Showing Posts For Morgoth Bauglyr.9726:
I don’t care one bit about raiding so i won’t be getting the armor anyway but I’m not a fan of flashy designs with lots of detail noise.
For me, the best looking armor sets currently in the game are these:
light: vigil, priory, profane
medium: priory, assassin, sneakthief
heavy: protector, barbaric
although i mostly use mashups of various sets
if the gem numbers were 1, 10, 100, 1000 instead i’d be ok with it
I just want magic find to make a difference.
Magic find makes a huge difference.
magic find pretty much only makes a difference for items of low and medium drop frequency. I’ll pull some fictinal numbers for example with magic find 200%:
1 in 10 chance for a white or grey item → 2 : 10 chance. pretty significant increase.
1 : 1000 chance for an exotic item → 2 : 1000 chance. not much of a difference
1 : 10000 chance for an ascended box → 2 : 10000 change. neglible.
i did some adding up, you need a total of 10800 scraps of silk to make a set of ascended light armor. Buying scraps at 330 costs you rougly 360 gold.
At the time when ascended crafting was added, silk was the cheapest of all cloth types. I guess they went way overboard with making it 100 bolts per damask instead of the 50 units for all the other ecto craft items.
I’d maybe remove the support part, make the stacks only useable by the necromancer and remove active icd, adjust stack numbers if too strong to 20 or 15.
Or just rework completely to have something like
passive – steal life on hit
active – heal and steal life from attackers for the next (25) hits taken
Even with 1s additional duration it’s still a no pick. Consume conditions and well of blood are way more useful
reward track progress is limited to 2 tiers per day in hotjoin/cusom servers:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Reward-track-progress-cap/first#post3918755
and it its also affected by the daily reset bug thats going on
note that this bug also affects the pvp reward track limits on custom/hot join games
reward track is stuck for me too.
edit: after 48h it is going again.
(edited by Morgoth Bauglyr.9726)
I thought the toxic hybrid scaling down to even one player was a great move.
Larger numbers don’t make a fight more ‘epic’ or ‘better’. The scaling system is there, not being used.
Ok another brainstorm idea.
What if certain pieces of ascended gear could be crafted and sold on the TP such as gloves and boots?
Chris
Why only certain?
The core of the problem still stays the same. accessability. Looking at a heavy vertical progression game e.g. lineage 2, all items can be crafted and sold, there is not even soul or accound binding. However since access to materials is low, supply stays low and prices are high requiring several hundred hours of farming ‘gold’.
Favourite vertical progression system:
Guildwars 1 titles and faction skills, time consuming and hard enough for the people who wanted to persue it while still staying completely optional. The logical transfer into GW2 would be racial and order skills or traits along with special weapons and armor skins. While being a vertical progression this system also works horizontally in diversifiying playstyles.
Interim titles like GW1 had them might also add more incentive to pursue achievements. Most tracks we have now only provide a title at the very end.
Favourite horizontal progression system:
Also Guildwars 1. A wide variety of playstyles and options, easy and fast to switch between them. Plain gear with top stats easy to get, presitge gear (with the same stats) that requires more effort.
I also would like to add another horizontal progression to the discussion: player skill.
Harder encounters to overcome, not through increased stats but by adjusting and learning. Demon’s/Dark Souls and Monster Hunter are excellent examples in this providing though but fair challenges (the games do have a vertical progression in them, but even without it, their core priciple would still stay the same).
Stat swapping
I would like to add that upgrades such as sigils and runes are somewhat problematic. The stat swapping system should include separate upgrade slots for each stat option since upgrades often are very specific for a certain setup and do not work for others. Replacing them is not an option due to the often high cost/low availability of sought after upgrades.
I am in favour of a true stats separate from gear system like a number of level based stat points that can be distributed, separate from traits. This would also fix the odd ‘rare stat combo’ issue with insigna costing 20x more than the average.
My opinion on progression
Vertical progression should be in place to pace the play experience of the beginner. More power is added gradually along with new concepts. When all parts of the gameplay are introduced, vertical progression stops and horizontal begins. Playstyles differentiate, alternative options are discovered and the player’s own skill increases.
A game should give incentive to play through good gameplay and not by forcing a checklist of tasks
Is the game alt friendly compared to the average other mmo? sort of.
Is it alt friendly compared to GW1? absolutely not.
The problem here is, the manifesto advertised a system close to GW1.
Based on my expectations coming into the game, it is neither alt friendly nor friendly to build swapping and build experimentation.
But i think soulbound items do not nessecairly affect this, since most gear is tailored to a certain build with stats and upgrades and pretty much only works in the context of that build. Being able to exchange a set of armor or a weapon from a necro to an ele does not really help the issue.
looking at the pattern of the orher ascended materials you will need 50 bolts of silk per bolt of ascended cloth
I love it idea. I have way too many armor sets and weapons to switch builds. Making armor solely affect raw defense would be a great way of changing up playstyles faster, easier and cheaper.
