Showing Posts For Spartacus.9743:
Hello,
watching all the Twitchcon Devs often talked about setting builds, mixing up stats etc.
Legendary armor will surely help this mix n’ matching cause like weapons we can change stats so we can prepare ourselves to a fight more easily than throwing ascended gear into the forge getting the stats we need..
But, there’s only 2 big, really big barrier that doesn’t let this system to be really effective, and i’m not talking about templates/traits…
I’m talking about runes and infusions!
when you have to set up a build, you have to pick up stats from gear, traits, and runes/sigils…
While with sigils the thing could work like 1 force/ 1 random, with runes/infusions this can’t absolutely work, cause runes basically gives you a big plus to what your build is made for, while infusions increase stats you have chosen to upgrade to your build…
This is a little preview of what big trouble we are gonna face:
I have full legendary equip, this day i have to run with friends that needs a Phalanx warrior build, so:
-Stats X (free to pick)
- sigil of force/ sigil of strenght (almost 11 gold)
-Rune of strenght (more than 70 gold)
-Mighty infusions (don’t remember exact price, so 800 gold almost)
Well, i have my build, i face the raid, gg wp…
What if the next raid i’m gonna face will pull me in a changing build situation?
example:
I have full legendary equip, this day i have to run a raid with a team that needs a lot of support, then i have to go cleric war… then:
- Full cleric stats (free to pick)
- benevolence sigils / sigil of water (x gold)
- Runes of the soldier (x gold)
- Heal infusions (almost 500+ gold)
my 2 cents:
Legendary armor won’t give us chance to mix up things, cause we are locked by expensive items (runes/sigils), that prevents us to have a really effective build without spending a consistent amount of gold more than once..
TL,DR: For legendary equipment add a drop down menu for runes, sigils and infusions, with like 5 sets we can switch out of combat, so we have to buy expensive stuffs once time, an keep it saved in the armor/weapon pieces in case we need to change in some situations..
Feel free to discuss
(edited by Spartacus.9743)
Isn’t possible to change colours between the 2 portals? or add atleast a diffrent glow, like for example:
Light purple -> entrance
Dark purple -> exit
nothing so big but is still a thing you could pay attention
Dear Roy I really appreciate the way you discuss openly feedback for your project…
I really hope other Devs to get inspired by your method to improve other classes properly..
Anyway, I’m here to suggest a couple of interesting things about UA and EtD:
- For UA, reintroduce displace but with some limitation:
1 – Max 3/5 target can be displaced, if it displaces 3/5 enemies it will end before its duration
2 – Add a simil-boon to displaced enemies: Protection of the mist: you can’t be displaced (4-5 sec duration)
This could help the skill to work properly and to prevent abusing by players
- For Embrace the Darkness, let this skill still copy condition, but choose (up to you) from:
1 – Movement impairing condis
2 – Damage only condis
One of this 2 adds will give a solid meaning to EtD, like a gap closer copying cripple/immob, helping condi Rev to compensate the lack of mobility, or a simple "OH **** " button…
I’m up for the n1
Again thx for the hard work!
(edited by Spartacus.9743)
Take – my – money
Sweety Karl, Guard is my main so I constantly check this thread looking for some good news in terms of Dh balance!
Just a QOL request: can you pls edit 1st post also? Specifing wich changes are incoming in the next BWE and wich we’ll see on the next one..
This will help us to value changes all together and have a good judge about this changes
There’s no sense about preventing traps from be ground targeting..
Since DH can magically cast his trap under their feet, he can cast also in other spots in target…
And another thing i don’t like is the auto trigger when enemies just walk in… This dynamic just makes them easy avoidable and most of the time enemies dodging are going to waste our 25+ sec cd skills..
A good concept for traps can be a dynamic that let you choose when the moment you wanna trigger trap actively, not passively…
Only this dynamic is good for traps, cause enemies can only see when you cast it, not when you activate it, and this advantages trapper classes making their skill more useful and smart, preventing that cheese mode where you use a trap, then throw a coin, 50% your skill will waste up
TL,DR : Add a simple factor like “place your trap – activate your trap” and you can still mantain your not ground target traps, forcing us to finally play with our skills instead of praying RNG god to trigger well the trap
(edited by Spartacus.9743)
The purpose of this skill is to destroy projectiles and blind enemies, wich is mostly like war #4 longbow..
