Showing Posts For Wallace MacBix.2089:

Boon Duration

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I still think they should just let Healing Power decide Boon Duration, similar to how Ferocity is increasing Crit Chance.

Would give Healing Power that desired buff it’s been needing for a long time.

Slight correction, Ferocity increases Crit Damage, not Chance (that’s precision).

Also, those aren’t related at all. Ferocity was created when Crit Damage % was removed. It functions identical in nature to how precision affects Crit Chance. Currently no stat “double dips”. The idea isn’t bad, but I feel that it really only helps cele builds, which specifically had it’s boon duration removed a long while ago.

Healing power already has a purpose, it increases all healing skills and regen. And they’ve already shown their idea on how to increase it’s effectiveness with the introduction Benevolence.

Not saying it’s perfect, it doesn’t make you a better tank in the slightest, it’s just there for support. Though it does teeter on the edge of trinity on the Rev (which to be fair it’s pretty much just what the rev does), with ~195% healing to allies, or something like that, with only a mediocre self heal.

Boon Duration

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They can a couple of options they can do:

1) Do nothing

2) Add boon duration to gear, which will take the place of one of your stats
2.5) Change boon/condi duration to a formula (like ferocity) and introduce new stat combos

3) If they introduce 500 jeweler they can let us craft infusions. +~2% boon/condi duration infusions (personally my favorite solution). Make even more sense if they introduce some kind of base agony through Masteries in HoT

"When you use a shatter skill..."

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Is this so they can stay alive long enough to travel to their intended target before they shatter?

Yes.

The chronomancer also has a solution to help illusions reach their shatter target by giving them super speed. During the live stream they said that they wanted base mesmers to also have a way to insure their clones can survive running through AoEs towards their targets.

The Dual Wielding trait reduces dash ranges

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Just tested with Savage Leap. It reduces the range because the skill activation time is shortened.

Quickness always reduced the range of leaps so I had to test this trait right away.

Considering that movement abilities no longer affect leap range, quickness and this trait shouldn’t either. Also because sword is probably the best candidate for this trait, the anti-synergy feels really bad.

Then they should also most likely address slow, which will most likely make us travel farther with movement skills. I assumed leaving quickness out of the patch notes was just an oversight.

I assume the intended result should be you travel the same distance, but faster with quickness, not traveling less.

@Josh: Why the awkward Banner nerfs?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I guess they did that because now we can use shout heal + Banner regen, having banner CD reduced and increase area effect seems a little too OP, that is just my point of view.

Eh, why not switch Powerful Synergy with the Banner trait then. I can’t see anyone taking Powerful Synergy over Shout healing or PS, and the extra weapon swaping from disc would allow more frequent leap finishers.

Plus wars will still need to decide if they want healing banners or shouts. And you since you can’t take both, you can add in the extra range and cd reduction while you’re at it. Has more synergy with the minor anyways cause you can at least blast finish with your banners to also get more healing power from Inspiring Presence (without testing it, it seems so weak).

Also how come we still have 2 minor traits that relate to rezing? And I think we’re the only class that doesn’t have the +10% revive speed.

RIP Ricochet... til HoT?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

If they get riffle, it could be a bouncing bullets trait for riffles and pistols. This could also be the reason they haven’t mentioned anything about it being removed. They don’t want to “confirm” that thief is getting riffle, etc.

But if pistols was meant for mid ranged, potential AoE, I doubt riffle will have the intended purpose of long range potential AoE. But, it would give it more flavor and make it distinct from the warrior riffle if it had AoE potential.

Or….they just removed it because……well I have no reason why. shrug I know my friend will miss his bouncing bullets with healing.

So how many spirit shards you have?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

These are just a way to force players to play the same thing over and over again…
Why i cant make character lvl 1 and use all my Tome of Knowlage, Experience scroll and Skill scroll for make another 80 lvl chacacter ????

Up to this day all work fine now is that crap ???
I dont have time play all content over and over again !!!!

You can do exactly that, minus actually needing skill scrolls. They changed it yesterday from their original announcement (which was you needed to do ~60 hero challenges).

Now if you get to lvl 80, you will have enough skill points to unlock everything. Doing Hero Challenges in the world just lets you unlock things faster.

So how many spirit shards you have?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

For what ? is only stupid CRAP for nothing
i have 2000 +
I WANT more Hero points on my OTHER charakter (under lvl 80) !!!!!!
WHY i cannot change for stupid SHARDs to Hero points ?
?
WHY ????
I save skill scroll for future character
NOT for Stupid Shards !!!

Use the multitude of Tome of Knowledge the game throws at you (both from log in rewards and from PvP), and the writs of experience if you do the PvE dailies and just level up that much faster?

Or if you do PvE, run some dungeons for 70%-80% of a level, do 20 events to get a level while exploring to get that exp (or like someone said above, go do the hero challenges).

If you do WvW, you’ll have to run with the zerg to level up (or go into EotM to level up very quickly while still gaining WvW exp).

If you do PvP, you don’t really need the tomes, but still get a ton if you ever want to venture into PvE/WvW.

Scroll of Knowledge

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Do we have any word on how it works on items that gave skill points that weren’t scrolls?

I think there were two (maybe 3) that each gave 5 skill points, but I can only remember the item you get for completing the Mariner plaque hunt achievement. Mine is currently sitting in my bank, and I have a rough estimate of how many skill points I had on my main, still waiting for the patch :/

PS. Did you know you can get logged out due to inactivity at the loading screen? Have spent over 1 hour on the LA loading screen while it dl’s those files, at least the new screen art is pretty.

Black Lion Chest - Mini's

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’ve stopped opening chests for the time being. I got that mini pack when it came out, and now I have a dup that I don’t know what to do with. My keys will just be waiting till they update the loot table.

2400 Gems for HoT deluxe....

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Pretty sure that’s just an upgrade to deluxe HoT from baseline HoT, like how you used to be able to buy the base game of guild wars and then upgrade to the deluxe.

Unless you are complaining that you can upgrade at all. In that case, they said you’d be able to upgrade to deluxe (from base HoT) in the gem store. They also said that you would not be able to upgrade later to Ultimate. Both of these things were stated, I think in the announcement (if not there then most likely the next stream they did).

How do I Get or Earn hero points in gw2?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

While I’m still patching, it should be the two ways they’ve discussed previously.

1) Level up, every so many levels, you get hero points to spend

2) Do “hero challenges” (previously skill challenges) to get 1 at each.

Colin confirmed yesterday that just by leveling to 80 you’ll have enough hero points to unlock everything. The hero challenges in the world will only let you unlock things sooner.

