Showing Posts For Tamora.4603:
I’ve got GW2.exe, GW2setup.exe and Gameadvisor added to Virtu MVP, just like I had before the launch of HoT, but since the launch, Virtu MVP doesn’t start up anymore. Anyone had the same issue?
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Tamora.4603
To be honest, that’s nothing new. Was the same story when the main game was launched.
You can’t sell the base game via the gem store, if you need the base game in order to access the gem store. An expansion is not needed so play, so it’s also optional.
True, they might not want the people to get the expansion for free via the ap chests, but then the free ap chest gems led to the gems, you bought for money of via gold from someone else who spent money, being worthless for the purpose of buying expansion. Hence the gems are devaluaed.
Hmm, that means it’s different to the Digital Deluxe Upgrade, which is available via the Black Lion Trading Company, and we can’t use the gems we bought with real money in this case. That sort of devalues the currency you introduced for more convenience.
This gliding feature reminds me of Aion. Anyway, I think if you consider it from the beginning, there should be a more intuitive way for gating content, if that’s what the flight endurance is used for:
You fall while gliding and you travel horizontally. Simply apply a different angle for the various levels. Let’s say at level 1 you get 10 meters far, if you drop down 10 meters. At level 2 you reach 20 meters distance by dropping down 10 meters etc. That way some islands in the air are just out of reach for players with low gliding level.
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How did people figure these things out to put them on the internet?
This.
OP, all the information on the internet was put there by players. You’re perfectly free not to look anything up ever, you’ll just find it’s a lot less efficient for you.
That’s exactly the point. Due to the efficiency loss, that’s not an option. E.g. the daily boss. Sure, you can go to the spawn point and wait there for up to 4 hours, once you found the boss by accident or looked the spawn point up in the internet once before.
Alternatively you can ask the other players who looked up the spawn time themselves or just answer with a link to a boss timer. From my point of view that doesn’t solve the issue, just transfers the hassle to another player.
That means, if you don’t want to annoy the other players or waste a lot of time, you have to look it up in that case.
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some of them are, but not all. last wintersday e.g. there was a npc, where you were able to trade in some “glue” from the year before, because they changed it. there is also stuff like twisted watchwork shoulder scrap. If you have less than 250, they are probably useless. Transmutation stones: less than 3, useless. I assume there will be more trash left behind as Guild Wars 2 gets older and gets more changes, so the launch of HoT would be a good time to also launch a system which deals with this.
Heart of the Destroyer. I somehow ran into that one. You need to search in the internet to find it’s required for Mawdrey II, but need a lot of other stuff for it first. Mawdrey II might be useful for the flood of bloodstone dust though.
You want to have luminescent gear? Go search in the internet where you get e.g. Verata’s Searing Ring, if you don’t have it yet anyway…
I’m just saying the game forces you to search in the internet instead of playing the game. For regular forum users that’s probably not much of an issue, I suppose.
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One thing I’m hoping for is that HoT let’s me play the game more than doing research in the internet. It might not affect everyone, but there are a few things which bother me:
- daily boss: you have to search in the internet when it will spawn.
- drops from festivals (e.g. winterdays): you have to search the internet to find out whether they are still useful or not. right now they just fill up the limited inventory.
- you want a legendary? search the internet how to get one
- you have any other goal? go search the internet…
I think it’s immersion breaking and I feel like I would have to spend more time than necessary, so I would prefer something like a “in-game navigation system”.
- daily boss: add a timer in the daily achievement menu (and provide more options for pve, but that’s another story)
- drops from festivals: add a warning before they get useless. click on them and it shows you where to trade them in and once they are useless, add a pop-up which asks you, if you want to delete them.
- legendary: add an in-game guide (like a tree with mouse over comments) how to get them
- communicate changes well in-game, like an in-game assistant npc in the home instance, which tells you the changes since you visited him last time and which provides a knowledgebase for older changes
In case some of those features are already in the game and I didn’t notice yet, then I apologize and please let me know.
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1. new professions
2. new continents
3. henchmen/heroes for dungeons
I think there different kinds of players:
The players which don’t want to socialize, but enjoy the lively atmosphere of other players running around randomly and GW2 is a great game for them. GW1 was similar, from my point of view, which might have been caused by heros and henchmen.
The other kind of players, which would like to socialize with other players and build a community, won’t find what they know from other MMOs. I think it’s not only the game design, but also a trend in gaming and internet society. People now prefer the anonymous crowd more, it seems. Games aren’t here to create communities anymore, that’s what meanwhile twitter or facebook do. When WoW was big, those services were not there or at least not that big.