The only thing needs is to increase the duration of the blocking ray, since it’s animation is too fast to being effective in some situation (it can block 1/4 of ranger rapid fire just for saying)
Plus, projectile destroyed should count as block, to better sinergize guard blocking trait like Defender dogma
(edited by Spartacus.9743)
I just have 2 suggestion for this skill (not necessary to have both even if it would be nice):
1: reduce cooldown to 8s
2: since the animation is too fast, make the ray created from the shot lasts 2 more second, so we can benefit of a 2 sec mini wall that increases our projectile reflects..
And keep also the blinding cause is the only thing that is worth in this skill atm
The only thing i can’t deal with dragonhunter are virtues..
Ele overload works good cause you are not forced to use that skills, since attunement swap is still istant cast so is your choice to use them or not…
Dragonhunter instead, forces you to give up to what really makes powerful virtues, their instant cast, and the instant benefits virtue gives, nothing comparable to a spear, a leap or a wall that doesn’t prevent melee distance projectiles..
That’s what
Except for the CD, traps were quite good in terms of effects when they were showed in ready up…
Light of judgement seems pretty useless after nerf against non AI enemies, while others needs just some adjustement in terms of CD..
Dragon Maw works fine, seems a good elite
If you wanna use a fractal support build you should mantain berserk equip, use zeal honor and virtues/radiance and run with hammer build..
As utilities you should use retreat+shield of avenger+wall (if shield isn’t enough) or bane signet, or purging flames (this only if you don’t have remove condi with virtue of resolve, or if 1 condi removal isn’t enough)
3x aegis and perma protection is the best support you can give to your party while mantaining a good dps, but i’m assuming you’ll be able to prevent big attacks with a perfect timing on giving aegis
(edited by Spartacus.9743)
Hello, i watched the gamescom stream but didn’t saw any dragonhunter broadcaster…
Has been some dragonhunter weapon/utility skills or trait modified?
The only i caught was the cd reduction of Hunter’s ward from 60s to 45, if anyone has checked something else feel free to share
I’m betting for the first 3 legendary implemented:
- Staff (too many melee staff added, and too many caster staff skins atm)
- Mace (who doesn’t want a legendary mace different from The Moot? I like it anyway)
-Sword (I just want something different from Bolt)
Yea I watched the gamescom looking for some good gameplay, buildcrafting and some new info even if as a main guard i know almost everything about the class and the new skills/traits Dragonhunter will add, and all i’ve watched was a bunch of ppl running and dying casually, with 0 complete info about elite specs and i’ve found this a totally waste of time…
Honestly i don’t know if they were subscribed by anet, but leave to this streamers the role of showing new content and elite specs, for old and especially new players was a very bad idea…
Pay me a ticket for your next game festival and I’ll be able to cover almost every class in detail and give more and better info about the core game+the expansion that is coming…
And obiouvsly there’s many other players able to give alone more info than the 2 gamescom stream days..
I can’t see too much problems on revenant mobility…
If you need to run faster, use the command “about face”, then riposting shadow, then again about face…
The problem in shiro’s stance is the lack of condi removal, wich makes it really challenging to use in pvp, where condi are often the main issue…
That said, I personally prefer instead of 1 sec of super speed, 1 sec of condi transfer, and since this skill can be active in combat only for few sec, it will remove max 2-3 condi in a real fight, wich is not bad since his twin class (thief) has more ways to remove condi..
My concern was about that quote, cause in this case we’ll see fractal daily rewards reduced from 5 to 3…
I just hope rewards will be better than now, even if i think that give 1 only reward for 50 fractal level is a waste of develop for all those rework and brand new instabilities..
I don’t see ppl making 3 of 4 lv 50+ without a proper reward..
