Showing Posts Upvoted By MrsAngelD.6971:

Living story - Frostgorge sons of svanir

in Bugs: Game, Forum, Website

Posted by: Luumus.5408

Luumus.5408

For anyone having this problem, you only need to wait for the totem to spawn again to destroy it.

Bring Back the GW1 Skillsets

in Guild Wars 2 Discussion

Posted by: Balkarrie Legacy.9175

Balkarrie Legacy.9175

One of the best things about the original was tinkering with builds , compiling things from your primary and secondary skills to create something to test, either it worked, or it didn`t but at least you`d tried it.

I`m growing increasingly def up with the lowest common denominator, lets make it simple for the kiddies to play build system in this game. Equip this weapon, you can only do this with it …..crap ! Press the same skills repeatedly cause thats all you can do with this, crap !

This is a Sin/Nec build i was working on , just look at all those dagger skills you who`ve only played GW2 . Every class was like this, and once you put one together that worked, you saved the template, all it`d need to reinstate a build, including all the skill stats, was cut n paste the template code in.

Builds for every scenario, every class , different weapons, primaries and secondaries , real gaming .

This just in! Guild Wars 2 is a different game than Guild Wars!

This just in ….stuff can be changed

Bring Back the GW1 Skillsets

in Guild Wars 2 Discussion

Posted by: Gehenna.3625

Gehenna.3625

Actually the biggest disappointment for me at launch and still, is the lack of ability to save/share builds using templates.
I would swap builds several times in a session with a few clicks- no need for endless pieces of paper.
Not having that ability in GW2 feels like trying to play a class with one arm chopped off.
Many times do I think of switching my character build around but then I think of all the hassle of writing everything down and not losing it so i can switch back later on and end up just not bothering. It kills build diversity.
As for skill levels in GW2 compared to GW1, you’re comparing two different games, as GW1 was primarily a pvp game where skill and build really mattered whereas gw2 is more about casuals, pve and dumbed down pvp (mostly).

GW1 a pvp game primarily? Weird cause although I did enjoy some of the pvp in GW1, I was mostly doing pve in there.

It’s a game forum. The truth is not to be found here.

Bring Back the GW1 Skillsets

in Guild Wars 2 Discussion

Posted by: Aeolus.3615

Aeolus.3615

Gw1 is a much(way much) more skilled game than gw2.

On gw2 players just need to know they do alot of damage, it is spammable, and if it is aoe the better.
It is a very unskilled game for unskilled players… it should not be even on esports..

Gw2 is ment to be very noob friendly.. look at ranger example from gw1 where:
players needed to know wich bow they would use in the situation.

“There are five types of bows, and each has different advantages and disadvantages. The longbow has a medium attack speed, long range, and medium accuracy. The flatbow has a fast attack speed, long range, but poor accuracy. The horn bow has a slow attack speed, medium range, medium accuracy, and 10% armor penetration. The recurve bow has a medium attack speed, medium range and good accuracy. The short bow has a quick attack speed, short range, and good accuracy. "

Source : https://wiki.guildwars.com/wiki/Bow

Rangers/mesmer interrupting, shutdowns, real team work, was required team spikes instead of 1 players can burst them all(gw2 version).

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: Wolfheart.1879

Wolfheart.1879

Hey folks,

Now that the HOT is out of the bag, we’re able to update this thread with more details. With the introduction of the new account based mastery system for end-game progression and growth in PvE, we’ll also be re-evaluating our other systems of character progression to ensure they match our over-all pillars and goals for Gw2.

In doing so: we’re going to be removing the current trait unlocking system currently on live and replacing it with a more simplified system that supports where skills-traits-specializations are going in the future. We’ll go into more details between now and the release of HOT on how skills, traits, and specializations will work in the new Gw2 world.

Thank you for all your passionate feedback on this topic – it not only helped our dev team lead to this decision, but has played a large role in helping us define how to build our exciting new account based mastery system for end-game progression in PvE as well.

I’m happy the system is to be completely revamped, and happy there is a proper confirmation of this.

That said, I’ll pass on handing you the traditional cookie of good service – 9+ months of this fiasco has simply made me feel that, despite this result and your protestations, that feedback is not all that valued. Mainly from this thread, but other notable ones, and I hate to bang on about it, but Anet seeming only to move into gear on a certain other issue when the gaming sites got involved, further fuelled by us learning your statement, and intention to change from them a clear hour before we got it from you. To me, the huge delay, and silence here are not made up by this statement, and likely not by its implementation. Thats not to say it is lost forever. But this thread and it’s direction, and Anet’s mostly lack of any response has made me not only respect and trust Anet less, but has made me less hyped for wat else is in development, for fear of another kitten-up like this.

I’d also like to share some level of interest as to the timeframe. Are you saying that Gaile’s purposefully and correctly vague timescale is out the window as well? I’m not of the midn that HoT will be released in that timescale,a nd would be madness to think that. Your post suggests that the trait revamp will come at a similar time to HoT’s release. Considering we’ve been out in the cold, and many are disillusioned after over 9 months of this mess entirely of Anet’s making, do you think it is right now to ask us to wait what could be another 6 months or so of this? Usually I understand timescales can change and it is perhaps dangerous to suggest one prematurely, but here, after so long, but here, it has already been over 9 months. You want us to hang on here on the promise of a much better change, but to paraphrase that great sage of our time, Mr Sirius Black, We did out waiting. 9 months of it. In this silent purgatory. On a personal level I’m entirely disillusioned with the game at the moment. I log in to collect my rewards and thats it. I frankly couldn’t give a rat’s behind about anything about the game at the moment. And a huge part of that is i feel punished for making a lot of alts with this system. I’m just hanging on til hoT, and will give it a go, but not as excited as I otherwise would have been. I haven’t bought gems for quite a while, and I will continue to refuse to support this game while this system remains, despite your seemingly sincere words.

As for our passionate feedback, well, I’m sure we appreciate the words. But it has been this passionate for 9 solid months, and a lot of the feedback on this issue was all stated in the first weeks. We’ve been parroting the issues since. If it’s taken you 9 months of the same arguments to realise a change is needed, i worry for the continued future of the game.

Just to summarize and reassert, Your words are heartening in the detail of a revamp, but even more disconcerting as you suggest a far longer timescale than what we got recently. Ultimately, the change will be welcome, if done right, but it does not by any stretch solve the issues of being devalued as a player and customer that I feel, nor does it ultimately restore my enjoyment of the game, or trust in ANet. In time, that may return, and I will try to give that chance. I still love the game. But at the current moment, I have no sense of happiness or elation here. I don’t feel suddenly valued or that Anet have finally seen the light. 9 months is long enough, and while details are coming, i think one of the first must be how many more months we have to continue to wait.

