There you go, the pinnacle of the game: Gemstore Wars 2. Enjoy all skin progression (which is the only progression available in the game for PvE’rs) being stuck into the real money cash shop.
They’re going to nerf materials output from salvaging, that includes cloth, ore and wood. This just strikes me as the final blow to the economy, and a HUGE middle finger to those who purchased infinite salvage items from their Gem Store.
Thanks.
And while we’re at it, let’s not forget about dungeon nerf, which are the only early decent gold input for free-to-play players which SHOULD be potential HoT buyers.
Don’t change the difficulty. Don’t change the difficulty. Don’t change the difficulty. Don’t change the difficulty.!!
Seriously, it took me 4 characters and testing approximately 3 builds in each till I could beat her, why people want stuff easier?
Because those nerfs needed to happen, and he announced them like a pro.
It was a proactive way of contributing to your guild. You could see progress being made with every activity you were doing in-game… now it’s all tied to weekly guild missions which aren’t super fun. Playing HoT areas, raids, PvP’ing in a season… so many ways of earning Influences which never had a chance to come true.
Maybe the old system wasn’t perfect, but the new one isn’t either. Here’s wishing they could balance between the two…
What bugs me the most isn’t the amount, but availability. It will be gone when Wintersday’s over.
Just one thing: This April Fools was a major disappointment. ’Nuff said.
People are trying to voice their opinion to make this MMO into every other MMO around, please stop this. No trinity, no add-ons, no aggro meters, they are not needed.
This is going to be straight up bad for anybody who doesn’t have a massive amount of money before HoT hits. You need mats for end game ascended which will be required for raids but by making these items rarer what you will effectively do is turn this game into a huge grindfest because not only will you not be able to afford the materials but you won’t be able to farm them in any decent capacity.
I can’t agree more with you. Scarcity does NOT make sense to such low level raw items as these. I can’t understand any sane reasoning behind this nerf, other than highly increasing the grindfest.
Loot is a key part of the MMORPG genre.
Itemization* is. Guild Wars 2 lacks item depth a lot.
You’re going to have a bad time. But don’t worry, as we’re leaving you a repair anvil at the entrance. You know—to collect your tears on.
Hahah love it. Do not tone down raids, please. Folks need to learn not all content is faceroll, and that GW2 engine can provide content that requires actual coordination and gameplay. I love how this latest blog post tells us we might consider grabbing our toughness equipment. Itemization is a core feature for many RPG players! Tweaking numbers, and compositions, etc. is like an exciting stuff truly RPG players love.
Kuddos to the raids team. After 3 years doing the same easy-pie content available to all the players, I’m so looking forward to try the new challenging content you built for those who seek something more!
I try to stay away from these arguments, but as cynical as it sounds, it does seem ANet wants to lose players, and money. It’s way past the time you split the two game modes and let them live independently.
No, no, and no. If you want to support just buy gems with legit money on a monthly basis.
I mean, was it really necessary? Now that we could have a solid aura build, you simply nerf it? What is the problem with you devs? Folks were starting to come up with interesting builds and you just nerf it?
Tempest—Powerful Auras: Fixed an issue that allowed this trait to double-apply boons associated with auras.
Double apply? No no no, you didn’t understand how the skills you developed work. Let me take “Feel the Burn!” (as it’s a direct nerf to our new skill type) for example: This shouts give the user a fire shield, and spread fire shield around. Any aura-related boons are applied to each affected ally. If you SACRIFICE a spec slot and grab Water for Powerful Aura, the self-application of fire shield is shared to your friends aswell, resulting in TWO aura applications at once, and granting twice as many boons. If they remove the boons, they are injecting a BUG into how aura sharing works. More than that, they are breaking something for unknown reasons.
At least be honest and just state you don’t want your traits to work as designed, or simply remove auras from shouts.
Fed up with these made up “fixes”.
“maybe one day we can do a podcast about that and I can explain how that works.”
I’m so looking forward to that.
OP is so blind it gives me headache. The Endless Bottle of Batwing Brew will INCREASE in price as time goes on. It’s the most annoying item they locked behind a huge RNG wall. I get the others, but this single item is just stupid. If only you could forge it, but no, it’s the same scheme as a precursor weapon: a single item locked behind a ridiculous RNG or hundreds of gold (which will increase even more over time). I’m fine grinding my life for all the other items, but this one is just inexcusable…
You have spent all the luck for this game, no precursors or the like for you.
