Showing Posts For Rehero.7821:
I kind of wanted pale tree themed gear. College themed gear for asura would be mighty interesting as well. With that said I am surprised it took them this long to get the diety themed gear implemented as the designs had been sitting in gw1 for quite some time now. They always looked sick so it seemed awkward they didn’t jump on the chance to adapt them before now.
I personally liked the idea of stats adding benefits to boons or other skill effects. I don’t much care for the idea for boon duration on gear as even if it was something that was a viable option for supports you have all of these other gear sets still seeing no use.
I was thinking what if healing power had a complete rework to modify outgoing healing. This way the balance of self sustain can be maintained by the base value while the numbers you output is based on the stat? Just a suggestion. I feel like it would hurt those whom use the stat for self sustain to much.
Perhaps protection giving those whom you apply it to a portion of your armor? Skills in which you can give allies a portion of your health pool as a shield.
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IRL, 13yr olds are usually among the worst offenders when it comes to vulgar language.
I can appreciate that some people don’t like this, but I’ll take free, offensive speech over heavy moderation any day.
It wouldn’t even need to be heavy moderation. I personally don’t think that temp banning individuals whom drop vulgar comments in say/map chat to be heavy moderation in the slightest. You would get kicked out of a public establishment for having discussions like that in a manner that the surrounding community could hear. I don’t mind it in something as local as whisper/party even guild chat however map and say chat shouldn’t be subject to any talk such as this.
The adolescent attitudebeing vulgar does not make it alright for such discussions to occur and at the very least they need to get a temp ban shoved in their faces so as to learn to keep those discussions local.
Not that it matters to me as I have my map and say turned off the vast majority of the time because I have a low tolerance for immaturity.
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I think this will get fixed eventually. Meanwhile, players who recently bought Guild Wars waiting for HoT can’t access their rewards. That’s what will get fixed first, imo.
The lack of reward access isn’t bugged. They intentionally cut off access to avoid people from getting the skins from the bug. When they fix that which will more than likely fix the undeserved GWAMM title they will revert the block on rewards in the same go.
It is bothering the heck out of me that I can’t tell if a guy earned the GWAMM title or not. The sight of the title originally made me nostalgic, envious, proud, and more often than not caused me to offer props to whomever had it. The sight of the title now more often than not causes me disgust even if they earned it.
They could just take a percentage (I would start testing around 50%) of the total damage from a condition that would be applied and have it instantly be taken from the objects health pool.
Personally though I kind of want to see them assign a value for each attack to take from an object based on the number of hits it can get out over a period of time. Then condi damage and power have no impact on how fast the object can be killed and the speed at which they can be killed can be more easily balanced based on the objects health pool.
The system would be convoluted but I just dislike that your build has any variance on something as simple as breaking a door.
The major thing that bothers me about the time gate on quartz crystals is the consumables in the time gate. Even if I was to make them on a daily basis one craft per day seems a bit slow especially when they share the regnant with an armor set requiring a good number of them.
Personally I don’t mind time gates I just feel this one may be a wee bit too much. Couldn’t we change it so that you can charge quartz 3 times a day and make it so that each place of power has a certain cooldown per use. Like a 7 day cooldown per place of power. This way instead of just going to the easiest place of power you can find per day you have to actively search them out but in exchange you have more earned per day.
This takes the time gate on a full set of celestial armor down to 10 days and allows for consumables to be made more actively if one chooses to use them which seems more reasonable.
Edit: If need be if the ascended version needs to be kept in a longer time gate the insignias required could be bumped to two. This way the time gate on ascended armor is still 20 days but you don’t have the exotics and the ascended requiring the same time.
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Was in the last bit of a fractal. A wee bit upset.
I would like to see it fixed however I never felt I had anything to add. It is busted, shouldn’t be difficult to fix, dunno why it didn’t work to begin with let alone up till now. Please fix it. I would like to use it.
Edit: I also appreciate you advocating for it getting fixed. I simply can’t fathom why it takes this much effort and time to fix a grandmaster trait.
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If the trait caused the imbalance, then it is the trait’s fault.
If the trait caused it then yes it is the trait’s fault. However in the cases listed above the first thing I would look at is the ease of maintaining stealth while also upkeeping damage on the target. The trait is a grandmaster for a defensive line. A short duration stability isn’t the root of the problem if they are able to out damage your self sustain with conditions while also maintaining invisibility while devoting themselves that heavily to something defensive.
