Showing Posts Upvoted By ToaLux.6478:

World vs World Holiday Sneak Peek

in WvW

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

A message from the World vs World Team:

Before the holiday season is fully upon us we wanted to give you all a sneak peek of some changes that are coming to WvW. Before we jump into the changes, we just want to make it very clear that the changes you’ll read about below are not a part of the big World vs World update that we’ve previously mentioned. This update is the first of what we hope are more regular updates to the existing core of World vs. World. We are looking forward to sharing the details of the bigger World vs World project with you in the future, but we’re not quite ready yet.

And now for that sneak peek:

  • Objectives upgrades will no longer be automatic based on time. They will upgrade based on dolyaks that reach them. Smaller groups can now prevent an objective from upgrading by preventing dolyaks from reaching that objective.
  • Supply cost for all catapults are being reduced by ten supply. The layout of the Desert Borderlands map has increased the number of catapults required to take some objectives. We agree with your feedback that also increasing the cost of catapults pushed the balance too far towards defense so we are tuning that more towards offense.
  • Points per kill will be turned on and kept on. This is to more directly recognize the contribution that fighting other players adds to the success of the world.
  • The number of players who can rally off a single kill has been reduced from five to one. Players will also no longer be able to revive defeated players while in combat. You still will be able to revive downed players while in combat. Both of these changes are designed to help fights resolve and to give smaller, more skilled groups a better chance against larger groups.

Please let us know what you think of these changes. We’re going to hold off on picking a release date until we have a chance to review your feedback, but we’d like to target early 2016. So please add your feedback about these proposals to this thread.

We also wanted to express our thanks to Reyana and the commanders she has been talking with in her World vs World Commander Interview series. Reyana is a dedicated member of the WvW community and a WvW streamer. She has brought together a diverse group of community leaders to constructively share different perspectives on how they play with their guilds, and our team has taken a lot of the commanders’ feedback to heart. Reyana has put a lot of effort into organizing these interviews and we want everyone to know that the efforts that she and the commanders made have been greatly appreciated.

Have a very Happy Holiday!

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

DirectX 11/12 request [merged]

in Guild Wars 2 Discussion

Posted by: Baamoink.4281

Baamoink.4281

The enormous amount of effort that would be required to completely rewrite the code to support DX12, with absolutely no financial reimbursement from the community or anyone else is ludicrous, and a bad business decision.

No one is going to buy more black lion keys as a result, and I haven’t seen a single thread from a player starting this is why their friend or dog isn’t buying the game.

Guild: Mantle Assasins [MA] – Guild Leader
Server: Far Shiverpeaks EU

Sinister vs. Viper

in Guild Wars 2 Discussion

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I bet you thought this was a question thread, didn’t you? Hah! I bring answers!

Now, if you are like me, then you’re an awesome person. Congratulate yourself on that fact. But also, you are probably wondering about the new Viper set. It is a set of Power, Condition Damage, Precision, and Expertise Armor. Expertise being a new stat that affects condition duration, and increases duration by 1% for every 15 points of expertise.

However, I must shatter your hopes and dreams now. You are not like me. Because if you were like me, then you would’ve put the work in to analyze these sets. Exotic Level:

Full Armor: 357 Power, 357 Condition Damage, 196 Precision, 196 Expertise
2-handed weapon Weapon: 205 Power, 205 Condition Damage, 113 Precision, 113 Expertise
1-handed Weapon: 102 Power, 102 Condition Damage, 56 Precision, 56 Expertise

You probably knew all that. But, the black diamond stats are a bit more elusive:

Exquisite Black Diamond Jewel: 20 Power, 20 Condition Damage, 60 Precision, 60 Expertise
Orichalcum Black Diamond Ring: 77 Power, 77 Condition Damage, 42 Precision, 42 Expertise
Orichalcum Black Diamond Earring: 64 Power, 64 Condition Damage, 35 Precision, 35 expertise
Orichalcum Black Diamond Amulet: 102 Power, 102 Condition Damage, 56 Precision, 56 Expertise

Now, as I don’t know of any exotic level viper’s backkpiece, I"m substituting in a rabid back piece + Exquisite Black Diamond Jewel. This is without runes and sigils.

A full set is 1066 Power, 1096 Condition Damage, 600 Precision, 579 Expertise. Compare that to sinister, which is 878 Power, 899 Precision, and 1289 condition damage. But lets put these numbers into a more readable manner:

Sinsiter Set:
1878 Power
46.8% Crit chance
1289 Condition Damage
1.23 Crit Mod
2317 Effective Power
99 Bleed Damage
331 Burn Damage
111 Poison Damage
55 and 130 Confusion Damage
74 Torment Damage

Viper’s Set:
2066 Power
32.5% Crit Chance
1096 Condition Damage
1.1625 Crit Mod
2401 Effective Power
38.6% Condition Duration
88 Bleed Damage
301 Burn Damage
99 Poison Damage
48, 118 Confusion Damage
65 Torment Damage

That extra condition duration is what makes the set. In the long run, Viper’s effectively does 38.6% more damage than listed with each of its conditions. I’m not going to do the math, because I am assuming you can see it is plainly more than Sinister. The Viper set has higher effective power (that is, direct damage), and higher overall condition damage, making it superior to Sinister in most ways.

Terrified at the thought of having to buy a new set, you are probably stammering and trying to come up with a variety of excuses to say why it is Sinister is better than Viper. Well, with just the base level exotic stats, that is as close as Sinister is going to get to Viper. For example, if you were to give max might to both sets, then you would get the following:

Sinister:
3232 Effective Power
144 Bleed Damage

Viper:
3273 Effective Power
133 Bleed Damage.

An observant person would note that the difference between condition damage is static: it is 11 points per bleed. So, the 38.6% increase in duration cannot be compensated for.

“But our sets already have some condition duration!” you scream, horrified as your reality melts before my awesome logic. “If I have condition duration already, then I won’t need Vipers!”. Well… you probably still do.

I decided to make an equation to check how much condition duration would be needed for Sinister to surpass Viper. It works something like this:

Sinister Bleed Damage x (1 + Condition Duration) = Viper Bleed Damage x (1.39 + Condition Duration).

You can substitute in any condition you want. I’m going to put in bleed

99 x (1 + Dur) = 88 x (1.39 + Dur)
9/8 x (1 + Dur) = 1.39 + Dur
9/8 + 9/8 Dur = 1.39 + Dur
1/8 Dur = 0.265
Dur = 2.12

Yes, fear my mighty maffs! Tremble before Algebra! Anyway, what that 2.12 means is that your total additional condition duration must be 212% from traits/runes/sigils before Sinister does the same condition damage as Viper. The more might you add, the larger this percentage gets, because the difference in condition damage between the two sets is always a static number.

Normally I would just say “Run Viper you fool!” and be done with it. But, there is an asterisk here. Or there might be. I’m not sure. Anyway, the issue is that condition duration is capped at 100%. Or it might be. This means that, although Sinister can never truly match viper in condition damage, Viper becomes redundant after that 100% threshold is hit. This is… actually quite hard to do. For Viper’s to start becoming redundant, you need to have 61.4% condition duration from traits/runes/sigils. And specifically condition duration, not just stuff like Lingering Curses. Now this threshold is quite achievable for certain classes, with rune bonuses hitting 45% and Rare Veggie Pizza bumping it up to 65%. Meaning that you would switch out a few pieces of Viper Gear for Sinister.

The reason for this is Sinister’s secret weapon: non-cooldown influenced crit procs! The effective power between the two sets is close enough that it isn’t too big a deal, but Sinister at base will proc crits 44% more often than Vipers (27% under fury). This is only important for procs without cooldowns, however, and these procs usually don’t make up a large portion of condition damage. Because of the low overall influence of crit based procs, the duration from viper outranks the crit proc from sinister. But, if your duration is scraping the threshold of redundancy, then you should start swapping out Black Diamonds for Charged Ambrite.

There is a small caveat, though. Viper gear affects all conditions, including disabling ones that don’t necessarily do damage. Most builds can only get near 100% condition duration with a single kind of condition, let alone all of them. But with Viper’s, you can get 100% in all of them. Just use x 2 Trapper rune (10%), x 4 nightmare Rune (15%), Sigil of Malice (10%), Rare Veggie Pizza (20%), and Toxic Focusing Crystal (10%), and in a full viper set you will achieve 103.6% condition duration in every condition. If you have things that boost conditions like Signet of Midnight, you can start knocking off bonuses and mats and put them in other places.

