That’s what WvW is for.
Adding to this: Not everyone enjoys PVP all the time. I, for example, need to be in the mood for it.
It doesn’t have to be like that. There are certain instances where you could replay boss battles or dungeon segments, I think it just depends on whether or not the story is complete enough with just that to make it worth doing. I’m going to hazard a guess that it is not.
Are you sure you didn’t just select a different body type? Different skeletons can put the head slightly higher or lower (so can physically increasing the size of the head). Assuming all things are equal, class shouldn’t make a difference in your maximum size.
It’s a generally positive change with a few negatives for a very selective group of people who think they deserve some kind of compensation for no longer having the exclusive right of feeling prettier than everyone else.
I never asked for compensation, I asked if I’ll be able to sell 1 of the skins off, and to all those people who misunderstood me and think I was part of the whole “why cant everything be account bound then complain when it is” I am not one of those players, I still enjoy the game that I bought 16 months ago and I enjoy it today..
I am very happy with all the changes cause I can put my 3 legendary skins across all toons and the other changes to WvW are amazing, but like the dyes I am just curious to know what is going to happen with the doubles of weapon skins, no need to get inflamed about something so simple, an answer would have been fine…
You missed the part where I wasn’t specifically talking to you. But hey, if the shoe fits…
It’s a generally positive change with a few negatives for a very selective group of people who think they deserve some kind of compensation for no longer having the exclusive right of feeling prettier than everyone else.
Norn are taller, Charr have more mass. The tallest Norn is taller than the tallest Charr, but the tallest Norn is not more massive than the most massive Charr.
Asura.
It’s generally polite that if you kill a champion you send a quick shout to the zone about it so 30+ people don’t waste time running over there. If they want to throw a hissy fit beyond that; oh well.
Your best bet is to make a new character, get the armor skin, delete it, and then keep doing that until you get all the stuff. That’s my plan, anyway.
‘Talon’ is the last name of my main character in both GW1 and GW2. It’s a family name that they just sort of… made up in order to become a citizen.
I don’t really mind when someone picks up my hammer; it’s a lot more spike damage all at once and I am hardly helpless if I need to use my daggers a bit longer (i’m a lot more survivable, actually).
This game isn’t built around the philosphy that you should be able to safely ignore the tactics of whichever class you aren’t playing. There are many ways to counter stealth and you should go learn them. Don’t just assume you know the entire game because you couldn’t figure out tactics to fight against stealth.
Ranger in this game is the pet class. You hang out with bears and such and wreck faces.
Assasin-ohwaitimean- Thief is more about misdirection and trickery. Stealth, blinds, evasiveness, that kind of thing.
Both classes have a subforum on this website, but go in them with a huuuuge grain of salt, as they tend to be the most salty places on the internet. The userbase of this forum tends to really like complaining and every single person thinks their class is the most underpowered.
I don’t get the offense of mixing different Asian cultures to achieve an entirely new one. Cantha is not Chinese, Korean, or Japanese. It’s Cantha. The sooner NCSoft comes to accept it as it’s own culture within a fantasy world, the sooner development can begin on it. ^^
Well, picture it this way…
You’re trying to sell a game to urban kids in Los Angeles featuring a city called Paradise, featuring 1950’s architecture from Georgia, Mississippi, Alabama, and South Carolina, complete with rebel flags waving then saying, “That’s not the South from the Segregation era! That’s Paradise!!!”
I don’t think your target audience would buy it, either metaphorically or literally. Just sayin’.
And yes, I know that it’s not a direct analogy… but it’s the best that I can think of for American players that really captures the sort of animosity that can exist between “Asian” cultures.
I’m just thinking with them trying to push GW2 hard into China that someone at NCSoft decided it was a potential powder keg not worth lighting.
I don’t know, I thought Bioshock: Infinite sold pretty well?
I have two pretty bad ones:
I accidently asked people for opinions about ESO in Queensdale. That… Went about as well as you might except.
Then I mentioned ESO in the Guild Wars 2 forums. Boy was THAT a mistake.