While I personally never used the trait I do believe that it merits more stacks. The allure of the trait was after expending a resource of some kind, whether that is initiative or a cooldown, you then didn’t have to worry about the following cc. Currently however, if you choose to use a stealth to gain benefit from the trait you are still at risk due to multiple instances of incoming cc. I wouldn’t find it too outlandish for it to have 3-5 stacks for the duration seeing as how it only lasts for 1.5 seconds base (2 with 30% from acro line). This just brings the trait back in line with what it was intended for pre-stability changes, if there is a build that causes balance issues with the trait taken it more than likely isn’t the traits fault.
I don’t particularly like that the trait even exists but it is our only reliable/consistent stability and it is a shame to see it neglected.
Edit: I should also mention that I dislike the idea of an increased duration just due to how it is already in the duration line. I just feel that for that short duration we need to have more assurance that we won’t get cced hence more stacks.
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its cause of the 39 HoM points people were able to cheat and get over the last few days. So Anet shut it down until they can roll back all the cheaters HoM points lol and to stop them from getting skins they didn’t earn.
Actually they just got the achievements , no skins
Yes, but if you have enough points you can unlock the skins by going to the merchant in the HOM. This is why it got disabled.
nah .. they got no skin .. if they obtained a portal stone , im pretty sure it was bugged just as everyone else , no one was able to get in HOM physically to visit the merch …
My GW2 account is linked to my Gw1 account , i have 30 pts in HOM , so it mean that i have a legit portal stone , before they disabled it clicking on the stone crashed the game so .. rest assured the ‘’ cheaters ’’ didn’t get any skins. They disabled it because it gave the gwamm title for free and AP achievements chest they didn’t earn.
They disabled the rewards (as in the merchant doesn’t work and pets are not there) to prevent those people whom have the undeserved points from unlocking the skins. It is obvious they currently have no skins, however they WOULD have skins now if the rewards were not disabled.
I wish the HoM wouldn’t have been bugged but this was a decent damage control move. It shows that they care about rectifying their mistakes and are working on it while preventing any further issues due to rewards being spread. It is feasible to revoke the AP and titles, it would be a nightmare to try to remove the skins/pets as well.
I dislike the Reddit structure quite a bit and tend to stop using anything that adapts to it.
Vincent, you’re generally a person I can trust to have an honest conversation with lacking any condescension, so I’ll direct this at you.
Let’s ignore the fact that you feel that thieves should have the option not to take LR. That would be great, but that would leave LR poorly designed.
Players should be making the best choice for the situation at hand – sometimes that means going for the kill/interrupt while hovering dangerously close to LR trigger range. Why should thieves who choose to play aggressively be potentially afflicted with 4s of reveal from a trait that’s designed to be beneficial (and again, neutral at worst).
Why should a 1pt trait force anyone to change their playstyle or be potentially penalized?
I don’t think the trait itself merits changing but personally it always felt like something I would pick for an adept trait. I don’t dislike the trait by any means, it has saved me from time to time however it does feel awkward that it is a minor that we can’t choose not to have. I think it would be feasible to swap Last refuge and Cloaked in shadow. Everything after which are number changes however cloaked in shadow feels more like a minor than last refuge does.
Obviously that is just a suggestion, I still like Last Refuge as I tend to use stealths for condi clears alone anyways so when it triggers for me it is always a benefit. However I can understand why someone would get frustrated because of a unforeseen instance of damage dropping them into last refuge causing them to get revealed.
I believe minor traits, especially ones that early in the tree shouldn’t be things that could directly influence the course of a fight. Just personal opinion I guess.
They do need a complete Rollback of this patch, So much stuff is broken it’s unreal.
Did you even test before releasing this Anet?
Apparently they test code that players aren’t supposed to have. That is the only way the HoM thing could have happened.
I just can’t wrap my head around how something in the code does something like that. It should access information from the linked account and then that is it, how is it linked in any way shape or form to the tutorial area.
Easy to imagine. For testing, they probably wanted every tester to see the same stuff, so they linked to a fake account or short-circuited the linking process, then forgot to set it back before rolling the build to production. Note that it gave ALL the points and titles, not just some random number. I’m sure the HoM crash is connected… it probably tries to use the same fake account and dies.