So unless you are running a mono-condi build with a lot of crit procs, Viper is going to be your go-to condi set. It does more direct damage, it does more condi damage, it is more versatile. As such, it is better to build. The more fury and might you add, the better Viper gets. And to be frank, I’m not even sure swapping out to Sinister pieces is even the best way to build at the 100% threshold, as there is always the option of changing the build around to have less condi duration bonuses in other places. Change out Sigil of Malice for Sigil of Bursting, for example.

If conditions aren’t capped at 100%, then Viper is better than Sinister in every case except primarily non-cooldown crit dependent builds, to which I can’t think of an example.

Tl:dr RUN VIPER YOU FOOL!

I don’t have opinions. I only have facts I can’t adequately prove.

(edited by Blood Red Arachnid.2493)

clone replacing third phantasm

in Mesmer

Posted by: Dastion.3106

Dastion.3106

It has to do with skill use expectations remaining intuitive. The old method was that clone or phantasm if you had three summoning either destroyed the oldest clone or Phantasm. Even in that method using a skill that created an Illusion always generated that illusion (assuming the skill didn’t miss – but that’s another intuitive mechanic).

The quality of life change that was made maintained this intuitiveness. They changed it so that a clone will be replaced before a Phantasm is replaced – if there are no clones then the oldest Phantasm gets replaced. This is still rather intuitive and maintains expectations since what is occurring is rather passive (the game deciding what to replace). It may not be ideal if you want to use Mirror Blade but it maintains the intuitive expectations of the player.

Changing it so that Clone skills stop working when you have three Phantasms up is not intuitive to players. When you meet all of the conditions outlined for a skill and use iLeap or Decoy then you should produce an illusion. Adding an additional “won’t work if you have three Phantasms” tool-tip to each Clone skill becomes convoluted and less intuitive to players.

Either way you slice it you would end up with players debating either side – the side that wins will be the one who maintains the approach-ability and intuitiveness of the profession – not the one that wants to ignore the Shatter mechanic and increase their Passive DPS. Odds are if you have three Phantasms up then you likely have at least one Phantasm skill off CD or very close anyhow.

(edited by Dastion.3106)

Reflect Causing Reveal Issues…

in Guild Wars 2 Discussion

Posted by: Mikkel.8427

Mikkel.8427

They just need to program the reflect on mass invis to proc when the stealth is intended to end, just like the blast finisher on the prestige.

Reflect Causing Reveal Issues…

in Guild Wars 2 Discussion

Posted by: Surbrus.6942

Surbrus.6942

A simpler solution would be to change the Manipulation trait’s reflect into a simple evasion. I hesitate to say turn it into a Distortion, as that would be a very large buff (synergy with Inspiration’s minor trait to give allies your distortion), while a change from reflect to evasion would have some positives and negatives (mostly positive though, probably too powerful).

(edited by Surbrus.6942)

PLease? Terrace scroll before I scream?

in Guild Wars 2 Discussion

Posted by: tolunart.2095

tolunart.2095

I have no scroll, yet I must scream.

Some conflicts in the new trait system

in Mesmer

Posted by: ASP.8093

ASP.8093

A lot of the new trait stuff offered feels like Magical Christmasland. Look at the way IP is baseline, look at the new Prismatic Understanding, look at Evasive Mirror. All kinds of goodies. It’s definitely a power-up.

But I wanted to bring this up now, fairly early in the development process, because I think there’s some realignment here that restricts builds a bit…

1. Halting Strike moved into Power Block.
Originally: Halting Strike is an easily accessible trait that lets even non-lockdown builds diversify their damage, by adding (situational) damaging power to F3, iWave, and Chaos Storm. (I also personally really enjoyed being able to trait for More iWave in interrupt builds.)
Changes: The Halting Strike equivalent competes with improved Mental Torment and Greatsword Training. It’s much harder to use it as a damage enhancement in not-just-interrupt builds.

2. Harmonious Mantras competes with Deceptive Evasion.
Originally: If you go full Dueling, you can take DE in your master slot and HM in your GM slot.
Changes: You now have to choose DE or HM. DE is such a centerpiece of PvP/WvW Mesmer builds that I’m having a hard time envisioning what you’d do with HM, especially since Mistrust might compete a bit for interrupt builds’ attention. It does look awful tempting from a pure damage perspective, but “Phantrupt” is definitely a niche within a niche.

~

(This is the long and entirely optional “What I think you be nice” section.)

What I think would be nice — maybe this is Magical Christmasland, too, but the new trait revisions are clearly about giving you more stuff, so let’s throw this in, why not?

1. Halting Strike

  • Halting Strike equivalent trait at Adept. Your big choice here is between HS and Empower Illusions, basically. (Rending Shatter is kinda sad and could probably be merged into Shattered Concentration, if we’re being honest.)
  • Merge Confounding Suggestions into Power Block or Furious Interruption instead, if needed. Consider splitting it between the two somehow. How ‘bout Furious Interruption gets the Stun (since it’s on a 5-sec cooldown like the Quickness) and Power Block gets the Daze duration, but increases to +50%? (I worry that PB won’t be that desirable otherwise. Between Weakness and the longer Daze, it might be strong enough against thieves to make up for its signature ability doing nothing.)
  • This setup gives you more incentive to learn interrupt timing during leveling, since you get to see the immediate impact of good interrupts in the form of nice damage numbers.

2. Deceptive Evasion
Hmm, it’s hard to justify moving DE to any tier, really. Making it a minor would mess with Phantasm builds, which have reason to go into Dueling for Fury. How ’bout this?

  • Deceptive Evasion becomes an Adept trait — early access is good because this is such a defining mesmer ability.
  • To compensate for moving DE down, promote Duelist’s Discipline to Master — this is desirable since hardcore phantasm builds will want both DD and Fury.
  • Now promote Evasive Mirror to Grandmaster — this is setting it up as the default GM trait for shatter-type builds. You can also combine it with Blade Training if you want max reflect time.
  • This setup creates an Adept-tier choice between DE shatter builds and Phantasmal Fury phant builds.
Nemain The Eyeless · [JOY] · Tarnished Coast · http://tcwvw.com

Dear ArenaNet: (an open letter)

in WvW

Posted by: Dietere.3476

Dietere.3476

My name is Dietere and I love Guild Wars 2. I think you have done some amazing things, one of which includes creating an MMO that my spouse doesn’t hate me for playing! Thank you for what you have done with this game!

I want to speak with you about the current state of World vs. World. Now I know you have been receiving a lot of complaints lately, and many of them are probably justified. Players have been frustrated for quite some time now with the way this game mode has been handled. I’m not going to repeat the complaints, as I am hopeful that someone on your end is reading them. We players tend to get pretty fired up over some of the things that we are experiencing, but it’s only because we see so much potential in this game mode and we really want it to succeed.

For the most part, I believe that your World vs. World players are very dedicated. Week after week, matchup after matchup, we keep heading to the Mists to fight for our worlds, stomp some players, and slap a few yaks. We understand that the rewards aren’t on-par with other game modes; we accept it. We have discussed ad nauseum the issues with balance, and we understand that there are no simple answers. We love that there was a response to our questions about reporting suspected hackers, though we are still yearning for a solution. Despite the various issues that some of us may have with World vs. World, we keep coming back for more. I would go as far as to say that we are among the most dedicated players that you have.

We love you, ArenaNet. Sometimes, though, we don’t like the way you treat us. We understand your “vow of silence” in regards to what you are working on. The ground-breaking things you are trying to accomplish with this game should not be subject to strict deadlines and unfair player expectations. If we never hear anything from you, though, we get frustrated. We have so many unanswered questions.

All that I ask, ArenaNet, is that you let us know that you are there. Show us a sign that you are hearing our voices. Give us a little /wave now and again in the forums. Allow us to see you running around in our Borderlands. Let us know that there is a team actively working on addressing our concerns (or that there isn’t, if that’s the case). Help us see the light at the end of the tunnel before it’s too late.

We need to know that our favorite game mode, World vs. World, has not been forgotten. Many players believe that it has.

We love you ArenaNet.

Talk to us.