Divinity’s Reach is home to some top-tier criminal masterminds.
The kind of people who will set an orphanage on fire after locking themselves inside it.

Lets talk about the new Gem conversion [Merged]

in Guild Wars 2 Discussion

Posted by: Zengetsu Heyda.4598

Zengetsu Heyda.4598

I can’t say I’m a fan. While the stated goal of making the conversion tool is easier is true to an extent, it was also not the only goal. The patch introduces some very bad “premium” style psychological manipulation into the game in an attempt to sell more gems and also brings up some concerns with the integrity of the gem market. I’m going to outline some of my concerns here.

1. The gems have to be sold/bought in specific sized batches.

This is further compounded by the fact that there are many things in the game that can be purchased for LESS than the smallest available batch purchase. This is, by now, a well known microtransactional technique that is intended to leave people with small amounts of unusable currency. Because you can no longer choose to sell just a single gem or buy just a single gem, your odds of being left with gems in your wallet is much higher, and the fact that you have some is known to encourage people to buy more. There is 0 reason to set the minimum buy/sell to anything other than one except as a psychological manipulation technique to try to convince your play base to purchase more microcurrency. This is probably my absolute largest concern, as its an early warning sign that the developer is considering unhealthy or manipulative relationships with their player base in order to monetize and is an absolutely massive step back from the old system.

2. How are prices going to be effected?

With the old system, the exchange rate is dictated by single gem price. It was relatively easy for people to buy small amounts of gems and build up to them. It was relatively easy for people to unload any excess gems they had and change it into currency. Now the barrier to entry for the Exchange is much harder. To even buy any gems now requires (at time of posting) a 76 1/2 gold investment. That’s a MASSIVE mark up from the old system to acquire some gems and is yet another attempt to discourage exchange and instead encourage people to buy currency.

On the other side of the market, the fewest amount of gems you can sell are 9 (at time of posting). That once again brings me back to my first point of saying that an alternate goal of this change is to force people to be stuck with some gems that they cannot offload easily. Since those people had been willing to pay before, those leftover gems are a manipulation attempt to get them to try to pay again.

3. Why completely remove the old system?

If the sole purpose was to make things easier, why not add this new interface on top of the old one? It gives players who were confused before a streamlined purchase menu, but doesn’t block out the ability for other users to use the more advanced feature if they wanted to. I can only think it’s because the actual purpose isn’t just streamlining the system (although it serves as a convenient explanation), but to introduce they barrier and psychological techniques outlined in my first two points.

Increased monetization through fairly unpopular (and it could be argued, somewhat unethical) were the actual desired goal of this change. Anything else that came out of it were at best additional goals, or at worst, secondary goals.
——————————————————————————————

I will be interested to see if this actually works in ANet’s favor though with increased gem purchases from whales and driving otherwise free-players to buy gems due to the insanely increased upfront cost to purchase, or whether the increased cost to buy gems with in game currency just results in fewer overall gems sales as demand for them plummets.

Edit:

And for the purpose of being constructive. Here’s what to do if you REALLY want to make it right with the community. Keep the current page, make it the default if you really want to. But add a tab or something along the top that allows players to sell or buy customs amounts of gems. You do that and everyone will be happy as a clam. You get to streamline purchases/sales for confused players (and probably make some extra cash from casual users who don’t know any better, like this seems to be intending!) and advanced players can still easily sell/purchase small gem amounts. No more rioting from the heavy users, everyone wins, although ANet has to accept a slightly more modest chunk of income than the current scheme forces the player base into.

(edited by Zengetsu Heyda.4598)

How a new player feels about today's changes.

in Guild Wars 2 Discussion

Posted by: TheGreyGhost.1835

TheGreyGhost.1835

As stated in the title, I began around 2 weeks ago. I finally had the money to buy GW2 after wanting it since January. I played it for a few days, went off and played Elite: Dangerous, then came back to GW2 a few days ago with a vengeance, having a wonderful time.

My initial experience was marked with some confusion, which is normal for a new player, but also excitement at what GW2 had to offer.

“Oh, I can dodge? Cool!”
“Movement and distancing as important elements in MMO combat? Great!”
“What are weapon skills? Main and off-hand weapons? Oh, I see. Skills for each weapon hand. I get it.”
“I need to use a new weapon type to unlock that weapon’s skills? Makes sense.”
“Area events? Awesome! I even get a nice reward in money, karma, and XP for doing them, too!”
“The A.E.D skill needs 25 skill points? kitten , I only have 7 now. I’ll save up for it, then. I can’t wait till I get it!”
“I can progress through the story at my own pace? Nice! The next part is level 8 and above, but I’m barely level 7. I’m sure I can do it.”
“That was a much harder mission than I anticipated, but I still did it. Barely. I’ll level up more, since the next mission is for levels 9 and above. Let’s explore and see what I find.”
“I’ve found skill challenges, vendors, and interesting areas, characters, and quests! I can play at my own pace! This game is great so far!”

This is the first MMO I’ve played that didn’t horribly gate skills, didn’t lock the story because you weren’t at that exact level, didn’t force you to really do anything a certain way. It gave me freedom to play how I wanted, something sorely lacking in most MMOs, which force you to do things a certain way or unlock things in a certain order. I could unlock almost any skill for the slots I had, even the 25 cost A.E.D for my Engineer. Sure, it’d take a long time to get it, but it’d be worth it in the end.

Already, playing today’s update, I was met with several unwelcome changes. Slot Skill 8, which I’d unlocked just yesterday at around level 10, (I’m now level 12) was now relocked until level 24! All the other skills I was planning on getting soon were locked until I leveled up to an arbitrary level, rather than being a choice I could make at any time. My next story mission was for levels 14 and up. So, I was happily exploring and leveling until I got to that. The missions being spaced out every few levels gave an always just-in-reach goal to achieve, before the next mission which set the bar even higher for you to reach for. It was great.

Now, I can’t get back to the previously level 14 mission I had access to as late as yesterday morning until I get to level 20? What the hell is this! That constant drive for success, and the feeling of connection that the story and world quests combined to give has been skewed to all hell. I tried playing again today, but these changes changed the parts of the game I liked the most, the freedom of progression at your own pace.

Arenanet, these changes claim to help new players. As a very new player myself, these changes changed the parts of the game I liked the most, and confused me with changes to weapon and slot skills that already made sense.

I hate to say it, but I feel a little cheated. The game I liked has changed, and most certainly not for the better. I hope this helps convince you to genuinely reconsider the changes you made in the context of the game and new players.

Are you making changes that really help new players? Are you truly making it a better player experience? So far, I would say to both of these, no, Arenanet, you haven’t. GW2 is the first truly fun MMO I’ve played in some time. Don’t break it like this, Arenanet. Please.