Cookie cutter builds won’t go away, but it would encourage experimentation a lot more.
i only wvw. took me about 2 weeks to get the 500 fragments i needed for one weapon. if you feel it’s easy to get them you just happen do a lot of dungeons. dragonite is not much better.
borderlands has it too. waiting to get killed is depressing.
I’m all for this.
top stat gear should be MUCH easier to get, maybe a week to fully equip a character. I wouldnt mind to get super rare craftable skins like obsidian armor used to be where you have to do work for but top stat gear with default appearace should be available almost as soon as you hit 80.
(edited by Morgoth Bauglyr.9726)
crafting ascended weapons takes a rather large armount of raw material. I propose a system where each consecutive craft reduces the amount of bulk items required until a minimum amount is reached.
Crafting your first ascended weapon kind of feels like an accomplishment. It takes a lot of time to gather all the items and some planning on how to gather them, but after the first time comes the second, and third, and forth and then a couple more because just one weapon does not really suffice with swapping and having different builds. And then the accomplishment becomes a chore.
E.g. to make a single ascended weapon it takes a total of 1700 wood logs of various kinds. Which is about 425-500 trees.
To counteract this, each time an item such as a spiritwood plank or a glob of elder spirit residue is crafted, the amount of bulk items that are required to make it is reduced by a percentage. Obviously a minimum amount of material required must be defined, let’s say 1/5 of the original.
Might also prevent some serious deforestation issues i guess.
i got between 1 and 9. it’s very random.
No please.
This lets my necromancer know who to corrupt boon on.
the bubbles show when the signet is not on cooldown, i.e. when the boons are not up.
i’m with you. kind of looks like my warrior is smelly.
doing PVD i never got the achievenment to ping. maybe in smaller groups where you hit it more often, idk.
the wood is pretty harsh. i have been deforesting maps for about 4 hours now just to make 3 spiritwood planks. not exactly fun.
cloth will be even worse once ascended armors hit.
the effort it takes to take down teq doesnt stand in relation to what you get. people just don’t care anymore after beating it once.
top tier stats should take a while to get? this is guildwars not the waiting game. I pretty much expected to get top stat gear the moment the characters hit max level like it was in GW1. Alas we have the grind now and it’s not only alt unfriendly, it’s also build swapping unfriendly.
A reminder: in GW you just had to get about 15 or so trophies (yes thats the grey drops now) and trade them in for (bland looking) top stat gear from a collector.
I am fine with special skins to take longer to make, but the base items should be readily available.
I’m with the op on this. Limiting drops to a small number of sources is a bad thing for player choice of activity.
Also with the limited resources and time constraints ascended gear is pretty much the end of build experimentation for most people as sadly stats are bound to items. Effectively i like having about 3-4 sets of weapons and armor per character to switch around playstyles.
Warrior Discipline Trait 11 Burst Mastery: Damage increase is not updated in F1 skill facts
I’ve had the happen in the past (~2months ago) and again since the last patch. The character always aligns to the surface normal of the terrain, on the terrain mesh as well as separate objects with collision like large rocks. The angle is not limited.
I have also seen it on other players, don’t know if it’s local or not.
Not been able to reproduce yet
yes. it’s annoying to retype everything all the time
I don’t want ascended items at all.
but since they are announced and will come, i’d rather have them all craftable for reasonable ressources. should take at most twice the amount for exotic. better 1.5
(edited by Morgoth Bauglyr.9726)
i have noticed that leap skills deal damage not on contact with the target but rather at the end of their duration. e.g. warrior shield 4, shield bash. has kitten duration and even when you stand right in front of the target you still hover around for the full duration until something happens. Using warrior sword 2 from a slightly elevated position makes you hang in the air for quite some time until the hit connects (.75s duration).
Projectile skills do not behave this way and instead apply their effect on hit. For logical reasons leap skills should be treated the same way as projectiles since basically the player becomes a projectile.
my thoughts on improving blocking with shield 5:
option a)
reduce duration to 1s
reduce recharge to ~10s
option b)
reduce duration to 1s
block the next attack
reduce recharge to 6~8s
option c)
reduce duration to 1s
block the next attack
gain stability (no stun break)
~15s recharge
the 3s duration it has right now kind of makes this a fire and forget skill to get out of focus fire, outside of that situation is is not really useful. I’d like it to be more a reaction skill like mace 2 to which i adjusted the numbers.
currently the skill is:
3s block all attacks
30s recharge
for comparison mace 2 has:
1.5s block next attack
if blocked: hit for ~2.5x autoattack damage
otherwise gain 10% adrenaline
10s recharge
gw1 armor skins
It’s already running server clusters. one for EU one for US.
took a while to get there but thanks for finally putting it in
the reason i kept playing gw1 for years was exactly that i did not have to chase gear all the time and optimize play toward that. Instead could do whatever i felt like
when GW1 was a year old i had all my characters decked out with several sets of armor, so yes, i feel time gated already.