If they really wanted to test their code they shouldn’t write new code to do so. It should be feasible to link an account in the same way a player would link an account and have it linked to a psuedo account. There shouldn’t be leftover test code as they shouldn’t need to write code such as this in the first place.
It is completely ignorant to try to test code using different code than what you would expect to see on live. The process should have remained the same between live and test phases, the only way our accounts could be getting linked to a fake one is if they have left over code which means they wanted to cut corners instead of using the same method provided to a player for their testing.
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It shouldn’t be hard for them to fix this as they have all of the information available to them to do so. What is harder to do is managing to link something like HoM to making a new character. I just can’t wrap my head around how something in the code does something like that. It should access information from the linked account and then that is it, how is it linked in any way shape or form to the tutorial area. I don’t mind bugs every so often but what really blows my mind is how some things actually get bugged. At the very least it should have an easy pre-check for if they even HAVE a guild wars one linked account.
Can actualy someone tell me why healing power dont work with Healing signet?
It should, if you are talking about the passive regen it has an extremely low ratio.
really makes you wonder what percentage of players think they are actually supporting the game financially by converting the virtual currency gold with the virtual currency gems that someone else bought.
You can color me ignorant I guess. I struggle to grasp that my money is going anywhere other than their company when I purchase gems. As such if I choose to convert that into gold I am unsure how that immediately removes the my money from the equation. So while no the individuals transferring gold to gems doesn’t directly benefit anet, the allure of buying gems at times of extreme fluctuation (when the wings where available for example) is enough to get people to drop gems down. I also feel like it is evident that putting the HoT expansion on the gem store would cause an extreme increase in gold to gem prices thus prompting more gem purchases.
I don’t think all healing skills need to have their base reduced, however I believe all outgoing healing should have their base reduced and ratios ramped up to compensate.
The way I see it is there really isn’t a reason why someone running an offensive set should have a similar OUTGOING healing output as someone running clerics. For things like vigorous shouts or water blast finishers, I want to say regen but I feel like that would hurt peoples self sustain.
This change should allow for self sustain to remain unchanged while making it so that those whom are running an offensive set for some reason don’t have an outgoing healing output only slightly weaker than someone whom has healing power. Leaving the self sustain alone will prevent the “Need a healer” scenario from occurring as nothing changes except the outgoing healing output.
There will be a reason once a content is challenging enough and pugs will require higher sustain to complete it. It’s simple.
Which is cool I would be happy then. Not sure why this needed to blow up the way it did.
Because to lots of people, using Berserker’s gear doesn’t prevent them from also fulfilling Support and Control roles too, as explained multiple times in this thread with examples too. Note: that’s for organised groups obviously.
This is completely fine, however there is literally 0 reason to bring a healing power set over a berserk set while using those particular skills, which is AGAIN all I am saying. I would like to feel some appreciation or value in having a set design to ramp my healing up instead of feeling worried that my team is going to get upset that I am harming the speed at which they kill the boss. Why is it a bad thing to have mechanics that promote the use of someone using healing power or durability but not require it?
So what if they can just swap sets at least those sets are seeing play..
Bam. This sums it up right here. “Diversity” for the sake of “diversity”. This. This right here is why I’m sincerely glad you’re not a Dev for GW2.
How is diversity in any shape or form worse than everyone just running berserker’s because it happens to be the most efficient in pve? The suggestions I made don’t force anything simply incentivize it. I still run healing power on my gear when I can get away with it, but I would rather not have to hide it and I would like to at some point feel like I don’t drop my teams efficiency because I do so.
There is one flaw with both your designs, and any other “similar” designs. They will both “force” a group to get a Healer in the first case and a more Tanky character in the second case.
So if those 2 bosses are both in the same dungeon, let’s say boss1 and boss2, this is how this will go:
Everyone will run their preferred gear for the rest of the dungeon, the gear they always use anyway, then one of them will change to Healer for the first boss and someone else (or the same one) will change to a Tanky build for the second boss.And if similar mechanics are applied to an entire dungeon path, it will just be ignored and neglected. We’ve seen entire dungeon paths being ignored for more silly reasons.