Anything that opens up new gameplay options, generally. I feel like it would be a lot simpler if we had the option of simply creating armor ourselves; some sort of enchantment system where we specifically place stats as we feel fit. We have that to some degree now in our ability to pick and choose armor pieces, but it seems like an extra layer of hassle than is honestly necessary.
Counter-Argument: balance or something.
@Talyn
One of the neat things about the Faction expansion (I haven’t played Nightfall – yet) is that the story is done in such a way that you can continue along with your Prophecies character if you so desire. I don’t see any reason it couldn’t be done that way again as we naturally have a lot of characters from the main continent.
I miiiiight make it so that the first two weeks require you to make a new character, if only so that the new areas weren’t immediately bombarded with high level characters exploring all of the low level zones and sort of ruining the whole ‘new’ experience. That’s definitely a PR decision, which I lack the knowledge to really comment on (or get paid to think about fully :P)
I think the idea is that Anet wanted us to run hybrid builds; you can sort of see this intention based on the way our weapon skills are set up. Needs moar diminishing returns.
Don’t start off full glass cannon; that’s something that requires skill and is something you should work into. Have enough defense that you feel comfortable, and then slowly start dressing yourself up for more damage as you get used to the mechanics.
Try not to get so wrapped up in what you’re doing that you let a little death ruin your fun. Be positive. I realize that’s lame advice, but sticking with it is important to becoming decent, and it’s a lot more difficult to do that if you’re raging every time you get hit with a blue shell.
At least 15 acrobatics is usually good if you just want to increase your evasiveness substantially. I like 0/30/20/20/0 for a more tanky, less skill-dependent thief. Sleight of Hand is good, but it’s a little one-trick pony for me. Good trick mind you, but I like to be a flittery butterfly more.
That was pretty sexy
You know, oddly enough I suggested a system like this a few weeks ago. Clearly they just copied my ideas u. u
I like it. One of my biggest complaints with the game is that many of the more abandoned zones were difficult to do anything in because of how few players there were at any given time. This system should largely alleviate that.
GW2 is looking pretty sexy this April, I must say.
There is absolutely no reason to make a dual legendary at all after this change, people who wants legendary available in wardrobe will NEVER gonna make dual, people who made dual or more legendary gonna feel like idiots, and please don’t tell me that we lose nothing, you are not in our shoes, you will never, ever be one of us. Many people are feeling this way, that’s why someone made this thread and people like us are in this thread. Sure some people with dual not agreed with us, but they at least know how us feel..
Funny how people called us selfish, we Made dual or more, we have the RIGHT to complain about new changes.
Look, I’m super-duper sorry you feel like you wasted your time, but that doesn’t give you the right to waste everyone else’s time as well. This system is an improvement no matter how un-special it makes you feel, and make no mistake, spending a lot of money on cosmetics does not make you special. Like, at all.
This game doesn’t take place in a medieval time period. Perhaps it did in GW1, but it has since moved away from that setting with the event of the Asura and technological renaissance of the Charr.
If you go into the mists (pvp area) and look at the PVP locker, you’ll see that there’s a pretty even mix between revealing and conservative robes. I know this because my Sylvari tends to be as naked as possible while my human dresses like she has some semblance of modesty. When you set your perspective to look for both, you’ll actually see both.
Ah the old “back in my day!” argument.
Let’s just pause for a moment to consider how absolutely selfish it is to expect everyone to retroactively suffer simply because you were, at one time, inconvenienced.
Like, just imagine a world where this argument had any sway at all. Before you can get your new smart phone you have to use a rotary phone for a minimum of 20 years. Before you buy a new car you have to ride around in someone’s crusty old Ford from the Mesozoic era.
A single solitary tear for all the grandpa’s who need a healthy dosage of “get the kitten over yourself.”
While I sympathize with people having a feature taken away, if I could offer a small “silver-lining” it would be that the moving of town clothing to skins that I can apply to armor might encourage developers to actually make more ‘town-clothing’ inspired skins for us to utilize. The majority of the player-base ignored these items entirely because you couldn’t wear them in combat, with that change underway I imagine them becoming more popular with the ‘normal’ crowd.
