Add stat down debuffs on res sickness, add 20% Stat down on for 10mins on actual death. Get rid of repairing and actually punish the character instead of the wallet or the time.
no thank you… that was god awful in GW1 id rather not have it here.
Yeah… that would be terrible. Gold sinks are much better than making gameplay suck for X minutes (increasing the likelihood of dying again)
When we loot or unequip Ascended/Legendary gear, can we please get that to go into our Exotic Equipment Bags?
Or maybe even get equipment bags for Ascended+ items?
Gaile, why not do something malicious for Devil’s Night like deduct 10% of an account’s karma each time a player dies then tell them their armor takes no damage as compensation? It could be refunded the next day but the shock factor would be awesome.
GW2 has the lightest death penalty of any game I have played so maybe a reminder is in order.
It’s even lighter when you think of some of the story instances that don’t bother to reset when you die :-\
Necropost level = 2 years.
It’s important to note that in the 2 years of players complaining about the armor repair mechanic being a useless waste-of-time, they still haven’t removed it.
Either update the system so it serves a function or remove it, please, ANet.
Also stop giving me those worthless instant repair cans from my Black Lion stuff. GRRRRRRRRRRRR.
Luckily, there are old systems they have eventually fixed… so maybe we can still hope
They should remove the WP cost to revive within the SAME zone, and then add back the cost to repair.
Double was dumb, but letting people camp and wait for a rez is worse. Speaking of rezzing, I really wish they would implement the WvW system to all game types. No rezzing if you are in combat. And please, just remove the prompt to even offer it in WvW while we are at it ;-)
Some maps, like those in HoT, there is just about no color that is easy to see since the art is just soooo busy :-(
The map art is very pretty, but it makes certain UI elements really hard to see/find among all the “noise”
I find this especially true of Commander Tags. Is there any way we can make them bigger? or a button that will make them flash or pulse so that I can find them easier?
/bump — still actively looking!!
I’m looking for a new static raid group that runs later at night, starting roughly 8pm PST / 11pm EST, or a little later. Weekdays nights work best for me, Monday – Thursday, but I could also do Sunday nights in a pinch.
My main is a Chrono, and have tanked every tankable encounter. I’ve killed every boss in all four wings numerous times (~450 Legendary Insights). I’ve also done most of the Achievements in all four wings, too.
I also have a fully spec’d Engineer and Elementalist, but as much play time on them. I have a few other 80’s that are almost Raid ready, as well. I’ve got enough resources set aside to gear out another class, if that is also needed!
Bumping — still actively looking :-)
I’m looking for a new static raid group that runs later at night, starting roughly 8pm PST / 11pm EST, or a little later. Weekdays nights work best for me, Monday – Thursday, but I could also do Sunday nights in a pinch.
My main is a Chrono, and have tanked pretty much every tankable encounter. I’ve killed every boss in all four wings numerous times (410 Legendary Insights). I’ve also done most of the Achievements in all four wings, too.
I also have a fully spec’d Engineer and Elementalist, but not a ton of play time on them. I have a few other 80’s that are almost Raid ready, as well.
I’ve got enough resources set aside to gear out another class, if that is also needed!
Bumping —
Still actively looking :-)
I’m looking for a new static raid group that runs later at night, starting roughly 8pm PST / 11pm EST, or a little later. Weekdays nights work best for me, Monday – Thursday, but I could also do Sunday nights in a pinch.
My main is a Chrono, and have tanked pretty much every tankable encounter. I’ve killed every boss in all four wings numerous times (410 Legendary Insights). I’ve also done most of the Achievements in all four wings, too.
I also have a fully spec’d Engineer and Elementalist, but not a ton of play time on them. I have a few other 80’s that are almost Raid ready, as well.
I’ve got enough resources set aside to gear out another class, if that is also needed!
go for might infusion in both tbh more dmg is always welcome and if i was to go to extrimes i would go for zerk armor as well assasins gear is situational doesnt do more dmg in every encounter.
I thought Assassin’s was the gear of choice for Mesmer…. that’s why I converted my Ascended Berserker set into Assassins, lolol
For luxury boosts, I strongly recommend clarifying the goal of your build and spending to support it.