(edited by Dietere.3476)

Things You Hate Seeing Other Mesmer Do?

in Mesmer

Posted by: Swish.2463

Swish.2463

Hmmm… things i hate to see mesmers do…

Play Hotjoin in sPvP, Only bring a meta build and a guildie who is also running a Mesmer with another Meta Build – Talk trash as if all 2v1’s you win are because they are bad.

Bring a Scepter and have 0 Condition Damage behind it.

Tell someone else that their build is Trash and Doesn’t/Won’t Work in PvE… everything works in PvE some things are just not Min/Maxed.

Mesmers who talk down to others who use different weapon sets. I run a Staff in PvE and I may not do 80k DPS but my teams in dungeons appreciate the boons and that i can ramp up to match DPS with damage and conditions..

Mesmers who are incapable of thinking outside of their own play “windows” or “boxes” and consider other things. Not everyone just logs on to go to WvW and run around all alone and hope to PvP with food and utilities, not everyone just wants to join a wvw zerg every day, not everyone has a guild they can do activities with, not everyone has played sPvP, etc…

Mesmers who Dismiss with L2P, more often than not it actually is a L2P issue but often what to learn is not clear. Do they need to learn how to manage their resources or just deal with the stupid hard counters of a thief or learn to deal with our classes bugs?

Mesmers who point to PU as a Training tool or training wheels, This build type is neither, its just the most popular build at this time. There are better builds and better situations out there to let newer players to learn how and when to use F1-4, what weapons to bring and use, and when to use them. etc… If someone asks you to teach them how to Drive a Nail into a board, you dont hand them Thor’s Hammer right off the bat and tell them Good luck.

Mesmers that only find class or self worth out of the ability to win a Duel. sPvP or WvW, doesn’t matter on this one, ya’ll are annoying.

I could think of more but i have stuff to do before work today x.x

~Elyssion~
“Gw2, It’s still on the Table!” – Anet

Communicating with you

in Guild Wars 2 Discussion

Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Geez, I love all of Chris’s sassy answers—he takes the words right out of my mouth half the time

I have no clue how you guys can slog through all the gunk here to find the constructive posts, but I really do appreciate the simple existence of this thread!

Sorry if they are coming across as sassy. just trying to be honest and a bit more human and less water of a ducks back as many of you have said i should try harder with.

It is actually much less frustrating to just say it like i see it. I hope though that this approach is taken in the spirit it is intended and not in a negative way.I tend to be like this on CDIs.

Chris

Communicating with you

in Guild Wars 2 Discussion

Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

Next

So if adding new dungeons into the game and helping add to the already limited replay value of the game is too much work (dungeons/pvp/wvw). Could we at least have the rewards for dungeons/fractals increased?

This is something we have discussed many times and that I would like us to do.

Chris

Dear Chris, listen this: http://www.youtube.com/watch?v=aFZxm09G87E
Keep talking, don’t bother, we’re just leaving.

Thanks for the link I am a big fan of Pink Floyd.

Chris

Predicitions on Skill Bar for Mesmer

in Mesmer

Posted by: Esplen.3940

Esplen.3940

To improve build diversity, we are removing Empowering Mantras, Prismatic Understanding, and moving Warden’s Feedback to be a Grandmaster (swapping with Disruptor’s Sustainment). As of yet, we have not found any replacement for the two removed traits. If we ever decide to release new traits in these slots, all players, legacy or not, will have to unlock them again.
Illusionist’s Celerity will now only affect Utility Skills, so it does not improperly stack with traited weapons.
Phantasmal Warden’s will now reflect projectiles. Traiting Warden’s Feedback will cause them to not reflect projectiles.
Fixed Mind Slash chain. Was improperly removing boons, applying vulnerability, and dealing bonus damage to targets without boons.
To improve build diversity, the way traits provide stats has been changed.
Dueling will now provide Condition Damage instead of Precision.
Illusions will now grant Boon Duration instead of Condition Damage
Chaos will now grant Power instead of Boon Duration.
Domination will now grant Healing Power instead of Power.
Inspiration will now grant Precision instead of Healing Power.

Fixed a bug where Critical Infusion was giving Mesmers Vigor.
Fixed a bug where Sharper Images was being activated by Illusions.
Compounding Power now gives increased boon duration for each active illusion, up to a maximum of 1%.
Phantasmal Haste is being swapped with Maim the Disillusioned. We feel that this will provide build diversity and allow more players to trait Maim the Disillusioned.
Removed Torment from Maim the Disillusioned.
Illusionary Persona also kills the player, as they are being shattered. This makes more sense, thematically.
Imbued Diversion’s Radius is too large, reduced to 0.
Bountiful Interruption also applies Chilled to the Mesmer whenever an enemy is interrupted.
Improved Furious Interruption’s activation chance to 50% from 100%.
Harmonious Mantras isn’t used enough, all Mantras are now reduced to 1 charge.
Deceptive Evasion now spawns a clone only when no clones are alive. This trait now works while out of combat.
Desperate Decoy now casts Mimic instead of Decoy.
Desperate Decoy renamed to Desperate Mime.
Mimic no longer reflects missiles.
Blade Training no longer reduces the recharge on sword skills.
Blurred Frenzy has had it’s cooldown increased to 20s.
Blurred Frenzy has half cooldown if nothing is evaded.
Arcane Thievery is blockable now.
Phantasmal Fury now affects Clones.
Phantasmal Fury no longer affects Phantasms.
Empowered Illusions no longer affects Phantasms.
Mental Torment now also applies Torment to the Mesmer.
Mender’s Purity now applies to Phantasmal Defender and Phantasmal Disenchanter.
Mender’s Purity no longer affects healing skills.
Medic’s Feedback now casts Temporal Curtain on the Mesmer.
Medic’s Feedback no longer casts Feedback.
Medic’s Feedback has been renamed to Medic’s Curtain.
Signet of the Ether has been changed to no longer apply a passive heal.
Time Warp has been removed from the game.
Portal Entre has been removed from the game.
Portal Exeunte has been changed to an Elite Skill.
Feedback no longer spawns on a target.
Veil now applies 2s Protection for allies.
Veil no longer applies Stealth.
Illusion of Life has been permanently been placed on all Mesmer skill bars.

We truly believe these changes will help improve diversity amongst builds and help improve Mesmer’s in all modes of gameplay. It will also, healthily, improve Mesmer play.

(Story help) Mesmer vs Elementalist

in Mesmer

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

Sup guys.

I have the draft for one of my stories (Featuring Gasmic) posted up and was hoping to get some help/criticism tweaking it before the final copy is done. If you see anything youd change, improve, or particularly like please let me know.

Mesmer versus Elementalist

3 gold to the first person who can point out all the Mesmer skills/traits displayed. 2 mmore gold for the Ele skills. =P

(edited by Chaos Archangel.5071)

Would sPvP Make Me Better at WvW?

in WvW

Posted by: Allie Murdock

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Allie Murdock

Community Coordinator

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Someone mentioned that PvP is a great place to learn your class. I just wanted to add that I completely agree. It definitely helps you to learn how your class works against others.

Even in a zerg, when you’re engaging another zerg, it can easily turn into a bunch of small skirmishes as people start to spread out.

Do pet interrupts proc On Interrupt effects?

in Ranger

Posted by: kiwituatara.6053

kiwituatara.6053

You should check out xsorus technobabble build if you’re rocking an asura ranger. He uses celestial sets with long dazes with perplexity runes.