TLDR: A profession where the F1-3 keys (toggles) define the playstyle, not the weapon:
F1 – Summoner, where spirits are the damage dealers
F2 – Caster
F3 – Melee
I hope there are some experienced players who can help me refine that concept further with their appreciated suggestions, ideas and criticisms.
Mesmer says hi.
true, that might have been an exception.
Wow, love them all!
Thanks.
Regarding the professions from GW1, I think they keep the names, if there is no major change compared to GW1 (e.g. Warrior or Elementalist), but change the name, if they have to adjust characteristic features (e.g. Thief). So I would be surprised to see a Monk or a Ritualist in GW2, because they would have to change characteristic features, as far as I can see. They might bring back certain popular aspects of those professions though, but probably in a new profession. Just my understanding.
The Dervish isn’t really covered by the GW2 professions, I think, but I think they were not too happy with this profession in GW1. Still, it could be possible that a Dervish returns in GW2, maybe with changes to the lore aspect.
Actually there is a whole bunch of ideas for new classes at guildwarsguru some of them are more detailled than others and some of them feasible than others.
The Ritualist (I called my idea for it Evocator) and the kick boxing Monk, like Scholar I suggested, seem to be quite popular, from what I understand. Another one I liked is the Oracle concept I made, which was supposed to be designed for GW1 Monk or WoW Priest players. I’m not so sure about the mechanics of the Sangoma, but I thought it suits to the GW2 concept art I liked a lot.
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A medium armor caster with a Ritualist’s touch is missing, like the Evocator concept I made some time ago.
How is it Identical to the guardian? I would understand if you said it was similar to the mesmer, But I don’t see the connection to the guardian at all.
it’s always nice to see that others would like to see a return of the ritualist in gw2.
there are quite a few people looking forward to a gw2 ritualist, it seems. i also thought that concept got more in common with the mesmer than with the guardian. not sure if it’s unique enough yet for a new profession, but it’s a start.
like teraphas said, a new profession should bring a mechanic to the table which didn’t exist in the game so far. i had a try on interpretation of a gw2 ritualist! as well. i think i found a unique mechanic for it, at least within the gw2 professions. feel free to suggest improvements, if you like.
alternative 1
alternatively to the concept in the op, the wraith in the caster playstyle could be deleted completely. that way the evocator would have the playstyle of a pure caster in this evocation, like the elementalist or an elemental shaman in wow, but i think the ability to choose and significantly change the playstyle with the other evocations would still attract fans of traditional hybrids (ritualists, druids, shamans etc.) and make it unique enough to be added.
alternative 2
alternatively to giving the caster playstyle a companion, the companion could go to the melee playstyle. that way the char wouldn’t need to have an increased amount of health, since the companion soaks up damage as well, especially since the damage mitigation mechanic would stay the same. this would be somewhat similar to the white lion in warhammer, but would prolly fit less for former dervish players.
Theme
The theme is a very important part for a new profession. In GW2 each profession of the same armor class can use the same armor, but still armors are inspired by a profession’s theme. The Ritualist’s theme is very popular, but can’t just be copied into GW2, since tattoos are now a Norn racial feature, not a profession specific feature. Instead of the Ritualist’s tattoos the Evocator could use Dervish-like hoods, which makes the Evocator’s theme a combination of the Ritualist! and the Dervish!. Maybe some hoods could be made of transparent material, like that Aeon Flux hood. This would emphazise the mystic and ghostly appearance nicely.
The Evocator’s theme could be similar to this Ritualist in norn armor wearing a shining blade hood!, but with GW2 graphics it would look quite a bit better.
The spirits in summoner playstyle look pretty much like the Ritualist’s spirit, except that they are mobile and therefore have no or different chains!.
In caster playstyle the companion got more presence than the spirits in summoner playstyle. Maybe a little bit smaller than this fellow here and not a demon!. Maybe this size!, but, unlike those examples, the wraith theme should be used!.
In melee playstyle the Evocator is (maybe temporarily) surrounded with a ghostly appearance, like trapped within a spirit. That way the character and gear, the player spent a lot of time on, is still visble, but it still got some transformation touch. The style could be like this!, except for the horns and the size should be more like this! though.
The Evocator could also have some nature/restoration based skills, like using the power of gaia! like in the final fantasy! games and movies!.
Utility Skills
Item spells should be available to each playstyle of the Evocator, but there might be some item spells reserved for certain playstyles. Therefore item spells could be used as weapon and utility skills. The other skills are only useful in certain situations, so it wouldn’t make sense to tie them to weapon skills.