How a new player feels about today's changes.

in Guild Wars 2 Discussion

Posted by: Sokia.3710

Sokia.3710

As stated in the title, I began around 2 weeks ago

I feel sorry for you. You got ripped by Arenanet. This game used to have so much going for it. Leveling was better even before the trait revamp (which you never experienced) because you didn’t have to wait until high levels to get traits. You could use ANY utility skill at level 5 as long as you had enough skill points to learn it. You could use ANY healing skill at any level as long as you had enough skill points to learn it. You could even be using A.E.D. by level 2 if you farmed for skill scrolls on a different character. Although, for a completely new character, it would be nearly impossible to get 25 skill points at extremely low levels.

You never experienced the best parts of this game, and you barely even had time to experience the good parts. You deserve a refund.

2nd Bday is closing, and we get...

in Guild Wars 2 Discussion

Posted by: ProtoGunner.4953

ProtoGunner.4953

The 1st birthday gifts were very underwhelming. I ended up with 9 Queen Jennahs etc. What were they thinking? After the good feedback from GW1 where you got a chance of many different minis, why did they change this?

I hope they will alter the rewards this time around.

‘would have/would’ve been’ —> correct
‘would of been’ —> wrong

2nd Bday is closing, and we get...

in Guild Wars 2 Discussion

Posted by: squallaus.8321

squallaus.8321

can we please make the GW2 keyboard available for purchase again ?

GW1 players how do you feel?

in Guild Wars 2 Discussion

Posted by: Vaatlaw.7530

Vaatlaw.7530

Guild Wars was by far a better story and made you feel more connected with the way it was setup, everyone knows that!

GW2’s combat is better, its skill system is incredibly lack luster and poor compared to GW as well as its story.

The whole point of the LS is to make us feel connected to the story, but you feel more disconnected than ever. Theres no character building outside of the 5 heroes representing each Race… and thats terrible!

Like you said, the writing is poor. I will always remember GuildWars till the day I die. Cant say the same for GW2

Is endgame being developed, or what?

in Guild Wars 2 Discussion

Posted by: Anmida.4058

Anmida.4058

We have reached the point where we are trying to complain about grinding in MMORPGs.

Next, let’s play a Halo game and complain about too much shooting.

Is endgame being developed, or what?

in Guild Wars 2 Discussion

Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

I guess you can grind if you feel the need, or you can not grind. I don’t. Some do. I enjoy it when I get nice drops. Occasionally, I will craft something. I’m just not the type of person that goes looking/farming/grinding for things. They come to me when they will. And, as such, are all the sweeter. =)

Dragon's Reach Part 1 Bugged

in Bugs: Game, Forum, Website

Posted by: Nawatl.2609

Nawatl.2609

Second even “The legions need Mordrem samples to study.” is broken

[Feedback Thread] New Crown Pavilion First Impression [merged]

in Festival of the Four Winds

Posted by: panzer.6034

panzer.6034

I swear, the most common complaint I must hear from the GW2 community is “I’m mad that ArenaNet removed this stupidly exploitative farming method”. Why do people keep expecting them to stay?

Why would people expect players to play an MMO without drops?

Game Update Notes – May 20, 2014

in Game Release Notes

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

May 20 Content Release Notes
LIVING WORLD
Festival of the Four Winds
Scarlet Briar’s attack devastated Lion’s Arch, but Tyria’s best and brightest are rallying to support the stricken city. The Zephyrites and Queen Jennah will both offer their finest festival amusements to boost morale and offer support. Visit Labyrinthine Cliffs and experience the rush of Aspect movement skills, take part in the Sanctum Sprint, or enjoy one of the brand-new events; then take a hot-air balloon to Divinity’s Reach and enjoy the reopened Crown Pavilion, including a new version of the Queen’s Gauntlet, the Boss Blitz.
Join Braham, Rox, Marjory, Kasmeer, Taimi, and Scruffy as they enjoy the festivities and usher in the return of Lion’s Arch services!
Story
The Zephyrites have returned to Labyrinthine Cliffs in their large-sailed flying ships to support Lion’s Arch in its time of need. Although Lion’s Arch suffered a devastating blow as a result of Scarlet’s nefarious plans, Captain Ellen Kiel of the Captain’s Council is grateful to see the Zephyrites return with their generous offer of materials and moral support. And to help reinvigorate trade and provide some joy to its citizens, the Zephyrite Master of Peace and Queen Jennah of Kryta are hosting a festival to honor Lion’s Arch. Join Kiel and the adventuring group of Rox, Braham, Marjory, Kasmeer, and Taimi in Lion’s Arch at the Claw Island Portage Waypoint to meet the Zephyrite leader and kick off the start of the festival.
Labyrinthine Cliffs
Players can travel to Labyrinthine Cliffs to partake in all of the fun and excitement of the festival by speaking to the transport facilitator in Lion’s Arch, or by hopping in a hot-air balloon in Divinity’s Reach. Once there, players will find the exhilarating Aspect movement skills perfected by the Zephyrites, enabling them to dash, leap, and tether to all corners of the map.

  • The Zephyrites and the strange denizens of the bazaar have not been idle since the last time the Zephyr Sanctum was docked. Players can participate in an all-new scavenger hunt for sky crystals, with new, harder-to-access locations.
  • Two of the locals, Barkeep Ixcic and Trader Owens, have also put together two brand-new events designed to delight the entire bazaar!
  • Players can participate in the Sanctum Sprint, a competitive race of up to 12 participants, where they’ll need to use Wind, Sun, and Lightning movement skills to complete the course.
  • Players interested in the competitive use of the Zephyrite fighting skills can join the Aspect Arena PvP activity.

The Crown Pavilion
The Crown Pavilion in the human city of Divinity’s Reach has once again opened its gates. Join the golem Heal-o-Tron in assisting the city of Lion’s Arch. Donate enough money and he’ll kick off the all-new Boss Blitz in the trenches of the Pavilion. The champions are back and have learned a whole new set of skills. The faster players can slay the mighty champions, the greater the rewards. But beware! The champions are sharing the secrets of their training with each other. As each one is defeated, others increase their power!
The Queen’s Gauntlet
Enter the Queen’s Gauntlet to battle mighty representations of humanity’s most vicious enemies.

  • Face increasingly difficult challenges in single combat against a variety of unique bosses.
  • Take a risk with special gambit conditions to earn even more prestigious rewards.
  • Each entry and gambit costs 1 Queen’s Gauntlet Entrance Ticket.
  • Earn a new title for defeating Liadri: “The Blazing Light”.

Lion’s Arch
Some of the Captain’s Council still oversee the refugee camps at the Vigil Keep, Durmand Priory, and Stormbluff Isle, while the rest have returned to Lion’s Arch. As a result, most of the services that were previously relocated at the Vigil Keep have returned to Lion’s Arch, and the balloons of Kryta that connected the refugee camps have departed. Several access services have also relocated.