The first doesn’t force a healer if you can still get by with picking up a provided alternative. The second doesn’t force a tank if the player can kite it out. So what if they can just swap sets at least those sets are seeing play. All I was doing is providing examples of things that give incentive for things other than a full boss burn group.
Who said anything like that? I would accuse you of putting words in my mouth but this is an outlandish claim.
Incentive to bring someone more durable, incentive to bring someone to alleviate some unavoidable damage, incentive to bring someone to condi stack. These are things I feel need to be in the game for pve. Why is this such a bad thing if it is not required?
Support skills and other such things are usable on everything including damage gear and I am ok with this, but it isn’t until someone equips more durable or healing oriented gear to amplify those skills that I consider them anything other than a dps
You don’t consider players using support builds with dps gear support oriented. That’s why this thread still exists, because people can’t accept the fact that this makes them more supportive than dps in reality.
The thread is still going on because the point remains that gear designed to make the player deal more damage is so much more efficient in every stage of pve than anything else. I don’t care what you call it, dps support tank there doesn’t seem to be anyone refuting it, and this is something that should change.
Why? Making yourself as weak as possible shouldn’t result in the most optimal play? Where is the logic in that?
This is quite literally the most semantic oriented conversation I have ever had.
Learn to play the game as it’s designed, take a step back and see the big picture. Traits/weapons/utilities define how you play the game. Gear is generaly a slider scale for difficulty while also empowering the choices you made with the other things.
This is becoming an argument of semantics and I still have yet to see anyone say that there is enough incentive to bring anything other than full damage gear. Incentive for more various gear sets would be nice, which is all I am saying.
Ohh but there is, it’s called making things easier on yourself.
Except it isn’t because the mechanics in this game don’t really merit bringing anything other than a damage set. Being kicked out of groups due to healing sets, or having to constantly explain why I prefer to not have to use the berserker’s gear in my inventory is evidence enough. There isn’t enough in the game at the moment that makes the playerbase want to pick up someone who chooses to run a healing power or durability set.
Who said anything like that? I would accuse you of putting words in my mouth but this is an outlandish claim.
Incentive to bring someone more durable, incentive to bring someone to alleviate some unavoidable damage, incentive to bring someone to condi stack. These are things I feel need to be in the game for pve. Why is this such a bad thing if it is not required?
Support skills and other such things are usable on everything including damage gear and I am ok with this, but it isn’t until someone equips more durable or healing oriented gear to amplify those skills that I consider them anything other than a dps
You don’t consider players using support builds with dps gear support oriented. That’s why this thread still exists, because people can’t accept the fact that this makes them more supportive than dps in reality.
The thread is still going on because the point remains that gear designed to make the player deal more damage is so much more efficient in every stage of pve than anything else. I don’t care what you call it, dps support tank there doesn’t seem to be anyone refuting it, and this is something that should change.
Incentive to bring someone more durable, incentive to bring someone to alleviate some unavoidable damage, incentive to bring someone to condi stack. These are things I feel need to be in the game for pve. Why is this such a bad thing if it is not required?
No organized runs are going to be bring it over direct damage if it’s not required (a.k.a. forced).
I find comments like this insulting to development teams. It litterally does come down to creating mechanics that can be completed without them but provides some purpose if they are brought. I could think of a few off the top of my head.
For example having some sort of continuous damage that is just heavy enough to keep a damage oriented gear set from out sustaining it with their heal. They are then given the option to run and pick up an item some set distance away or have someone set up to heal through it to avoid you having to drop dps to pick up the item.
Another could be a boss whom doesn’t take damage unless someone is holding a specific item, the items ramps the damage that player takes and the boss then offers preference to attacking that player if they are within a set distance. This way one could run a damage set and just kite the boss out, or he could have the boss stay relatively still by having a durable set and just let the boss hit him.
Obviously this is just two I thought off the top of my head so don’t just nit pick them as I myself think there are likely more intriguing mechanics that could be made however the point remains things that can be done with a full damage set or could be done alittle easier with another.
How does healing oriented gear amplify condition clearing or boon application? How does durable gear amplify stuns, dazes, etc?
Who said anything like that? I would accuse you of putting words in my mouth but this is an outlandish claim.
Incentive to bring someone more durable, incentive to bring someone to alleviate some unavoidable damage, incentive to bring someone to condi stack. These are things I feel need to be in the game for pve. Why is this such a bad thing if it is not required?
