I think its a good first step, however it still doesn’t do enough to deal with the coverage issue. I really think a scaling system of the value of a skirmish needs to be put in place.
24 hours on each side of Reset are 2x skirmish points.
1st place scales as high kitten points in peak hours or as low as 3 in non peak hours. 2nd scales from 4-2 and 3rd from 3-1.
Peak times should be based on when total game region population (NA/EU) occured the previous week/month/server link timeframe not based on WvW population in any way as that is fairly easily manipulated . The top 3 skirmish times for peak population are peak skirmishes. The 3 skirmishes with the lowest total region population are lowest value. The other 6 skirmishs are worth the middle tier.
So that is 3 peak skirmishes, 6 middle skirmishs and 3 low skirmishes a day with 48 hours of double points at start and end of matchup.
So there is a maximum score of 48 on normal days and 96 on prime days.
I’m going to say Mesmer because they have strong meta builds in both zerg(boonshare) and roaming (pu condi) metas, can easily solo camps and towers if they hide inside and are left alone for long enough, they can disengage as well as anyone but thief, and are top tier duelists.
My runner up is probably Ele.
A few things (PvE only):
1) The power/ferocity combination of scholars mixed with full exotic berserkers with ascended trinkets and 40% traited fury alone gives Scholars a 6.5% damage boost over strength/rage runes 5 rune bonuses. That means if the user can stay above 90% hp 40% of the time they came out ahead of strength/fury.
2) Even without fury a good Herald should give their entire party perma fury, so the fury part of rage is useless.
3) Strength runes allow a Herald to perma might cap most groups allowing them to take the place of a PS Warrior.
4)You always want a negative energy rate so that you run completely out of energy every 10 seconds and can switch to your other legend stance to maximize damage.
This rotation:
Start in Legendary Dragon Stance
Facet of Nature
Facet of Darkness
Facet of Elements
Facet of Strength
Facet of Light
Elemental Blast just before you run out of energy
Legendary Assassin Stance
Enchanted Daggers
Impossible Odds
Sword Auto
Legendary Dragon Stance
Facet of Nature
Facet of Darkness
Facet of Elements
Facet of Strength
Facet of Light
Sword Auto until Quickness runs out
Unrelenting Assault
Frigid Blitz
Sword Auto
Elemental Blast just before you run out of energy
Legendary Assassin Stance
Impossible Odds
Sword Auto
Repeat
(edited by gaspara.4079)
Both Fear and Taunt are effectively both.
For monsters with breakbars they also function uniquely in that that reduce the breakbar but keep the condi effect so traits that effect a feared/taunted enemy work despite the cc effect being negated by the breakbar.
From the wiki:
Fear is a condition that causes an enemy to be interrupted and run directly away from the player for a short period of time. Characters suffering from fear will run away from the source of fear and have a dark green tinted skull appear over their heads. Fear is notable in that it also counts as a control effect, meaning it can be cleared by both condition removal as well as stun breaks. However, reduction in duration of stun effects (such as that provided by Rune of Melandru) does not affect duration of fear; its duration is only affected by reduction or increase in condition duration.
Glider Auto Deployment is not a thing.
A tap of your jump key will make you jump. It will never deploy the glider. Length of holding down jump button has no effect on jump height.
Holding down your jump key for any length of time will make you jump and deploy your glider at the peak of your jump thus maximizing gliding height.
Alternatively you can press jump once, wait until your character has at least reached its jump peak and then press it again to deploy your glider. This can be used to maximize distance when loss of height is not a problem.
Hope this helps. Though I agree that after 3 years of holding space to jump that this deploying your glider could be annoying but because of the maximizing potential of holding to deploy I would never toggle such an option off.
(edited by gaspara.4079)
As an explorer at heart I strongly disagree with you Trayzer and Deniara Devious. A world filled with roads to follow and all objectives clearly marked on the map leaves little to actually do in the way of exploring and finding your way.
Now rather than kill some mobs, do the event, then run up the trail to the next spot we get to actually figure out how to get from point A to point B in an exciting way. Skies are now literally the limit as the glider + updraft functionality make navigation and travel go far beyond anything in any other MMO.
I didn’t start playing the Guild Wars series to ride a roller coaster, I did so because of the story and the exploration of it. That was over a decade ago. A dense jungle should not be a walk in the park, it should have complex physical obstacles to deal with and scary creature.