  • Coriolis Plaza, in the Eastern Ward, is the new home to the asura gates connecting all the major cities of Tyria.
  • Asura gate connections to the Mists have been reestablished at Fort Marriner.
  • The Consortium operations have moved to Postern Ward, including access to Fractals of the Mists and Southsun Cove.
  • A new rope bridge helps connect the Eastern Ward to Postern Ward and its recently added portal to Lornar’s Pass.

Merchants have also returned to Lion’s Arch, creating new locations from which to sell their goods.

  • Players can find that the bank and trading post have reestablished their services at the Canal Ward, flanking the exit to Gendarran Fields.
    • These commerce services have set up additional outlets for banking and trading at Fort Marriner as well as at the Eastern and Western Wards.
  • Crafting disciplines, along with the Mystic Forge, have been relocated to the Western Ward.
    • Fort Marriner and Postern Ward also have crafting services.
  • Guild services can be found at the Trader’s Forum.
  • The activities director can be found at the Grand Piazza.

Returning citizens and visitors are advised to take care among the wreckage of the Breachmaker, whose debris is embedded throughout the city and beneath the waters of Sanctum Harbor.
Rewards

  • Participating in festival content will earn players festival tokens, which can be spent at the festival reward vendor in the Labyrinthine Cliffs for a wide array of returning rewards from the first season of Living World content.
    • Examples include the Hot Air Balloon Souvenir from Queen’s Jubilee, the Gift of Candy Corn from Blood and Madness, and the Fervid Censer from the Secret of Southsun.
  • All activities and events in Labyrinthine Cliffs and the Crown Pavilion have a rare chance of dropping a Favor of the Bazaar or Favor of the Pavilion, respectively. Combining one of each will yield a Favor of the Festival, which can be used to purchase two new rewards—a Mini Panda or an Endless Dolyak Calf Tonic—from the reward vendor. Alternately, a Favor of the Festival can be used to purchase one of the returning Sovereign weapon skins from a vendor in the Crown Pavilion.
  • The Zephyr Sanctum Supply Box traders have returned, once again giving players the opportunity to obtain quartz and recipes for Celestial armor in Labyrinthine Cliffs. The boxes now also have a chance to contain a set of rare returning rewards from season one, such as an Air-Filtration Device from the Nightmares Within or a Wind Catcher Skin from the original Bazaar of the Four Winds.
  • Standing with the supply box traders near the docks in the Labyrinthine Cliffs is an asuran merchant who accepts spare piles of Blade Shards in exchange for Equipment Bags, each containing a piece of masterwork or better gear.
  • Participating in festival content will also earn players Queen’s Gauntlet Entrance Tickets, which can also be purchased in the Crown Pavilion. Winning fights in the Queen’s Gauntlet will award players with Gauntlet Chances, which have a rare chance to drop a further set of rare returning rewards, such as a monocle from the Sky Pirates of Tyria. Furthermore, Gauntlet Chances have a very rare chance to drop a recipe for crafting the new Chaos of Lyssa ascended back piece.

Achievements

  • Completing the Festival of the Four Winds meta-achievement will yield a bounty of festival tokens, as well as a single guaranteed Favor of the Festival for players to spend as they please.
  • Players who didn’t complete the Queen’s Gauntlet achievements from the original Queen’s Jubilee release have another chance to do so.
    • Those champions who can best the epic final fight of the gauntlet will also be rewarded with a new title: “The Blazing Light.”
  • The Festival of the Four Winds achievement Aspect Arena Regular is returning with previous progress saved and five new achievement points added.
  • Added two more achievements to the daily achievement category.

BALANCE, BUG-FIXING, POLISH
General

  • The in-game clock’s server time feature is now displayed in UTC time and is now much more accurate to the server’s actual time. Daily resets will now occur at midnight as it appears when the clock is set to server time.
  • Guild “Last Online” times will no longer display as over 100 years ago if the system clock is behind the server.
  • Flame Legion Blademaster:
    • Shield Bash: Fixed an animation bug that caused NPCs using this skill to slide about awkwardly.
  • Blast Finisher:
    • Area Healing: Increased the culling priority on this combo’s effect. Reduced the size of the wave effect by 25%.
  • Waterfalls everywhere have undergone audio redesign.
  • Added messaging to clarify when PvP reward tracks were getting capped.
  • Fixed a bug that was causing the Delete button in the Mail UI to show up as “Delet.”
  • Fixed a bug that was causing party members’ blue location dots to persist after they log out.
  • Precision Adept Trait 5: This trait has been moved from Bloodtide Coast map completion to the defeat of Sharky the Destroyer in Arca Lake of the Harathi Hinterlands.
  • Precision Adept Trait 6: This trait has been moved from Fireheart Rise map completion to the defeat of Captain Jayne in the Brigantine Isles of Gendarran Fields.
  • Toughness Adept Trait 6: This trait has been moved from Iron Marches map completion to the defeat of the giant blood ooze in the Challdar Gorges of Bloodtide Coast.
  • Vitality Adept Trait 5: This trait has been moved from Timberline Falls map completion to the defeat of Gargantula, the spider broodmother in the Wynchona Woods of Harathi Hinterlands.
  • Vitality Adept Trait 6: This trait has been moved from Mount Maelstrom map completion to the defeat of the krait witch of Nonmoa Lake in Timberline Falls.
  • Profession Adept Trait 5: This trait has been moved from Sparkfly Fen map completion to the defeat of the Champion Ice Wurm at Venison Pass in Lornar’s Pass.
  • Profession Adept Trait 6: This trait has been moved from Frostgorge Sound map completion to the defeat of Lord Ignius the Eternal of Lornar’s Pass.
  • Profession Adept Trait 13: This trait is now awarded upon preventing the statue of Lyssa from being retaken by the Risen, as well as defeating the corrupted high priestess of Lyssa.
  • Skill description damage indicators are now much more accurate for damage influenced by all types of owned minions.
  • Gadgets can no longer be the target of stealth.
  • Stability: Updated the description to include “pull” in the list of things that are ignored.
  • The Great Jungle Wurm in Caledon Forest no longer does full damage to itself from reflected projectile attacks. A certain number of the projectiles are no longer reflectable.
  • Fixed an issue that prevented new enemies from spawning at the Renown Heart to “Kill the ghostly spiders and shadow fiends attacking loggers” in Iron Marches.
  • Fixed several issues in the event chain regarding the necromancer, Bria, in Iron Marches.

Guild Content
Guild Challenge Success and Reward Sharing

  • Guild Challenge success and rewards functionality has been brought in-line with other mission types.
    • Mission rewards are no longer limited to the triggering guild. All participants with the mission active will receive commendation rewards upon success.
    • Upon success, participants from non-triggering guilds with the mission active will be prompted with the option of accepting mission success. This prompt is currently limited to guild members with “Mission Control” permissions.
  • Fixed an exploit that allowed players to log into the treasure room of Angvar’s Trove.