Learn to play the game as it’s designed, take a step back and see the big picture. Traits/weapons/utilities define how you play the game. Gear is generaly a slider scale for difficulty while also empowering the choices you made with the other things.
This is becoming an argument of semantics and I still have yet to see anyone say that there is enough incentive to bring anything other than full damage gear. Incentive for more various gear sets would be nice, which is all I am saying.
Yes I would consider that a dps role.
You are fundamentally misunderstanding the “trinity” in GW2 if you try to put any build in a single little box.
GW2 has a trinity. Its Damage, Support and Control. What GW2 does different is that no one build fulfills exclusively one of these. Everyone should be able to adept their skills on the fly to bring more or less of anything.
The trinity is not made equal, it never was. Damage is the foundation, everyone should be able to hit something. Nobody has any excuse, ever, to sit in a corner and only spam support skills or control skills.
That’s why these skills often have relatively long cooldowns.The original idea for GW2, which Jon Peters mentions they wanted to reinforce, was that players use support, control, damage skills when needed. And to change their selected skills to meet each challenge.
This does not happen enough. Stacking in a corner and burning a boss down is often the best strategy, that is what arenanet wants to change. They aren’t doing something new, they are simply going back to their original intentions.
I don’t misunderstand anything when I say that if a person brings berserkers gear and utility skills geared for granting boons they are still a dps oriented build. Support skills and other such things are usable on everything including damage gear and I am ok with this, but it isn’t until someone equips more durable or healing oriented gear to amplify those skills that I consider them anything other than a dps. It is because of the way the trinity works in this game that I say this. I find it completely outlandish to say that if I were to equip Nomad’s gear I would be considered someone built to do damage. This same thing applies to someone whom equips berserker’s, doesn’t matter what their utility skills and traits are they are set up to deal more damage.
The problem now lies in that the gear sets, nomads and apothecary and other such things fall so short in comparison to full damage sets which is all I am saying. I don’t intend to suggest any buffs for support or durable sets, simply fight mechanics that provide incentive for them, but not require them. Mechanics that make the general populace go, we could run with a full team of dps or we could make our lives a bit easier during boss x by bringing someone whom can provide a bit more healing. Which is something I would figure everyone would want.
What this game needs is truly challenging content. If content is truly challenging, PUGs will become more accepting of “tanky” guardians, “support” eles ect. because players capable of clearing said content in the same manner they are clearing content right now will become exceedingly scarce
I disagree with mostly everything in your post besides this comment. However I felt this was the most important and rendered everything else moot. Changing the scaling and such isn’t really needed I don’t think anything as it stands should change just mechanics that are more accepting towards things other than just burning down the boss and dodging out of red circles.
So when you say that players can max their DPS and they can play the way they want to you’re not being honest about the situation in PVE in PVP that might be true but it’s certainly not true in PVE.
Yes, there’s a truly amazing amount of blatant dishonesty in this thread. Claims which don’t just beggar belief, but strip it naked and beat it bloody.
It’s curious…
So really there is only 1 role right now which is Zerker DPS and that’s the end of it. Just because people choose to use the broken models does in no way mean that it’s balanced or diverse in PVE.
Absolutely.
Zerker is not a role, it’s gear stats
And Zerkers are not optimal nor are they successful without a lot of support so I don’t understand where that comment is coming from, I thought anyone who read the rest of thread (and the other similar ones) already understood that.Zerker is glass cannon in some circles it’s called DPS which means it’s very much a role. Please just stop if your only arguments are semantics.
So if I play a “zerker” Thief while providing Stealth to my group and blinds to enemy mobs I’m still a DPS role?
If I play a 0/0/2/6/6 Elementalist in full zerker gear, I’m still using a DPS role?
Yes I would consider that a dps role. There is no real incentive in running healing power on the 0/0/2/6/6, when you could get all of that condi clear for yourself and your group while still running a damage set. Yes you have support things but I still fully consider you a dps role. People whom wish to dedicate to support running healing power is a drop in efficiency and have no real merit in dungeons when you get that utility for free without stats applied.
I consider people whom stack area might and run berserkers dps.I consider people whom trait for area condi clear(your example with the ele) and still have berserkers dps. I consider people whom put up guardian walls or feedback bubbles and have berserkers dps.