PvE > WvW

in WvW

Posted by: Phantom.8130

Phantom.8130

this delves into a few problem areas with MMOs in general. the difference between a real challenge and an artificial challenge. mobs in PvE usually constitute an artificial challenge. that isn’t to say that PvE can’t be difficult, it usually is. however the difficulty is due to this artificial challenge. a real challenge revolves around approximately even terms. basically, both sides working within the same set of rules. before MMOs came out, NPC enemies in RPGs were built exactly the same as the player characters. the same rules and standards, the same abilities and spells. so if you fought a monster that was equal level to you, it would be a very difficult fight that you weren’t assured to win.

with MMOs, and most video games in general, that dynamic got tossed completely out the window. NPC mobs began operating under their own custom ruleset. they were given more HP and better damage. even in games like NWN, where the mobs could be equipped with gear, they were given these advantages and even given access to much much better gear than any of the players would ever see. this became the new definition of a challenge. so when players complain that something isn’t challenging, instead of altering the fight itself to make it a challenge, most developers just boosted the NPCs far beyond what the PCs were capable of, and called it a day.

the reason given for that is that the AI can’t compare with what a human mind can do. the truth is, AI never even bothers to attempt it. it’s been left as dumb as a rock for decades now. the same AI we faced in the original zelda game for the NES is the same AI we’re facing now, just with some more tricks. at the core, though, it’s the same. “move to player, attack attack attack, die, possibly drop loot”

what’s really interesting, is that in single player games, the AI has improved, and has improved a great deal. enemies in games such as metal gear solid are far more intelligent and realistic than anything we’ve ever seen in any MMO. there’s actual intelligence, reasoning, deduction. “there’s a wet footprint on the ground. who left it? where did it come from? they lead this way, i’ll follow it and see what’s there.” as compared to “my jedi mind powers are telling me that there’s someone standing over there…… BERSERKER MODE ACTIVATE”

(continued)

(edited by Phantom.8130)

PvE > WvW

in WvW

Posted by: Phantom.8130

Phantom.8130

now, why hasn’t the AI improved in MMOs? a myriad of reasons, however, they pretty much all boil do to most people not wanting it to. sure, they might say that they do, and some do want it to improve. however, when designing a game, and allotting a budget, development companies are forced to focus on aspects the majority of their potential playerbase wants. flashy graphics, phat lewt, lots of buttons to push, convenience simply for the sake of coddling (the quest tracker in neverwinter is a prime example of this one). it all results in the same game getting pushed out year after year by pretty much every single company. sure, the lore and some details may be different, but the core experience is identical. grind to max level, grind to get BIS gear, grind reputation/valor/honor/badges/comms/etc., sit around in town doing nothing while waiting for the next content update to come out to repeat the entire cycle all over again.

it’s a very detrimental process to the industry as a whole, really. because instead of producing quality games, companies are forced to crap out the same recycled garbage over and over again. and even when a game comes out that may break that downward cycle, it gets crushed under the weight of complaints until it’s forced to change its design to be just another sheep in the herd. i can’t tell you how many complaints simply boil down to “this game isn’t like x, make it like x”, even if x was the game they were fleeing from.

this is where PvP has an advantage. there’s no AI that needs to be improved, just player knowledge and skill. every fight is it’s own unique experience. and because of such, PvP tends to have fewer overall requirements than PvE. it just has to be set up right, and people will play it until their eyes bleed. the two most stable groups in MMOs are RPers and PvP players. because they just need to be given the proper tools, and can be left on their own to make their own fun. unfortunately, a lot of games tend to ignore these solid demographics, in favor of trying to convince PvE players to stick around. no development studio can ever hope to keep up with the demand from PvE players, not even gw2 with its living story. however, it’s always assumed that PvE players are where the money is. so that’s who gets the bulk of the attention. however, that’s operating under the false assumption that RPers and PvP players don’t also spend their fair share of money. they do, and they deliver stable income on a regular basis. what happens is that thse two demographics end up feeling neglected, because they usually are, and they make the decision to stop supporting a company that doesn’t support them. it’s entirely justifiable. however, by the time their money stops rolling in, the PvE vein has long since dried up. they’ve moved on to “beat” other games, new players have joined to take their place, and those new players become old players who also move on. the game itself has shifted to try to accommodate this, and in doing so strips itself of everything that once made it worth playing. it turns from a quality game into just another tourist trap. it’s all about trying to lure the constantly rotating playerbase into shelling out as much cash as possible during the short time they’re around.

and that entire cycle itself repeats itself time and again. so challenge, and improvements to shift artificial challenge closer to a real challenge get left by the wayside. PvE, for the most part, is left as “memorize the patterns, move out of the circles”, when it could and should be so much more at this point in time. but quality doesn’t compare to quantity when money is concerned, and that is the SOLE motivation for any company large enough to produce a AAA MMO. get as many people in as possible, get their money, drive them out in order to bring in the next load or wallets. it leaves the entire industry, as a whole, completely devoid of any integrity. it makes an undeniable impression on people, a very negative impression. and i honestly believe that unless that changes, the MMO industry as a whole will implode on itself under the weight of its own ego and greed. the signs are already showing. indie companies are gaining a lot of traction, because they focus on substance over flash. they have to. they can’t afford the flash, so there had better be a lot of substance if they expect anyone to play the games. ironically, this was the same place where most large companies intially began. they grew their name based on the quality of their work, but at some point forgot where they came from and became the monsters they once stood against.

Supcutie's Comprehensive PvP Shatter Guide!

in Mesmer

Posted by: Supcutie.2538

Supcutie.2538

Okay everyone!
Supcutie’s Comprehensive PvP Shatter Guide Version 2.20 is out! (Updated 12/17/14)

http://bit.ly/SupcutieGuide (Easier link)
http://bit.ly/mesmerguide

Here is a newer video vs. Abjured that has some good positioning/team play if you guys are interested: http://bit.ly/vsabjured

Includes a changelog this time – Mostly minor stuff but updated the build to what I am running in tournaments now!
By the way, the changelog is really bad, mostly just a copy paste of my rough notes, and I didn’t include a few things. The changelog will improve over time as I make my notes better as I go along :P

For those that don’t know, it is a guide about Shatter in sPvP and tPvP.
It has tips for Greatsword/Sword-Focus as well as Greatsword/Staff. The build I run competitively on Mesmer now is: http://bit.ly/staffshatter4

In addition to the guide, I have a few videos you should check out. Everything is linked in the guide but I will just link it here so you have the whole repository.

Shatter Vs. Shatter “Honorable” Greatsword/Sword-Focus walkthrough http://bit.ly/shattervs

Blink locations for the different maps (Some of these are slightly outdated, but like 95% still work):
http://bit.ly/blinklocations

Phase Retreat Locations:
http://bit.ly/phaselocations
This is a Work in Progress since I only have Kyhlo. Also I noticed the Phase spot going into clocktower from Windmill side is now broken and doesn’t work.
Also I should say, the Phase Retreat locations into Clocktower have been nerfed. So if you try them and they don’t work that’s why!

Hope you enjoy!

Also please leave me any feedback!
I plan to add a few things still, and I’ll post on my Twitter when I release updates.
twitter.com/HansOnsum

Checkout my Twitch as I stream as well and it always has my most updated builds: http://www.twitch.tv/hansawesome

Also I am now offering paid services, check out the services section in the guide or on my Twitch!

My Guide: http://bit.ly/SupcutieGuide (Easy link)
Mega link: http://bit.ly/mesmerguide

(edited by Supcutie.2538)

gf left me coz of ladderboard

in PvP

Posted by: mighty meak.6387

mighty meak.6387

OK gusie listen
im decent pvp
but my gf left me
coz of lederborsd
i mean W T F
i enter new leaderrbord after reset
and i say i am decent
i adapt
i see no gaurd so i think ok go gaurd
i go imba heal guard
adn i am gona mid
and i heal and i heal and i heal moar
but w t f
i am alone
no one helps no loves
1vall
i die no win
next game i say ho ho ho no guard no gaurd at all i go imba power crit wahtever
but guy at srat say ok gusy lisen plan
1 close 1 animal 1 far rest mid
ok ok i say i am mid coz far is noob
burt map say i am 1 mid rest animal no close no far
and i die hard lol
loost
then enters next
and i say lol i know now i follow plan noooobs
w t f skyham
i change imba engi canon trololol
so caanon here i comes
1 mesmer hiding and pul no prob i push and push broken glass canon all mine
i shoot a shoot b shoot c
w t f
non see abc
they all canon gate coz it causy no push nothing just fight fight fight
chase chase chse
i say go b go a and go c
all say lol noob u here for golds
lossst
gf now half interest
i say ok lissen good i win next i go up 90%
but i dont
all ranks 10 for goold
next is same and next
70% and down
ranks down too
i go guard i am mad no guard love
i go engi bunker power right no nothing
i do ele i go war ooops w t f war nerfes
69% and down
gf dont impresss say she leaving now
all is vain

Game Update Notes - December 10, 2013

in Game Release Notes

Posted by: AidanTaylor.3872

AidanTaylor.3872

European Community Manager

Next

LIVING WORLD
A Very Merry Wintersday
Toymaker Tixx and his flying Infinirarium are returning to Lion’s Arch, which can mean only one thing: Wintersday is coming! Sharpen your snowball-throwing skills and pull out your warmest clothes; the festivities are about to commence!
Toypocalypse

  • Protect the gift dolyaks from waves of malfunctioning toys.
  • This activity can now be entered with a preformed group.

