Showing Posts For Oldyoung.6109:
Lol, Herald with Ventari can easily have 100% uptime protection with absurd healing.
that’s what i mean why is renegade doing the same thing better?
If you will look for only spamming protection – yes, they absolutely same. But if look wider – they additionaly provides absolutely different utilities.
Herald can pulse fury, might and boon duration in any moment when he wants.
Renegade on other side must stop dps and cast for protection with some utility. It just does not worth focus it.
Renegade gives out more might than herald does, currently the only thing you lose is some fury uptime and 33% boon duration by taking it over herald but you gain very strong profession specific dmg buffs on your utils that also give out protection with this trait meaning there’s almost no circumstance you would take herald over renegade which is clear power creep.
after maxing out the elite spec if the weapon could be used with other specs that would be cool.
on the other hand could cause problems with future elite specs and weapon swapping.
Lol, Herald with Ventari can easily have 100% uptime protection with absurd healing.
that’s what i mean why is renegade doing the same thing better?
Currently this trait is way too strong for what it is easily pushing out protection on 5 allies with close to 100% uptime all done passively with a major trait while you’re using skills that buff your allies damage.
Herald can put out 100% protection with their elite skill that has a 5 energy upkeep cost limiting your skill resources.
This is some clear power creep.
My suggestion for fixing this would be to change the boon that this trait gives to either retaliation which imo is more thematically appropriate for Khalla or fury to offset the lack of perma fury from glint and to increase the compatibility with the invocation traitline maybe with % fury duration; both of these options would fit better with the “Offensive Support” playstyle of this spec without invalidating Herald.
Gem Store releases don’t necessarily reveal upcoming content. Didn’t we have gemstone releases last week pointing in another direction? Like towards Kralk?
Edit: https://www.guildwars2.com/en/news/foefire-wraps-and-mantles-available-in-the-gem-store/
https://forum-en.gw2archive.eu/forum/game/lwd/Foefire-items-in-Gemstore-a-hint/first#post6617778
Foefire has nothing to do with Kralk but maybe we’ll see what’s going on with Rytlock.
When they released the Lyssa outfit the post said “Lyssa was one of the mist beings who humans worshiped as gods” given how the story has turned out I’d say they put hints in subtle places.
Whether we actually see Jormag himself I kinda doubt but we’ll see.
yeah need way less krait oil lubed rocks it’s really getting stupid.
and we need more puzzle in our jumping puzzles sharkmaw will always be one of my favorites.
it’s also finals season in alot of places.
when will people learn it’s physically impossible to use sarcasm on the internet.
Some of these would be good additions to the Wxp system at least in part like bomber or scout if they could mark enemy zergs like mobile sentry posts.
I would rather see fewer sigils that have a higher impact as it is on live it’s not about which sigils is best for your build/playstyle it’s which sigils are the least cost effective; (cost being sigil slots) air, strength, force and accuracy are always picked because they are effective with 90+% of builds.
other sigils either sound good but are very low impact (sigil of earth, generosity etc.) situational, (sigil of rage on a PP thief MY HANDS ARE GATLINGS!) or flatly bad. (luck, celerity etc.)
Having a small pool of sigils say 10-15 that have very strong effects like 3% lifesteal or a 1.5s immobilize after swap, Steal a boon from up to 5 targets on swap, gain 3% damage reduction for every boon on your opponent, increase the duration of existing conditions on your foe by 0.5s on crit.
These are rough examples but they have very clear will/wont work with my build theme which will help new or inexperienced players make decent choices and having a smaller pool doesn’t mean less choice it means more real choice.
just my 2 cents
ascended gear is necessary in fractals and competitive in Wvw roaming anything else in Wvw or anywhere really is not essential but it does give a decent boost.
only armor in pvp that matters is boots legs and chest and only in that you are wearing it, the stats don’t matter.
No, i think a better option would be to only allow players to obtain agony resist with WvW money!
Wvw infusions don’t give AR they give +1% dmg/def against Wvw NPC’s instead.
you can repeat it infinitely but you can only earn a maximum of 100 ap anything after that would not give ap but would still give the gift.
so yes it would take 50 days to “finish” the achievement.
I know that. But Wintersday is going to last 28 days so 22 days are missing
some people didn’t seem to get it so i stated the situation clearly i totally agree with you.