Trait stats?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

The question is, what’s going to happen to the condi and boon durations we used to get from traits…

I see 3 options:

1) They give us new gear stat options, like Givers, that replace a stat with boon/condi duration (this is the least desired outcome)

2) They change boon and condi duration to a formula (like precision and ferocity) and make those go on gear (still not the most desired)

3) Give us infusions (maybe through jeweler 500) that can give boon and condi duration [I’m hoping that the fractal masteries will give some kind of base AR to offset the potential infusion slot loss] (my personal favorite solution)

new armored attack +150 toughness

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Do you ever make threads for any reason other than to ask for random buffs?

P.S.: Clearly the extra toughness should go to the minor Thick Skin, giving us an additional +150 toughness when over 90% health. This would be an incredibly thoughtful change that would cause the trait to have a meaningful impact on our build choices. /s

Actually, it wouldn’t. Thick skin would not be good unless the added toughness would be somewhere around 500+, and even then, you only mitigate the first blow probably.

Always useless versus condi either way.

If they changed Thick Skin, I’d rather them change it to how the Guard minor trait works (think it’s going away in the changes though), and just give us X% damage reduction while above 90% hp. Or how the ele earth GM minor works and give 10% DR within a certain range.

Heck if you wanted to give us a survival mechanic that goes along the same principals as Adrenal Health. “Gain 3%/5%/7% damage reduction depending on your Adrenaline.” I know they removed this mechanic from the two grandmasters, but they left it the same for Adrenal Health so why not?

Personally, since I already stack toughness, I hardly notice it, and I’d rather have Armored Attack be minor so I can get some extra (~240), power. For most others, it’s the exact opposite, they get a lot more out of the 120 toughness (for that first hit) and get almost no dps increase from armored attack.

It’s not like Spiked Armor is that amazing either. It is our only source of retal, so we can’t really control when we get that extra toughness, just when we get critically hit (with only a 33% uptime).

Who here going to miss their build?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

My build got rolled into 2 trait lines, so I’m getting almost only buffs.

Current Build:

Sword/Shield, Longbow. Knights armor, Rabid trinkets and weapons.
Dolyak Runes, Sigil of Corruption/Fire & Blood/Rage (never bothered trying to figure out a better one)

Arms: Deep Cuts, Furious Speed, Furious
Defense: Shield Master, Cleansing Ire, Defy Pain
Discipline: Signet Master

Healing Sig, FGJ, Berseker Stance, Balanced Stance, Signet Mastery

I usually switch for 2 banners in dungeons and go full rabid in pvp, but it’s served me well in all game modes since launch (and the introduction of CI). A tanky, hybrid-ish war. I have ~3.8k armor, ~21k hp, ~50% crit chance without my almost perm fury, 8-11 might stacks solo, and about 1k condi damage.

My new build: http://dulfy.net/gw2traits#build=AggCuANYBGg~
Currently not planning on swaping gear, but I may depending how the stat changes look, I think I’ll be able to lose a good deal of precision thanks to sig mastery.

I lose:
Perma combat swiftness
17% bleed duration (this and the swiftness are what make me the most sad)
5% damage to bleeding foes
~240 power (this and other changes may force me into more condi)
5 adrenaline on weapon swap
300 precision, condi damage, toughness, healing power and 100 ferocity

I gain:
1s cd on my burst skills
Precise Strikes: +1 sec base bleed (total bleed duration increased from kitten to 5.32s)
Healing sig gives 6 sec of resistance
100 precision for 1 min each time I use a sig
Free sig of might (and 100 precision) every 20 sec
33% chance to vuln on crit
10 condi damage (max 250) every time I attack
Blocking grants might, and reflects
~33% uptime on retail

Plus I get a whole extra trait line.

While the minors in Tactics are unimpressive at best (2 revive traits and neither grant revive speed?), I think it gives better party support than discipline. I’m curious how Inspiring Presence will work. It will help recover ~20-30% of the healing power I lost, and provide a tidbit of group support. Honestly, the main reason I want it is for burning arrows.

I did the math, and 3 stacks of burning with 0 condi damage already does more damage than the current burn with 0 condi damage. So, 2 stacks of burning on the auto with the chance to still projectile finish for more burns, the burst burns getting buffed to 5s long, and the #2 getting also buffed in duration, plus the potential extra 250 condi damage I’ll have from Furious means that my lb will back a big punch. Healing shouts also would be pretty cool to toy around with as well, that should make up for the potential healing I’m losing from healing sig.

Discipline just offers nothing of value except more bursting and might gain. I was looking forward to trying Warrior’s Sprint, but Burning Arrows speaks to me so much more.

The only thing odd I found about my build is that of 9 traits, 5 of them are cool down ones. I may also switch out balanced stance for dolyak sig, but I’m going to miss the extra swiftness.

Questions:
I can’t really decide between Blademaster and Deep Strike

I with my current gear I really won’t need the extra 20% crit chance, but the reduction may make me try going s/s for a bit to try that out. But, with FGJ giving out an extra 150 condi damage along with fury, might, healing power, and healing may be great party support. I was really hoping for that 10% boon duration they showed months ago, to help make up for the SoR 5sec nerf, but oh well.

I may also switch out my Fire sigil to Agony for extra bleed duration, I’m really going to miss those 12s bleeds without food buffs, so it may be worth losing that little bit of AoE damage. Sigil of Bursting, Malice, or most likely Smoldering may replace my Sigil of Rage.

Who knows, I can still hope that they add infusions with condi/boon duration in HoT.

Specific Thief Spec Change

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

All traits that use a skill effect will now use the cd of the skill itself, which means if you trait for that skill to have a faster cd, then the trait that procs it will also have a reduced cd. Also any other traits that would proc from that type of skill being used will also activate.

I think only the necro has one where it’s a slightly weaker skill with a shorter cd, instead of the actual skill itself. Forget the name, but it has something to do with only putting 5 marks of lifesteal on a target instead of the skills 25 marks.

No collectors edition / phys items :(

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They must have changed their minds recently, because I clearly remember them saying that there would be a physical copy of the game. As someone who bought the $150 version when it came out, I was hoping for any physical goodies. Or at least something besides a gem sale for the ultimate edition.

I was also worried since now my internet provider has changed to the speed of snail. I was banking on using a disk for the majority of the installation, 0.128 MB/s means it’ll be 2-3 days before I’m able to enjoy the expac (assuming I’m willing the shell out the overpriced $50+ for it)

Condi/boon durations... what if...

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

^You can increase condition duration by max 100%. Anything else will be wasted. 250% condi duration would be an overkill as well in pvp.

+% condi duration and -% condi duration combine additively before you check to see the total. So if someone has -66% condi duration to certain ones via a trait, and -40% condi duration food, you’d need +200% condi duration just to reach the max +100% duration.