I am completely unable to play old maps now because they feel so slow and uninteresting to traverse.
There is also a Vinetooth champion that is a Hero Point in Auric Basin. It is in the South east near Mossheart Walk.
No idea if where the fang comes from though.
Could it be that you never have the energy for Riposting Shadows because you always have Impossible Odds active?
Learning to balance energy usage is a key element to the class.
glint is kind of a weak spot now, you wouldnt think 1s infuse light would make that much of a difference but it does. all we are using glint for now is pre fight buffs then switch to main legend in combat. back to glint, pop heal and run away.
I strongly disagree with this. Perma group fury(+40% crit for your self), swiftness, and 6-10 might stacks is definitely not weak and neither is the best PvE heal in the game. Additionally Elemental Blast.
its not glint or herald that makes fury 40%
infused light is actually the worst heal in pve if the mobs nvr hit you
you cant run all those active facets and do much more than auto attack
No its the trait but perma fury is mandatory at that point.
If you never get hit you’ll never need to heal. Using a healing skills assumes you have been hit and there is a likelihood you will get hit again and many situations have aoes you can intentionally stand in to get instant full hp.
Auto attack is the highest dps ability on both sword and staff. Elemental Blast (Swiftness facet active) is one of the best dps abilities in the game for a stationary target. You don’t need to do more than auto-attack and you maxing your dps and adding a lot of team dps for free.
But it is counterable…all you have to do is stow-weapon. It isn’t rocket science. The revenant can use his brain and pop the heal inside an aoe that’s already down but then he’ll only heal for that much if his opponent plays properly.
Condis still absolutely wreck revenant and infuse the light is one of the FEW ways revenant can deal with them. Mallyx is kitten -near not worth taking and then you have to take the whole corruption traitline just to get resistance from that legend’s skills. Resistance removed? Well you’re just shot out of luck.
If I just made you not able to damage me for 3 seconds, and heal from any condis or aoes you have already put down all while able to hold a control point then I have already won… I spend 10% of game time uncounterably unkillable. Add a shield and that number becomes ~22%.
Defiance Stance would be used often in pvp by warriors if it didnt have the cast time. Which Infuse Light does not have.
You have Facet of Nature running and therefore -2 energy degen. The maximum energy degen is -10. Shiro’s Impossible Odds uses all 10 degen and therefore cannot be used with Facet of Nature.
That is your problem.
glint is kind of a weak spot now, you wouldnt think 1s infuse light would make that much of a difference but it does. all we are using glint for now is pre fight buffs then switch to main legend in combat. back to glint, pop heal and run away.
I strongly disagree with this. Perma group fury(+40% crit for your self), swiftness, and 6-10 might stacks is definitely not weak and neither is the best PvE heal in the game. Additionally Elemental Blast.
Perma group fury/swift/6+ might on a class with a trait to make fury grant +40% crit chance is incredibly powerful. Why get might/fury from somewhere else when you can easily give it to the whole party?
If I’m in a 5 person party that already has a good Herald I might go with Mallyx (more dps) or Jalis (more survival and cc) instead of glint but I still think I’d rather run Glint and give the group more might or regen and prot.
Also Elemental Blast (Swiftness facet active) is incredibly powerful against stationary target.
Fantastic feedback. I’d still prefer an increase of energy cost to 25 or 30 and removal of the cooldown, however. We don’t need cooldowns; energy is our limiting mechanic.
Disagree, we aren’t thieves, we are meant to have abilities equal to other professions but with greatly reduced cooldowns to allow using them more often as energy allows, but not meant to spam them for burst.
You missed a few key differences between Infused Light and Defiance stance.
1) Infuse Light has no cast time. Defiant stance has a 1/4 second cast time meaning it can be interrupted.
2) While both skills have the same base heal (defiance stances entire heal) Infuse Light turns all incoming damage (including condi damage form already applied condis) into healing. So you can pop Infuse Light, stand in a painful aoe and instantly be back at full health. This makes it the most powerful PvE healing skill in the game.
3) Infuse Light is the active ability of a Facet meaning it has an upkeep passive 5 player regen making it more versatile.
4) Infuse Light is one of two different heal skills the class will have available in the fight rather than Defiance stance being the only one the warrior gets.