The problem is simply that there isn’t incentive enough a deversity in your sets. You CAN run them, or you could run damage and still bring utility skills that don’t scale off of stats.
This isn’t to say these utility skills SHOULD scale off of stats but instead that there should be reasons that having a healing power or defensive oriented character would help and not be considered a hindrance. I believe this is all people are asking for really. Not sure why you wouldn’t want diversity to be promoted.
The support side is very strong already. Check that Arah video by rT, full clerics and all dodge was disabled. Like how much more support you want? No dodge! Face tank Lupi all phases.
Dream on.
Mmmm can you run zerkers and make it faster? Most deffinently. Do I still have people asking for zerks? Yes. Do I have people getting upset at me for wishing to run support oriented set ups? Yes. It isn’t that they can’t work it is just the jump if efficiency by just having a full group of damage dealing sets in your group is so big. It is nice that they don’t want to require it but there isn’t a whole lot of initiative to bring support oriented builds. Which was the point of my post. I still do it all I was asking was having a point to bring one, incentive.
Woo a group could do lupi with a full cleric set, they could have probably done it faster otherwise. As I stated in my original post they are close and I find the role to be much better off now than before, it just needs a slight shove to be at a point where running one isn’t taboo for efficiency.
Edit: I should also mention that team death match looks like a huge step in the right direction in pvp for supports.
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As someone whom exclusively plays support in other games I am actually quite happy with the trend they have had as of late. Before the ratios and base values on healing was so abysmal that it was better off running something damage oriented and bringing condi clears or utility driven things which doesn’t FEEL like a support oriented play style.
I feel like supports are very close to being in a good spot and I realize that not everyone would like for the trinity to be a thing, in fact I am alright if it isn’t however I would like to see just a tiny bit more push into making them more playable and I would like to see specializations make that happen in the future.
For clarification, I play support regardless however I have had times when people gave me crap over doing it which is the opposite of what you should want. It is completely ok if the content can be run with a full damage team but at least design the system so that people whom wish to play support oriented play styles don’t get scoffed at or kicked from groups.
Clarification #2: I am completely pro making things other than power/precision gear used, I am tired of seeing “zerks gear only” in the lfg menu.
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Bolded sentence was true only several years AFTER the launch of the game, where they started to copy popular builds from PvE/PvP and implemented the optimal uses in the AI. The AI didn’t get smarter, it was taught how to copy the actual meta.
It also doesn’t help that the z-axis in gw1 played far less a factor than in gw2.
I dislike most of the traits that activate on incoming crowd control. The only ones I am fine with are those that don’t inflict harmful effects on the enemy upon triggering. The protection one I am actually ok with mechanically, I feel its cooldown needs to be increased a bit however the taunt for 3 seconds when I cc simply means if I use a short duration daze to try to stop your healing skill I am now taunted for 3 seconds unless I choose to stun break. This provides no healthy interactions and only serves to punish a player for trying to play appropriately.
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I happen to agree with the original post quite a bit. Why am I to be taunted for 3 seconds when I choose to interrupt a target? I am in favor for trait lines that define player builds or drastically change the way skills play.
Venomous aura for example clearly defines a player build choice, drastically changing venoms from a personal steroid to being a team support steroid.
Power block is probably my favorite trait in the game rewarding the mesmer for holding onto an interrupt or two for when they see a tell that the enemy was doing something powerful.
Fortified turrets has a clear tell for the enemy to not shoot a projectile at the engineer after they place a turret down, further playing on the engineers zone control while also allowing the engineer to choose to space them out or use them for more than just area control situations. Dropping a turret on a downed ally for defensive purposes or putting one down as a ranger uses quickness or a warrior kneels down for a kill shot.
Inversely the game is riddled with so many traits that do not promote proper play sometimes even rely on luck as the primary factor in their success.
Strider’s defense having a 20% chance on melee attack to destroy a projectile is laughable not only relying on rng but having 0 interaction from the player or the enemy simply just happening. In fact it is likely not even going to be noticed by either party unless the 20% occurs on something big like a knock back or interrupt at which point only causing incidents where the player trying to land those key skills are left in confusion.
Confounding suggestions increases duration of daze by 25% which is cool, but then it turns around and has a 50% chance to stun on daze. The player flips a coin when using this trait and it doesn’t provide any interaction for the player or the enemy.