In the case of Assassin’s, your goal is damage. Your biggest obstacle is being squishy: if you have no trouble staying above the threshold of 90% health for the 10% bonus of scholar’s runes, then might is the only sensible option. If you find yourself below 90% too often, I’d recommend toughness (vitality means you’ll need more healing more often); be careful of condi damage.
Yeah, that’s basically what I was thinking. Just nice to have someone else to ping the idea off of.
In the case of Boon Share, your goal is… well, sharing boons. None of the 6 options help with that, unless you’re self-interrupting your rotation often to heal yourself. In which case, I agree with Vitality — you’re probably at or near diminishing returns for adding Toughness.
The idea for Vitality is that in Raids, if I have more HP, then the heals the Druids/Tempests are doing will go to lower HP targets that really need the heal.
Incidentally, that’s a huge amount of resources to spend on luxury stats. Are you sure you wouldn’t be happier outfitting another toon that serves another role? What about some bling?
Even if you’re using Magnetite to buy ghostly infusions, I’d consider selling them on the TP and using the funds to buy yourself something really shiny (or a lot of ordinarily shiny gifts for your friends for Wintersday, who can’t afford them).
Regardless, gz on having the wherewithal to afford the option.
Haha, thanks ^__^
I already have two backup Raid characters (Ele and Engi) that are in Ascended. They just have legacy +7 infusions, but I never take them into Fractals, so I don’t worry too much about that.
As far as shinies go…. I’m sitting pretty good =D
Any word on this? Still broken.
Yes, still broken :-(
My main is a Mesmer, and I am looking to swap out my vanilla +9 infusions with the stat based ones.
I typically run the Boon Share Chronomancer build, and I have a full set of Assassin’s and a full set of Commander’s gear.
For the Assassin’s set, I was thinking of getting +9 Mighty Infusions to bump up that extra power, and for the Commander’s gear, I was thinking of +9 Vital Infusions.
Reasoning:
-When I am in my Assassin’s gear, I am already on the squishier side, so might as well go for more DPS.
-When I am in my Commander’s gear, I am typically tanking a Raid boss, or doing some sort of content that requires that my Boons are far more important than my DPS, so I should want to max out my survivability (Commander’s already has Toughness, so Vitality seems a good addition to the mix).
Is that sound reasoning?
Oh, and fwiw, the Assassin gear has Scholar Runes, and the Commander’s gear has Leadership Runes.
My main is a Mesmer, and I am looking to swap out my vanilla +9 infusions with the stat based ones.
I typically run the Boon Share Chronomancer build, and I have a full set of Assassin’s and a full set of Commander’s gear.
For the Assassin’s set, I was thinking of getting +9 Mighty Infusions to bump up that extra power, and for the Commander’s gear, I was thinking of +9 Vital Infusions.
Reasoning:
-When I am in my Assassin’s gear, I am already on the squishier side, so might as well go for more DPS.
-When I am in my Commander’s gear, I am typically tanking a Raid boss, or doing some sort of content that requires that my Boons are far more important than my DPS, so I should want to max out my survivability (Commander’s already has Toughness, so Vitality seems a good addition to the mix).
Is that sound reasoning?
Oh, and fwiw, the Assassin gear has Scholar Runes, and the Commander’s gear has Leadership Runes.
(edited by Zoe.8310)
I’ve completed HoT maps on my main, and I know I got the 4 Gifts for each map. My question is (because I can’t remember):
Did I only get one Gift per Map? And if I want another set of 4, I need to complete the maps on an alt toon?
I’ve looked through all of Hobb’s offerings and I do not see anything related to Friendship or Shooshadoo.
Is there something I am missing? I have HoT, too – so not sure what else would be blocking this.
I’m just praying that the next Living World map adds a new stat combo for gear that has Boon Duration, but no toughness, and decent Rune with some Boon Duration
I agree Zoe. But I’m sure some will skin over it just to have Legendary Armor for stat change in whatever armor they want
Yeah… but unless you can also swap Runes, being able to swap stats is only sorta-useful.
Usually you have to tie the two together for the correct build.
It’s very cool… until tons of us running around looking the same :-(
For end-game players, this almost feels like the end of FashionWars. It would be a raid of 10 ppl that all look the same; kinda buzz-kill after a while. Just look at how common the Legendary Fractal Backpiece is. Even the PvP one isn’t all that rare anymore.