Stream Thief War Engi Ele n Ranger Spec?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

So you’d rather be disappointed now that what you want to see isn’t coming out for 4-5 weeks instead of just waiting till they decide to reveal it? I don’t think it’s a good idea to give us a schedule, because if they’d ever need to change it there would just be hell to pay on the forums.

If it makes you feel better you can “guess” that we’ll get a new elite spec in at most ~4-5 weeks. The Ready Up host, can’t remember his name, said that he’d be show casing the announced elite specs in PvP matches. So next week we’ll have chronomancer or reaper and 2 weeks later we’ll have the other. Assuming he won’t take a break from that, we should get an elite spec sometime soon.

You can also go by the assumption that they plan to launch near the 3rd anniversary, which is ~12 weeks away. And we still have 6 elite specs and 1-2 more weeks with the Rev. So figure we’ll be going back to another ~3 elite specs soon, and then taking another break with guild halls, challenging group content, any other lore bits they want to show, etc.

Fractal Masteries, Skins, and HoT

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I want

Account bound agony for 2 reasons, 1) In my mind 500 Jeweler will let us make infusions (like +condi and boon duration for example) thus fixing the problem that some are facing in trait losses. And 2) it’ll let me use alts without having to get them to 50-70 AR.

A system that’ll let you buy/earn fractal skins; not just a straight % increase in drops. Maybe open up a vendor to sell them for pristine relics, or maybe some kind of similar tone downed “precursor scavenger hunt” for fractal weapons, but I can’t really think of what they could do inside fractals for that.

I also suspect one or more may deal with the instabilities, making them weaker or being able to eventually ignore them or something.

Better a constant LS then a delayed EXP

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’m definitely in the LW camp, I never wanted an expansion and still don’t. Both for selfish reasons, the LW was free and you only had to spend money on the gem store if something cosmetic caught your eye, and also practical reasons, it gave me something to do for 3-4 days every 2-4 weeks that kept things fresh. And longer whenever they introduced a new map or the like. It also worked really well for all the causal gamers. Some of my gamer friends still haven’t finished Season 2 yet.

Also, we need to look at HoT. How much content is it really going to add?

New 9 elite specs, 1 new class, mastery system, ~5(?) new maps with 3 biomes each, new story, new cosmetic stuff (weapon and armor skins).

I’m not counting the new Borderland or Stronghold as HoT content because everyone who just has the core game will be able to play them too. And potentially they could launch before HoT, considering they are completely unrelated. Same goes with the defiant changes, break bars, condi caps, and other condi changes, and new trait system as nothing about them are HoT specific.

Now consider that we haven’t gotten any real new content since Jan, this exp is at the earliest coming out in late Aug (8.5 months after the last new stuff). Maybe later as there are only ~12 weeks until then and we still have: minimum 9 weeks with no skipping (like we did during the closed PvE beta) and the potential for ~15+ weeks of info.

6 elite specs left,
1-2 more weeks of base rev stuff (we still have 2 more legends at least and no mention of the other 2 traitlines we’re missing)
1-2 weeks Guild halls
1 Week of challenging group content
0-1 week showcasing more Masteries
0-3 weeks of more “Lore” stuff (exalted, any story stuff)
0-2 weeks of any mention of other maps or what another biome will actually look like
0-1 weeks showing off more of the new Borderland (zerg fight areas, good roaming spots, showing off the oasis event, etc)

And below may or may not stop content flow that week
1-2 WvW betas
1-2 more closed PvE betas
1-3 open PvE betas

So back on point. Waiting for ~8-10 months with no content, then having to pay $20-40(?) for content that will take most people 1-2 months to finish is not something I wanted for gw2. With people just flocking back to the game every ~2 years when a new xpack rolls out. And even if I wanted to just wait for the new season of LW, you have to buy HoT to play it.

And the sad thing is, I will most likely buy HoT, as will many of the people that play on a daily basis. Partly because we are so content starved that we want something new and if we don’t buy it we won’t be getting anything new, and partly because we still want to play the game with our friends, etc. Everyone will have their reason for buying it, I just hope Anet doesn’t see the mass blind purchases and decide to keep down this road.

Dragonite ore storage

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I shall build my guild hall with my 250 bloodstone bricks, 250 dragonite ingots, and ~40-50k dragointe ore. I shall use my ~10-20k bloodstonedust as mortar, and adorn my hall with ~230 Empyreal stars.

Though seriously…I’d love a dragonite eater, the sooner the better. I was really hoping for a return of Dragon Bash with it, but if it comes with the rebuilding of LA that would also be good.

Stronghold Lord should heal when ooc

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I really like the cele ele playstyle, and I love being able to be useful and heal the lord.

Last night had a game where myself (cele staff ele) and my friend (zerker staff ele) wiped the entire enemy team with 2 heroes inside of our lord room. Sure it was my friend and the lord which did most of the damage, but I kept him alive (and it feels amazing when you full rez the lord with Gylph of Renewal). Engis, Wars, Eles, and Guards all have viable healing builds that can help keep the lord up. I don’t think he needs to heal ooc, give people that want to play healing roles a place to shine.

And as others have said, the matches would drag on for even longer, or would only promote 5 man lord rushes once the gate was down. As it stands more than 50% of the games I’ve played have gone to time (to be fair about 25% of those games I got stuck with people who have never even heard of stronghold it seemed, or didn’t say ask anything until we were 10+min into the match).

The shortest match I’ve played lasted ~3min, because of a 4man rush on my team, and I guess no one on the enemy defended? But so many matches last 10+min if not, go to time.

Obsidian Shard Farming: March 2015

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Sorry I can’t give you exact numbers because I’ve just been stockpiling my oby shards for my 3rd or maybe 4th leg by now (yet still waiting for the pre for my 2nd).

But during the beta portal grind, maybe 4-7 hours a night doing events I’d get ~1k crests a night. For that it kinda pays to stay in the same map (if you have other people there too) so you can get the bonus 2, 3, or 15 crests from the extra bags. As for getting the oby shards themselves I can’t remember their drop rate, but from the ~1 week farm, and whatever little I did before I have like 2.5 stacks of them.

Then again if you have the ~1mil karma to spare you can still just go buy them directly for your legendary.

Mastery activation

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

@Diovid, technically there is a dev post, that did say that training masteries will use something entirely different from exp and thus you couldn’t use items that give exp to train masteries. Despite what was in the blog posts and also what we’ve seen in the betas so far. If they stick with that, I guess we’ll see. It really just seems like they are renameing exp to “master exp” just so we can’t use tomes.

What's the general consensus on Precursors?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

If the supply of precursors from collections is high enough.