As for roleplaying, you could still transmute your ‘clothing’ armor onto something else and switch equipment when you want to dress down.
seems a shame for some to become tonics whilst others can only be worn in their entirity – is this a programming issue?
One would probably assume it is. It had the markings of a work-around. Maybe they ran out of time and had to prioritize other content?
Fairly happy with it; I have a tendency to randomly delete characters so it will be nice not to have to buy their dyes all over again when I decide I don’t like that my humans nostril is slightly larger than his pupil and he must die.
It will be nice not to have to go to the Heart of the Mists whenever I want to play dress-up, or buy the same armor multiple times because I wanted a hat.
I’m curious how it changes the prices on Unidentified Dyes. They’re skyrocketing in price currently, so I imagine people are anticipating them being more valuable (by the way, 5 laurels gets you 10 dyes. Just saying, I’m roughly 100 gold richer as of today.)
Probably.
I’m a little tea-pot short and stout, here is my handle, here is my spout. When I get all steamed up, hear me shout, “I need 15 characters to post a message on the GW2 forums.”
A new race is always a good idea; it adds more story-line and new maps to experience.
New classes are a harder sell. I feel like the classes we have pretty much cover the majority of archetypes in a typical fantasy fare. Most of the time I see a suggestion for a new class I think it would likely be more capably fulfilled by giving an existing class a new weaponset, which is really the direction I would prefer them to go anyway.
There is, however, one class I’d like to see that fits into this games’ particular storyline: The Golemancer. It is, essentially, a class designed around using and augmenting a Golem with a small platoon of smaller Golems (healer, mobile gun-platforms, etc). I wouldn’t really make it as much of a pet-class as we already have Necromancer, but it is definitely something I’ve wanted to have since launch.
If you honestly had the level of precognition required to expertly time the stability granted by Assassin’s Equilibrium, why wouldn’t you just dodge the attack entirely? Not only is the trait of dubious use to begin with, it’s in a tree that enables you to not really need to use it.
I rather be able to draw my swords before getting cut to ribbons, leave them on the side :P
it would be quite difficult to sneak with the Ortband of the scabbard scratching over the ground
If the scabbard is dragging on the ground from the waist it is not actually physically possible to draw it from the back in the way that you are thinking. Not that we don’t break that notion every time we use a greatsword, but still, that’s a silly argument you’re making.
Aesthetically I’m okay with Sword/Dagger though; the daggers in this game are kind of ridiculously large that I just pretend they are shortswords held backwards for massive cool-points. Dual-Swords would make me feel better though, provided ANET can make a new weaponset without it being pathetically underpowered for a two years (here’s looking at you pistol). While you’re at it, change auto-attack animations to incorporate my off-hand weapon when applicable. I kind of hate how you just hold your other weapon like a trophy for most of the fight.
(edited by Warkupo.1025)
Ultimately I am fairly happy with the options being given to Thief, with the exception of Assassin’s Equilibrium. It’s likely that the developers are weary of giving the Acrobatics tree any more good traits as a majority of our more powerful abilities are tied up there. Still, I feel as though we are being given more playstyle options which appears to be the developers intention in implementing these new abilities. I’m interested to see how they develop the thief community and how they work in practical applications.
Deadly Arts: Revealed Training – Gain up to 200 extra power when you are revealed, based on your level
I can see this being useful for weapon-sets that focus on going into stealth a lot like x/dagger or dagger/pistol, although I would need to use it for awhile to get a feel for whether or not it is generally better than Executioner. Generally by the time that Heartseeker is doing ideal damage, Executioner is already ready to go.
I suppose you could go 30/30/x/x/x for the ultimate glass cannon, but you’d be kind of obvious and pretty susceptible to getting spiked down yourself with literally no mitigation to save you. 30/x/25-30/x/x is also a safer option to take advantage of might stacks from Hidden Assassin as well as superior damage mitigation from Shadow Arts. You could stealth up, stack might, lead with a powerful burst rotation from revealed, then get back into stealth before you become too easy of a target. It seems really well suited to more ambush-oriented tactics such as those offered by D/D or D/P.
Critical Strikes : Invigorating Precision – You are healed for a % of the strike damage dealt. The current rate is 5%. Does not work on ambient creatures.