Events
Champion Event Conversion on Starter Maps
Many champion events in the starter maps have been converted into veterans. This change is being made to ensure new players focus on learning the core game experience. The following events are affected:

  • Plains of Ashford
    • Defeat the Flame Legion Shaman.
    • Defeat the Ascalonian soldier, Ivor Trueshot.
    • Defeat the Ascalonian soldier, Armsman Pitney.
    • Defeat the Ascalonian soldier, Farrah Cappo.
    • Defeat the Ascalonian soldier, Horace.
    • Defeat the disturbed shade of Grazden the Protector.
  • Caledon Forest
    • Locate and kill the transformed krait witch.
    • Defeat the Risen monstrosity.
    • Defeat the krait neoss that’s strengthening Slaver’s Deeps.
    • Defeat the jungle troll champion.
  • Metrica Province
    • Defeat the giant ooze at Doctor Bleent’s camp.
    • Defeat the Imbued Mark I Golem.
    • Defeat the enlarged Inquest agent.
    • Defeat the champion spider queen near the Muridian Uplands.
    • Defeat the champion troll near the Luminates Plant.
  • Queensdale
    • Destroy the wasp queen.
    • Eliminate the bandit lieutenant.
    • Slay the enraged champion cave troll.
    • Hunt and slay the giant boar.
    • Liberate Shaemoor Garrison. (Removed a champion Tamini chieftain that spawned at certain scaling.)
    • (Converted the elite forest spider in the Queen’s Forest to veteran.)
  • Wayfarer Foothills
    • Kill the dredge commissar overseeing the mine.
    • Kill the Son of Svanir and his corrupted wolf pack.

Dungeons
Fractals of the Mists
Underground Facility Fractal
Based on the recent Collaborative Development Initiative (CDI), we’ve revisited the dredge factory fractal with intent to improve the overall experience. Too many dredge at high scales caused the play experience of this fractal to suffer both in terms of length and difficulty. With these two things in mind, we’ve redesigned a few core encounters in the instance to ease the burden of these symptoms.

  • Pressure Plates
    • Removed scaling spawns. A set number of dredge will now spawn at each key location in this puzzle regardless of scale.
  • Bomb Path
    • Removed scaling spawns.
    • Introduced a stealth mechanic: All players, regardless of profession, will now be able to acquire stealth to complete this puzzle. Beware the dredge security countermeasures!
  • Turret Path
    • Removed scaling spawns.
    • Turrets will now fire in set patterns to discourage pesky players from progressing further into the facility.
  • Rabsovich Encounter
    • Removed additional spawns as a requirement for completion of the event.
    • Reduced Rabsovich’s health by 15%.
    • Rabsovich now appropriately telegraphs his shock wave attack.

Dungeon General

  • Adjusted the drop rates for ascended weapon and armor boxes in higher-level fractals; drop rates now scale better with each fractal level.
  • Fixed a bug that allowed players to damage the Thaumanova Anomaly from below its platform.
  • Fixed a bug that allowed players to engage Bloomhunger from a spot that the boss could not see.
  • Fixed a bug that allowed players to attack Rabsovich without taking damage.
  • Fixed a bug in which some krait would block player progress by pathing outside the map and becoming unreachable.
  • Fixed a bug in which players could avoid combat by standing on certain terrain in the Ascalon fractal.

Items

  • The ascended back piece Light of Dwayna can now be infused in the Mystic Forge.
  • The ascended back piece Shadow of Grenth can now be infused in the Mystic Forge.
  • Lunaria, Circle of the Moon (Infused): Increased the stats by 2 to match the stats of the non-infused version.
  • Solaria, Circle of the Sun (Infused): Increased the stats by 2 to match the stats of the non-infused version.
  • Sigil of Fire: Increased the culling priority on this sigil’s effect. Reduced the size of the flame effect by 20%. Fixed a bug that caused the size of the flame to rapidly scale up with monster size.
  • Sigil of Water: Fixed a bug in which the superior and major versions of this sigil had a longer cooldown than intended. Fixed a bug that caused this sigil’s effect to be centered around the player with an incorrect radius, rather than around the target.
  • Rune of Balthazar: Fixed a bug on the 6-piece bonus that caused the burning effect to go through blocks and evades.
  • Major Rune of Scavenging: Fixed a bug that caused the 3-piece bonus for this rune to grant 50 condition damage instead of 30.
  • Major Rune of the Afflicted: Fixed a bug that caused the 3-piece bonus for this rune to grant 50 condition damage instead of 30.
  • Major Rune of the Privateer: Fixed a bug that caused the 3-piece bonus for this rune to grant 39 power instead of 30.
  • Major Rune of the Mad King: Fixed a bug that caused the 3-piece bonus for this rune to grant 35 power instead of 30.
  • Accessories no longer show stat suffixes.
  • Sigils: Duration-increase sigils now have their full benefit when starting a PvP match, rather than needing to weapon swap to receive the bonus.
  • Exotic dungeon-reward weapons and armor are now account bound on acquire and soulbound on use. This does not affect any weapons and armor players currently have, only newly created items.
  • The legendary greatsword Eternity:
    • Added a new projectile replacement effect.
    • Added new weapon-drawing effects.
    • Enhanced the footfall effects.
    • Enhanced the drawn-state effects to further distinguish it from the legendary greatswords Sunrise and Twilight.

Profession Skills
Human

  • Avatar of Melandru—Oakheart Swipe: Added a skill fact for number of targets.