As a daily fractal runner i’m super hyped about the today’s announcement!!
Some unclear things about the new system is:
How reward system will work in terms of level scale reward?
Will the new system add more daily rewards? Like:
1-10
11-20
21 -30
31-40
41-50
51-60
61-70
71-80
81-90
91-100
Or the new system will mantain the daily fractal reward chests up to 5?
Torch #4 is amazing, as it gives a big burst projectile and a decent amount of burning, and greatly sinergize with Radiant fire trait…
For those who’s complaining about the gambling when you throw it, just learn to shoot it watching the area you are in…
Torch#5 needs a big buff, like reducing cast time from 4s to 3s, and granting 1s of burning for each hit, or let the flame explode on last hit giving 3 stacks of burning AOE… Oh, and increase the dmg also
As we all saw, the last beta had a great impact on what the revenant lacks and where it should be improved, with a consistent number of changes as naturally consequence…
Elite specializations are improving all classes in terms of dps/condi/support, frontline/backline/mid range, and adding new trait combos completing the new trait system devs has developed..
My biggest concern is about how unbalanced will be specialization, in terms of what are offering and what we should sacrifice in our characters…
The only way Anet can balance all specs, improving/reducing some stuff is a bunch of large scale testing…
Despite Anet team works costantly together, each class has his group of devs working on a single/couple of specialization, and as everyone knows you can get great feedbacks about a work only with a large pool of testers, like the stronghold/revenant betas wich gives team the input about priorities to change (healing scaling for ventari, Condi output for mace/axe, hammer dps)..
Only watching the 4 elite specs shown, the greatest questions about specs are at the moment:
- Chronomancer: How alacrity will affect the Mesmer gameplay? should it be raised/descreased in terms of %? are wells x tic/x dps/ x radius/ x cd good?
- Reaper: high/low dps? Reaper shroud, too much strong/weak? Are shouts well balanced in terms of dps/cd/effect duration/radius? has the reaper enough defensive factors (cc/break stun), being considered a melee frontline spec? Is the damaging chill correctly balanced in terms of dot output?
- Dragonhunter: Has the Longbow enough dps to be a valid scepter alternative? Are traps balanced in terms of cd/dps/effect duration/radius?
- Tempest: considered as a frontline support, is it balanced in terms of boon output in terms of stacks and duration, are cd balanced respect other core alternatives? has enough heal/condi/cc/dps output? are the skills radius too high, or too low?
And there’s also some general questions like:
How the elite spec X works in pve, in terms of dps/cc/support/condi?
How the elite spec Y works in pvp, In terms of point holder/roamer/front/back line? is the dps/condi/support effective like class X?
How the elite spec Z works in WvW, in terms of roaming/zerg/ front/back line? Is the spec respecting the exact job assigned by devs?
The only way those questions can find answer is beta testing, where you can increase/descrease numbers, get tons of feedback and work on those feedbacks, speeding the classes balance time and giving us less things to complain about when Hot will come…
Oh, this can be useful in terms of saving resources, since you need less time working on, cause community checks almost everything about this game, even you devs :P
TL:DR weekly betas and we’ll scout each single issue about each single class skill, utility,trait..
Peace and love
I’ve spended almost 5k, earned 20 prec, 11k+ gold earned (don’t remember the exact amount)
I’m feeling lucky, but one of the most common gambling rules is: get out of that game when you are winning
The real problem with torch #5 is the long casting time (4s)
It could be adjusted reducing the casting time from 4s to 3s, and the final hit should apply 4 stacks of burning for 3s…
And so one of the most unused guardian skill can be considered
- 60 seconds FMW cooldown
- Symbolic avenger grants 10% on your symbols only
That’s all the guard needs to be reworked, leave the rest or it will be a big nerf instead of a bugfix
Love the new Lion’s Arch, absolutely amazing ^^
The only missing things in this beautiful city are:
- Repair station near the fractal portal
- The fractal dungeon indicator in the map (the mini door dungeon style)
Olny this 2 add and it will be perfect
(The fractal portal is quite hidden now if you get in map for the first time)
I’m ok with the money we have to spend, but not for what they offers you in Standard/deluxe/ultimate as extra
Personally I really like this change…
I have 2 full ascended Zoja armor set and with full Zoja weapon set, Ele full ascended celestial and engi full ascended rabid, and after that hard work i can finally spend less on dressing my remaining char with chests i’ve stored in time, being almost useless since today…
I have a big question: will this system work also with wurmslayer/tequatl respective armor and weapons? Or can’t this 2 sets be thrown in forge?