I don’t play to equip my characters and i certainly dont want it to take years to get there but right now it looks like it will especially when i mostly play in areas where laurels are the only way to go.
My main problem is the gigantic discrepancy between the time it takes to get a character equipped with exotics against ascended. I wouldnt mind a week longer or maybe even two but as it stands we are looking at months for one set of gear.
but the point is, legendaires are equal to exotics stat wise. i dont need them for all characters to stay competetive i can do fine with exotics.
ascended however adds a significant amount of stat points which gets even more pronounced once armor and weapons are introduced as well. Assuming armor and weapons take a similar amount of time than the current ascended items to get it is pretty much over with alts and alternate gear sets.
it also means you are pretty much locked to one build. getting several armor types for different builds for multiple characters is not feasable whatsoever
Yes i’d love the loot bags to go directly into inventory. Most times you get drops when yo u are advancing and turning back to pick up all the stuff or circling around to find it is pretty dumb. Waiting until the fight is over is prettymuch the same as giving it all up since there is no guarantee you are still alive or able to get them when they are e.g. inside a keep that’s no longer yours. Mashing F during a fight isnt that great either with downed people, siege and all that.
For PvE automatic pickup would be pretty neat too.
Top level gear that stays top level for the remainder of the game’s life. I dread the day ascended armor and weapons are thrown at us.
i don’t mind there being pvp. but it is pretty much a cave for trolls to hang out and jump on people. getting hit mid jump and crashing down because someone poked me with a staff and i got the ’you’re in combat now! snail speed!’
There are some areas that are particularly bad, first after the well jumping over the walls and pillars. ppl stand below and just do a pull. second in the ‘arena’. same deal, and if it’s a mesmer bonus for having portal to go up and down at will.
I would change all areas with jumping parts non pvp. because once you get hit, you can’t continue. combat speed is too slow for most of the jumps. i.e. determined flag on in there.
Areas where no jumping happens have no determined in them. I’d put them e.g. at the bottom of all drops so when you mess up your jump, it’s fair game (except in the area. i hate that place it’s troll heaven). just give players a fair chance at seeing the attack. Basically when i come into the arena room and there are red tags waiting above, i just relog because it’s a waste of time.
fixing the resultion is not really feasable.
different monitors have different resolutions and thus different fov. also some people cannot play fullscreen for perfomance reasons. samller window runs faster.
solutions:
- add fov setting (has been requested a gazillion times anyway for motion sickness and headache reasons)
- change arrow cart targetting (on map, xray, etc)
- arrow carts require line of sight
it’s not only the bosses that need to be improved. Take e.g. a champion icebrood wolf. All icebrood wolves do that aoe ground explosion attack that hits for a fair bit of damage, but there is no animation or indication whatsoever before it happens.
The champion version can down and of outright kill squisher characters in one hit, but still there is no indication of when the attack comes and looks pretty much exacly like anything else he does. Additionally smaller mobs jerk around a lot when they are hit. This does not interrupt their attacks, it just makes it that much harder to see what they are doing.
Fighting the wolf is not hard, just apply cripple, kite and kill with ranged. But that’s still no excuse for lazy design. As stated way above, when you don’t know why you just went down, something is wrong in the combat design.
Disabling right-click to attack/interact is certainly the safest approach to this issue. Anytime you have camera-look and targeting on the same input, you will have conflicting behavior. There isn’t a bug that targets are randomly selected, but rather the game trying to be smart at recognizing clicks versus camera movement. Even when you think you’re perfectly clicking on a target, most of the time you’re also moving the camera a tiny, tiny bit. There is a small threshold that determines whether your tiny movement should actually be a target selection. Lowering this threshold will reduce the chances of this happening, but is one of those numbers where we need to sit on it for a while to see if it ‘feels right’. The problem could also be solved by completely separating the different functionality of selection, auto-attacking, and camera movement. However, this is not something we’re prepared to work on at the moment as it is a much broader-reaching change. I hope this helps clear up what’s happening and what steps we’ll take to change it. Thank you again for all the feedback!
sorry but, what ‘feels right’ only feels right for some and never for all. Without adding hard options nothing is fixed.
a very good post by the OP.
Looking at the black lion chest drop research the chances for desirable items is very very low. So i’d assume it to be the same for the supply crates.
https://forum-en.gw2archive.eu/forum/game/gw2/Is-this-new/first#post2109093
Does this change help anyone here? Just curious.
probably not since the color is still the same. I’m not colorblind myself but red/green colorblindness means red looks very much like a dark green, so in dark areas, on green floor etc the cricles are very hard to notice.
On a side note, the general color scheme of red for enemies and green for allies should also be included in this consideration.
Whilst you`re at it, can you code the game not to move forwards when LMB & RMB pressed at the same time?
THAT yes. please.
controls overall need so many fixes it’s sad
i second that. insignia as replaceable upgrades like they were in gw