Elementalist

  • Added a skill fact for number of targets for skills that strike more than one enemy. (Underwater skills not included in this update.)
  • Phoenix: Fixed a bug that caused this skill to occasionally hit a target multiple times when a large group of enemies were stacked together.
  • Evasive Arcana: Fixed a bug that prevented this trait from working under water.
  • Vigorous Scepter: Added a combat only skill fact.
  • Evasive Arcana: Added a combat only skill fact.
  • Arcane Abatement:
    • Healing Wave: Renamed the water skill for this trait to Cleansing Wave for consistency.
    • Cleansing Wave: Fixed a bug that prevented this skill’s visual effect from playing.
  • Rock Barrier: Updated the skill description and buff description to clarify that this skill no longer uses rock charges.
  • Rock Barrier—Hurl: This skill no longer triggers full recharge for Rock Barrier when the last rock is fired. Instead, the skill begins its recharge when the skill begins.
  • Magnetic Aura: Added a protection skill fact when traited with Elemental Shielding. Added fury and swiftness skill facts when traited with Zephyr’s Boon.
  • Frost Armor: Added a protection skill fact when traited with Elemental Shielding. Added fury and swiftness skill facts when traited with Zephyr’s Boon.
  • Fiery Greatsword:
    • Fiery Rush: Updated the damage skill fact to display a more accurate estimate of the damage dealt.
  • Arcane Wave: Added a skill fact for number targets: 5.
  • Arcane Shield:
    • Added a skill fact for number of targets: 5.
    • Changed the radius skill fact to an explosion radius skill fact.
    • The explosion portion of this skill is now referred to as Arcane Shield, rather than Arcane Wave.
  • Meteor Shower: Added a toughness increase skill fact when traited with Obsidian Focus.
  • Cone of Cold: Added a toughness increase skill fact when traited with Obsidian Focus.
  • Stone Shards: Added a toughness increase skill fact when traited with Obsidian Focus. Fixed a bug that prevented Zephyr’s Focus from working with this trait.
  • Cleansing Fire: Added skill facts for conditions removed (3) and number of targets (5).
  • Glyph of Renewal: Fixed an issue that caused this skill to be ground targeted while under water. This skill now revives allies in an area around the player when cast under water. (Exact effect depends on current elemental attunement.)
  • Conjure Earth Shield: Fixed an issue in which the conjured shield wouldn’t appear at the targeted location, but at a random offset instead.
  • Tempest Defense: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Fire Shield: Fixed a bug that caused this skill to apply the fire aura in a smaller radius than expected when traited with Powerful Aura.
  • Soothing Mist: Changed the description to clarify that it also affects allies.
  • Powerful Aura: Updated the description of this trait to clarify that the shared auras only apply when the source is a weapon skill.
  • Added a skill fact for number of targets to all elementalist skills that affect multiple targets but were missing them.
  • Magma Orb: Added an explosion damage skill fact.
  • Tidal Wave: Removed an erroneous wave damage skill fact.
  • Sunspot: Fixed a bug that caused the damage skill fact for this trait to be inaccurate.
  • Electric Discharge: Fixed a bug that caused the damage skill fact for this trait to be inaccurate.

Engineer

  • Turrets: Fixed a bug that caused turrets to display incorrect damage facts.
  • Inertial Converter: Added a recharge trait fact.
  • Poison Grenade: Added an unblockable skill fact.
  • Grenade Barrage: Fixed a bug that caused the skill fact for the untraited version of this skill to display an incorrect explosion radius.
  • Toss Elixir U: Added a duration skill fact. Fixed a bug that prevented this toolbelt skill from activating Static Discharge.
  • Elixir Gun—Fumigate:
    • Fixed a bug that caused this skill to hit 8 times instead of 5 when under water.
    • This skill now functions correctly with Deadly Mixture.
    • Fixed the skill fact so that it is now accurate when traited with Deadly Mixture. (This previously indicated 10 times the intended damage.)
  • Bunker Down: Fixed a bug that caused the damage skill fact to scale incorrectly when Explosive Powder was traited.
  • Shrapnel Grenade: Fixed a bug that caused the skill facts to behave oddly when the Grenadier and Shrapnel traits were equipped.
  • Rifled Turret Barrels: Fixed a bug that caused several turrets to lose the extra range granted by this trait when reverting to their basic attacks after an overcharge.
  • Flame Turret: Fixed a bug that caused the attack range skill fact for this turret to be incorrect when Deployable Turrets was traited.
  • Net Turret: Fixed a bug that caused the attack range skill fact for this turret to be incorrect when Deployable Turrets and Rifled Turret Barrels were traited.
  • Elixir X: Updated the skill facts.
    • Plague (Underwater): Fixed the incorrect duration value.
    • All transforms: These skill facts now properly update when traited with Potent Elixirs.
  • Autodefense Bomb Dispenser: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Blowtorch: This skill now lists the maximum number of targets that it hits.
  • Booby Trap: This skill now functions with the Steel-Packed Powder and Shrapnel traits.
  • Floating Mine: This skill now functions with the Steel-Packed Powder and Shrapnel traits.
  • Detonate Rifle Turret: Fixed this skill’s damage skill fact when Explosive Powder is traited.
  • Box of Nails: The visual effect of this skill now only lasts for 4 seconds to match the actual damage effects of the skill.
  • Shrapnel Grenade: Increased the culling priority on the explosion effect. Reduced the size of the explosion effect by 20%.
  • Flash Grenade: Increased the culling priority on the explosion effect.
  • Freeze Grenade: Increased the culling priority on the explosion effect.
  • Scatter Mines: Fixed a bug that prevented this skill from benefitting from the Shrapnel trait. Fixed a bug that prevented this skill from benefitting from the Steel-Packed Powder trait and the Forceful Explosives trait.
  • Static Discharge: Fixed a bug that caused the damage skill fact for this trait to be inaccurate.

Guardian

  • Added a skill fact for number of targets for skills that strike more than one enemy.
  • Tome of Wrath—Smiter’s Boon: Rescaled the size of the targeting icon to match the area the skill affects. Fixed a bug that caused the skill to grant boons to a wider angle than intended.
  • Tome of Courage—Protective Spirit: Rescaled the size of the targeting icon to match the area the skill affects. Fixed a bug that caused the skill to grant boons to a wider angle than intended.
  • Battle Presence: Fixed a bug that caused this trait to only work on allied guardians 50% of the time.
  • Signet of Mercy: Fixed an issue that caused this skill to be ground targeted while under water. This skill can now revive an ally in an area around the player (radius of 240) while under water.
  • Retaliatory Subconscious: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Signet of Resolve: Updated the description and skill facts to be more clear. Skill facts will now update when Perfect Inscriptions traited.
  • Healing Breeze: Added a skill fact to display the amount that it heals per pulse to allies.
  • Added a number of targets skill fact to all AoE guardian skills that were missing them.
  • Mighty Blow: Increased the culling priority on the impact effect. Reduced the size of the impact effect by 10%.
  • Zealot’s Defense: Updated the description of this skill to clarify that it doesn’t block projectiles, but rather destroys them.