Winter Wonderland

  • Navigate the treacherous snowflakes, exploding presents, and narrow ice ledge to earn Wintersday gifts.
  • Toymaker Tixx will now wait at the halfway point and will give players an option to receive a present right away, receive more presents at the end (if players can make it there), or to create a temporary checkpoint.
  • There is no longer a delay to allow all players to attempt and complete the puzzle.

Bell Choir Ensemble

  • Players can show off their musical skills in this rhythm-based activity and earn Wintersday gifts each time they successfully complete a song.

Snowball Mayhem

  • Players can join a team, pick a role, and battle to return presents to their base in this PvP activity.

Tixx’s Infinirarium

  • Group up with friends to help keep Tixx’s toy-making operation under control.
  • All five paths will be available for the duration of Wintersday.

Donation Drive

  • Ho-Ho-Tron (aka Hobo-Tron) and Marcello DiGiacomo have returned, and they’re looking to collect coins and ugly sweaters for the victims of Scarlet’s attacks.
  • After receiving enough donations, they will load up their gift dolyak and make for the asura gate to Divinity’s Reach, dropping gifts for players along the way.
  • Protect the gift dolyak from greedy snowball-throwing skritt to ensure a merry Wintersday for all.

Rewards

  • Wintersday gifts have been updated for the new year. Open them for chances at crafting materials (including the coveted ascended crafting materials), Essence of Luck, new crafting recipes, and more. To show off Wintersday pride, keep an eye out for special rare items such as the adorable Mini Ho-Ho-Tron, the returning Unbreakable Choir Bell, new Endless Tonic recipes, and recipes for the new ascended back-slot items: Light of Dwayna and Shadow of Grenth.
  • The gift-exchange vendors have returned to Lion’s Arch. Players can exchange their unwanted gifts for something else.

Achievements

  • Each of the activities listed above has one or more achievements that can be earned by participating in the festivities.
  • After completing the Very Merry Wintersday meta-achievement, players will be awarded a box containing their choice of either one Wintersday toy miniature or a giant stack of Wintersday gifts.

    The Nightmare Ends
  • Return to Kessex Hills to experience the culmination of the Tower of Nightmares.
  • When entering Kessex Hills, players with an actual level higher than 25 will automatically be redirected to a story instance.
  • Players at level 25 and under may still opt to play the story instance by speaking to Marjory’s helper, Dee, in Kessex Hills.

Open World

  • The lands surrounding Viathan Lake in Kessex Hills have been forever altered by the tower. Explore the region to discover new events.
  • Toxic Offshoots and Seedlings continue to appear across Tyria.
  • Several renown hearts in Kessex Hills have been updated based on the lingering effects of the Toxic Alliance’s tower.
  • The Moogooloo Waypoint and the Meadows Waypoint have been removed.

Rewards

  • Completing The Nightmare Ends story instance will reward players with a new Antitoxin Injector Skin (back-slot item).
  • Finishing the Nightmare’s Aftermath meta-achievement will award players a Tricolor Key.
  • The Tri-key Chest can now be found in Kessex Hills.
  • Pieces of the key for the Tri-key Chest can be dropped by creatures throughout Kessex Hills or can be acquired through trade with Marjory’s helper, Dee, back at Thunder Ridge Camp.

Achievements

  • The Nightmare’s Aftermath meta-achievement will task players with exploring the fallout of the Tower of Nightmares throughout Kessex Hills.
  • Additionally, completing Nightmare’s Aftermath daily achievements will also contribute to the meta-achievement. These are earned by participating in specific The Nightmare Is Over content each day.

    NEW FEATURES AND CONTENT
    Crafting
  • Armorsmith, Tailor, and Leatherworker can now be leveled to a rating of 500.
  • New ascended-material refinement recipes unlock at a rating of 450.
  • Ascended insignia recipes are now available for purchase from master craftsmen and require a rating of 500 to craft.
  • Ascended armor recipes are now available for purchase from master craftsmen and laurel merchants and require a rating of 500 to craft.
  • Crafting discoveries for exotics have been reset to allow for rediscovery that gives bonus experience and facilitates leveling to a rating of 500.

Changes to Rewards

  • Ascended armor can now drop anywhere that ascended materials or other ascended items can be found.
  • Loot dropped by the Karka Queen has been improved; she also has a chance to drop Settler’s insignias.
  • Sentinel’s insignias can now be purchased from the guild vendor.
  • Exotic armor pieces with the stat combos Rabid, Dire, Magi’s, Soldier’s, Cavalier’s, and Shaman’s now have a chance to salvage their insignia.

Structured Player vs. Player

  • Players will now have a chance at receiving Essence of Luck when salvaging PvP items.
  • Players can now earn gold while participating in PvP.
    • There is a 5-gold-per-day cap in Custom Arenas and a 15-gold-per-day cap in Solo Arenas and Team Arenas.
    • Rewards are higher in Solo Arenas and higher still in Team Arenas.
  • Added a temporary vendor to the Heart of the Mists that has items that can be purchased with both glory and gold. The vendor contains the following items:
    • Tomes of Knowledge
    • PvP dungeon armor sets
    • PvP cultural armor
    • 20-slot bags
    • Custom Arena starter kits

General

  • Fixed a bug with the dredge commissar group event in the Dredgehaunt Cliffs that would cause it to run too frequently. With this fix, the event will have a minimum downtime of 20 minutes between runs.

Dungeons

  • Pristine Fractal Relics can be converted to the Fractal Relic currency by double-clicking them.
  • Mistlock Instability on fractal level 37 has been re-enabled.

Items

  • The ascended version of the Triforge Pendant is now account bound and soulbound on use, instead of soulbound on acquire.

Profession Skills
We are introducing a new healing skill for each profession. These skills are locked in both PvE and PvP. They can be unlocked by purchasing them with 25 skill points. When a skill is unlocked on a character, it becomes unlocked in both PvE and PvP.
General

  • Immobilize can now only stack 3 times.

Charr

  • Shrapnel Mine: Updated the skill facts to indicate its proximity radius and explosion radius.

New Healing Skills:
Elementalist

  • Arcane Brilliance—Arcane: Blast the area, hit foes with critical damage, and heal yourself. Healing effectiveness is increased for each target hit.

Engineer

  • A.E.D—Gadget: Activate your A.E.D., enabling the system to heal you after a brief period of time. If you take lethal damage while A.E.D. is active, it disables and heals you for a large amount.
    • Static Shock (Toolbelt):* *Use your A.E.D. to stun an enemy.

Guardian

  • Litany of Wrath—Meditation: Heal yourself. For a brief time, heal yourself based on a percentage of damage dealt to enemies.

Mesmer

  • Signet of the Ether
    • Signet Passive:* *Regenerate health based on the number of active illusions you control.
    • Signet Active:* *Heal yourself and recharge all phantasm skills.

Necromancer

  • Signet of Vampirism
    • Signet Passive: Heal when struck by a foe.
    • Signet Active:* *Heal yourself and mark a foe. Friendly players will siphon life from that enemy.

Ranger

  • Water Spirit—Spirit:* *Summon a water spirit that grants nearby allies a chance to heal when attacking.
    • Aqua Surge:* *Heal yourself and cause your water spirit to heal nearby allies.

Thief

  • Skelk Venom—Venom: Heal yourself. Your next few attacks heal you.

Warrior

  • Defiant Stance—Stance:* *Heal yourself. Absorb all incoming damage for a period of time.

BALANCE, BUG-FIXING, POLISH
Elementalist
The goal of this release for the elementalist was to increase the power of the Earth Magic, Air Magic, and Fire Magic trait lines, while taking away some of the need to go into the Arcana line. This was done by bringing up the base cooldown of attunements so that elementalists aren’t forced to go as deep into Arcana in order to get the old attunement-cooldown percentages. In doing so, we decided to move some of the most powerful Adept-tier traits in Water Magic and Arcana to the Master tier. This was done to avoid power creep that would have occurred by letting players gain powerful effects in the Master and Grandmaster tier of Fire Magic, Air Magic, and Earth Magic and still get the extremely powerful traits in Water Magic and Arcana by only investing 10 points.