Necro has never been squishy they have always been slow-ish with mediocre damage over 900 range.
fairly sure matchmaker weighs in favor of duo’s.
competitive should remove soloQ and only allow teams of 2, 3 and 5. that way it still easy to enter and you are ganna be more organised in your play.
would increase q times quite a bit though.
initial mmr seems to be based on your previous ranked mmr if you didn’t have you start at 1200 i don’t know how placement score is calculated.
Yea this was what I was guessing. So if I played yesterday, I would be matched with people with the same previous ranked MMR for placement matches?
you’ll be matched with people close to your mmr placement matches only affect the score you get from w/l it doesn’t use an alternate matchmaking algorithm.
you can repeat it infinitely but you can only earn a maximum of 100 ap anything after that would not give ap but would still give the gift.
so yes it would take 50 days to “finish” the achievement.
initial mmr seems to be based on your previous ranked mmr if you didn’t have you start at 1200 i don’t know how placement score is calculated.
It’s been fairly consistent amount for w/l for me are you going on losing streaks? might be matchmaker assuming you’re higher than you should be and over compensating.
so far so good i don’t like the names of the ranks but i suppose that’s subjective just reminds me of bad times from other games.
matchmaker seems much better overall but i’ve been getting stuck with more afkers not sure why.
yeah it’s still the year of ascension i expect next season will have a new legendary.
keep in mind this season was delayed for back end improvements.
Measuring individual skill would theoretically be the best but accurately measuring contribution is nearly impossible; for instance the player who decaps far then holds off 3 people in the middle of nowhere while their team 3caps ends up with a very low score but contributed to 40+ point difference for their team.
Also player will invariably find the most efficient way to farm points and sacrifice trying to win in favor of gaining points be that going full tank and only reviving or camping a single point or what have you.
That’s not to say someone shouldn’t try to add individual skill to MMR but it’s not something that can be considered lightly and from a development perspective something that difficult, while guaranteeing universal acclaim would require time and resources that don’t exist.
People trying to farm points shouldn’t be a big concern so long as win/loss ratio continues to be a strong identifying factor in MMR. If they work their way up, they’ll fall back down once they get beyond their skill level.
And I’m not really sure about the resources part. Anet remains a profitable company, feel free to provide evidence that they can’t do it if you have it. We’re doing a lot of the heavy lifting for them in this thread and on this forum in general.
resources refers more to putting devs to work on a particular project since they have alot of specialized skills that could be used elsewhere than on the actual cost
Why is it always assumed premades are better than solo/duo? in my experience and from every data point I’ve heard there’s about a 1.5% winrate in favor of premades which is hardly significant.
In many cases the premade will be worse because they let a less skilled teammate in, they are overconfident, or they fool around since their team is all friends and they don’t care if they lose while having fun.
Whereas the benefits of having premades in the que include having 3+ people who will report an idle player either result in a higher ban probability or a perceived probability that might curb such behavior. (all significant punishments are reviewed be Anet false reporting resulting in a ban is not a problem)
though i may be biased since 3 of my losses today had afkers
Measuring individual skill would theoretically be the best but accurately measuring contribution is nearly impossible; for instance the player who decaps far then holds off 3 people in the middle of nowhere while their team 3caps ends up with a very low score but contributed to 40+ point difference for their team.
Also player will invariably find the most efficient way to farm points and sacrifice trying to win in favor of gaining points be that going full tank and only reviving or camping a single point or what have you.
That’s not to say someone shouldn’t try to add individual skill to MMR but it’s not something that can be considered lightly and from a development perspective something that difficult, while guaranteeing universal acclaim would require time and resources that don’t exist.
will this change affect current interactions like with oontz necklace or reaper shroud?
I played an MMO many years ago that had an option to block posts that had key phrases in them with a command something like (/suppress phrase GoldSpam.BS) it wasn’t perfect but I wonder if a similar solution would be possible; albeit broader and less client side.
From my experience bloodlust is largely ignored on non home borderlands; not having it on one map incentivizes trying to take it but also punishes the map without it; so i would like to see a different buff instead of simply adding bloodlust to promote more aggressive play around the ruins.
Salvage all does not count for “Agent of Entropy” credit original lame salvage does still count.
so cannons will only benefit large servers because they will wipe zergs too easy?
looks amazing but now my recommended section is full of trailers for that awful tmnt movie; thanks anet . . .