So not only is Infuse Light more versatile and more powerful, us Revenants also have another heal we can fall back on. We should be glad a 1 second duration nerf was the only change.
-A player with offer 50 hours of Revenant play between betas and the 4 days since launch.
So logic dictates that we nerf Revenant’s infuse the light to defiant stance level because that skill is useful, right? Just about no one uses defiant stance and I’m all for buffing it, not nerfing infuse the light down to the level of trash that defiant stance currently is.
That aside if you’re talking about pve healing, warriors may not have the best healing, but they have some of the best damage mitigation through endure pain/defy pain for sustaining mind-boggling amounts of damage. Then there is berserker stance and on demand resistance for condis from healing signet. And if we’re going into healing, well healing signet will keep you up for quite a while with its passive heal.
I was absolutely not saying it should be nerfed to that. I was saying that Infuse Light was better than Defiance stance in every way so comparing a couple small facts that they now share is not a valid comparison.
I am also saying the ability itself was already too powerful. Uncounterable 4 second invulnerability that doesn’t prevent point capture and any damage received (targeted or aoe) turns into healing on a 30 second cooldown is just plain BEASTLY and far above any other heal in the game and that is without the perma aoe regen for 1 upkeep option.
Revenant is the most fun class in the game, in my opinion. If you want a class that will always be the best, good luck, ANet tries to keep the game balanced.
This energy + cooldown system is a throwback to GW1 in which most classes used this system. It allows you to have strong skills with low or no cooldowns because of energy management. Its a far more interesting system than either Thief or just cooldowns.
Also if mobility is so important to you, you should have Axe offhand. So that you have Sword’s Unrelenting Assault, Axe’s Frigid Blitz and Phase traversal all providing mobility.
Glint’s heal is the best PvE heal in the game as it has no cast time so it doesn;t slow down your damage and assuming you have aggro or can stand in a damaging aoe is 3 seconds of invulnerability and full life every 30 seconds.
Shiro’s is a dps increase and should be used on cooldown in dps rotations.
Ventari’s is really designed for a true healer role where the healing is more about allies thna yourself.
Jalis’s is on par with other boring heals in the game despite us having a second heal.
Mallyx’s is a pretty strong heal when you have conditions which is Rev’s weakness.
Greeting Fellow Mist-Walkers… I wanted to make all of my feedback on the Revenant Nerfs in the same post, but you will see that this particular one requires a bit more than a simple “This is why I dislike this and here is my supporting argument”.
I’d like to start off with a quote I found on the forums, Now, I don’t want to make this sound like I’m singling this guy out, I’m not but I think this is a good place to start from.
Inf Arrow is superior at fleeing. PT is superior in chasing, in a way so that Inf Arrow can’t even be used to flee.
A nerf was needed in some way.
I completely disagree, and here is why:
Infiltrator Arrow (IA): Cost 6 Inv, Travels 900/use
Phase Traversal (PA): Cost 20 Energy, Travels 1200/use“But Sarif, you Rev Fanboi!! That’s not a fair comparison! They use two different resource structures!” … Not really. For anyone who wonders how this comparison works, the mechanical nature of Energy is exactly the same as the mechanical nature of Initiative.
You build up Energy till you pass a “threshold” and then you have access to a skill, these “thresholds” are Pips of Initiative, which roughly equal 5 Energy, you can tell because all of our utility skills are multiplies of 5. I would like to point out that our weapon skills do not follow this trend perfectly.
Using this information as a base, we can can claim that Revenants have a total of 10 Initiative, and can only hold 5 Initiative out-of-combat. Thieves on the other hand, Base have 12 (20% more) and can regen all of them out-of-combat, and can raise this limit to 15 (50% more) plus have the ability to trait to earn back this resource in combat in chucks (2 for using steal and 3 for swapping weapons) addition to gaining 1/sec.
For Thieves, if we converted them to Energy would have 120 Energy, Up to 150 out-of-combat. Using their class Mechanic regens 10 Energy, and Weapon Swap generates 15 Energy.
Stopped reading after this because you seem to be making a mathmatical comparison but your base statements about how Initiative compares to Energy don’t add up.
Specifically “these “thresholds” are Pips of Initiative, which roughly equal 5 Energy, you can tell because all of our utility skills are multiplies of 5.” compared to “we can can claim that Revenants have a total of 10 Initiative, and can only hold 5 Initiative out-of-combat.”