The Main flaw in this ability, to me, is that it competes with the extremely useful Executioner and Hidden Killer. It’s placement in Critical Strikes makes sense as you obviously need a lot of precision to make this worthwhile, but I think that it’s generally a better idea to get your damage-mitigation from Shadow/Acrobatics and some damage from Critical Strikes. I can see it being nice to switch to in a harder situation where the healing may be more valuable than the damage, or if you were attempting to make some kind of thief tank.
Shadow Arts: Resilience of Shadows – Stealth you apply reduces 50% incoming attack damage. Does not work against condition damage.
I can see this being useful against a class that likes to use a lot of channel abilities or things that keep targeting you even after you go into stealth, but I also think such things can be overcome by knowing your opponent and using your stealth/evades/blinds to mitigate such things earlier. This does give us more options and different methods of approaching things though.
The big question is whether or not it is better than Shadow Rejuvenation. SR restores something like 1,300 HP after 4 seconds of stealth but is coupled with the expectation that going into stealth ‘evades’ some damage in that you become much more difficult to hit. Resilience of Shadows requires that you take at least 2,600 damage while in stealth to compete with the damage mitigation of SR, and would become superior to SR provided that you take greater than 2,600 damage. This isn’t exactly unheard of in a PVP environment. On the other hand, if you don’t take any damage then SR is better mitigation as you wind up with a net positive of HP.
I feel like SR works better with the mitigation already offered by Shadow Arts as well; Cloaked in Shadow helps Cloak and Dagger get you into stealth safer as it effectively negates the next incoming hit you normally take when moving into a target to get stealth. Shadow Protector restores around 1,700 HP which stacks nicely with Shadow Rejuvenation for 3,000 HP restored if you fully take advantage of stealth.
Shadow Retaliation can obviously still work with these traits, but the blind sort of negates the need to get hit to mitigate damage so there is less synergy; You’d likely be better off swapping it for Shadow Embrace to help remove conditions. Shadow Protector works well with it and would probably allow you to keep up in an enemies face while you set up a back-stab or tactical strike.
Ultimately I think it comes down to a plastyle/tactical difference. Shadow Rejuvenation lets’ you back off and recover, and Shadow Retaliation lets’ you stay in the thick of it and deliver hits an enemy is not really expecting, so it may work better towards more aggressive playstyles.
Acrobatics: Assassin’s Equilibrium – Gain 1s of stability when you are revealed. This is a high skill cap trait as you need to use it when you see a stun/daze coming and attack first to reveal yourself and gain the stability.
Unless this ability works differently than is currently being described I cannot see this one having a ton of use. It requires such a high level of precognition that I don’t imagine it being very effective at its’ apparent intended goal.
Trickery: Bewildering Ambush – Stealing applies 5 stacks of confusion for 5 seconds.
Everyone loves confusion right? A Sword/Dagger Perplexity build might prefer Bewildering Ambush to Sleight of Hand to really stack on meaningful confusion and leave your enemy is a very disadvantageous position. It’s not really my style, but I think the applications are worth considering.
HAMMER TRAIN should be approached carefully by either trying to separate them and engage them one on one (where your superior evasion/blind/stuff can safely deal with CC), or by just nuking them repeatedly with a shortbow.
I don’t really think we strictly need stability as we have a lot of methods of not getting hit in the first place, although being prone is obviously a very deadly scenario for us as a lot of our damage mitigation relies on us being active. We do have Shadow-Step, Blinding Powder, and a few other tricks we can preform while on our back so it isn’t like we’re totally helpless either.
Personally I like the Vigil keep better. Everything is neat and tidy right next to each other. Just start up Scarlet’s orbital nuke and finish LA off.
Isn’t that nerf going to be like… 8%?
I can’t wait to watch all the warriors dumbly stop using it because it suddenly becomes “useless”. It actually makes sense when you consider that everyone’s potential DPS is being lowered as well.
“Please change this thing that counters my meta-build so that I can be all of the meta, all of the time”
“gladly, but only after we nerf your meta build”
I feel like my signature applies here.
Heh, it absolutely does.