Imagine if they had the time/resources/money to do this:
All existing skins become animated when skinned to a legendary piece of armor. Fashion Wars carries on, and your previous skins now become AMAZEBALLZ. Basically, Legendary armor would unlock your skins ability to animate.
’course…. the cost to execute that from a dev standpoint………. nevvvvver going to happen, lol
What were people expecting with the changes to Mesmer? Because it seems like you wanted Mesmer to maintain its current course which we all knew was being nerfed.
Considering how significant the changes were to mesmers, I would have expected a significant increase to DPS. However, the DPS boost was pretty negligible, especially considering how far behind mesmer DPS is.
Exactly. Plus it doesn’t address our DPS problems with any of our other weapons.
Yup.
What about Staff?
What about Scepter?
What about Pistol?
What about Torch?
etc. etc.
What were people expecting with the changes to Mesmer? Because it seems like you wanted Mesmer to maintain its current course which we all knew was being nerfed.
Expecting? Something along these lines. Hoping for? A well thought out change that wasn’t a kneejerk reaction to a separate problem. SoI was fine as it was, boon generation needed to be toned down (and it wasn’t on any class from what I can tell), as well as boon duration (including from stats and from food, not just the herald passive), Illusionary Inspiration was indeed somewhat broken and should have been nerfed. However, ANet didn’t nerf Illusionary Inspiration, instead they chose to gut SoI without addressing the boon generation or the majority of the access to boon duration. Which means that overall this was an undeserved nerf for mesmers because its just a patchwork way around the issue without truly addressing it, and now we will have to wait another 12-14 weeks before even having the chance of getting real changes again.
This sums my feelings up pretty well. There needed to be changed to boons, but this feels knee-jerk for sure.
No real QoL compensation for Mesmers. Sooooo many things have been suggested to just improve QoL for us: from the way Illusions are despawned; attention to our many off-hands; poorly optimized utilities like Mantras; etc. Tons of ppl have suggested many things, and many of them are very viable for the game.
They took away a cornerstone of our class mechanics, and didn’t fill the hole it left. Sure, something needed to change, but do a complete job at changing things, not this half-bum one.
To be fair, Boonshare Mesmers and Revenants were an absolute plague in WvW, and directly impacted other classes who couldn’t provide as much boons as them by not being allowed a spot on the meta.
The SoI changes are totally acceptable in my book, I’m finally hoping my mesmer will not be pigeonholed into BoonsharingMaybe, but because they couldn’t split that balance between WvW and PvE, the way they did this balance patch, it took away any reason at all for a raid to take a revenant and possibly even a chrono.
I get that WvW needed to have this addressed, but they stole from Peter to pay Paul in a bad way.
Agreed. The whole point of them making tech to split game modes is to prevent this kind of issue.
last time they try to buff thief to get it a slot in raid . its 30% AA damage buff
GOOD LUCK ON THAT 6% DAMAGE INCREASE .
This. I appreciate the effort, but this isn’t exactly the damage buff we needed, it only affects sword anyway.
Still, overall the patch is better than I expected it to be.
How in the world is this “better than [you] expected it to be??” What horrid nerfs were you expecting that this is somehow better??
I honestly expected a nerf to our ability to generate quickness and alacrity on top of everything else, not just a nerf to our ability to share it.
Given that they already massively nerfed alacrity, any more changes to it would just be deleting it from the game.
They still never gave us, the Mesmer, back any compensation for the alacrity nerf. Sure, I could see them reducing what other players received, but they designed Chrono with a certain level of cooldown in mind, and never maintained that.
And, they did nerf our ability to generate quickness my cutting it’s stacks in half across the game.
The Mesmer/Chrono’s main use in PvE has been our utility. With that being severely neutered with these changed to Boons as a whole, and our Signet of Inspiration, it makes me wonder how excited people will be to bring them along.
Sure, on paper, you can theoretically get near 100% uptime on some boons, but the likelihood that is going to happen in actual play, is now much less likely.
And for all of us that invested heavily into expensive sets like Commander’s and Wanderers? Well, that is just adding insult to injury.