Supply wouldnt increase because of that. I have little doubt that precursor hunt weapons will be accountbound…

Go read the blog post again, while the intermediate precursors are account bound, the final product (for the current legendaries) will be tradeable on the tp. But, you can only get each precursor once.

Mastery activation

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I think I understand why they want us to “confirm” if we want to buy something or not.

Lets say the next level of the thing you want costs 5 mastery points, but you only have 3. So you fill the exp bar, but can’t buy it yet, so you then go to a different line so you aren’t wasting your exp time. If it “auto bought” when the bar was full, you could end up spending 1-2 mastery points on a line you were just training in your spare time.

Personally, I like the extra step of having to spend mastery points (since they want us to get exp first). But I do agree there should be some sort of message/pop up to let people know when the bar is full so they aren’t wasting time. And/or also have it like a PvP reward track, once the bar is full it will auto switch to another line until you spend your mastery point(s) and put it back to the line you want, this way you don’t have any wasted time.

Masteries too easy?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Getting 10 levels can be done by a hardcore gamer in a single day by running dungeons/fractals. I’m not sure by how much, but they certainly need to increase the amount of levels required. What is everyone else’s thoughts on this?

Why should the game be balanced around the small percentage of hardcore gamers who would grind out 10 levels a day in Fractals?

Well we still have no clue how much lvl 3-7 of each mastery will cost. It can’t be a linear x4 progression because I did some quick math and it was like ~230 odd days of play time (assuming 1 hour per lvl 1 mastery) to finish only 1 line. Heck even if it just doubled in exp cost after each level (I know it doesn’t, but for the sake of argument), it’d still take 127 hours of playtime to finish 1 line. While more reasonable, it’s still a lot, especially when you consider the 5 HoT lines that we know of (while I can’t seem to find a dev post, I’ve seen other say that the 5 we can see are just some of the ones that we’re getting). Still though, 27 days worth of grinding exp does sound like a bit much, but who knows. Maybe there will be areas with more event chains to speed things up.

If you look at SW you can do 6-10 events in ~5 minutes (2 defenses, 2 mordren vets, and however many yaks you can escort). That’s a little more than 10min per level, no including mob kills with exp/kill streak boosters. So you don’t even need to do dungeons/fractals if you want to level quick in the core game. You just need to find an event train farm, of which there are many.

What is This Weeks News?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

In last week’s stream they showed off DH in pvp and asked which elite we’d like to see next… so we should be seeing reaper or chrono this week depending on the feedback, and then the other next week. Basically, nothing new. I’m assuming we wont be seeing a new specialization stream till the week after next (friday, June 5) which will probably be druid if they continue following the order on their professions page.
https://www.guildwars2.com/en/the-game/professions/

I don’t remember the dev’s name, but he said he’d be doing those elite spec demos on Ready Up, not POI. So we have 3 weeks to see both the reaper and chronomancer in practice, assuming he doesn’t take a cycle off.

About Skill Points changes

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

thank you guys for the answers, so we still miss some infos on that. Hope devs are gonna make clarifications on this before HoT comes out.

I just hope they change their minds on the matter. At least both Tomes and (enough) writs can give you skill points. If tomes will give the new currency they’ll have some use, but writs will be completely pointless on any level 80, and we can get 4-6 (or however many) per day.

Masteries too easy?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Just the idea of masteries has me interested in the prospect of a metroidvania/Zelda like progression in an MMO, where finding tools and upgrades and hidden skills is how you progress and advance rather than just killing mobs over and over or doing quests over and over for xp.

That’d be combining two of my favorite things in games really.. progression through finding tools and skills, and being in a big open world to explore with lots of other people.

Too bad the genre is filled with nothing but soulless xp grind.

Can we at least get a hookshot?

I’m not saying that the new masteries aren’t just a different type of grind, but I think the system has some merits.

There’s a couple of down sides with progression through finding tools and skills:

If you are finding them, does that make them character bound, if so, that would get really borring and tedious to do on alts.
There will quickly be a “checklist” of how to get all of the items within 1-2 hours. Dulfy and other members of the community make wonderful guides for all of the various collectable achievements or jumping puzzles, and usually they come out within a day or two of the content going live. So now you have “most” players (or at least a substantial portion) who can use these guides and find everything in a matter of hours. Personally, I am all for this. I would much rather look up where something I’m missing is than spend 1-2 hours instead of 5 min. But, it kills the longevity of content, and the point of masteries is to replace a gear grind. And even still I doubt it will take more than 1-2 weeks or maybe 1-2 months to finish grinding everything needed.

Also, if you just had to get to X spot to get an item. Nothing stops a mesmer from just porting people there, and making it trivial, again I love that the option exists, but it doesn’t make for something long lasting.

About Skill Points changes

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Old skill points in excess of those earned by leveling and skill challenges will be converted into crafting materials for the Mystic Forge. Items and activities that were previously repeatable sources of skill points will now also provide that same crafting material.
There will be three categories of profession reward tracks, covering core specializations, core skills, and elite specializations.

Will we have more clarifications on this materials we will get instead of our skill points? And about the quantity conversion? What about the materials that can be acquired from mystic vendors?

Also this is messy couse it doesn’t match what you said before about skill points in HoT.

It is just a one to one conversion. Nothing is changing they are just renaming skill point to something else and using “hero points” for actual skills and traits.

If you have 500 skill points you will now have 500 “mystic forge item” points. If an item costs 50 skill points it will now cost 50 “mystic forge item” points.

Essentially they just wanted a new system to buy actual skills with, but didn’t want to overhaul their entire mystic forge system so they are just renaming skill points and creating hero points to unlock skills with.

Technically they never said that they were leaving the costs the same. So an eldric scroll may cost more than 50 skill points worth of the new currency. Though I vaguely remember them saying that they were going to add additional ways to get skill points (besides champ bags) because we won’t be able to gain them from exp anymore.

About Skill Points changes

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

i also would like to know: are writs of experience usable to raise the mastery bar or just for leveling?

Writs, tomes, exp boosters, exp banners, food that gives exp, etc… as they are now will not advance the mastery bar.

http://www.zam.com/story.html?story=35818&storypage=2
“The masteries seen in the demo are just the tip of what masteries will be available at launch, and the team will have more surprises for players. We wanted to know if all those consumables, like Tomes of Knowledge and Writs of Experience, would help players unlock all of these masteries faster. The short answer is that they won’t. The experience bar is going away and is being replaced by the mastery training bar. This training bar is in no way tied to experience, but fills up by going out and doing stuff in the world. So any item that gives you experience won’t help you train masteries.”