The standard doesn’t include char slot…
So it’s like for fully enjoy HoT we have to pay 75 bucks, cause what you get with standard edition technically doesn’t allow you to play all the contents they’ll add
(edited by Spartacus.9743)
This has nothing to do with the core game…
In the core game you bought a complete game with tons of content ecc..
In hot we are buying an expansion, a major feature content adding, not a new game..
Now, this major content Hot exclusive are:
-Mastery system
-Guild Halls
-New map
-New class
-Elite specialization
So we have 5 major feature content when we’ll buy HoT, but one of these requires an extra fee cause they don’t give you che chance to buy standard Hot with a slot for revenant included…
Why we have to pay more, we’ll pay for the xpac, we deserve to log in and enjoy instantly 1 of the major feature (maybe the most interesting) of the packet
GW2 released with five character slots and eight professions.
There’s nobody who bought GW2 and couldn’t play all classes. Even if they couldn’t have one character of each class at the same time, they still had access to each one of them, up to 5 different at the same time.
With HoT, there are several people who cannot access Revenant at all, unless they buy an additional slot.
they have access to it… if they buy the xpack, they gain the ability to make a revenant
The concept is really simple: Revenant is one of the major features, so when i buy HoT i should be able to install it and play every feature the xpac has, included the new class…
It’s called: you buy something, you have something (simple market concept)
What they have done instead is: you buy something, but for having 1/5 of this something you have to pay more…
This is the real problem that most of ppl are trying to understand…
I’m gonna buy HoT, wich includes with other new contents a brand new class, and if i don’t sacrifice a char/ buy a slot with gems (other 10 bucks)/ spend in game money for new character slot, i can’t play the new class I’ve paid for…
What’s the logic in all this?
I mean, I have 8 char slot, 1 for each class, and they are part of the core game (5 slot base + 3 char slot bought), why do I have to buy an xpac that doesn’t give me the chance to play this new char without spending other resources?
I don’t have troubles buying in game a new slot, and i don’t have troubles on buy this expansion (wich i will buy surely), my/our greatest concern is why I/we have to spend other resources for playing what I/we’ve bought, that’s all
Now that Anet has launched the pre-purchase of GW2 HoT, we know that the price is about 50 bucks for Standard edition…
I’m not writing this post to discuss on prices or buy method, i’m here just for a common proposal:
Please show us what we have to buy
Trailers are not really clear about the content, and i think many people has the same concern that I have at the moment: If i have to buy this xpac, atleast i should see some of the contents added…
(Mind that wvw and pvp are going to be added in the core game, so i’m talking about exclusively HoT content)
I’ll surely buy this xpac, but i prefer to don’t buy a closed box, I wanna see some Ready up that shows contents for atleast 20-30% of the xpac, so we can better check if it’s worthed or not…
Teasers and screenshot are quite nice, but not clearly explaining..
That’s all
Consider that we don’t know at the moment how the revenant elite specialization will work. . Maybe we will be able to use 3 legends instead of two, or maybe we can bound a weapon set with each legend we’ll use. …
in any case I see the revenant well balanced with the legends traits and each weapon set avaliable. ..
Skills from both weap/utilities with low cool down, so we won’t have problems about use only autoattack, only sb rangers and dagger thieves will suffer from that
Stronghold is a great map, i found it very very fun and entertaining..
The only think that impressed me badly is the utility difference of the 2 npcs you can cast:
-Doorbreaker
-Kitten tengu
Playing a lot of matches many has found useless build the kittens, while skritts are very useful for their big damage to the gates..