Simple math tells me if the Rev has 100 energy and energy/5 = initiative then Rev initiative = 20 and 10 out of combat. Additionally Thieves 12 init * 5 (conversion) = 60 energy base.
Please redo all your math so we can have a logical discussion.
-A Revenant Main with over 60 hours played on the class who thought 5sec cd should have either be 3sec cd or an increase to 35 energy to all it to be used 3 times back to back in combat before being completely out of energy.
You missed a few key differences between Infused Light and Defiance stance.
1) Infuse Light has no cast time. Defiant stance has a 1/4 second cast time meaning it can be interrupted.
2) Infuse Light is the active ability of a Facet meaning it has an upkeep passive 5 player regen making it more versatile.
3) Infuse Light is one of two different heal skills the class will have available in the fight rather than Defiance stance being the only one the warrior gets.
So not only is Infuse Light more versatile and more powerful, us Revenants also have another heal we can fall back on. We should be glad a 1 second duration nerf was the only change.
-A player with offer 50 hours of Revenant play between betas and the 4 days since launch.
(edited by gaspara.4079)
There definitely were complaints before BWE3 because it was changed between BWE2 and BWE3. Unfortunately, by then I don’t think they had time to redo the handful of traits designed around having conditions on you.
Honestly I think the following things would work nicely:
Roll Replenishing Despair (small heal on incoming condi) into Demonic Defiance.
Opportune Extraction (Boon strip on hit) should take Replenishing Despairs place and Frigid Precision(chill on crit) should take its place to give the line a more crit>condi based feel always and make the more PvP focused boon stripping optional but still available with Spontaneous Destruction for a maximum boon stripping build.
This would open up a Master tier slot that I think should add either the possible trait to boost the non moving damage of Torment (mentioned in the BWE3 thread) and/or access to the cripple condition which the class currently lacks entirely.
Also Bolstered Anguish should be changed to do bonus damage based on condi on the target and as such should be reduced to like 1%/condi to increase mixed damage source builds or changed to reduce damage taken based on how many condis are on you to allow for a strong anti-condi burst bunkering traiting.
These changes would unify the line as a Crit Condi line with options for anti-condi, anti-boon, and max condi dps options.
Glad to know I had the Revenant DPs figured out at the end of BWE2.
Time to keep doing what I’m doing all the way through raids.
Elite Specialization requires the character to have maxed all other training lines before you can put any points into it, so a refund would be pointless.
You must purchase Heart of Thorns in order to play Heart of Thorns content regardless of previous purchase of Guild Wars 2.
If you are actually trying to make a thinly veiled complaint about having to purchase Heart of Thorns, then I’m sorry you should be less subtle with your entitlement complaints.
There actually is a WvW way to unlock hero points.
There is a vendor that for the new currency gotten by leveling WvW Level will sell you an item to auto-complete a random uncompleted hero point. He sells a 1 token cost 1 for Tyria Hero Points and a 5 cost one for Maguuma (which also reward 10 hero points but require HoT to purchase).
These item will choose an uncompleted hero point for that character anywhere in the maps for the one you get and mark it as complete so you will be unable to get hero points if you do go do PvE, so consider that when considering the WvW unlock method.
Edit See https://www.guildwars2.com/en/news/earning-hero-points-in-world-vs-world/ for the details from the official announcement a couple weeks back.
(edited by gaspara.4079)
The “upgrade” is a collection as Maleros stated, so you don’t need the old one to get the updated version.
Please, reconsider this and take into the account that many of your costumers are introverts. It’s a design cut from an outdated idea in today’s society of extroversion as the norm.
Most MMO players fall closer to the middle or the extrovert side of things because of the many interactions with other users that take place. This is not a single player rpg or adventure game, interaction with other players is mandatory for some content.
11/10 maybe 12/10.
This is by far the most fun I have had playing GW2 since the original beta over 3 years ago. The exploration and maps you can literally get lost in and getting point A to point B can e an interesting challenge by itself.
My wife and I have not felt gated at all as the experience for the mandatory masteries took 3 hours of exploring and doing events in verdant brink. We have been completely unable to stop exploring the new zones.
I’m a bit sad I don’t have a full/nearly full unlocked Herald yet, but not having it, I am finding that non-Herald Revenant is in fact better and more fun than the betas made me think it would be.