There are obviously quite a bit more examples. The point is having random chances or passive effects that don’t provide interactions for players isn’t healthy for the game in my opinion.
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Can I remind everyone that the heal skill has a 30s cooldown?
I’ve seen like a dozen posts saying that the heal has no cooldown.
Speaking of which do we know if their heals share the same cooldown? Like if they use mallyx heal and then swap to jalis.
I have a whole list of things I would like to see have some sort of interaction even if it is just easter egg based for example gwen and logan getting to talk somehow or Rurik and Ritlock getting into it for a bit. I would even like to see some of the old henchmen crew (Devona, Cynn, Mhenlo, Aiden, Eve ect) just because of how much they showed up in the original game. I would absolutely love it if there was some interaction with our GW1 characters seeing as HoM has us tied to our accounts anyways. Xunlai agent interaction at the storage from time to time would make me smile.
As for actual legends though I can’t say I really want anyone in particular, Urgoz/Ventari would fit the HoT theme well.
I try hard not to jump to immediate balance conclusions based on teaser footage but I felt it was obvious how outlandish the new class is in comparison to what we have now. It could be that the specializations will bring other classes up in line with it but at the moment there should be no question just off of what we have seen how insane it is.
The hammer having innate pierce AND 100% projectile finisher chance with a projectile blocking wall that also acts as a dark field for them to auto attack through on a 12 second cool-down was hilarious enough. It takes a trait for rangers arrows to do that and their autos are 20% chance to trigger field effects. I thought that perhaps it was an oversight but as I kept watching the stability changes felt so counter intuitive the only class that would consider blowing extra ccs on someone to rid them of stability stacks would be thief. He dropped a 5 second cool-down skill and got 5 stacks of stability for a base 5 second duration. Not to mention the stability on dodge? Yes you could blow ccs to remove them but it is essentially a wasted effort unless you want to blow a full teams worth of cc on them to get rid of it. Who in their right mind is going to drop that many ccs on one guy because he has multiple stability stacks of it? That isn’t “options” that is bait to see if people will actually waste their cc on it.
Talking about how their mallyx is still vulnerable to condis when you strip their boon or when you wait it out? They have access to an adept trait that just gives them 2 seconds of a condition immunity boon on utility/heal/elite skill usage when they have no cool-downs on their utility skills. No amount of energy management can justify some of the things shown in that video. It literally is a better version of necromancer with other class fortes thrown on top of it. Pretty sure they shouldn’t have a 12 second cool-down anti projectile skill that also follows them, I would love to be able to drag my thief’s 40 some odd second cool-down smoke screen around with me as well. These are just a few of the things that seem way off about it so far.
So while yes the specializations may bring other classes in line with it (which would define power creep) the concerns about the class seem perfectly justified based on the footage we have been given.
The QQ on this forum is ridiculous. Everyone wants everything fast, free and without any thought put into it. Now bosses are being labeled as “impossible” cos a zero can’t auto attack down in 2mins… Just ridiculous.
I am not justifying crying about things being too easy but, if you are going to flame someone for doing it at least use terms that people can understand. I had to actually sift through multiple pages of urban dictionary to find a possible meaning to your use of the term “zero”.
Perhaps the ratio of skilled players inside the zerg was lower than normal. Perhaps the event was bugged (it has been known to happen… Alot). Perhaps the mechanics of the fight were unbeknownst to the OP/the zerg he was in.
Like I said I am not justifying wanting content to be too easy however bashing the poster when it sounds like there was something awry in the event is just annoying to read, especially with slang like “zero”.
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Look at it this way, WoW has been active for 9 years now. In order to accomplish that it will be 2 years between each dragon for GW2.
Thats a really poor way to look at it in my opinion. You are assuming that we know everything there is to know about the dragons, which there have been Easter eggs to prove that we don’t know everything yet and the game is in an extremely modifiable state in that they can easily shove new lore/content in with the way they have things set up. Infact there is a organization in the game devoted to searching out and finding ancient relics/information, they could easily have something like that tie into the introduction of base lore related content.
“Two of the dragons, known as deep sea dragon and jungle dragon, respectively, have not yet been observed to have any noticeable impact in northern Tyria. Their exact nature and even names remain unknown.”
http://wiki.guildwars2.com/wiki/Elder_Dragon
To be honest I love SAB I just wish they would use the vast potential this game has for the LS instead of trying to pull new things out of thin air. Look how much space we have. There is a plethoral of things we could see happen one of the many things on my wish list is to see us work our way back up to the norn/charr areas.