Which is rather silly. In the beta, getting kills and doing events, both gave you exp. The mastery bar said you needed # amount of exp to level it, so they haven’t implemented a “mastery training bar” yet, or changed that at lvl 80 things don’t give you exp anymore, but instead mastery exp. The fact that writs and tomes won’t be useable to fill the bar just makes them useless outside of key farmers (I assume most people have all the lvl 80s they want already, and if not now, what about getting 10? tomes every month from the monthly log ins, the 5-10 writs you get from doing your dailies, and all the stacks of tomes you get from pvp).

They haven’t even technically, specified that tomes will even give a lvl 80 the new mystic forge currency. If it doesn’t they’ll be just as useless as writs.

Suggestion on Masteries

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I don’t even think it’ll be that big of a deal to implement since they have that with levels, traits, and so on. Just make it so when you fill up your mastery bar you get a notification like the trait one, and if you click it you open the masteries UI to assign a new track.

Considering you have to get exp first before you spend any mastery points, why not just make it like PvP reward tracks and automatically assign the next one on the list, along with a notification for you to spend your mastery point so no one has to fiddle with it in the middle of an event

New Spec info

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Considering it was both beta week and we didn’t get a leaked pic yet, I doubt we’ll be getting a specialization. We won’t really know what they will talk about until a blog post tomorrow, and it could be something as simple as discussing the beta and giving highlights to all those that weren’t in it and who don’t read the forums/watch youtube/twitch streams.

General Beta Notes

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Final thoughts:
The beta was fun, but it didn’t “wow” me that much. I mean the map was pretty, the enemies were mostly diverse, and after unlocking gliding getting around became easier. Though the map does have a bit of a learning curve to navigating. But nothing about it, told me that I have to play more right now.

I do think that their should be more event markers on the map, or at least make them bigger. I didn’t even realize the wyvren event was in this beta until 5.5 hours in when someone was talking about it in map chat. And with no real WPs in the map it takes a long while to get from one end to the other. I also noticed several people saying in map chat that they didn’t know what was going on or where to go to do things. The story instances may offer more direction, but looking at SW you can tell if a fort is under attack and in Dry Top many events show up on the screen to alert you that they started. It doesn’t need to be in our face, but some indicator would be nice.

There’s a dev post floating around that says that Masteries won’t level up via exp, thus you can’t use tomes of knowledge or writs of experience on them. Yet, the mastery bar did say that it needed “exp” to train, and every enemy killed did give exp. So, unless they are going change the names, it feels a bit disingenuous. Personally I feel this is a silly reason, just because they want it to take longer to unlock all of the masteries. I feel the limiting factor should be gaining mastery points, not having to grind out the exp. It also devalues tomes and writs, at least currently they are worth a skill point, but there has been no mention of what they would do on a lvl 80 other than “what they do currently”. But since we will no longer have an exp bar at lvl 80 in any game mode, what will they do? Tomes just give us the new forge currency (would be nice if that was confirmed) and writs will be completely useless. Besides it means tomes only have 2 purposes, alts (which plenty of people have already maxed out their accounts with a bunch of lvl 80s) or key farmers. Besides, even without tomes, I assume that people will find the fastest way to farm events/mobs within the first week of launch, and most hard core players will have what they want in the first 1-2 weeks, and the majority of more causal players in the first month or two (assuming we have enough mastery points).

Edit: Because I forgot to mention this.
Some of the events felt like they took way too long. If that’s the intention fine, but I think we spent ~20 min during day trying to kill the Colossal Vine, maybe longer. And since we didn’t even get an event complete reward it felt like a big waste of time (outside of securing the top camp at night). I only noticed 3-5 mortar shots flying off each damage phase (each person can really only do 2-3 shots, and the long flight time may mean the last shot doesn’t hit), and it looked like the protector kept healing the vine inbetween dps phases. Plus the long lasting “kill shot” vine trail on the ammo became annoying very quickly.

Oh, also the night phase seems really lackluster. People were leaving the beta once night fell just because there was nothing really to do, and no real incentive to defend the camps or walk the too weak and slow soldiers. And if that’s how fast they intend the meta bar to fill, you’ll need to have an entire map coordinated defending every camp (I think we had 6-8 available to us, and most likely there’d be more in the other 2/3 of the map). During the entire 45 min cycle, it moved less than 5%. Also the supplies were a bit of a pain to find. If the intention is to spread us thin to defend everywhere and 2-3 players escorting each soldier, it’s counter intuitive to have the supplies be in random spots where you then need to run back to a camp to help defend. Maybe have them marked on the map so you at least can judge if it’s worth trying to get to it instead of having to waste time looking then having to rush back to the camp to defend against the next attack.

(edited by Wallace MacBix.2089)

General Beta Notes

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Gliding makes getting around so much easier. Which kind of put people off. The map is slightly annoying to get around before gliding, so that really stream lines things. And the mushrooms also help a lot for mobility.

A minor annoyance with the mushrooms though, they constantly show that I need a mastery to eat it as I run by. Maybe a check box to disable that information? I figure it’ll only be relevant as long as you don’t have the mushroom mastery, so it may just be a moot point.

I think the Rev Hammer 4, Field of the Mists, needs to have it’s effect more noticeable. I have a feeling in PvP or WvW the translucent wall will hardly stand out. And while visually stunning, a lot of the moves don’t feel to have any “oomph” to them, again that just may be the last of trait/legend/weapons/stat set options.

More Bugs:
With the Revant’s Hammer number 3 “Phase Smash” (at least I assume it’s this skill) it sometimes bugs and leaves “Deploy Glider (Space)” on my screen, as though I was still in the air. It goes away when I use the #3 again. I can’t figure out what causes it to show up though.

During the capturing location points in the ruins Point 4 also has a corner of the area marked that goes into the nearby wall/is raised off the ground slightly.

During the destroy the Colossal Vine event. I’ve noticed, that the Mortar Supply isn’t able to be picked up directly after the kill the Vine event starts, at least on my Rev it took 2-5 sec for it to be interactable. Sometimes when I do the pick up animation, I end up not actually picking up the bundle. And if two people use the same mortar very close together then it looks like only 1 shot fires and the other ammo is wasted. I feel that it should either not be interactable during it’s CD to shoot again, or make it independent if another player is using it at the same time. It seemed we killed the Colossal Vine event, but didn’t get an event reward and the Vine was still there with it’s shield floating around it, and no new event popped up. I also noticed the protector still alive as well.

Also the “Salvage Pit” adventure was labeled “Air Strike” on the map.

Sometimes while jumping into a wall (trying to jump up places) my glider would deploy. It’s odd that it didn’t seem to happen when I was just running on a flat surface and holding down spacebar, but it would when I was jumping into a wall/cliff.

The Rev trait Rolling Mists, doesn’t increase the effectiveness of fury by 50%. It changes the crit chance bonus of fury from 20% to 50% (going from 30% to 80% with the starting gear). So I think the tool tip should be changed a bit, I assumed that it made furry go to +30% crit chance (which would be a 50% effectiveness increase of 20%) or it went to +70% crit chance (which would be adding 50%).