  • Fire Magic II—Conjurer: Moved this trait to the Adept tier.
  • Fire Magic III—Ember’s Might: The effect of this trait has been changed. Burns applied now last 25% longer.
  • Fire Magic VIII—Burning Fire: This trait has a new effect and now automatically uses Cleansing Fire when the elementalist has 3 conditions. There is also a 40-second cooldown. Moved to the Master tier.
  • Fire Magic 25—Burning Rage: Increased the damage dealt to burning foes from 5% to 10%.
  • Air Magic V—Soothing Winds: Increased the conversion from 5% to 7%.
  • Air Magic XI—Tempest Defense: Decreased the cooldown from 60 seconds to 25 seconds.
  • Earth Magic 5—Stone Flesh: Increased the toughness while attuned to Earth magic to 1.5 per level (120 at level 80).
  • Earth Magic VII—Strength of Stone: Added a 10% gain to condition damage based on toughness.
  • Earth Magic XI—Diamond Skin: This trait has been redesigned. Conditions now cannot be applied to players when their health is above the 90% threshold.
  • Water Magic I—Arcane Abatement: Moved to the Adept tier.
  • Water Magic III—Cantrip Mastery: Moved to the Adept tier.
  • Water Magic V—Soothing Wave: Moved to the Adept tier. This trait is now redesigned to gain regeneration on incoming critical hits.
  • Water Magic VIII—Aquamancer’s Alacrity: Moved to the Master tier.
  • Water Magic IX—Soothing Disruption: Moved to the Master tier.
  • Water Magic X—Cleansing Wave: Moved to the Master tier.
  • Arcana III—Final Shielding: Decreased the cooldown from 90 seconds to 75 seconds.
  • Arcana IV—Vigorous Scepter: Moved to the Adept tier.
  • Arcana V—Blasting Staff: Moved to the Adept tier.
  • Arcane VI—Windborne Dagger: Moved to the Adept tier. This trait now functions outside of combat.
  • Arcana VII—Arcane Retribution: Moved to the Master tier. Decreased the cooldown from 90 seconds to 45 seconds.
  • Arcana VIII—Elemental Attunement: Moved to the Master tier.
  • Arcana IX—Arcane Resurrection: Moved to the Master tier.
  • The following changes were done to reduce the burden of putting points into the Arcana trait line:
    • The base cooldown of attunements has been reduced from 16 seconds to 13 seconds. The attunement cooldown rate now increases by 1% per point in Arcana, down from 2%. The end result is that attunements now go from 13 seconds to 10 seconds instead of the old range of 16 seconds to 10 seconds.
    • The base global attunement cooldown is now 1.625 seconds. The global attunement cooldown rate now increases by 1% per point in Arcana, down from 2%. The end result is that global attunement cooldown now goes from 1.625 seconds to 1.25 seconds instead of the previous range of 2.0 seconds to 1.25 seconds.

Bug Fixes

  • Cleansing Wave: Fixed a bug that caused the trait fact to display an incorrect number of targets.
  • Static Field: The strike from this skill will no longer be limited by range or line of sight, making it consistent with the stun portion of the skill.
  • Ring of Earth: Added a range indicator.
  • Conjure Frost Bow, Conjure Flame Axe, and Conjure Lightning Hammer: These abilities will no longer go on full cooldown when interrupted.
  • Signet of Restoration: Fixed an issue that caused the skill to heal for incorrect amounts when traited with Written in Stone.
  • Magnetic Wave: Added a range indicator. Updated the radius fact to display the proper distance.
  • Soothing Mist: Updated the trait fact to indicate its proper radius.
  • Conjure Fiery Greatsword: This skill can now be cast while moving.
  • Zephyr’s Speed: Fixed an issue that caused this trait to behave incorrectly with Lingering Elements.
  • Stone Flesh: Fixed an issue that caused this trait to behave incorrectly with Lingering Elements.

Engineer
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into Firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow swiftness to be maintained more reasonably without having to constantly swap kits. This change will also bring down the total uptime for vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent vigor, and this is one of the areas where we needed to tone down the uptime of the engineer’s vigor.

  • Explosives V—Accelerant-Packed Turrets: Moved to the Adept tier.
  • Explosives VI—Exploit Weakness: Increased the health threshold from 25% to 50%.
  • Explosives IX—Incendiary Powder: Moved to the Master tier.
  • Firearms XI—Modified Ammunition: This trait now works regardless of the equipped weapon.
  • Inventions V—Energized Armor: Increased the conversion from 5% to 7%.
  • Inventions VIII—Power Shoes: This trait now works outside of combat.
  • Inventions X—Autotool Installation: Increased the healing percentage from 1% to 5%. Decreased the interval from 10 seconds to 3 seconds.
  • Inventions XI—Elixir-Infused Bombs: Scaling with healing power has been increased by 50%.
  • Alchemy V—Blood Injection: Increased the conversion from 5% to 7%.
  • Alchemy 15—Transmute: Increased the percentage chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
  • Tools VI—Speedy Kits: Increased the swiftness duration to 10 seconds. This effect can now only trigger once every 10 seconds.
  • Tools XI—Armor Mods: Changed this to now trigger when struck instead of on incoming critical hits. Reduced the cooldown from 25 seconds to 15 seconds.
  • Blunderbuss: Increased the range of this skill from 400 to 500 (700 when traited with Rifled Barrels).
    *
    Bug Fixes*
  • Elixir U: Updated the skill facts to display the proper information associated with this skill.
  • Med Kit: Added duration facts to the skills on this kit.
  • Rifled Turret Barrels: Updated Rifle Turret and Rocket Turret to display a damage increase when this is traited.
  • Slick Shoes: Added a duration fact.
  • Grenade Barrage: Updated the skill facts to indicate the number of grenades thrown when Grenadier is traited.
  • Glue Shot: Added a skill fact for pulses.
  • Jump Shot: Increased the radius of the initial damage from 120 to 240 to match the land radius. Updated the radius fact.
  • Mortar: The global cooldown has been increased to 2 seconds, which is the actual rate of fire that it’s able to have.
  • Net Turret: Fixed an issue that occasionally caused the turret to lose its attack when overcharged.
  • Flamethrower—Napalm: Burning duration now shows the proper burning duration when traited with Napalm Specialist.

Guardian
Tank and supportive guardians are in a strong position in many game types. We do feel that damage guardians are not as powerful as they could be. While we don’t want guardians to be as strong offensively as some of the other classes (given their powerful defensive abilities), we opened up more offensive guardian builds.

  • Zeal V—Shattered Aegis: This trait now applies damage instead of burning.
  • Zeal VII—Zealous Blade: This trait now scales with healing power by 2%.
  • Zeal XII—Kindled Zeal: Increased the conversion from 10% to 13%.
  • Radiance V—Searing Flames: Reduced the cooldown from 20 seconds to 10 seconds.
  • Radiance X—Powerful Blades: Increased the damage from 5% to 10%.
  • Valor VI—Retributive Armor: Increased the conversion rate from 5% to 7%.
  • Honor VI—Pure of Heart: Increased scaling with healing power from 25% to 40%.
  • Virtues VIII—Supreme Justice: Decreased the number of attacks from 4 to 3.
  • Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds to players without swiftness and 1 second to players with swiftness.

Bug Fixes

  • Virtue of Justice: Updated the skill facts to indicate the number of attacks required to trigger this skill. Added a fact that indicates radius when Permeating Wrath is traited. Updated the skill to indicate the increased burn duration when Supreme Justice is traited.
  • Virtue of Resolve: Updated the skill facts to display the correct healing when Absolute Resolution is traited.
  • Tome of Wrath—Zealot’s Fervor: Fixed the range indicator so that it will now update properly.
  • Signet of Wrath: Updated the skill facts to indicate vulnerability when Binding Jeopardy is traited.

Mesmer
The bulk of the mesmer changes are focused on two things: 1) Increasing some of the mesmer support traits and condition-removal traits. 2) Reducing the dependency on certain trait lines. The changes to Mender’s Purity and Shattered Conditions as well as the move of Dazzling Glamours to the Adept tier are meant to accomplish the first of these two. The changes to Shattered Strength and Illusionist’s Celerity accomplish the second goal. Before this change, mesmers needed to place 25 points into Illusions for many of their builds. Now they can place only 15 points to get the illusion cooldown reduction, which will give them back 10 more trait points to open up some new builds. Finally, we felt that the mantra-centric traits were fairly difficult to collect. Moving Mantra Mastery to the Adept tier takes some trait pressure off of the Dueling line, allowing mantra mesmers to gain a good trait with only 10 points.