Considering no one has completed the Nightfury shoulders yet I would guess the only people that know are ANet employees. My guess is that since they are a shoulder skin they will not remain for outfits.
I greatly disagree with the sentiment in this thread. My wife and I had a blast this weekend exploring the jungle.
The experience required for the early, “required” masteries is minimal. And there is SO much to explore and do. The verticality and and layering makes getting from point A to point B an interesting and exciting experience as you attempt to figure out how to get there.
Saturday night we spent 30 minutes “lost” (more like exploring) in a cave in the 3rd map in which I often looked at the map and can confirm the entire 30 minutes took place in a football shaped area roughly 3% of the total area of the zone. It was awesome.
One thing I think more people need to do is to move on to the other maps once they have explored a fairly large chunk of Verdant Brink.The other maps are quite different and do not really require more than basic gliding and mushroom jumping. In fact I believe you can map it all the way to the 4th map without ever even needing gliding (though I haven’t tested this).
So, it completely sounds like those of us that have..well.. lives/jobs/families/etc, are totally kittened when it comes to making this holiday item. Great, thanks Anet.
Its a very special, ascended item. It should clearly cost more to make than ascended shoulders do from crafting. So I don’t see whats wrong with this and I say that as someone who may not be able to afford it.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: gaspara.4079
Unlocking your elite spec is a training line in your training panel that costs hero points. You do need to have trained all the existing training lines before you’re allowed to put hero points into your elite spec.
If you’ve got all the hero points in the existing game you’ll have enough to train about half the elite specialization training line on launch day. The rest you’ll need to earn in the jungle or via the new system Tyler outlined yesterday from WvW. The number of points to fully train your elite spec is higher than other training lines – but hero challenges in the jungle are worth 10 points each, so it’s not actually as big as it appears.
Revenant hype just took a complete nose dive… There went half my weekend grinding hero points…
Why? At 80 you have all unlocked, then go to jungle to get 10x points
Base Revenant is slow. Yes, they have the Shiro legend for superspeed, but thats 8sec of superspeed on a 10 sec cool down, but also only if you don’t use any other skills (so no condi cleanse or dashes). The lack of perm swiftness (or any swiftness on that matter) really hurts when you need to travel across maps.
play a guardian then cry me a river
Guardians have swiftness from staff and shouts and they always have. Also Guardians aren’t trying to play catch up because they already exist and can already have all the base hero points.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: gaspara.4079
How will WvW only players unlock Elite specialization?
This has been addressed with the ability to use badges and items you get by leveling you wvw level to buy an item that will unlock a random locked hero point in either the base maps or the HoT maps. Part of this is world experience thimbles/jugs going away. You should look that up in the WvW forum section.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: gaspara.4079
Unlocking your elite spec is a training line in your training panel that costs hero points. You do need to have trained all the existing training lines before you’re allowed to put hero points into your elite spec.
That is going to majorly slow down Revenants with their inability to have the base world skill points at launch and absolutely no access to swiftness without the Herald Elite specialization.
Guess I finally have a reason to use my speed boosters that have collected dust in my bank for 3 years.
(edited by gaspara.4079)
When the boss gets to that enrage part, he gains a break bar. I’m pretty sure breaking it does something.
That enrage part is actually something he does before enraging, but after beating the first split, he continues doing it until the breakbar is broken.
Enrage just increases damage by 400% and prevents rezzing the downed.
High damage output was always going to still be important, the key is having enough healing and control for the mechanics of the boss. Different bosses will require more of those two than other but you will always need at least 6 people in high damage builds.
The problem is that the 5 stacks is balanced around a single target interrupt. It would have to be majorly rebalanced to be fair for aoe interrupts and its really hard to balance this with single target interrupts.
I agree with a lot of what you said but I disagree on a few things.
1) “Precision Strike feels a bit weak. I think the range is a little short on this skill to be good for gap closing so its uses are a bit limited.” I greatly disagree with, this skill hits like a truck and provides weakness and is the only cleave on the sword main hand. Axe 4> Sword 2 is how I opened most attack sequences.
2) I somewhat agree about conditions. It was for that reason that I dropped Shiro(but kept his trait line) and started playing Glint/Jalis. The ability to turn a condi spike into full health and then cleanse it felt pretty strong and worth having Jalis with his less than ideal other skills. Glint heal>swap Jalis(1 condi cleansed) > Jalis heal(4 condis cleansed). Honestly sustained conditions against non mallyx builds are the only weakness I feel this class has though, so unless they want to rework multiple things to give them more condi cleanse would make them op.