The thread title says it all. I really loved GW2… for a while. I’ll miss Tyria a little I guess, but I’m very excited about my move to Tamriel. Maybe I’ll see some familiar faces there.
I’m sure you’ll see familiar faces. People expecting too much, outraged and horribly disappointed. That’s what you’ll see. It may take a month two, but I doubt it.
Anet’s silence isn’t worse than most company’s silence.
qft.
is that still a thing people do?
WoW is dying guys. Guys, it really is. Guys?
I’m just going to repeat myself; Go to a server with a higher population. Zone Event bosses like Shadow Behemoth do not do enough damage that they cannot simply be overwhelmed, and often with record timing.
Why don’t they just go with the easiest solution: nerf the stats a lot more while downscaling so that taking a level 80 character using all exotic gear into Queensdale has the same level of challenge in killing mobs as going into Cursed Shore. If you can’t one or two shot mobs in Cursed Shore, then why should you be able to do it while downscaling in Queesdale? If the level of challenge is the same, regardless of zone, then maybe the population will spread out a little more.
That still wouldn’t totally solve the problem though. You throw enough bodies into the zerg and they will take down the boss. Most of the Champions in the train are already able to be brought down by 3-4 level-appropriate players, it just takes them longer. I’m fairly convinced now that the only way to get people out of Queensdale is to reduce the rewards offered.
Put a cooldown on Champions so they can’t just be farmed repeatedly, or make the loot-list appropriate for the level of the zone you are in rather than what level you currently are. Anything less than that isn’t really going to solve the problem.
Ah, I remember back in the days when MMOs got updates once every third month or something like that at most. And that was when people paid monthly for them. And yet people didn’t really complain about the lack of updates.
The more you give to people and the more they want and the more they complain.
As opposed to giving them nothing, where they will instead whine a lot and complain a lot, and then become very quite and very still.
Warkupo, you’re not taking into account that the vast majority of players aren’t going to populate maps without having a material reason for doing so. In some cases, yes, people will go to help friends, but if you want to move players there en mass then you need to have a rewarding reason for doing so. Remove that incentive and either people will avoid the zone entirely or just quit playing because there is no rewarding reason for doing so. Enzeru’s idea is good, but it would only work for a short time. People might enter the area for a while, but like with the world bosses, would leave just as quickly since there’s no reason to stay. However, as I recall, your original case was trying to bring people into the Orrian maps. Honestly, the best way to do that would be, not to make lower level maps less rewarding, but to make higher level maps more rewarding. I know that technically the temples are meant to do that, but without a more consistent reward people aren’t likely to start pouring in. If ANet increased the drop rate for t6 mats or added more champs, then maybe it would pull more people in.
I am purposefully using a reverse approach so as to avoid power creep. You are speaking more from a philosphical stand-point I personally disagree with in video games which is that you need to dangle a shinier carrot every time you want to move a population. So you offer what? More powerful gear, better drops, more money? Then you have to do this every single time you introduce a new area or content and the rewards quickly get out of hand and result in that gear-treadmill that is also bad for the longevity of a game.
I am not talking about removing rewards, I am advocating moving the rewards to places where an appropriate level of challenge is associated with those rewards. Queensdale is not it. Places where your level matches the zone is.
People ignore the majority of the game content for Queensdale right now because the rewards offered there are superior to other parts of the game; move those rewards to other parts of the game.
Down-scaling will remain as it was intended; a method for playing with friends regardless of your level difference.
Even if my ideas are not taken into consideration, reward cool-downs probably should be if only to encourage players to spread out and participate in the rest of the game. I actually like this idea better as it accomplishes the same goal without having to compromise where people should be playing. Freedom without powercreep is better than less freedom without powercreep.
(edited by Warkupo.1025)
@ Warkupo. Both high pop and low pop servers have issues.
I’m on Vabbi. as a nice thing. we can pretty much choose when to activate a WB and can do them in small groups. 2-3 manning Fire Elemental is good fun and challanging.
BUT: it also means that loads of events will never ever happen. 3H. Wurm, Marionette, most Many Orr events. Teq, Karka Queen.-
These only occur when a huge Zerg from Jade Sea or the Spanish etc come and invade.