Solar Beam change is outrageous. It’s the only auto-attack in-game that requires a target. I feel completely locked gameplay-wise. Change this back, seriously, you have mashed numbers and stuff but this doesn’t feel fluid/free, it feels as silly as can be.
I don’t get OP. It’s all about rotation, you will never simply have strong heals, you build up a strong heal by popping small regens and proc’s here and there whenever it fits the situation.
As an elementalist, I find healing a very cool experience and I can provide awesome support for the party with a bard-ish style gameplay (6/0/0/4/4, might/fury stacking with heal and cond. removal with S/D), or full Staff healer (0/2/0/6/6, Aquatic Belevolence is OP).
They’ve won. Bazaar of the Four Winds is the best content IMHO, I’ll enjoy this thing all week long!
I am a headstart ele, and I feel finally free from this cursed skill. Thank you, Irenio, you’re da guy!
I find myself switching attunement mostly because the boons given by this particular trait sinergizes with the situation, it’s like a must and really gives the elementalist flexibility as when he’s going to get a real high damage he attune to earth and get 33% dmg reduction (good), if he’s getting too low on health he switches to water (regen scales with healing power, awesome!), he needs to increase a little distance from target so he attunes to air (some mobs seem to have increased speed lately), or just wants to burst a little more damage so he switches to fire.
Elemental Attunement represents the whole idea behind the playstyle an ele should go for: switch attunements as situation demands. I find mostly water and earth vital, because I’m a light armor with low vitality so it’s not weird to want to have extra defense in your kitten nal.
Even the cantrips symbolizes how “fragile” this class is, all of these skills remove conds or grants survival, at some point a really good developer foresaw we would need extra ways to stay alive so he designed these splendid utilities.
Per title. Why would anyone try and squish bits of healing when a single druid can rule it all? It’s got GREAT healing for all sorts of situation, and it’s constant with lots of protective buffs. Tempest can’t even remotely match druid’s effectiveness, even base ele fully traited with water/arcane. It’s just hilarious, druid heals while attacking, and heals back by every delivered heal, which increases its HEALING. Like, wtf?
I hope that at least they don’t break the condi builds that me and quite a few people have been making, because it’s different than Fireball/Lava Font gameplay we’ve had for 3 years now.
Lol not at all. Random is random, it’s just as bad as it sounds.
Jormag took it heavy, you know?
Thanks for letting us know, really appreciated. Take care!
Let’s just accept that ANet doesn’t know how to design proper challenges, only pew-pew content. No such a thing as risk vs. reward, only insane grinding vs. reward.
They could so something like they do for Dry Top items (you get scarfs+spectacles and combine them through crafting). They could even create a table of “matching headgear”, it would say “category A combines with other As, and B with other Bs” so weird combinations wouldn’t be made. Combining them would require something unique at Mystic Forge (aside from two base items, of course). It would be a success for GemStore sales. #profit_idea_unleashed
(edited by Valento.9852)
I never really used Ice Bow anyway.
The guy that made the announcement seemed like a real kitten though. Maybe he was just nervous about being on camera and it just came out wrong. idk.
Irenio delivered it like a boss, straight into the kittening meta.
So many items in Halloween, and they once again put a unique item on RNG gods… for a SEASONAL event. The community has already displayed dissatisfaction towards high RNG items for seasonal events in the past, yet they insist on this.
In this case specifically, it’s not like “oh, the item is too cheap, let’s just lock the endless bottle of batwing bew behind RNG so it’s appropriately balanced money-wise”. The whole thing is already TOO expensive.
(edited by Valento.9852)
Simply put: I loved short stories. It opened up the possibility to get together many unexplained pieces of lore, and such continuity prevented lore discrepancies or redundancies.
Thumbs up if you also miss them! \o/
People can stand zerker meta for almost 3 years, but when condis go strong it’s all “oh mai gahd nerffzz pl0x”.
Not sure how you got that conclusion. He didn’t imply at all that all (meaning precursors that existed before HOT and the precursors that will exist after HOT) the precursors will be apart of the collections by the words you posted. By the words you posted he literally just said they’re going to be introducing new legendaries and precursors for those legendaries. He says no where in that quote about previously available precursors being available through collections.
watch pax. They were discussing that currently precursors are the hardest part in a legendary, therefore precursors will now be gotten trough the mastery system. Old ones as well.