Item Spells – like the Ritualist item spells in GW1, they deal damage, control enemies, buff allies etc.
Skills which alter or nullify the enemy’s ground targeted aoe spells, like symbols, wards, wells etc.
Anti-minions skills – skills which kill minions, temporarily take over a enemy minion (any profession incl. Engineer turrets and Warrior banners), prevent the secondary effect of minions.
Anti-stealth skills – skills which prevent stealth, skills which mark stealthed people, skills which damages stealthed people or skills which prevents stealthed people to use any skills.
Traits
The five traitlines improve the following aspects of the Evocator.
Traitline which boosts damage and helps while using a melee playstyle.
Traitline which boosts damage and helps while using a caster playstyle.
Traitline which boosts damage of companion and minions and supports them.
Traitline which improves possession spells.
Traitline which improves the survivability.
Weapons
This professions also only got access to one weapon set at a time, since it got access to the different playstyles. Which weapons it gets tecnhnically doesn’t really matter, since it’s only for flavour and immersion. All of the available weapons are available in each playstyle. Just as an example:
Main hand – sword, mace, scepter.
Off-hand – sword, shield, torch.
Two-hand – staff.
Aquatic – spear.
Armor
Medium armor, just because hybrids usually use medium armor.
Mechanics
Spirits – ranged minions when using the summoner playstyle which primarily deal damage.
Wraith – melee companion when using the caster playstyle.
Damage Mitigation – in pvp the enemies usually ignore the pets and just go for the player. In the summoner playstyle the player itself is quite vulnerable, since he can’t deal damage himself. The spirits are the tools he works with. To encourage the enemy to attack the pets/companion first, the spirits and the wraith mitigate damage the Evocator takes (attacker hits a pet/companion -> pet/companion takes full damage, attacker hits the Evocator, who got an active pet/companion -> the damage is split between evocator and the pets/companion, therefore the Evocator doesn’t take the full amount of damage and might be able to handle the incoming damage, attacker hits the Evocator without active pet/companion -> the Evocator takes full damage). So if the enemy kills the pets/companion first, he reduces the damage he takes, since the Evocator himself does not deal damage in this evocation, but if he goes for the Evocator first, he’ll notice that the Evocator is quite durable and he has to soak up more damage.
Possession Spells (inspired by City of Heroes Kinetics power set!) – applying conditions to enemies and simultaneously boons to minions and/or allies which influence stats like e.g. power/damage, precision/crit chance, toughness/armor, vitality/health, energy (for dodging), attack speed/cast time, duration (incl. the duration of the pets) and movement speed (the last ones are sort of manipulating time as reminiscence to the Chronomancer). The conditions affect the target and the surrounding enemies (incl. minions) and the boons affect the Evocator and the surrounding minions and players. The possession conditions and boons stack up to 3 times and one Evocator is able to apply and maintain up to 3 lvls of conditions and boons himself. So you don’t need 2 Evocators to max out the conditions/buffs, but you might want to have a second Evocator for different conditions/buffs.
Alteration – negating the enemy’s positive effects (e.g. expire), turning them into negative effects or into positive effects for yourself.
Items Spells – conjured urns which trigger an effect when the player trops them. Well known from the Ritualist from GW1.
Weapon Spells – cone, drop or ground targeted aoe spells.
Control Skills – stuns, knockbacks, blinds etc..
F2 key – Evocation of Wraith (caster playstyle: inspired by the WoW Warlock!, the Allods Warden! and the Warhammer White Lion!)
With the F2 key the Evocator got access to the classic ranged caster hybrid playstyle (e.g. Elemental Shaman in WoW). To set it appart from the already existing casters, he gets a wraith as companion. The F2 key does not only switch to this evocation, but it also toggles between a defensive and a passive stance of the companion. The weapon skills or at least some of them also affect the companion directly. It is a very direct and active playstyle, where the Evocator and the wraith boost eachother. The wraith may die, but it automatically regenerates when it’s dead, so killing it is only a temporary advantage. In this evocation the Evocator got damage spells (spells like Spirit Rift!, Ray of Judgement! or maybe spells which look like little pets, like the fire energy or wind servant of the Aion Spiritmaster!), possession spells and weapon spells as weapon skills. The possession spells and weapon spells support him and his companion. Compared to the summoner playstyle the position of the boons are different though. The Evocator applies boons at the enemy’s location and the wraith applies boons at the Evocators location. Since the wraith is melee, it benefits from boons the Evocators applies. The Evocator’s weapon skills affect himself and his companion. With the 1 key of every weapon in this evocation the Evocator starts to cast a spell and simultaniously the wraith gets a speed boost and charges. Player and companion boost each other for optimal performance. E.g. the player applies bleeding with a skill and the companion deals extra damage to bleeding targets with another skill or the companion stuns the target and the player applies weaken to stunned targets. In this playstyle the Evocator might have some blink, teleport or “travel back in time” weapon skills.