Kittens only have kittene when all gates are broken, but are not necessary to kill the enemy’s lord, while skritts are mostly the key of the team success..
However, here’s some little tips that can help the kitten to be more useful in the fight, and provide some advantages to the team who’s casting them:
Solution 1: Archers can cast Combustive shot (cd 20 sec), providing more pressure and help team fight (fire field for blasting might)
Solution 2: Archers can cast Deflecting shot on target (10 sec cd), granting blindness to enemy and short time projectile reflect
Solution 3: Archers can cast Healing spring (When they reach 50% of their hp), granting some heal to allies and a water field for increase the team sustain
Solution 4: Archers can cast Pin down (20 sec cd) on target, granting more pressure on the target and granting a little advantage to the ally team
There’s more and more solution to improve utility of the archers, don’t let they stay how they are, they risks to become soon useless, removing a gameplay option in this amazing map…
Thanks
(edited by Spartacus.9743)
Where is promised challenging HOT content?
in Guild Wars 2: Heart of Thorns
Posted by: Spartacus.9743
Though it isn’t the “challenging content” feature discussed in our announcement – I will add we want our open world content experience to be more challenging as well just in general.
Starting from the fact that the improvements in the open world(collections system, Dry top and Silverwastes) are surely an interesting and well concepted ideas, i have just a simple question, and it’s about closed istances…
Should we stop dreaming about new istances (out of the living story), or we can hope about new istances in HoT?
I’m not expecting a detailed answer, just a “yes, you can dream!” or “nope, wait for the next xpac” :P
What we are missing in the revenant is:
- 3 new legends ( 2 core + 1 elite)
- 3 new trait bars (2 core + 1 elite)
- New weapons combination (probably sword mh/ dagger oh/ melee staff)
- 1 more utility skill in each legend (each set of skills will have 1 healing + 4 utilities + 1 elite)
In concusion, until they’ll show the complete class we should just wait instead of making threads of how an incomplete class has low customization way
@Spartacus You serious? Just because the red post didn’t specifically say anything about the price that means it’s set in stone at $50? Come on man. Until there’s an official announcement with both PRICE and release date, take these 3rd party websites listings with a huge grain of salt. They are placeholders. Nothing more nothing less.
Not just the red post, also the Amazon post doesn’t mention a price variation, just a date variation, and as you can see is an official NC Soft product…
If it’s a fake it surely will be removed, but honestly even if i like the game and i will certainly buy this expansion, it’s sad to pay 40-45 € for an expansion pack… the complete game was sold at 55€, and has surely most content than HoT
Confirmed, with the thief’s wall after 4 sec of stealth you get revealed, while with shadow refuge players are revealed when the shadow disappear…
So bad to play a thief atm
Jeezus. $50 USD!? Is this a stand-alone game or an expansion??? I was expecting $30, 40 tops…
Arenanet hasn’t announced a price yet. The price listed on Amazon and other retailers is a guess and not official. Come on people.
That’s right, but Anet answered just something about the date release, nothing about price…
So we just have to buy Heart of Thorns at that price, sadly
I think wards are just coded that way. Knockback on touching the ward.
This surely grants more chance to increase the inflicted cripple, but why spend a trait just for 1 weapon skill (Hunter’s Ward, 60 second of cooldown), while you can choose a trait that can change litterally a teamfight if used properly?
What i mean, is that an elite specialization should work on skills and traits that works greatly in a set of mini combo that sinergizes each other and change the sort of the fight, and 4 sec of cripple for each knockdown (guards has 1 only CC for each weapon except hammer), doesn’t change almost anything…
Taunt is the condition that all tank, support, cc players were expecting in almost all game modes, and wich class fits perfectly the role of the “taunter”?
I guess the Guardian/DH fits perfectly this role, so why don’t give a chance to guard to be able to decide the sort of the fight taunting an enemy, and pull him to trigger a trap weakening hardly the enemy?
(edited by Spartacus.9743)
Honestly DH will have enough ways to apply cripple to enemies, and i think that a more useful trait to encourage a dynamic play can be the top for this magic trapper guard..