This also means that they fill up the map. making it close to impossible to get in on it.-
Throwing us on OF if we join late.
And worse. since your huge pop servers are so filled- they will also go and do normal (easy) content like Behe on our server while they are there.
So its a positive thing that I sometimes get to do the rare events while they visit- if I notice in time, But it’s also pretty annoying that a huge foreign zerg comes in and steamroll through our normal content.Further- we will have to listen to verbal abuse if we try to visit big servers to try the new content- just for being guests- while we have no choice- if we want to try the new content.
And don’t get me started on wvw- at a big rare day for vabbi we might muster 50 players- but that wont matter versus 150+ enemies.Server numbers needs re-balancing – not messing with the down/up scaling.
If 10-20 players wants to go a boring champ farm in QD. I can’t care less.- It’s sad that it happens in human start area. where so many new players get the wrong idea that – thats how the game is supposed to be like- but besides that – meh
Heh, I usually go to Tarnished Coast if I need/want a more populated server. Just speak in third person and emote a lot and they generally accept you.
I have no idea what sort of tech limitations this would involve, but I would really like it if zones worked more like their own servers. So if I go to the normally desolate Kessex Hills the game would combine people so that the zone has an average population, then make another channel or ‘overflow’. Kind of like how overflow works now, just in reverse.
Not entirely accurate, Wethospu. I don’t want to entertain hypothetical data, or argue data I cannot know. I’d rather wait until it’s actually in the game and all its’ nuances are plain.
Also, I don’t mean to sound… snippy with you? I’ve had too many discussions devolve into pointless arguing because people can’t separate pride, ambiguity of tone on the internet, and mathematics. Let’s not be a bunch of Bookahs. That goes for everyone and is all I’m going to say on the matter~
Anyway, rest assured; I like you.
You did bring up something I didn’t think about which is that after-cast is affected by activation time reduction. You would definitely notice a 1.6s pause after attacking with quickness if it did not.
Anyway, 1.6s/1.1s = 1.45000000s (seriously, why is that censored)
1.817s + 1.45000000s = 3.267s
60/3.267 = 18.36 attacks in 60 seconds for a total of 30,222 damage. So 5-6% damage increase if you’re going from 17 auto-attacks or around 12% if you’re going off of 16 auto-attacks. More likely somewhere in the middle as you normally get 16 auto-attacks and then are somewhere in your next auto-attack by the time the guy with the new GM trait is doing 18. So better than 6%, but not quite as better as 12%.
Given the affect on after-cast I could see it being slightly more viable, but still not enough so that I could recommend going all the way down arms for anything other than a sword primary, which is the same stance I had just glancing at it. Naturally I’ll try it out in game, but I don’t really see my opinion changing dramatically, unless those hypotheticals I mentioned wind up being really dramatic.
*Edited for excessive feline.
(edited by Warkupo.1025)
You know I see the same stuff in this thread as I did before they changed some other things with Warrior (i.e. Healing Signet). Honestly it is not logical to assume that this trait is going to be useless before you’ve played with it. These little changes have proven to have HUGE impacts for Warrior’s across the board.
That is definitely a point to consider; I’m arguing the information as I have it right now; that information can change dramatically in game or if someone more creative than me does a thing that’s really creative.
snip
I’m not interested in arguing for variables that are the result of a wrong tool-tip, or bugged rounding, or a thousand other things I cannot possibly foresee and predict. The trait might be bugged to grant 500% of the intended value, but I won’t know that until the ability is actually live. So, for the duration of this conversation I’m going to be addressing the information as it was given to me rather than attempting to foresee random variations that may or may not occur to push this trait into being more favorable than it actually is.
I don’t mean to imply that there is going to be zero difference in utilizing this trait either; that would obviously be false. I do mean to state that the difference in utilizing this trait is not going to justify going 30 deep into arms (I only ever go 25 deep, and that is only when main-handing sword).
According to this: http://www.guildwars2guru.com/topic/71963-guide-calculating-damage/
The cast times for Auto-Attack on axe is as follows:
Chop: 0.25s
Double Chop: 0.5s
Triple Chop: 1.25s
For a total of 2s per auto-attack.
