotN) and Kuunavang (Factions) were essential allies, so it’s not like there’s a eternal history of Dragons being the ultimate evil, which has to be whiped out.

I’m not sure how I’d name this specialisation myself, but I’d like to think of him as something like a Castle Defender, where Longbows were used to actually Guard the castle, as this would go well with the Guardian’s Background IMO.

Alternatively, it would be a possibility to make him go along as something like the embodyment of the good Dragons (mentioned above), as Dragon Archer (or so).
Besides clearing eventual questions about his Ultimate, it would also have a nice ring to it.