Here’s my suggestion, and i think most pvp/wvw guards can join my idea:
[Trait name]
“Spear of Justice taunts thetered enemies” (2 sec taunt, 25 sec cd)
This can be really useful to pull enemies in the trap and can really make the difference in both pve/competitive gameplay, and can also help to spread new conditions into all classes…
Personally i can see the taunt as a Dragon Hunter ability, catching dragons has some risks :P
What do you think about it? too much op? too much useless?
(edited by Spartacus.9743)
Tome Rework Suggestion
Why don’t you change just the way tome works…
1 – They can be setted like engi kits, with obvious rework on skills effects, skills cd and recharge time of the skill itself…
2 – If the no cd kits idea could sound bad, they can be reworked as Elite conjured weapons…
Low cd (like 60 to 90 sec), with another tome placed on the ground usable by other allies..
3 – They can be works like banners, with power/heal/blocks/condi effects, that you can place on the ground and grant benefits to allies in their radius (or also with malus to opponents)
I think the first thing that makes tomes fits in the less used elite is the too long cooldown for small benefits, and working on cd and balancing some skills to be more/less effective can save and make useful this beautiful (but unfortunately useless) elite skills
For those who’re saying guard has no mobility: do you play in auto run only?
Go guard man, don’t trust rangers, and don’t trust guards in general. .. trust only in your skills if you’re playing with a dps build, and in every instance you will die cause of your fault, not by untrained players..
P.S: go guard
Scarlet as a legend?
I would prefer The Mossman as legend from the mists, with oneshotting axes bouncing randomly in the map ^^
P.s: and it could introduce agony as a new condition applied… Mossman 1 – Scarlet 0
Unsually in dungeon runs me and my team run with:
1 war (double banner or only disc)
1 ele (s/d for might/fury stacking)
1 thief (high single target dmg, stealth, perma blind trash mobs)
1 guard (high dps, aegis, wall of reflection)
1 ele staff/ 1 mesmer (mesmer for time warp or for changing monotony)
but we unsally find some good engi/ranger with high dps and good team support..
It all depends by the gear/traits, the classes knowledge and the personal playing skills..
Unfortunately necro is a bad choise cause of low support team and low dps even with a zerk meta..
P.S: all classes must be played zerk for all dungeons/low fractals for be efficient in a zerk meta team ( for fract 39+ a little more tanky is better, but just for guard/ele)
As the title says, it would be nice to have an official in game aivailable movie of the current living story (first also), with trailers, flashbacks, and episode clips that riassumes the epic fight against the Mordrem…
It will be more than nice if it will be available only for who has ended all the living story episodes (not the achivements), as a prize for loyalty to Tyria, as a strong lore font, and for who wants to revive this spectacular living, without play it 10 times
(edited by Spartacus.9743)
I wanna personally congratulate with the entire staff for this amazing patch…
- We have a new fantastic map, with WvW components,
- We can feel starting the real war with Mordrem,
- We have new rewards, new armor set and soon new weapon set,
- New istanced zone (Glint’s lair), shiny like an heaven
But most important thing, you finally introduce new lore pieces, some just child poems, some hidden secrets, and some biographies (Shiro in particular)..
Now finally we can resolve some of the misteries of ancent Tyria, or just try to do it, but this is really gold stuff..
If one day you will vote the for the best Patch of the year, i vote for Echoes of the past!
Thank you Anet, you deserve just glory for this patch
i’ll try to make some calcs…
15 prec:
2 bard, 1 venom, 1 rage, 3 zap, 2 dusk, 1 the legend, 1 tooth of frostfang, 1 spark, 1 kudzu, 1 chacarias, 1 the chosen
Prices are not the same cause of the value change in the time, but approximately:
9625, but i think i’ve earned 10’000+ gold
Money spent for forge: i think 4’000 gold since i’ve started
Just don’t spend more than 100 gold for each try… in 2 years i’ve got 15 prec, and with gold earned i’ve dressed up 3 chars full ascended, 1 legendary (the only i like), and some rare skins/mini pets…
If you want to be a professional forgeman, you should have some foundamental rules:
- If you have 1000 gold buy your precursor, don’t wait for the RNG god
- Never spend more than 100 gold of stuffs at day (Diminishing return, waste of money)
- Never spend all money in forge (your minimum budget must always be 50 gold for extra issues, not 5)
With this little rules, i’m having real great time on GW2, playing only for fun and being rewarded sometimes but having always some money to spend..