Mesmer

  • Added a skill fact for number of targets for skills that strike more than one enemy.
  • Time Warp: Added a skill fact for number of targets: 5. Added a skill fact for pulses: 11.
  • Mass Invisibility: Added a skill fact for number of targets: 10.
  • Mantra of Recovery: Added a description to the Power Return buff granted by this skill.
  • Phantasmal Mage: Fixed an incorrect number of bounces skill fact. This skill bounces 2 times (hits 3 targets).
  • Phantasmal Disenchanter:
    • Fixed an incorrect number of bounces skill fact. This skill bounces 4 times (hits 5 targets).
    • Fixed a bug that caused this skill to fail to hit its fifth target.
    • Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Magic Bullet: Updated the skill facts.
    • Added a skill fact for number of bounces: 2.
    • Updated the skill facts to show increased bounces when traited with Illusionary Elasticity.
    • Added a skill fact to show the confusion duration on the fourth target when traited.
  • Mirror of Anguish: Updated the description of this trait to indicate “pull” in the list of triggers. Fixed a bug that prevented this trait from working under water.
  • Phantasmal Swordsman: Updated the skill facts to have the appropriate damage indicator. (Separate from the general fix to minion skill damage.)
  • Illusionary Mariner: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Illusionary Whaler: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Phantasmal Duelist: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Phantasmal Rogue: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Phantasmal Defender: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Illusionary Riposte: Changed the blocking skill fact and the buff gained while blocking to display the correct duration.
  • Chaos Armor: Increased the culling priority on this effect.
  • Far-Reaching Manipulations: Fixed a bug that caused this trait to reduce the cooldown of Arcane Thievery by 5 seconds.

Necromancer

  • Added a skill fact for number of targets for skills that strike more than one enemy.
  • Spectral Wall: Added an unblockable skill fact.
  • Reaper’s Protection: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Signet of Undeath: Fixed an issue that caused this skill to be ground targeted while under water. This skill now revives allies in an area around the player (240 radius) while under water.
  • Reaper’s Touch: Corrected the skill fact to indicate that this skill has 4 bounces (5 hits).
  • Wicked Spiral: Updated the skill fact to show that this skill hits 6 times in succession.
  • Life Leech: Updated the skill fact to show that this skill hits 20 times in succession.
  • Well of Blood: Fixed a bug that caused an unusual blue visual effect to occur on the necromancer after casting this spell.
  • Summon Blood Fiend: Fixed a bug that caused an unusual blue visual effect to occur on the necromancer after casting this spell.
  • Death Perception: Fixed a bug that prevented this trait from updating the critical chance display in the Hero panel.
  • Reaper’s Mark: Updated the fear duration on the skill fact to accurately reflect the boost from Master of Terror.
  • Summon Flesh Golem: Updated the damage skill facts to scale with Training of the Master.
  • Charge: Updated the damage skill facts to scale with Training of the Master.
  • Life Blast (Underwater): Enabled Dhuumfire with this skill. Added a healing skill fact when traited with Renewing Blast.
  • Reaper’s Touch: Fixed a bug that caused this skill to have a larger bounce range than intended when the necromancer did not have the Spiteful Talisman trait.
  • Well of Suffering: Fixed a bug that caused the kills from this skill to count towards the Sword Master achievement.

Ranger

  • Signet of the Hunt: Reduced the duration of the Attack of Opportunity buff to 30 seconds to match the skill’s recharge.
  • Shared Anguish: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Hide in Plain Sight: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Malicious Training: Pet condition skills will now have a blue tint to indicate when this trait is equipped. The pet still needs to be in combat in order to receive bonus condition duration.
  • Signet of Renewal: The active buff of this skill will now have the correct icon and description.
  • Entangle: Fixed a bug that prevented this skill from working with Survival of the Fittest.
  • Spirit of Nature: Updated the interval skill fact from 3 to 1.
  • Companion’s Defense: Added a combat only skill fact.

Ranger Pets

  • Ranger pet special (F2) skills are now significantly more responsive.
  • Blue Jellyfish—Chilling Whirl: Fixed a bug with the damage and chill facts to display the proper amounts. Added a number of targets skill fact.
  • Rainbow Jellyfish—Chilling Whirl: Fixed a bug with the damage and chill facts to display the proper amounts. Added a number of targets skill fact.

Thief

  • Resilience of Shadows: Fixed a bug that caused this trait to display the trait facts for Venomous Aura.
  • Shadow Shot: Updated the description to specify that only the first part of the attack is unblockable.
  • Hard to Catch: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Concealed Defeat: Added an unblockable skill fact.
  • Smoke Screen: Added an unblockable skill fact.
  • Nine-Tailed Strike: Decreased the initial multi-hit strike damage by 38% to match the intended skill fact numbers. Increased the final strike damage by 100%.

Warrior

  • Signet of Stamina: Added a passive endurance regeneration skill fact and a conditions removed skill fact.
  • Signet of Rage: Added a passive adrenaline skill fact.
  • Dolyak Signet: Added a passive toughness skill fact.
  • Deep Strike: Fixed a bug that caused this trait to grant players the bonus from Signet of Might when they had Healing Signet equipped.
  • Flurry: Updated the skill fact on the level 3 adrenaline skill to display the proper number of hits.
  • Last Stand: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Mariner’s Frenzy: Updated the skill fact to better indicate the actual damage dealt at the end of the skill.
  • Tremor: Added a number of targets skill fact.
  • Heightened Focus: The bonus critical chance provided from this trait will now correctly display on the Hero panel.

World vs. World

  • Fixed a bug in which Ballista Mastery V wasn’t working while operating a superior ballista.
  • Updated the text for WvW-related daily achievements.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • New Phoenix weapon skins are available at the Black Lion Weapons Specialist for the introductory price of 1 Black Lion Weapon Ticket for the next four weeks. Black Lion Weapon Tickets can be found in Black Lion Chests.
  • Three new faces have been added for every race and gender and are available exclusively in Total Makeover Kits that can be purchased for 350 gems from the Services category of the Gem Store.
  • The Bazaar Quaggan Mini Pack has returned for a limited time. Poowulpi the Persnicketous, Peggellegg the “Pirate”, and Kookoochoo the Incredulous can be purchased for the total price of 500 gems in the Toys category.
  • This week only, a cute Mini Piglet is available in the Toys category for 400 gems.

Improvements

  • Kill streak boosts have been redesigned (and had their icon changed). The boost now lasts for one hour and adds kill streak bonuses separately. Kill streaks last 60 seconds from the most recent kill and stacks 10% bonus experience (up to a maximum of 100% bonus experience). Kill streaks can be restarted as often as necessary within the hour.
  • Transmutation Crystals in the player’s inventory can now be double-clicked in groups of 25 and 5 to speed up placing them in the wallet.
  • Spider Tonics—Costume Brawl: The Web skill description has been corrected to indicate cripple instead of knockdown. The target ring has been reduced in size as the skill does not have an AoE component.
  • Trait NPCs in the Havoc’s Heir airship and the Royal Terrace will now sell trait books.

Permanent Mail Message Suppression

in Bugs: Game, Forum, Website

Posted by: lynspottery.6529

lynspottery.6529

Perhaps a possible fix would be to have a special mail to option within the guild box. This game seems very short on guild tools.

Perhaps this particular problem could be more easily solved if you could use the guild setup to send messages/mail globally to those members you check as selected?

Just a thought.