General Beta Notes

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

So, the 2nd test was better. I tried the northern event chains during the day. And the one where you need to keep the hunters alive while getting big, bigger, and the biggest prey seem a bit hard without a dedicated healer(s) to keep them alive.

I understood the southern chain a bit better, and I like the 2 groups having to work together to kill the vine crawler. And having more camps at night did make it a bit more fun, but the soldiers still walk so slow and die pretty easy. Also I was standing by one camp for a couple of defense events, just waiting for the next one to spawn, and I was hit by some massive DR. I think it was ~18k exp, ~5k exp, ~400 exp.

Also, for as strong as I thought the Rev seemed on paper (and maybe it is once you get used to it) I still preferred my war, I doubt the cele stats helped. I’m sure also it hurts that he’s still missing 2 trait lines, 3 legends, and X amount of weapons.

Also found another bug:
When doing the “get supply from tendrils” adventure. There is a raised rock in on corner of the room, if you go on top of it and jump you are able to glide. When you land, your utilities are useable again until you pick up another supply unit. I don’t know if it was a rev only thing or any profession, but it’s something that should be fixed.

General Beta Notes

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Enemies
It seems normal enemies will have break bars. I only noticed two types that had it though. Big hammer wielding guys, who wound up the same attack from the 1st boss from queen’s gauntlet. And the husks who were immune to all damage and applied conditions during the “setting the charges” event to open up the ruins. In both cases the warrior shield #4, which is a 1s stun, was enough to break their bars.

In the story mission while you are defending the camp there is also another “champ” with a break bar. A horseman type enemy, that Rytlock deals with. He took ~7 damage per hit, but conditions were applied as normal. If that’s a new feature I’d greatly appreciate it. Condis can do their normal damage, but direct damage users need to first CC the enemy.

The design of most enemies looks nice. I found a couple of mushrooms in the northern mid area of the map, lots of mordren, and I didn’t notice too much else. I believe that’s where I thought the 2nd frog tribe would be, but I didn’t see any in the area. But to be fair I only say 1 tree frog in their marked off “area” anyways. There was an enemy, a breakmaker(?) that looked like a structure (yellow name) but it was able to have conditions applied to it, again I hope things stay that way.

Adventures:
The only adventure I was able to do was a “collect supply” event, with a ton of tendrils throwing poison and trying to knock you over, with no weapon or utility skills.

You can access this area via gliding though, and could potentially help allies below, via buffs. I didn’t try to see if I could attack the vines, will need to do that on the next test. You do get ported out if you get too low, but there are plenty of things for you to rest on along the edges. Bronze was getting 10 supply, I think silver was 15 or 20. It looks like it uses your actual hp/armor values for damage, so higher hp pool classes/people in toughness gear will have an advantage, but they could do a % of your hp and I didn’t notice.

You also are not stripped of any boons upon entering. So currently it seems unfair that someone can go in with ~1min of swiftness, or vigor, regen, or potentially stealth. Anet may want to have the adventurers strip boons/boosters from you if you enter, unless they are fine with some people getting a leg up that way.

Bugs:
For the taking the 8 areas in the ruins event, at least one of the area markers was up into the air instead of along the ground.

See above notes in the Adventure about gliding down into it, and boons lasting once you walk into it.

I think that’s everything off the top of my head. Anyone have any questions?

General Beta Notes

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Well, I’d say the beta was fun, and about average. Not really under or overwhelming.

General Notes:
It looks like the day/night cycle is on a 75min/45min timer. Personally, I feel that night needs more work, but more on that later.

Sadly, no new trait system. Makes me think that the TDB engi traits are still in the works and/or they are still messing with the numbers for a lot of professions/working with any feedback we gave them.

It seemed that the first level of every mastery took 254,000 exp (we were unlocking gliding ~90min into the beta from killing mobs/events, but it was no where near as event heavy kitten is). The 2nd level of gliding took 1,016,000 exp or 4 levels to get.

I’ll have to check my recorded vids but I think it took ~17 mastery points to master each line, at least for all of the HoT lines. I know the Fractals and Precursor lines had more. Sadly the fractals line facts were still obscured and no new lines either.

Map
The map looks gorgeous and felt pretty darn large, we had access to maybe about 1/3 of it. Though a good chunk in the center was just a bunch of vines for you to glide to/around. There was a lot of nice detail looking up to see wyvrens flying around, or off into the distance to see more crashed pact ships.

The northern section focused on the tree frogs and their village. The southern section focused on ruins and a lot of vertical climbing space. I think the north west was the for the other frogs, but that’s just based on my speculation. I only went to the middle western part at night, and it was very barren.

Day/Night Cycle:
During the day I didn’t have too much trouble finding something to do. I tried following the southern chain of events (I think there was another chain that went north). It was
defend/retake the center base
—> follow the group to the ruins (harmless escort event)
—> defend them while they plant explosives (this felt like it took way too long, the enemies were neigh invincible, with a break bar to be able to hurt them, or you had to use the riffle up top to either 1 shot them or kill them in a few hits. It may have been the upscaling, but it took way too long to progress.)
—> Secure 8 areas in the ruins (fun event, a bit easy to get lost running around there for the first time)
—> 2 events at once, I got lost and ended up top where you had to kill Mordrem and free the Slyvari snipers so they could kill a special Champ, while another event was going on below to defend an area. This is where I got dc’ed, but I presume there was at least 1-2 more events in the chain.

I never was around for the defending the base camp, but it seemed to fail really quickly. And then you had to take bombs from destroyed pact choppers to destroy massive vines.

The day time events that I did were fun (except the one to clear a path into the ruins/open a wp took way too long), but night time seemed pretty “meh”.

At night there were points marked on the map of areas that you controlled, I think it was up to 2 in the tree frog area and maybe 2 in the southern ruin area and 2 by the starting pact base camp. But at nightfall we only had the two starting camps, this may be my bigger issue. But there seemed to be only 2 types of events at night.

Defend the camp every 1-2 min.
Run to a seemingly random appearing pact solider, save him, and then escort him back to the closest camp. And if he dies the event fails, no chance to rez him.

I was not a fan of the solider events. It was hard to apply swiftness to them with other players in the area. They do have a buff that increases their toughness and vitality, but it wears off over time. It’s the only thing that keeps them alive until someone can get close enough to rescue them. But then it’s too long of a walk back to base, for little to no reward.