That is my understanding as well.
I can’t understand your idea of balancing, ArenaNet. Please, could any dev enlighten me, because all you do is upsetting your playerbase even more.
Here’s another rune:
Superior Rune of Gaile
(1): +20 Healing Power
(2): 25% chance of entering a random thread and applying a Excitement buff on every poster (Excitement increases happiness level by 10% on neutral targets, and 1% on haters, but fanbois get Puke Rainbows buff which does what it implies)
(3): +100 Healing Power
(4): 50% chance of summoning I-Think-It-Looks-Amazing shield buff to ANet staff whenever talking about incoming patch’s new features!
(5): +2500[sic] Healing Power
(6): +0.005% chance of getting a response from a dev to something asked from a forum poster.
You have spent all the luck for this game, no precursors or the like for you.
Oh now Valento, don’t be mean.
Congrats, Gunga Din — you did well!
Gaile, these dyes aren’t shadow! They are pure doom. There, a new naming convention for future DARKER dyes: Doom. Can’t wait for Pink Doom, or Shylac Doom.
This is kitten nosense, AoEs (at least for elementalists) have something called RECHARGE, it’s going to be pointless using AoEs, they nerfed to the ground staff eles, kitten
Could we get an infusion that applies the same effect as the buff during Champion Mordrem Mangler?
I love GW1 content. I love GW1. Not a veteran (bought GW1 this year), but it’s so much fun to see how the story unfolds. Looking forward to finishing first campaign and embarking on the others.
wat
/15 quaggans in a disco
HAHAHAHAH staaahp… my belly… hahah seriously, forum jokes always make me laugh as hard as possible.
Thank you kindly, MO. Here’s hoping we see more of Kasmeer! She’s been away for a while.
Small content updates every two weeks was too fast, an expansion every year was not enough content, higher quality content updates every two or three months is too… I don’t know? Too “content progress locking”?
I clearly don’t want to be in Anet’s shoes :/
You clearly haven’t read forums, or talked to people in-game, or frequent reddit. There are a lot of people which play this game solely because of story, and story-telling became a huge part of the game. Not everyone likes dailies routine, people actually want substantial and varied lore. It would strike me as surprising if their plan is as simple as that, without anything to fill the gaps between story releases. I am not saying they should go back to biweekly schedule, I think that was not a clever idea, but three months? I just hope these story chapters will be worth the time, both in quality and length, because we had a lot of cool stuff in season 1 with much shorter timeframe, and even in season 2.
People are allowed to spend their time in whatever they want. Next.
As long as people argue Tequatl/TT are “challenging” content, the game won’t evolve in that direction. This is what I fear the most, and this is enough reason to scare current players and potentially new players away from this game. Game industry isn’t just about replacements, or some sort of “filter”, when MMOs become huge beasts in the market they have way bigger bills to pay, so being cult is not an option.
Here’s the “special” announcement:
https://www.guildwars2.com/en/news/upgrading-world-vs-world-upgrades/In summary:
removed a bunch of WvW abilities
Simplified WvW so you no longer need to really participate or organize, everything is now automatic.
You’ll still need to really participate and organize, they’re simply shifting the focus on supply usage not to be mandatory upgrade-wise, and allow for actual player strategy siege-wise. This also solves the problem of spies from other servers spending supplies on purpose to mess up upgrading objectives, while they still can steal from objectives it shouldn’t have such an effect it currently has.
By improving caravans/sentries mechanics it makes up for more interesting and undoubtedly REWARDING gameplay for those who enjoy escorting and defending small objectives (i.e. the dolyaks). When the game first launched people used to run dolyaks and it felt rewarding as it helped maintaining objectives resources, now you don’t feel equally useful for running them because blobs traverse the map and effectively scare away anyone trying to run gank them, specially thieves. On the other hand, thieves and other gankers will have a hard time because it was said that escorting dolyaks will increase its resistance, therefore opening up more interesting mechanics for those who like to defend.
As long as blobs no longer become the only way to effectively win matches, I’m looking forward for all changes related to WvW to give it a fresh air and more focus on holding objectives. Holding a point should really mean “I’ve claimed this ground and you will have to work strategically to beat us down!”.