The damage bonus to sword is a pathetic trade off. That is just one weapon out of 9. Once again, our off-hands are neglected. Staff is neglected. Scepter is over-looked. etc.
And I am definitely not alone in this:
Pretty disappointed about the patch.
- Pathetic damage boost in sword AA. Only minor slashes get the boost, and it turns to be a ridiculous +3% damage overall.
- Nonsense buff to BF, its damage is underwhelming everywhere, not just pve.
- iDefender, iDisenchanter, Mirror and Mimic are still useless even with the buffs.
- Staff and unused offhand weapons still untouched with all the issues they have.
- Still no fix for the joke of sustain our illusions have in WvW/sPvP.
- Minor pulses from wells are still a joke.At least they addressed the boonshare and GS AA.
Hard to be excited about playing a class that no longer brings as much to the table as other classes.
Sure, something with boons needed to change, but finish what you started and provide a meaningful replacement to the hole you gouged into the class.
Many QoL changes could have been added to make up for these changes to the way our class is used. This forum is full of some really great ideas from some really smart players.
(edited by Zoe.8310)
last time they try to buff thief to get it a slot in raid . its 30% AA damage buff
GOOD LUCK ON THAT 6% DAMAGE INCREASE .
This. I appreciate the effort, but this isn’t exactly the damage buff we needed, it only affects sword anyway.
Still, overall the patch is better than I expected it to be.
How in the world is this “better than [you] expected it to be??” What horrid nerfs were you expecting that this is somehow better??
I’d say Advanced Logistics (Auto Autoloot) is a pretty nice Mastery feature. I like Supply Line Management (reminiscent of Nicholas), as well. I’m guessing many enjoyed (at least the idea) of being able to craft a Precursor rather than having to rely on RNG (if not outright purchasing it…it certainly was an oft-requested feature).
I do enjoy Gliding and Ancient Magics (Thermal Propulsion).
Oooo – You are right. The Loot and Supply line are pretty good. So is the Legendary one.
Make no mistake, Gliding is, and may for always be, the best Mastery.
The second best?? Laval Tubes.
Oh my… they are lovely. Now, this is even after it took me several days to ‘grok’ the visual of them (you go in one end….. travel to the other end…. and pop out). For some reason, I never got the visual, and was quite confused that the art asset was “backwards” from where you were being ejected from. Then I realized I was dumb a.f. and there is even a little particle effect as you travel underground.
ANYWAYS….. the tubes are aweome. I wish the demise of 80% of all WayPoints in the world to be replaced by some regionally thematic “tube” because they are that much better than teleporting.
As far as the rest of the masteries? Well…. Jumping Mushrooms are “neat” but they don’t make much lore sense that you would need to mastery…. it’s just a trampoline (sorry Olympians). The adrenal shrooms could be cool, but they are never where you would actually give a ho—ha about them… so…….. mehhhhhhhhh.
The ‘Apple’ should have been the final tier of the Core Tyria ones (imo).
The rest of the masteries are poo.
BUT!!!
The Tubes almost make up for all the crappy masteries!! ohhh how I love the tubes….
(edited by Zoe.8310)
Supported. For all the work/money that goes into legendary weapons, you should be able to pick the footprints that you prefer instead of the main hand weapon taking priority.
And even though this isn’t easy for them to do (I recall a Dev saying something about them basically hacking together how Hope’s footsteps work with a weird image because actually switching the image for each footprint was really kittening hard to do), it would be really cool to be able to alternate as well, each foot has the footprint for the weapon held on that side of the body (as an option to turn on/off of course).
Yeah, I could see that creating the effect would be a challenge, but choosing which asset to display at runtime shouldn’t be nearly as hard (I would hope).
And with them apparently breathing some life back into Legendaries, it would be awesome to have this!
It would be lovely if you could choose between your main-hand and off-hand Legendary footprint effects.
Right now, it always uses your Legendary main-hand to determine your footprints, but I’d love the option to use the effect from my Legendary off-hand :-)
I think the mechanics are fun and going in an interesting direction, and not really here to talk about the gameplay of it.