3) The biggest problem I see is that the Herald spec far outclasses anything possible in the basic spec. Glint is far too powerful to not be chosen.
Here is the build I ended up using most of the weekend:
http://gw2skills.net/editor/?vlEQNAsXmnXN2gSqJvQRBlbosfyPU4Q5IKYr8ElFNFidMppNtBYBNwugJshA-TRCFwA2UuVa/BAnCgym7E8EAlgoUJIpSiM6DUpuDpAiYZE-e
I actually couldn’t agree less. The GW2 base game has a large range of diversity in creatures. However this expansion is a journey deeper into a specific ecosystem of that world. There should be some added diversity(wyverns fit the bill) as well as some things quite similar to what we have already scene in the area(hyleks and mordremoth based creature).
I really don’t understand you complaint about the itzel. There are basically just a personification of big eyed tree frogs.
I find it hilarious that a fair number of the posts in this thread are complaining that Tempest did nothing to improve d/d or staff ele or eles in PvE.
So the elite spec didn’t improve 3 places where the ele has been top of the charts for 2 years?
Now this definitely did not fix a good bit of the issues with the lite spec but expecting tempest to totally replace d/d and staff in all game types is just a joke.
Doing the sPVP with with class x or y dailies reward 1 Tome of Knowledge eahc meaning you can get 2 levels for 2 PvP games if you have good friends or are lucky with randomy teammates. That is certainly the fastest place to start.
After that it is probably EotM.
Additionally I would highly suggest not saving the Tomes because after level 10 or so the leveling curve is basically flat but getting to ~level 40 to unlock elites and basic traits is a huge power boost to most classes.
Disclaimer: I have no source or proof on this so dont bother asking
When speaking to an ANet employee they mentioned this had to do with how weapons and backpieces are modeled and rendered and make them much much more difficult to be able to do dye channels on and its a per item basis so it would increase creation time for each new weapon/backpeice individually to add this.
So I would say it is unlikely to ever happen.
by them time very many people would reach that many achievement points
The first people are already getting close…it’s not impossible, I used to bullseye womprats in my T-16 back home…they’re not much bigger than 2 meters.
https://leaderboards.guildwars2.com/en/na/achievements
there will probably be another more prestigious armor skin.
That’s the point. Or would you rather they wait until people achieve all the things until they make more things to achieve?
The point was that they would like 1 full set of the armor rather than working on both. I think they implemented this poorly. It’s gonna take most of us longer than 1 presidential term to unlock a set of armor for a game? No thanks.
Making them into full sets was probably an after thought and since at the time some players had already gotten enough achievement points to pass where they start getting the other set it would be a pain to redo the order. So they just made the chest and pants higher.
According to my calculations 29665 is the current maximum possible achievement points, including 15k daily, Black lion collections and all WvW achievements.
So 30k+ will be possible when AddOn comes.
But how many points are wrapped up in those WvW Achievements that are still a few years from anyone completing them? I would guess probably 300 or so. Wonder how many achievement points the expansion will have available on release.
I never understood the love affair with steam. Having something that runs in the background eating resources no matter how small will always be a bad thing to me.
Are you playing on a toaster? Steam consuming resources? Geez, I hate to think what kind of computer you have for Steam to be burden on your system.
I feel bad for people who don’t know what Steam is. I have almost 300 games that I’ve never paid more than 5-10$ for and they’re all triple AAA games.
I can understand people not wanting GW2 on Steam. I have no idea why you’re bashing the single greatest factor to PC gaming success (steam) ever. Without Steam PC gaming wouldn’t be dominating the gaming market like it currently is.
And oh yeah, Steam works well with GW2 already. Just add Gw2 to your Steam library.
I actually have steam on my PC that isn’t dedicated to gaming. I don’t see why some people think it is so great to me it’s at best meh. “The greatest factor for PC gaming success ever” I don’t think so.
Well it probably is, but more to do with it being the first to take the centralization pioneered by applications like XFire and both take it to the next level and make it popular with the masses. Doesn’t mean the tool itself is wonderful or perfect, but the concept is, a singular application to allow purchase, review, keeping track of and launching games, and chatting with friends far exceeds any other gaming convenience and security ideas to date.