On paper I loved the idea of the living story. The way I understood it originally is that they would add more story to the game every so often which had me giddy. But when I had read “story to the game” I expected that it would use the base GW2 lore as a blue print.
Its been a year since launch and we still haven’t seen any movement to rid Tyria of something that is supposed to be a serious threat.
From my perspective there was LOADS of things that could have been expanded on from the original lore so many places that could have been opened and toyed with. I personally would love to see more areas implemented under the premise of pushing back corruption. Perhaps start pushing areas back towards Eye of the north/Charr Home lands?
I guess all I am really trying to say is that the Living Story at the moment doesn’t feel like we are going anywhere to the paths that the original guild wars lore/story lines put us on.
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When it happens to me it seems to be caused by the crocodile being hit again right as he goes to open his mouth. The only way I have seen to fix it was by allowing someone to get hit by it.
Edit: I haven’t tried the bomb/slingshot though.
But you care if someone could spare 2 1/2 hours in a day on them?
I don’t understand where you got this from. The soulbound system allows for speed runs as well as allows for those who grind to gain from their efforts.
To be honest, the fact that you can do this on several characters might be the only thing that will get me more than one skin. My days can be roughly divided in days I cannot game at all, and days I can game a lot. So the account wide systems like the dailies put me at a disadvantage in comparison to those who can play a little every day, even if the total amount of hours we put in is the same. However I am fine with this, since for Laurels I can still get there, it will just be slower.
For this event however, I only have one month, and I would have been annoyed that I would have been artificially locked out of the rewards with the daily system. Not that I would not have played in the box, as I think it’s awesome enough to be it’s own reward, but there are a few skins I’d like anyhow. For the record, I don’t create and delete characters for this purpose, just use the ones I have.
It is a valid point, day constraints but I find it kind of odd that you couldn’t spare 20 minutes of 7 days for a month for one weapon skin 14 for 2 potentially less then that.
Is it not logical that the actual content be the way to get more baubles instead of repeating the bare minimum? There is a middle ground and its allowing the speed runners to speed run while cutting off the transfer of baubles from one character to another. It doesn’t stop the speed run it just makes it daily. It instead allows those who grind actual content to actually gain more benefit than those who don’t that just seems like it makes more sense.
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I personally think I offered the middle ground. 30-40 minutes of your day(which doesn’t increase or decrease) for 7 days out of a month is reasonable for anyone with a strict schedual.
Right, but I fail to see how it’s a compelling argument that 30-40 minutes a day for 7 days is somehow vastly improves the quality of the game over 4-5 hours in one day. Why does it matter if someone acquires it in one day as opposed to seven. Either way, there is the same amount of time invested. All this does is limit the players options and in return delays the inevitable appearance of the item in the game. How does 40% of players having it day 1 really diminish novelty as opposed to 80% at the end of week 1?
Before you mentioned doing achievements and scouring the world. Those aren’t necessary at all with the system you’re promoting is what I’m pointing out. There’s no more “effort” put in by playing 7 days for one at 30 mins than 1 day for 4 hours.
Your suggestion will not make people explore the content.
I am not asking people to explore the content. I am asking for them to justify making the exploration of content not effective for earning baubles. They basically made this whole little world with tons of little hidden treasures you can go and get every run. But getting them (which is what I enjoy doing) is not as effective for getting bubble baubles. Thus you are promoted to speed run instead. If it was daily soulbound those who wish to speed clear can speed clear daily and those who wish to amass baubles by running it multiple times a day can do so.
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I don’t see how it’s a punishment. If people want to get their skins and move on, let them. People like me, who want to explore the content more deeply and get all the achievements, will do so at their own pace.
Its more for people who enjoy grinding content that would get the benefit from a daily system instead of a rapid succession system, people who take it at their own pace will continue to do so no matter what the system is. Grind is always looked at as something people don’t enjoy so its thrown out right away. But the people who do enjoy it, and want to feel rewarded when they do it, always get shoved out. The argument about playing a different game is too easy to use instead of finding a way for everyone to be happy. Daily system feels cleaner and makes more sense for everyone in my opinion.