However, visually, the map is quite unpleasant to look at, especially when comparing it to the new Capricorn map. The art team did such a fantastic job on Revenge of the Capricorn, it’s a bit disappointing to see the look of the Colosseum :-(
Luckily, it’s still in beta, so hopefully they can spruce it up (without needing to change the underlying collision mesh, since that would affect gameplay balance that is being tested).
GW2 is 4 years old. So just because there’s a game with better tech capable of showing off classes, looks, etc
So, you want the game to be stagnant? Just because it was launch a while ago, doesn’t mean additions can’t be made.
It’ll be an obvious copy of another game and that always a negative connotation in video games.
Oh, I am not suggesting a straight rip-off of Overwatch. I’m just thinking something with full body shots would be very nice. I really do appreciate that they added the new into UX with our portraits and the team names are great flavor to the matches.
What I am suggesting is that they could take that even further. Show bigger shots of us, or an animatic of us.
We know they have the tech for intros (Fractals have Boss Intros) and I love the victory sequences when beating the Raid bosses in Stronghold of the Faithful. So, the tech is there.
Not only would it be great vanity opportunity for the players, but for spectators, it would provide much better “bookends” to the whole viewing experience.
If all the incentives of the game, rewards, and monetization for Anet is based on the aesthetics of your character, their armor, and their weapons; why don’t we have a proper Intro / Outro for PvP matches?
I know people keep pointing to Overwatch doing stuff well, and I think they really hit a homerun when it comes to allowing you to show off your character and all the effort you have put in.
We already have a force 1:30 pre-match wait, another 10-second pre-game wait, and then a 15-20 second post-match wait.
Plenty of opportunity to make a really cool Intro / Outro (please not both, lol)
The newly added intro is a very nice addition, but waaaaay too small, and the portraits are kinda jinky, haha
I don’t mind the timer at the end – but I do wish combat came to a stop.
Nothing more annoying than trying to look at the end-of-game screen with some kitten still trying to kill you.
Every other PvP game out there has a proper end-of-game display, victory screens, team poses, etc., where fighting isn’t still going on.
I’ve been playing on my Mac when I travel for a few years now, and I was playing fine this weekend; however, I just barely started getting the following error about 20 minutes ago:
Coherent Host Crashed
“A serious error has occurred that prevented the application from continuing. A report has been sent to ArenaNet to help determine the cause.”
If I restart my Macbook, I can get as far as trying to log into a character (can see the Lion’s Arch Loading screen), and then it crashes. Once it has crashed once, it will crash as soon as I try to launch the game from the launcher.
I have tried logging into more than one character, but nothing helps.
The new T4 Swamp is just really, really bad overall.
The Whisp stage at the start is different. I am not certain yet if all 5 people participating in the mini-event is necessary (with the rifles). Groups will need to get used to it, and may need to tolerate a few fails while they do so. Not so tragic.
No issues with Mossman. It is different (not massively so), and it is not complex. Not a heart-attack inducer.
Bloonhunger … where to begin. This fight is absolutely horrible.
1) He does too much unavoidable damage. There are way too many circles on the ground and they move/spawn way too fast. You will get hit with one and death is unavoidable because you will necessarily get hit with a lot more. Unavoidable chain damage resulting in unavoidable death is not cool.2) When you wipe, the fight does not reset. All mobs that have spawned remain, including the poison flower things and all the AoE damage they create. Sloppy IMHO.
3) Steep learning curve. Sorry, designers, but this was a mistake IMHO. Fractals are supposed to be (relatively) quick. In the end, this fractal ends up being very slow.
For me the changes in this fight are too many. It is simply too different combined with too much complexity. It is not Bloomhunger anymore. It is a new boss with a too-high learning curve.
The Cliffside change back in the Spring was awesome. This change is the opposite because, while getting to Bloomhunger is suitably streamlined, surviving the fight with a pug will end up costing you so much time that the fractal becomes unrewarding and painfully slow.
2 cents respectfully submitted,
Adzekul of The Seafarer’s Rest.
Great summary of why the T4 version is horrendous.
I don’t mind a tough fight… but a tough fight AND a completely stupid amount of boss HP just isn’t fun. I’ve been trying to do this T4 a bunch, and the attempts just drag on and on and on and on for 30+ minutes. Not even Raid fights are supposed to last that long – they all cap at 10 mins or under
Absolutely blown away with the amount of stuff in this update!!