I think the only from the biconics that can give a sense of real cooperation, epicness and might is:
Rytlock Brimstone!!!!!!!!!!!
In the dragon’s reach P1 i had for the first time a true powerful companion, i enjoyed too much the brief experience with him…
I don’t want to fight beside kids, shiny couples, fake commanders (I’m talking about the firstborn), i want to have always on my side a companion, a true leader, a brave warrior!!!
Rytlock himself can carry on his shoulders the entire GW franchise + a dolyak with all the Anet devs up and on the same time prepare sandwiches for the charr cubs…
PS: let mordremoth fight be lead by Rytlock, thanks
Proposal Overview
1 – Raid selection
2 – Raid difficult scaling
3 – Raid structure
4 – Raid Rewards
Goal Of Proposal/Functionality
1 – Raid selection:
opening raids should be allowed up to medium size guilds (100k), but non-guild players can partecipate, under invite only (lfg will work only to sponsorize the event, not to partecipate)
Raid opener should have some tools to keep the raid always clean and smooth:
- Kick players during the raid (/kick Name)
- Invite players in the raid istance (/invite Name)
- Check players equipment for keep the max quality of players in the istance, and for being sure that a DPS, Condition, Support class has joined the raid respecting the request (/check Name)
- Add a “raid officer” title that will have same roles of the opener (opener can’t be kicked), for facilitating the work for the leader during the event (/officer Name)
2 – Raid difficulty:
Raid difficulty should scale for each single player in the istance, from 10 to 50 (a counter on the right side like the Color Knights in the last battle against Scarlet should be perfect).. 50 is a random number i think that Devs should take a decision about the max number of partecipant..
Second proposal for raid difficulty: let’s assume dungeons are standard difficult, raids should have 3 different difficulty: standard, hard, elite.. (for rewards, i’ll be focusing later)
Difficult factors could be:
Agony Resistance
Bosses life/dmg
Environment hostile (roots, falling stones, disappearing pads, bridges falling)
Debuff (like the achilles bane in lyssa event)
3 – Raid Structure:
Raids should be totally different to dungeons and fractals, the ability of players will influence the 100% of the raid, while the dynamics of events and roles of the player should be the jump to a new way to play in guild wars..
Great dynamics could be siege weapons (like teq), splitting in 2/3/5 teams, jumping puzzles, stun the boss on an exact time, switch bosses stats (like increasing toughness for give condition a role)..
Roles of the player should be greatly defined, Condition Dps and Support classes will work together simultaneously (I’m still hoping an inverted triple trouble event, with dps classes defending the condi team that hits the boss)
Last, but not last, give this raids a LORE! Talking personally, i love to know why we are fighting a battle, and i think many would find this great
4 – Raid rewards:
As i said before, raids should have 3 different levels: Standard, Hard, Elite
Rewards should be standard for each level (T6, rare, exotics), what changes only are the special reward that a raid could offer…
First, keep the RNG alive and add the chance to drop from “The final chest” unique items like rare skins, back recipes, Endless tonic that can be selled, so that players will be extra-rewarded for the hard run, but introduce also a Token system like dungeon (guild raid commendation?), that allows player cursed by the RNG to have what the raid reward has to offer (Items got by token system should be ACCOUNT BOUND)
Token system could be:
1 token for standard mode
2 tokens for hard mode
5 tokens for elite mode
Each item will have a number of token needed (example: 15 off hand only weapons, 20 Main+offhand weapons, 25 two-handed weapons, 35 backpack recipe, 40 mini/tonic)
Last, Reward should be daily account- bound
(edited by Spartacus.9743)