I’m going to go with no. Deployable cannons would make ballistas obsolete aside from supply cost, and in groups they’ll be far too powerful. I can’t see a good outcome here even in a test.
Honestly ballista are almost useless as they are now might as well replace em with cannons.
My concern is that as that cannons function similar to arrow carts with the only real difference being burst vs. Damage over time; in open WvW fights burst would generally be a straight upgrade making arrow carts somewhat obsolete.
While I think open field cannons would be amazingly fun and I never really liked how arrow carts work I’m of the opinion cannons should be changed mechanically for the open field; for example making them fire in a line or a cone rather than a circle and having them do slight damage to fortifications even if only the first 2 tiers.
Just imagine of setting up a bunch of cannons at dredge and when the enemy zerg is packed into a tunnel and you mow them down with cannons, especially if they fire in a line.
if there was a guild wars movie it would probably be set during the guild wars and be human centric in fact i doubt you would see any non humans besides maaaybe tengu and dwarves; not really the best marketing tool for gw2.
the poster would be pretty generic as far as fantasy movies go.
now if they did a stylized CGI film with their amazing concept art for a poster maybe going for a shorter internet release or mini-series rather than trying for a full theatrical feature would serve alot better.
10/10 would play again
epilogue where?
but the fight was great and I loved mords design a tiny dragon with a napoleon complex power over the mind and an entire jungle for a body extension; that’s really cool.
also my other problem was how it felt kinda rushed in the beginning of the last mission “all dragons have a weakness!” what’s mords? his mind and Trahearne can help because reasons.
now if we had asked Trahearne about mords weakness and he said he could help since he’s so close to mordy it would make better narrative sense imho.
If even NCsoft won’t answer there is always the BBB http://www.bbb.org/central-texas/business-reviews/computer-software-publishers-and-developers/ncsoft-corporation-in-austin-tx-58760
problem with that is BBB has a poor history with grading game/software companies.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Oldyoung.6109
GW2 core game is currently free but the only way to get it atm is buying an overpriced expansion.
so . . . kinda?
they are listening it just takes them forever to fix PR stuff it’s always been like that.
but yeah keep up the debates and complaints more info will help everyone just make sure you do it in a way that gets your point across without making you sound like a moron with no valid opinion.
either NCsoft set the price and we should raise awareness of our disquiet or Anet marketing set the price and we can complain to NCsoft that we’re not happy with Anet marketing’s decision to set the price at $50.
Theoretically if Anet needs NCsoft to sign off on any changes it would help if all involved corporate entities hear from the consumers (us) directly.
This is not a bad plan.
Can we get the number of new PVE maps in HoT?
in Guild Wars 2: Heart of Thorns
Posted by: Oldyoung.6109
the number won’t help since the level of content is outside our frame of reference.
I actually support bundling the core game in HoT as a really good thing for new players that’s not the issue the issue is HoT is over priced in the first place.
hold off and see what happens.
short version is it’s overpriced but a good product.
this looks like marketing changed something late and community relations doesn’t know what to do about it.
Factions and Nightfall gave us 2 professions each EotN gave us 0 HoT gives us 1 so it should be more than EotN but less than the other 2 on this point.
From what we’ve learned so far the total land mass will be less but the content density should be about equal to EotN therefore it should be equal to EotN on this point.
All give personal story I’d imagine this will be comparable to the other parts of the story and therefore moot.
Factions gave us high end pvp content (JQ,FA,AB,) Nightfall gave us high end pve content (DoM) EotN gave us dungeons and minigames HoT gives us pve pvp and wvw updates along with some minigame type things; one could argue WvW and PVP are upgrades to the base game but they are investments towards the HoT revenue and can be counted as part of the package so on this point it should be more than the campaigns or EotN.
Factions and Nightfall each gave us 1 character slot for their 4 professions EotN had no professions or character slots.
In conclusion HoT should be more than EotN less than the Campaigns and give us half a character slot.
All maths should be based on release prices only.
Does the lighting look different in this patch? (everywhere not just LA)
or am i imagining things?
Are Elite Specializations a way of buying power in spvp?
It seems to me what it boils down to is build diversity but that can be a form of power in itself.
“As long as you’ve purchased Guild Wars 2: Heart of Thorns, you’ll automatically unlock access to all elite specializations in PvP.”
From [url]https://www.guildwars2.com/en/news/specializations-part-two-reward-tracks-and-elite-specializations/[url]