  • Domination XII—Confounding Suggestions: This trait now also increases daze duration by 25%.
  • Dueling VI—Mantra Mastery: Moved to the Adept tier.
  • Dueling VII—Protected Mantras: Moved to the Master tier. Increased the toughness from 400 to 600.
  • Chaos I—Chaotic Revival: Reduced the cooldown from 35 seconds to 10 seconds.
  • Chaos VII—Mirror of Anguish: Reduced the cooldown from 90 seconds to 60 seconds.
  • Chaos 25—Chaotic Transference: Increased the conversion from 5% to 10%.
  • Inspiration IV—Mender’s Purity: This trait now removes 2 conditions.
  • Inspiration XI—Shattered Conditions: Increased the radius from 240 to 600.
  • Illusions VI—Dazzling Glamours: Moved to the Adept tier.
  • Illusions VIII—Illusionary Invigoration: Reduced the recharge from 90 seconds to 60 seconds. Moved to the Master tier.
  • Illusions 15—Illusionist’s Celerity: Moved to the Master tier.
  • Illusions 25—Shattered Strength: Moved to the Grandmaster tier.

Bug Fixes

  • Ether Feast: Fixed a bug that was preventing the heal amount per illusion to properly scale with healing power.
  • Temporal Enchanter: Fixed an issue that caused this trait to display multiple durations on glamour skills.

Necromancer
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw damage conditions that the necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the necromancers to focus on sustaining themselves through the use of death shroud, health siphoning, and slowing down their opponent’s ability to act.

  • Mark of Blood: Removed 1 stack of bleed when used in PvP.
  • Spite X—Chill of Death: Increased the trigger threshold from 25% to 50%.
  • Spite 15—Death into Life: Increased the conversion from 5% to 7%.
  • Curses IV—Enfeeble: Decreased the weakness duration to 2 seconds. Decreased the bleeding to 1 stack and 6 seconds. Removed the cooldown.
  • Curses VIII—Banshee’s Wail:* *Increased the cooldown reduction from 15% to 20%.
  • Death Magic 5—Reanimator: Decreased the cooldown from 30 seconds to 15 seconds.
  • Death Magic VIII—Reaper’s Protection: Decreased the cooldown from 90 seconds to 60 seconds.
  • Death Magic 25—Deadly Strength: Increased the conversion from 5% to 10%.
  • Blood Magic 25—Blood to Power: Decreased the health threshold from 90% to 75%. Increased the power from 90 to 120.
  • Soul Reaping II—Vital Persistence: Increased the reduction of life force drain from 25% to 50%.
    *
    Bug Fixes*
  • Dark Path: Added a radius skill fact.
  • Plague: Fixed a bug that prevented both of the spectral buffs from the Spectral Walk skill to be removed when activating this skill.
  • Well of Power: Fixed a bug that prevented this skill from properly converting fear into stability.

Ranger
For the ranger, we’ve adjusted the placement of some traits in order to have more build combinations. For example, by swapping Nature’s Vengeance and Spirits Unbound so that rangers can have spirits follow players in tier 2, players can now opt out of the higher damage output from spirits and still have options elsewhere. We also enhanced some Marksmanship traits and a Skirmishing trait to make power specs more appealing. We feel rangers also currently have too much endurance regeneration through traits. Due to this, we’ve made adjustments to Wilderness Survival traits, and we’ve also brought down the passive effect of Sun Spirit and the active effect for Storm Spirit.

  • Long Range Shot: Increased the damage at the less-than-500 range by 20%. Increased the damage at the 500 to 1000 range by 15%.
  • Marksmanship V—Predator’s Instinct: Increased the threshold from 25% to 50%. Increased the cripple duration from 2 seconds to 10 seconds. Increased the cooldown from 15 seconds to 30 seconds.
  • Marksmanship VI—Beastmaster’s Bond: Decreased the cooldown from 90 seconds to 60 seconds.
  • Skirmishing XII—Moment of Clarity: Stun duration increased from 50% to 100%.
  • Wilderness Survival 5—Natural Vigor: Reduced the increased endurance regeneration from 50% to 25%.
  • Wilderness Survival VIII—Oakheart Salve: Decreased the recharge of this trait from 20 seconds to 15 seconds.
  • Wilderness Survival XII—Bark Skin: Increased the damage reduction from 30% to 50%.
  • Nature Magic I—Circle of Life: Cleared up the text of this trait to clearly identify that it happens when downed, not defeated.
  • Nature Magic V—Strength of Spirit: Increased the conversion from 5% to 7%.
  • Nature Magic VII—Spirits Unbound: Moved to the Master tier.
  • Nature Magic IX—Two-Handed Training: Greatsword and spear attacks now have a 50% chance to grant fury on hit. Each attack will have 3 seconds of fury. There is also a 10-second cooldown.
  • Nature Magic X—Enlargement: This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allows it to interact with the Signet of the Beastmaster and Signet Mastery traits.
  • Nature Magic XI—Nature’s Vengeance: Moved to the Grandmaster tier.
  • Beastmastery VI—Mighty Swap: The might from this trait now applies to players and their pet.
  • Sun Spirit: Reduced the passive burning from 3 seconds to 2 seconds.
  • Storm Spirit: Reduced the damage from the Call Lightning skill by 33%.

Bug Fixes

  • Trap Potency: Updated this trait to indicate the correct condition duration increase (100%).
  • Path of Scars: Fixed a bug that enabled the skill to be fired at enemies behind the ranger.
  • Whirling Defense: Updated the skill facts to be more precise, adding a separate radius for attack and reflection.
  • Winter’s Bite: Added a weakness skill fact.
  • Hunter’s Call: Updated the damage fact to reflect the proper amount of hits.
  • Call of the Wild: Removed the unnecessary range fact.

Ranger Pets

  • Global
    • The ranger pet health bar now displays the current health of the player’s pet as a raw number. A tooltip has been added to display the current and maximum health.
  • Fern Hound
    • Regenerate: Removed the extra radius fact.
  • Red Moa
    • Furious Screech: Added skill facts for radius and number of targets.
  • Arctodus
    • Rending Maul: Updated the facts to properly represent the two hits from this attack.

Thief
One of the issues we are working on for thieves in this release is the dependence on traits that boost initiative. We did this by shaving a significant amount of initiative gain from these traits while simultaneously boosting the generic rate of initiative gain by 33%. We have also reduced the effectiveness of high-evasion thieves by reducing vigor uptime and adding some cast time to the Shadow Return skill on the sword. This prevents thieves from evading and easily dealing with being disabled (stun, daze, fear, knockdown, etc.). Also, we are trying to improve the survivability of thieves in the Acrobatics line through easier access to the Hard to Catch trait and increased effectiveness of the Assassin’s Reward trait. This will reward thieves who are actively engaged in the fight rather than those who are just dodging over and over again. The change to Infusion of Shadow is meant to stop players from gaining initiative by applying stealth while already in stealth. This should keep thieves from being able to recharge all of their power while idling in a very long stealth. We felt that using a lot of different abilities to maintain stealth is okay, but reusing the same ability over and over for almost permanent stealth was just bad for the game, especially when gaining large amounts of initiative.

  • Increased the base rate of initiative gain from .75 per second to 1 per second.
  • Sword—Shadow Return: Renamed to Infiltrator’s Return. Added a .25-second cast time.
  • Pistol—Pistol Whip: Reduced the aftercast on the first half of this skill by .25 seconds.
  • Deadly Arts VI—Sundering Strikes: Increased the trigger chance from 33% to 50%. Removed the internal cooldown. Decreased the vulnerability duration from 14 seconds to 6 seconds.
  • Critical Strikes VI—Practiced Tolerance: Increased the conversion from 5% to 7%.
  • Critical Strikes VIII—Signet Use: Reduced the initiative gain from 2 to 1.
  • Critical Strike X—Critical Haste: Increased the trigger chance to 25%.
  • Critical Strikes 15—Opportunist: Increased the trigger chance to 50%. Increased the cooldown from 1 second to 5 seconds.
  • Shadow Arts V—Infusion of Shadow: Increased the amount of initiative gained to 2, but only when entering stealth.
  • Acrobatics III—Vigorous Recovery: Reduced the vigor duration from 8 seconds to 5 seconds.
  • Acrobatics IV—Assassin’s Retreat: Increased the swiftness duration to 20 seconds.
  • Acrobatics IX—Quick Recovery: Reduced the initiative gain from 2 to 1.
  • Acrobatics X—Hard to Catch: Moved to the Master tier.
  • Acrobatics XI—Assassin’s Reward: Increased the scaling with healing power by 35%. Moved to the Grandmaster tier.
  • Trickery 5— – Kleptomaniac: Reduced the initiative gain from 3 to 2.
  • Trickery VII—Bountiful Theft: Reduced the vigor duration from 15 seconds to 10 seconds.