There is absolutely zero chance of GW2 ever being on steam since that owuld be NCSoft’s call and I know enough about their deal making to know one will never get done with Valve.
That said, I have been running GW2 as a non steam game for the chat overlay and to allow friends to see when I am playing it for a long time, and it works just fine for those needs.
What they should really do is make all the racial skills the exact same in practicality but different in flavor.
Each one would have a pet summoning skill that is statistically the same but for a Norn is summons like a wolf, for a human it summons a dog, for asura it summons a golem, for charr it summons a charr melee fighter, for sylvari it summons a fern hound or something.
They could also have a transformation skill thats like norn bear form, human grenth reaper, asura jumps into a golem, charr im not sure how to flavor (maybe a small rolling tank or something, and sylvari transform into like a vinewrath husk(yes i know that would need to be written into lore somehow).
They could also have a heal that functions either as jsut a straight amount of health on a 30 second cd or like sylvari where it heals you and grants nearby allies regen. But the flavor of the skill would again be different per race.
Lastly something with the gameplay effect similar to Charr’s Hidden Pistol would be a good choice. A small 900 range damage dealing skill with a short evasion that is also a projectile finish (the most common finish in the game). It would of course be stylized.
This method would allow the skills to be a balanced sent of valid skills regardless of race and could be allowed in sPvP. Certain classes may get better use out of them, but that is easy enough to balance around.
Probably because your young, naive and don’t know how businesses work.
If for example an item has a more doable drop-rate (low enough to not feel as a boring grind) but it only drops form one specific place then it can also be rare. If you make an item drop from everything (or the currency to buy the item) you will need a way lower drop-rate to get the same rarity and you increase the grind.
If item x drop from 1 place with a 1/100 drop-rate that gives it a specific rarity (depending on some factors like how many people do that content, is it content people grind anyway and so on). If you make it drop from 2 places then you would need a 1/200 drop rate to get the same rarity.
So the more places it drops from, the more grindy you need to make your game simply to hold the same rarity for the item.
Then there are other options like putting an item behind challenging content. the harder the content the more rare the item will be.
GW2 has each of the drop ideas you mentioned in it.
The rare drop off specific places/hard content can be applied to Tequatl’s Hoard and Pile of Regurgitated Armor. The armor contained in the Pile of Regurgitated Armor is among the rarest skins in the game because of this fact.
Fractal skins have higher droprates at higher fractal levels. so that is clearly hard content increases your chances.
They have also due to player feedback began putting items behind a series of specific tasks to acquire the item straight off. They do this in the form of collections (Luminescent Armor armor was a trial run of the Precursor Quests in Hot) and specific crafting chains (Mawdrey).
The main point behind most of the drop system is that it eliminates required playstyles. Since gold can be acquired from literally every way of playing the game (including just chatting in town due to daily login rewards) after some amount of time playing you will eventually be able to get the skin that you want. There is no need to play a specific way in order to get it. Choosing to take the path of least resistance even if that playstyle is boring or repetitive to you to try and get the desired skin as fast as possible is entirely on you.
Now I must go back to my daily grind. The one that keeps my family sheltered, clothed and fed. The only grind worth doing.
(edited by gaspara.4079)
Tried it for an hour. Nobody got one. Looks like they expect you to grind all week for the “chance” which is fairly lame, especially with the zerg around and everyone competing over targets.
And yet there are multiple reports on reddit already about people getting it. Less than two hours after release.
You are also assuming that every single user in the map would post in map chat if they got one.
Unless there are screenshots to back up the reports.
The mailing list was also RnG, but so is someone who hasn’t logged in for months logging in going to SW and getting a key, its almost like they did it this way to try and pull people back into the game…
Its not really a difficult answer for them, they will already know the ball park figure they want for a closed beta test, 2,000 , 5,000 , 20,000, don’t waste peoples time, I was farming SW before the announcement of beta access, and I don’t care either way, but im guessing people will feel cheated if Anet only want a small number of people and people waste a week chasing something that never existed,
This just screams Pre Cursor drop rate all over again, why can they not be straight up with us.
Its a combo, its pulls people back into playing while simultaneously guaranteeing that those who are invited to the beta are active players. I like my chances much better against the number of people farming DryTop and SW vs the number of people that have an email address.