The only other thing to do at night is to pick up supply from the ground and bring it to a base to increase it’s supply. And I think all that does (along with escorting survivors) is to slightly increase that camps defense against attacks. I didn’t notice a camp supply bar, but did see it eventually change from Tier 1 to 2. There was also a larger meta event, which hardly moved the entire night. It may just be because we only had the two base camps to defend, but the night was kinda boring, especially since it lasted 45 min.

Also, without playing it a couple of times, it’d hard to tell this, but, it seems a really, really long meta event. 75 min for the day, 45 min for night. I had no clue what the point of the night meta was, for the full 45 min. After about 10-15 of just seeing the same defense event, I got bored and started wandering around, but still couldn’t find anything of value to do.

Optimal Damage Formula

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

While pretty simplified this chart on the wiki may also help in some broad speculations.

“Average damage increase” at https://wiki.guildwars2.com/wiki/Critical_hit

Though not ideal because it takes 15 ferocity to increase crit damage, while 21 precision to increase crit chance, so you can’t just look to see which next step is higher.

Also, on top of that do you want to consider all of the extra stuff that can be added by crit hitting? Traits that proc on crit, constant sigils vs. proc on crit sigils, etc. I think these will always make precision more valuable than ferocity even if only slightly.

On top of all that your boons and traits will also play a valuable roll in your optimal traits. If you get 80-100% uptime on fury you can ignore a lot more precision, if you have a trait or two (like the necro and reaper) where you can get 100% (situational) crit chance with 0 precision that will change your numbers also dramatically.

any plan for a Elite Spec reveal?

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They should reveal something this week (hopefully), but we don’t know what it is. It also may be as simple as touching upon stuff they’re showing in the 6 hour beta tomorrow.

HoT stats customisation

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

If you want to speculate, do so over the secondary stats like condition duration, boon duration, healing, condition damage, and ferocity.

Which armor give duration stats?

Currently Giver’s armor just gives +1% boon duration per piece. And I don’t believe there is an ascended version, plus it takes the spot of the major bonus. So really, nothing useful. The other option is to replace your runes with platinum doubloons or runes of the traveler.

Which is why I think we’ll get one of three options: they don’t want us to have access to this stuff, they introduce new gear types and buff Givers, they give us infusions with those stats.

HoT stats customisation

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Ofc gear is a big issue, gaining all or most of the missing points through gear can be very expensive, plus you going to need more inventory space to have a good variety handy. What I have suggested gives not only a cheaper alternative but also a better and easier way to control and customize your character. Also it can be easily monitored and controlled.

If Anet wanted us to be able to get those extra stat bumps from trait lines they would have kept it in the game. Or if they wanted us not to choose lines based on stats then they could have had us choose those stats regardless of the traits we choose (which is partly what you are trying to suggest). They obviously chose not to go this route, and want us to get our stats only from gear (and runes/food).

HoT stats customisation

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Everyone is getting a “free” trait increase in all of the base stats; 926 to 1,000 (an 8% increase).

That is 74 extra power, precision (presumably they won’t change the crit chance formula so this will actually mean we go from 4% base crit to 7.5% base crit chance), toughness, and vitality (740 hp, again presuming they don’t change the base hp pools of the classes). That means we are at a 226 point deficit if we went into a trait line that gave us one of the above, otherwise we just got a free buff. Also, unless you already put 3 points or more into your profession mechanic line, you are also getting a free buff.

We still have no idea how much the gear will improve, I doubt they will compensate all of the remaining 226 points, because we’re getting other stats for free, maybe a ~150 point increase for the gear.

Currently full ascended (minus infusions) give 1087/745. I can easily see 1200/822 (113/77, +10%), or 1250/857 (163/112, 15%), less likely 1300/891 (213/146, +20%). Again, purely my conjecture that they’ll go with nice “round numbers” for the main stat. So those that went full into a stat with trait lines and gear will lose a bit, my votes on the +15% increase (a 63 point loss), but for a 74 point gain in 2-3 other stats. And if you focus on the 4 main stats it’ll be easy to just change your gloves or helm to make of the difference of ~100 points that you used to get from your trait lines

Though we are losing points directly from condi damage, ferocity, and healing power (because we aren’t getting the free 74 extra attribute points, just whatever is coming via gear). But the real problem comes in with Boon Duration and Condition Duration, as there is no way to get the +30% via gear. These 5 stats, especially the last two are where the real problem arise.

I posed this idea about a week or two ago, but I’ll state it again here. They we get new infusions that give ~+2% boon duration or condi duration, letting us get at least one of those stats back up to +28%. But for all we know, Anet wants to remove 2 powerful attributes and control how high they can get via just runes, food, and class specific traits.

TLDR:
1) wait till they tell us how much gear stats are increasing
2) if you want more toughness/healing power/vit, it’s easy to just swap a head or gloves to get back to close to where you were
3) It is just bad for condi duration and boon duration, unless they want both of those stats nerfed or provide another way to get them

WvW Rank Points

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Wallace MacBix.2089

Well I was a little shocked when they said that the avg WvW level was ~300. I thought I was on the low end and I’m at ~830 because of how slowly you gain ranks when you do defense. So I can’t say I mind getting access to another 3-4 more lines, but it wasn’t exactly necessary for me. I am excited for the no gold cost for ups though.

Stronghold deserves its own.

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Well first off. I feel that Stronghold is not really like GvG at all, I feel it’s a lot closer to a Moba version of that one Factions pvp game mode. Also it is on a timer, so it will not last more than 15 mins (which is the current normal max time). The counter to bunkers is heroes, which will take a static 25% hp of everything in the area away, the other counter is time/points. On top of that the lord doesn’t heal on his own when out of combat so someone else will need to keep healing him.

As it stood during the beta, about 1/3 of my matches went to time, 1/3 were about as long as a normal PvP match, and 1/3 were longer but not to time.

Pros to keeping Stronghold in the rotation:
It doesn’t divide the player base

Cons to keeping Stronghold in the rotation:
Without changing the HP of the gates/lord the matches will take longer (for the same reward).
You have people that don’t like Conquest having to roll the dice to see if they can play Stronghold
There will be different builds (and professions) for Conquest and Stronghold, and having to change between them will get annoying.
It is stuck with a 15min timer (to keep it in line with Conquest maps)

My suggestions would be either to:
Increase the time and rewards for stronghold (30 min, and double that of conquest)
Or, lower the hp on gates/lords a bit, to lower the avg match time to ~8 min. But for all we know it’s still the communities fault for a lot of people not understanding how Stronghold works compared to Conquest.

They did say there will be a guild ladder (can’t remember if they specified how that’s gonna work besides just doing a premade guild party). But why change the name of Stronghold? It has nothing to do with guilds (anymore so than doing a premade in Conquest). Just keep it as is and if you want you do a guild battle, go and party up. Let those that want to join solo have the option, instead of locking it behind “GvG”.