The sum after-cast of the auto-attack chain is an additional 1.6s, or 3.6 seconds total according to this page: http://www.reddit.com/r/Guildwars2/comments/1j4ocj/maximum_warrior_dps_mathematically_updated/
Which may be totally wrong, but let’s just roll with it (unless you know the aftercast or have a link to updated information in which case; gimme)
Anyway, at 3.6 seconds you can fit roughly 16-17 (16.666~) auto-attack cycles of axe into a 60 second period for a total damage of whatever your total damage is. GW2 Build Editor lists it as a total of 1,679 for one auto-attack sequence before traits/gear so we’ll go with that and multiply it by the amount of attacks you’d do in a minute to get a total of 26,864 for 16 attacks, 28,543 for 17.
If you reduce the activation time by 10%, you’d have:
Chop: 0.227s
Double Chop: 0.454s (kitten yourself, forum)
Triple Chop: 1.136s
For a total of 1.817 seconds, then 1.6 aftercast for 3.417s.
60/3.417s is 17.559, so let’s say 17 or 18 attacks. 18 attacks is going to be 30,222 damage.
So for this Grandmaster trait you will achieve roughly one more auto-attack than someone without this Grandmaster trait assuming you are fighting for a 60 second period. That’s roughly a 5-6% damage boost, which isn’t bad, but isn’t enough justification for most builds to go that far into Arms.
You should go to a more populated server then (or don’t, since it sucks); Shadow Behemoth usually has so many people attending the event on my server that if you are not in the swamp 10 minutes before he is spawned you might as well not show up. He goes down that quickly.
The incentive for going to lower level zones should be to play with your lower-level friends, or complete a map. Downscaling for easier content should not be as a superior means to level/gear up your character, as that de-incentives doing that in level appropriate zones and just results in the Queensdale hoard problem we currently have.
Regardless the result is mostly the same; If someone is as powerful as the zone they are in then the game does not reward you for avoiding higher level areas. That is not currently the case, and thus many people work towards the most efficient method of gameplay.
I also like Enzeru’s suggestion as well/instead. Make it so that you cannot just farm the same champion relentlessly and you’d have people spread out to all of the zones, which is likely a much better solution than anything I’ve said.
(edited by Warkupo.1025)
It isn’t that hard; downscale needs to be more dramatic so that higher level players do not retain the bulk of their abilities when they are visiting lower level zones. Since the incentive behind downscaling areas was to ensure that people could play with each other regardless of where they are at in the game, ensuring that players capability is more appropriate for the zone they are in will do a lot to alleviate the problem of higher level players being in early level zones.
Players should additionally receive awards appropriate to the level of the area that they are in. Certain events should be exempt (Shadow Behemoth and the like), but you generally should not be getting level 80 gear for fighting a level 14 Troll.
Events in early level zones should scale more appropriately with the population of that zone so that I do not need to call in air-support every time a champion decides to park itself in a major area. If is often a problem that zones which are mostly abandoned due to the population of this game being mostly level 80 do not have enough support to encourage new players to level up in them; instead they power-level up in the Queensdale train and miss a large percentage of the rest of the game.
Essentially; implement systems so that people go to level appropriate zones at those levels. It is far too easy for everyone to get to level 80 in Queensdale because there are absolutely no detriments for doing so other than personal satisfaction.
(edited by Warkupo.1025)
Bah levels.
Why can’t we remove that horribly outdated mechanic entirely?
It works well enough as a method of introducing gameplay mechanics periodically so that the player has game mechanics to play around with before the developers evolves them. In an MMO, where longevity is an important aspect, this is often a critical step to ensure that the player doesn’t just get the best everything out of the gate and get bored in a week. ‘Leveling’ isn’t any different than getting power ups in Banjo-Kazooie or finding a new hat in Mario. It’s the exact same concept, leveling just has a more pronounced title of progression.
Problem is when developers focus too much time on the ‘learning’ stage of their game, which is something MMO games do entirely too often. I’ve been playing games for 20+ years, I don’t need three weeks to figure out how to dodge attacks or click the mouse button before you start introducing new mechanics.