F3 key – Evocation of Phantom (melee playstyle: inspired by the wow feral druids, enhancement shamans and the dervish)
Similar to the Dervish! the Evocator got increased health when choosing the melee playstyle. Like in the summoner and caster playstyles the Evocator takes possession of the enemies’ power and buffs his allies. In order to be able to deal damage, control and support with only one weapon, the Evocator gets some chain skills in melee playstyle. Since the Evocator doesn’t have shadowstep he needs to have other skills to accomplish the same effect. so one chain could e.g. temporarily reduce the movement speed of the enemies and increase the movement speed of the allies (step 1), hit them with an attack (step 2) and reduces the boon duration of the enemies while increasing it for the allies (step 3). Some of the skills or steps in their chain could work similar to Destructive was Glaive!, Mystic Sandstorm! (modified to deal ghost damage instead of earth), drop a “block the next attack” aoe boon or drop a Splinter Weapon! aoe weapon spell at the Evocator’s position. So in this playstyle the Evocator is like the eye of a hurrican. Allies may want to stay close to him (and therefore provide good targets for the enemy’s aoe spells) while the enemy might want to stay away from him or kill him. The longer the Evocator is active, the stronger he becomes, at least till he reaches the max amount of boons, which he would want to maintain. As reminiscence to the Dervish there might be a utility skill which summons a (temporary) scythe with different skills (e.g. you hit 3 foes instead of 1 since you spend 1 utility slot).
Playstyles
Similar the WoW Druid’s forms, the Evocator can choose between different evocations, which technically stands for different playstyles. Since this adds complexity similar to the Elementalist’s attunements, the Evocator can only use one weapon at a time. The Evocator can switch the evocation at will as long as the healing skill is not on cooldown, however, when the Evocator switches his evocation the healing skill is set on cooldown. This is not an issue for the player when he’s not fighting, but in pvp it prevents getting the Evocator an unfair advantage compared to the other professions. The player has to decide whether he wants to heal up or switch to a different evocation which provides him buffs, a pets or a companion. The Evocator can fulfil all roles (control, damage, support) with each evocation and weapon combination. Some weapons may be better for a certain role, but the evocations only affect the playstyle, not the role.
F1 key – Evocation of Spirits (summoner playstyle: inspired by the SoS Ritualist! and the City of Heroes Controller!)
Unlike the Necromancer minion master, this is a very indirect, but yet active playstyle. By clicking the f1 key the Evocator summons 3 spirits which last 2m, until they get killed or until he changes the evocation. The f1 key got a cooldown of 1m, so you can summon max. 6 spirits. The spirits deal magical ranged damage and, unlike the GW1 spirits, are mobile (we all used Summon Spirits! anyway, didn’t we?). In this playstyle the Evocator doesn’t deal damage himself. All he does is summoning his minions, making sure the enemy doesn’t kill him or the minions by control skills, debuffing the enemy and buffing the minions and team mates with weapon and possession spells (I will explain possession spells later on). In order to encourage the player to buff his spirits, his boons add a significant amount of damage to the spirits damage (maybe something like 50%). Since it would break the balance if the Evocator’s allies would get the same boost, they are affected a lot less (maybe 5% or whatever the equivalent of the other cross profession combos is). The Evocator in summoner playstyle has to rely on his spirits. That’s why they can’t be one-shotted, like the mesmer clones.
Many ppl, including me, would like to see a return of the Ritualist. One decisive role of the GW1 Ritualist was healing, but since there won’t be dedicated healers in GW2, the Ritualist would have to be reworked for GW2. With this profession concept i tried to replace the healer aspect, while maintaining the overall Ritualist’s feel. I also tried to provide a concept which might attract other classic hybrid fans, like Druid or Shaman players. Since the result is quite a bit different to the GW1 Ritualist, I renamed the profession to:
The spirit realm is here and now, just not for everybody.
Profile
Studying the ways of the ritualists for centuries taught the evocators to commune with the souls of the fallen, forge alliances with them, but also subdue some of the grim souls. Even in case you get close to them they know very well how to take advantage of your strength and enhance their allies, in case they don’t cut you in pieces themselves. So don’t mess with someone who got access to a whole dimension you don’t know anything about!