Bug Fixes

  • Ink Shot: Updated the damage fact to function with Power Shots.
  • Ink Shot—Smoke Trail: This skill will now return to Ink Shot if the projectile is destroyed.
  • Dancing Dagger: Updated the cripple skill fact to display the proper duration.

Warrior
The overall goal here is to reduce the damage for very high-control warriors. This means reducing some dependency on spending 30 points for the Burst Mastery trait and making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the Earthshaker skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area-of-effect control, but we’re trying to prevent them from easily doing both. We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it. Combustive Shot on the longbow also saw some rework. It will scale better with adrenaline levels and still provide strong burning per adrenaline level, but the raw damage was toned down slightly.

  • Strength III—Great Fortitude: Increased the conversion rate from 5% to 7%.
  • Strength 5—Reckless Dodge: Increased the damage by 25%.
  • Arms IV—Crack Shot: Moved to the Adept tier.
  • Arms VII—Unsuspecting Foe: Moved to the Master tier.
  • Arms XII—Last Chance: Increased the threshold from 25% to 50%. Reduced the cooldown from 45 seconds to 40 seconds.
  • Defense XII—Spiked Armor: Reduced the recharge from 15 seconds to 10 seconds.
  • Defense 25—Armored Attack: Increased the conversion rate from 5% to 10%.
  • Tactics 5—Determined Revival: This trait now correctly displays the amount of toughness.
  • Tactics 25—Reviver’s Might: This trait now applies 3 stacks of might instead of 1.
  • Discipline II—Thrill of the Kill: Increased the adrenaline gain from 1 to 10.
  • Discipline XI—Burst Mastery: Reduced the damage increase from 10% to 7%. Removed the erroneous adrenaline gain fact.
  • Earthshaker: Reduced the damage by 20%.
  • Staggering Blow: Reduced the damage by 23%.
  • Skull Crack: Increased the cast time from .25 seconds to .5 seconds. Updated the animation and effects of this skill to be more clear.
  • Combustive Shot: Increased the pulse duration to 3 seconds. Increased the burn duration per pulse to 3 seconds. Normalized the damage per pulse. Updated the pulses per adrenaline tier to 2, 3, and 4 respectively for adrenaline levels 1, 2, and 3.

Bug Fixes

  • Crack Shot: Added a piercing fact to the trait and to the affected skills when it is traited.
  • Healing Signet: Added an interval fact.
  • Eviscerate: Fixed a bug that caused the damage facts to display the damage levels with Burst Mastery at all times.
  • Uppercut: Fixed the damage facts in regards to Burst Mastery.
  • Earthshaker: Fixed the skill facts to indicate the damage increase when Burst Mastery is traited.
  • Forceful Shot: Fixed the skill facts to indicate the damage increase when Burst Mastery is traited.
  • Combustive Shot: Fixed an issue that caused the field to be created at incorrect locations when the warrior moved out of range of their initial target. Fixed the skill facts to indicate the damage increase when Burst Mastery is traited.
  • Skull Crack: Fixed the skill facts to indicate the damage increase when Burst Mastery is traited.
  • Kill Shot: Fixed the skill facts to indicate the damage increase when Burst Mastery is traited.
  • Berserker Stance: Rewrote the description to more clearly reflect the function of the skill.
  • Battle Standard—Whirlwind Banner: Edited the description and fixed some spelling errors.
  • Determined Revival: Updated this minor trait to indicate the toughness gained.
  • Call to Arms: Added an unblockable fact and range indicator to this skill.
  • Rifle Butt: Fixed a bug that prevented the knockback fact from displaying the correct distance.
  • Signet of Stamina: Fixed a bug that prevented this skill from properly removing all conditions.
  • Shrug It Off: Fixed a bug so that prevented the “Shake It Off!” skill triggered from this trait to properly break fear. Decreased the radius of Shrug It Off to 600 to match the radius of “Shake it Off!” Updated the facts to reflect the trait’s functionality.
  • “Shake It Off!”: Updated the skill fact for conditions removed to display the actual number of conditions removed.
  • Desperate Power: Fixed a bug in which this trait would work while above the intended health threshold.

Structured Player vs. Player

  • Increased the visibility of player nameplates and health bars while spectating.
  • To reduce the frequency of players leaving tournament matches, the maximum amount of dishonor has been reduced to 3.
  • To make Slayer and Conqueror achievements more attainable, we have added additional tiers to the achievements.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • New, exclusive faces have been added to the Total Makeover Kit. Three new faces for each race and gender have been added for a total of 30 new faces that can only be acquired from the Total Makeover Kit in the Gem Store.
  • The Collection Expander is now available in the Gem Store in the Upgrades category for 800 gems each. Each Collection Expander increases the stack size allowed for all collections by 250 to a maximum of 1000.
  • During the Wintersday celebration, every Black Lion Chest now contains 3 Giant Wintersday Gifts in addition to its usual rewards. Black Lion Chest Keys can be purchased in the Gem Store in the Consumable category for 125 gems each or 25 for 2100 gems.
  • The new Permanent Snow Globe Finisher is now available in the Gem Store in the Upgrades category for 700 gems. Drop one of four randomly selected, beautifully animated, snow globes on defeated foes.
  • Holiday Gifting Event
    • From now through December 31, players who send a gift to a friend can purchase that same item for themselves at 40% off! Let the sharing begin! All discounts must be claimed by 11:59 p.m. PST on December 31.
  • Improvements
    The Style category of the Gem Store is being streamlined, and the following pieces will no longer be available starting December 17^th^:
    • Bunny Ears
    • Aviator Sunglasses
    • Sport Sunglasses
    • Wide Rim Glasses
    • Boxing Gloves
    • Khaki Cargo Shorts
    • Riding Gloves
    • Riding Boots
    • Riding Pants
    • Layered Vest
    • Cherry Blossom Shirt
    • Ornate Ruched Shirt
    • Country Lace Gathered Shirt
    • Silk Brocade Vest with Shirt
    • Leather Hoodie
    • Casual Hoodie
    • Designer Hoodie
    • Fitted Casual Shirt
      Players who previously purchased these items will still retain the ability to use them.

(edited by Moderator)

Gate of Rest/Eredon Madness/Devona's Terrace

in Match-ups

Posted by: K U T M.4539

K U T M.4539

I’ll skip wintersday since I’m a grinch.

Selling correctly sized hearts, 85g.

Basic [BS] NSP/Mag

9/27 GOM/SF/DR

in Match-ups

Posted by: clint.5681

clint.5681

Alright i did, i finally did it kittenmit. Check out this post and know why SF is better than your servers.

https://forum-en.gw2archive.eu/forum/wuv/recruitment/Join-SF-Become-300-Hotter-instantly

Rangir Dangir – Ranger | Mr. Ragr- Guardian| Sneak Stab – Thief | Mr. Ragir- Warrior
[url=https://] [/url]

9/20 DH/GoM/AR

in Match-ups

Posted by: DaMikenatr.7041

DaMikenatr.7041

LMFAO to this [WAR] AR zerg for trying to crash our fight club and within 1 minute got completely stomped by the fight clubbers… I had fun spam sitting ur bodies (I only do so rarely, but it was well deserved in that case.)

On the plus side, ty for bringing more DH to the fight club tho, and the loot bags, they have quite tasty content for watching the rest of our duels

So, does anymore AR wanna come to have friendly duels in GoM BLs, besides those crashing kittens? I only see two here

Don’t mess with fight club: http://www.youtube.com/watch?v=s_RJeKMcH1g

Tsyborg – human guardian – commander
Vicious Instinct [VI]

8/30 GoM/ET/NSP

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Posted by: Rob.7624

Rob.7624

Met Filaen from GoM on their bl today c:

Attachments:

Commander Bird Song
Northern Shiverpeaks Night Crew
Os Guild