WvW Players and Traits in HoT

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

but at least let the wvw players unlock the traits and skills with badges or something like that.

But that isn’t how they said it is going to work. Skills and traits are coming from a finite resource, hero points. Badges are infinite, also account bound so you then could get your lvl 2 character to unlock everything. Also, many non-WvW players have plenty of badges thanks to Achievement Point rewards, so your idea just serves as a short cut/exploit around their intended system.

Plus, sorry to burst your bubble, but they have also mentioned that to learn of the new elite specs you’ll have to go into the new maps (ie PvE). I don’t know if that’s true/will stay that way (as it invalidates all of the extra HP’s in the core world), but it is what they said.

Plus a lot of you are forgetting how the game was at launch. You didn’t have a mass of tomes flowing in from PvP (or through achievement points), so you could only level in PvE or through a train in WvW if you were lucky (since no EotM). And there were no champ bags or skill point scrolls, so if you wanted to learn all of your skills you had to level up again via exp past 80.

All of the things since then (tomes, skill point scrolls, writs, etc.) have just been shortcuts for the base system of having to “level up” past 80 to learn all your skills. All they are doing is replacing that core system with a new one.

Honestly, so many of you are acting like this is some huge betrayal, when it’s just a change that you can adapt to in about 1-2 hours of “work”. Of which, they’ve given you a month’s notice now, and it’s still a ways away. If you want to unlock everything again (which has been stated multiple times that it isn’t needed, and no one has yet to give a good reason why other than “because I want it without any effort”) just do the bit of leg work. Otherwise, learn to live without a set of utilities that you most likely don’t even use.

This week's special surprise

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Given the complete lack of news about Guild Halls in HoT, I wouldn’t be surprised if they drop it from the expansion for launch, with plans for it to be added in “later”.

yeah this is seeming more and more likely. They already dropped most of the legendary weapons from launch, and have been very shifty about the number of new zones we are getting.

I’m a little disappointed that they aren’t launching with a full set of legendary weapons, but currently I’m hoping that just means they are ignoring the three underwater weapons. Or that we’ll at least be able to get the precursors in the mean time via the collection hunt. They never said that they’ve dropped “most”, just that we aren’t getting the full set at launch.

That being said, I am very disappointed that the precursor hunt is being locked behind the pay wall of HoT when this is something that they said they’ve been working on for ~2 years now. I know core masteries aren’t going to be accessible to owners of just the core game, but I still think it’s a bit of a broken promise of the “we’re working on it” we’ve been getting on the topic for the past two years.

And they only way that they are being “shifty” about the number of new zones is not actually answering the question when we ask. I’m pretty sure we still don’t know how the different biomes will work: will there be a loading screen in between them, can we glide down/up to a different level? So even if they only give 5 new “maps”, that’s still 15 because of the biomes, or 5 very large vertical maps. Also some people are fan of having tighter maps with more content, then lots of empty running room, so I still say we can’t judge them until we see them in a beta or live.

They are removing WvW maps, also no news on finishing crafting updates, and not a peep on the “challenging group content”.

They are replacing the borderlands with a new one. Ones that look like they actually reward defenders. I’m still not sold on the Oasis event, but the shrines seem really cool. And when did they say we were getting a crafting update?

As for the challenging group content, what do you think they’ll use to space out other elite specs? They still have at least half a dozen other things to talk about besides the remaining elite specs. They’ll get to it eventually.

I think they are very far behind schedule, and scrambling to finish something people will actually buy.

What schedule? We don’t have a release date. People just assume it’ll be the 3rd anniversary. But unless they end up giving massive info dumps and can fit in 2-3 betas over the next few months, I think it’s too early. If I recall, they never even said it’d come out this year.

Now, if you want to argue that they announced it too soon, or that having to wait that long with no new content was a bad decision on their part, that at least we can speculate on. But they are far from behind schedule, because only they know about it. They can “shoot first, and call whatever they hit the target” and we’d never know the difference.

eta on actual content?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’ve gotta say, A-net have been pretty kitten good with updating the game pretty regularly, throwing in chunks of content for us here and there too.

It may seem like it takes them a while but making new content takes a while to make and if I have to wait a while longer for them to get the new content to us because they want it to be as good as it usually is when we get it, that’s fine by me.

I find it hard to see a lack of content in this game.

The last time the game was given a content update was Chapter 8 of Season 2, which was…early/mid Jan (which itself came after a 6 week Wintersday break, which was mostly just a rehash of the previous two years with an extra scavenger hunt). The only thing else added content wise (besides gem store items) was a 1 week rehash of Dragon Bash with a reskin of two smallish areas and some new items, of which the food is kinda useless now (only providing the MF boost during the celebration). So it’s been about 4-4.5 months since we’ve had any actual content added to the game.

We have also had an 8 week PvP tourney, of which PvP only got boosts for ~5-6 days, but only because of bigger tournaments that were being shown on twitch. We could also have a 4-8 WvW tourney announced later today during Ready Up. But neither of those are technically new content, just incentivizing us to play one mode over another for a couple of weeks (which at this point I’d welcome a WvW tourney).

I’m not saying that they haven’t updated the game with other QoL stuff or bug fixes since then, because they have. First Person view, stability changes, and the incoming Personal Story rework, the new trait changes, LA getting rebuilt etc., all solid good stuff that I’m happy are in the game or coming to it within the next couple of months.

Personally, I think putting the LW on hold until HoT was a mistake. They mentioned a long time ago that they had 3 teams each getting 2-3 months to make a LS chapter in rotation. I can only assume that they’ve been pulled to work on HoT or the LW after HoT’s story. It’s been 4+ months and it is still another 3 for the coveted “3 year anniversary hopeful launch”, but we have nothing to look forward to but to grind the things that we’ve put off because we didn’t want to do them before (yay grinding out all dungeon skins, thirst slayer, weapon slayer on weapons you hate to use, etc.).

And with still no announcement of when it’s coming out it’s looking like HoT might come even later in the year (people can still hope that the pre-order announcement may get mentioned soon, or we may need to wait till E3).

Anet is finally keeping the hype up with a good month of solid reveals (after 4-5 weeks of almost no new information), but that information doesn’t really give us much to do in game (outside of grind gear/skins for an elite spec). And hype for HoT doesn’t mean many of us are getting burnt out with nothing really new to do.

Honestly, I just hope that they’ll give us Stronghold and the new WvW borderland when they’re finished instead of waiting for HoT (considering everyone is getting them anyways, they aren’t really a “feature” of HoT). And I assume the new trait reworks still have another 1-3 months of dev time.

TLDR: We haven’t had content in 4+ months, and we won’t have content for at least another 3+ months, unless they give us Stronghold or the new WvW borderland early.