Well done!~
Balancing SPvP individually——-
- This is probably the single most important change that the SPvP community needs whether you realize it or not. Not only does this make sense, but since SPvP is already isolated, not one change you make here effects the rest of the game. The way it currently works the devs expect us as players to think about the rest of the game before giving changes to a specific game type, however this way of thinking will never create good balance and the reason why is the majority of changes people suggest are obviously only made and will work for Spvp. WvW and PvE are very different in terms of balance and changes for one often conflict with the other two making the change almost meaningless to begin with.
The Lesh Prince recently developed some tech that makes skill-splitting more feasible than it was previously – you’ll see some PvP (and PvE) splits in the next balance update. It’s important to understand that changes will still need to be global, but we’ll definitely have a bit more flexibility moving forward.
Keeping parity between modes when possible is important to us – but when it’s not feasible we’ll look at splits.
edit: that clickbait though
This would be the most magical change to GW2 ever!!
Please, oh please!
Unfortunately, the current scoring system is neither accurate nor hard to manipulate.
Agreed, but they are all fixable issues.
necessarily tagging downed bodies for points from kills
Credit can be divided into the damage and healing done, and damage mitigated; ie. Overwatch style
capping nodes with multiple people
The problem is they only give credit for being there at the very end, so they should give credit for time on objectives.
rezzing allies even when rallying them would be more efficient
Give rally credit in addition to kill credit. Easy enough.
people who can perform one of the most helpful roles in a conquest game through holding a node 1v2, 2v3, etc.
Once again, give credit for time on objectives, so being a bunker is rewarded.
How about not losing the pip if you were the highest person on the losing team? Winning team gets their pips, and 4/5 players on the losing team lose a pip, but the person that tried their hardest at least doesn’t get penalized for the rest of their team being very poor.
People already AFK once they see the spread get massive in the first few minutes.
I would like to see a system where the pips/league progress you make is based on how well you personally perform each match. A person that strongly carries the losing team to a very close outcome deserves more League progress than the weakest link on the winning team.
Perhaps you can choose your progression track at the start of the season: Team play where wins give you pips, or Solo play where you only gain pips based on how high you scored/preformed in the matches.
My Suggestion:
You should neither gain nor lose pips if the point spread is over 375
Reasoning:
If you are solo queued, and you get crushed over 375pts, it’s not your fault (almost impossible to carry that much); therefore losing a pip is pretty BS and nothing but salt.
If you are the winner, and you crush the team over 375pts, you really didn’t work for the win, thus you do not really deserve a pip.
I have both the Captain’s Airship Pass and the Royal Terrace in Divinities reach, but I only ever use the Royal Terrace, simply because it is aesthetically more pleasing, and also more convenient, being that it is directly in a city.
To make the Captain’s Airship more interesting, and more fun to use, what if the airship actually traveled and was in a new location every day? That could be a real fun way to revisit places of Tyria that maybe we haven’t been to in a while. Maybe it could favor a region that is part of one of the many dailies.
Thoughts?
Given that you can already Hide the head portion of an outfit tells me that showing the head skin of something else should be relatively easy
It’s sweet that you think that changing the mechanics of outfits would be “easy”.
Again, the entire point of outfits is that they are a cheap way to produce a new look. Anything that increases that cost by more than 5% defeats their chief advantage.
I’m not saying it can’t be done, just that it seems very unlikely to change in the near future. If ANet is going to spend on art resources, it seems more likely they’d dedicate that to legendary weapons and even new weapon|armor skins for LS3.
By “easy” of course I mean relative to the skills of the devs. As a game dev myself, I made that choice of words. It should be a task that wouldn’t take much change because they already have the head portion separated, and we know this because you can toggle it on and off already. Now, the rest of the outfit is another story, which is why turning off gloves or shoulders would be very difficult, probably impossible.
But, as stated before, head portion is already a completely separate mesh, and other custom head pieces are separate mesh. So, overall, not a monumental task to add this. It wouldn’t take any artists, just a UI dev, maybe one gameplay dev.
With that Lunatic Outfit on sale, man I wish I could steal that head skin for other uses