Updates to the Forum +1 System

in News and Announcements

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

Greetings,

If you read or post on our official forums, you may have noticed the +1 button next to each post. Recently, we have updated this system with more features and visibility for you, the players. You can find the full forum update notes here. This post is to familiarize you all with the new features in our +1 system and how they affect you.

Added a link to user profile pages which shows posts that a user has +1’d, ordered such that top-most is the most recent

Added a link to user profiles to show highly rated posts ordered descending by score

When visiting a user’s profile page, you can view all posts that user has +1’d starting with the most recent, or see all of their own posts that have been +1’d by others sorted descending by score.

Both of these options are opt-in, because we respect your privacy and don’t want to force you into sharing information you are not comfortable with sharing. As such, you may not see these links in other user profile pages immediately. You will always see these links on your own page, regardless of your settings.

To allow others to view these pages on your own profile, click on your display name in the upper right of the forum, then on the following page, click “Edit Profile”, check the last two boxes and click “Save changes”.

Popularity is divided between popular and very popular as well as per-thread and forum-wide

What this means is that there are two levels of popularity, categorized “popular” and “very popular”. Currently these are indicated by a thumbs-up icon that appears next to the +1 button. If a post is very popular, the thumbs-up earns a star that appears within said icon.
Our future plans include updating these indicators to something more visually striking. Until then, this is how you will know if a post has achieved popular status.

There are also two levels in which posts are gauged for popularity, on a per-thread basis and forum-wide. Forum-wide popularity takes into account +1s from within a set time period across the forum. Per-thread popularity takes into account all +1s in a thread. Visually, a forum-wide popular post will have a red underline beneath the thumbs-up icon.

Over the next few weeks, we will monitor thresholds against post-scores and make adjustments as we see is necessary to ensure accurate display of popularity indicators. Going forward, if you read a post and like it, press that +1 button. It’s how you let us, and other players, know that you liked what you read.

(edited by Mark Katzbach.9084)

Change in Private Message Limitations

in News and Announcements

Posted by: Mark Katzbach

Mark Katzbach

Content Marketing Manager

Next

As some of you may be aware, we have recently had a rash of gold sellers spamming your forum inboxes. In an effort to halt this activity, we will be implementing new limitations on private messaging. From this point onward, players will have to wait 72 hours from their first forum login before they are able to send a private message on the forums.

We have blocked all the accounts involved and this new limitation will prevent gold sellers from abusing our forum systems in the future.

Thank you for your understanding.

Why I don't play a game I loved

in Guild Wars 2 Discussion

Posted by: Mahaedros.7085

Mahaedros.7085

Have you tried Skyrim?

Jokes aside, you’re asking for solo content in a massively multiplayer online game.

Ya OP- it’s massively multiplayer, so you and 4 others go run fractals over and over

Massive

The only thing necessary for the triumph of evil is for good men to do nothing – Edmund Burke

Rare Crafting Material Storage

in Suggestions

Posted by: Counciler.7438

Counciler.7438

Simple addition that would perhaps be fitting. Storage for Rare crafting materials such as corrupted orbs, or crystal shards.

How to Kill RMT and Hinder Botting (reasonably)

in Suggestions

Posted by: tom.7468

tom.7468

If they remove mail system i quit in my opinion removing trading was a infantile and hypocrite move to begin with.

Please return to Split PVE & PVP Skill Design

in Suggestions

Posted by: Joiry.2504

Joiry.2504

Agreed!

I’m honestly not sure why this wasn’t included on day one, considering it was not only successful in GW, but it was also very desired by the community.

It basically tosses PvE v. PvP balance tension right out the window.

I’m sure we would all love an official statement on why this was not added, and if it is ever going to be added or not.

Only reasons I can think of is that they were either lazy on the skill implementations or rushing to get the game released sooner. That feature should definitely be in.

I believe it was actually an intentional design decision. I don’t recall were exactly, but Anet stated this in some article/interview/blog before the game’s release (before the BWEs too, I think).

If I recall, the reasoning was that what players learn in PvE should apply to PvP. That you shouldn’t have to learn two different styles of fighting with the same setup of weapons and skills.

Personally, I disagree – I think this is a near impossible goal unless the AI is as good as at least above average players. Anet has this hubris about certain design aspects to the game, and they’ve convinced themselves they can solve the PvE/PvP dichotomy with enough “iteration”. Maybe somewhere in the vast multi-variable space of solutions it exists, but I doubt it.

In the meantime its just going to drive players away to have their gameplay effected by a fundamentally different part of the game getting re-balanced.

(edited by Joiry.2504)

Please return to Split PVE & PVP Skill Design

in Suggestions

Posted by: lothefallen.7081

lothefallen.7081

I don’t think it’s feasible to balance the skills with the whole of the game in mind, they definitely need to segment it so that players get a better, more balanced, and less frustrating experience.


The Ardent Aegis
http://aa-guild.shivtr.com/

Please return to Split PVE & PVP Skill Design

in Suggestions

Posted by: Spike Firebrand.8943

Spike Firebrand.8943

I find it very strange that after all the time they saw how well the split system worked in GW1 why they did’nt continue to use it in GW2. Pve and pvp are NOT similar and never will be. I think ths OP’s idea is a great one and am very supprised it was not there on day 1. Can we PLEASE have this. It will calm down both camps and prevent a lot of arguements that used to happend in gw1 after every pointless nerf to pve skills due to pvp

Well, it finally happened...

in Guild Wars 2 Discussion

Posted by: Okamifujutsu.1458

Okamifujutsu.1458

If you feel like this game isn’t as fun as you had expected, just remember this: you own this game forever. If it’s boring, take a break. Set it aside for a month or two, wait for Anet to add more content and balance tweaks or whatever else you feel is missing, and then try again. This is why I love the no subscription fee model, I can always set the game down and pick it back up when it’s interesting again.

Should they make HoM rewards available in Black lion trading company?

in Suggestions

Posted by: Snix Spoonman.3871

Snix Spoonman.3871

I put a lot of time, effort and some major grinding in over the 5 yrs to get all my titles etc in GW1 and the HoM rewards to carry over to GW2. I admit half the stuff like the pets etc i probably won’t use. But these are rewards I earned by giving my time and effort, I can’t even see if my GWAMM or Champion of the Gods title I carried into GW2 on display for myself after selecting it, i just have to trust that other players are able to see it, so instead being able to wear a pair of Fiery God Armbraces or parade my Black Widow Spider I earned in HoM satisfies my vanity.

I can live with all the bugs currently in the game as i know Anet will eventually get these sorted, but one thing that will make me walk from this game, is if all my years of time and effort is cheapened by having items a lot of us earned in GW1 just put up for general sale to anyone who can afford them.

So a big no from me, if you want these items then GW1 servers are still up, put some time and effort in getting them like the rest of us did.

(edited by Snix Spoonman.3871)