HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: rainbowstylin.1358
in Guild Wars 2: Heart of Thorns
Posted by: rainbowstylin.1358
It just irks me that new players are getting in for $50, and I’ll effectively be paying $100.
Yes but you’ve played the game for 1-3 years and they haven’t.
That’s like being angry that you’ve had to pay for petrol for the last 3 years because your friend only just bought a car.
in Guild Wars 2: Heart of Thorns
Posted by: rainbowstylin.1358
I bought my game at launch, I get no refund.
My investment is $50 base game, plus gem shop items.
My friends all got their base games summer 2014, on sale, they get no refunds either.I understand that games like this have operating costs, but I’m still not convinced an expansion warrants another $49.99 out of me.
New Players get everything for $50, so I still think veterans deserve a slight discount.
You bought the game at launch, surely you’ve gotten atleast $50 worth of entertainment out of it since then? Which is what the cost justifies.
How do people miss the boat on entertainment value?
Options > Controls > Targeting > Target Nearest Enemy
So ultimately, under specific conditions that can be influenced by both defenders and attackers, defenders when inside their own area of the map will gain a significant advantage against a large number of builds.
This sounds like it’s balanced quite perfectly actually. If your team can’t be bothered to go take out the lava shrines, then you pay the price by allowing them a strong defensive advantage. Conversely, if they can’t be bothered to control their lava shrines, they don’t gain access to that defensive advantage.
I really don’t understand the complaints here. This just means you can’t blindfold yourself and roll your face across the keyboard hoping to accomplish things in wvw. You’ll actually have to use your head and figure out how to tactically assault various keeps.
If this quote sums the new system up, I don’t see an issue what so ever with it. If they’re immune to burning whilst in their area (fire keep), I dont see a problem with the other side having to send a havoc squad/second group round to defeat the fire temple or whatever it is.
I think s/he is referring to the player cap on BL’s. I’m guessing that unless they build better servers or netcode or whatever to accommodate the player increase, they won’t be increasing the cap.
Not sure if satire or not but… I am actually heaps keen for the new BL map. The Alpine BL has had its day, it was good for the first 6 months, now its just flat and boring.
Aren’t “nightclubs” where losers wait outside the doors with their fake friends for hours, just so they can get in and order overpriced mediocre drinks and offer them to other fake people who are just there for the smidgeon of a chance to bring home a girl or guy for an awkward sexual encounter to regret the next day?
LOL this guy.
@OP, I play on a t1/t2 server because I’m outside NA, and generally don’t play prime time. I play it because like other people have said, i dont have to wait 10 mins for a fight and still get to “experience” the game, so-to-speak.
Second bar under the current bar wouldn’t take that much space (it can be smaller than the normal bar)
Yea, something like this would be nice.
Revised drawing for clarity (bars aren’t to exact scale):
Example explained:
- The small bar shows how much alternate hit points my allied necro has when they toggle DS.
- When he’s in shroud, small bar shows his actual health // when he’s out of shroud it shows life force.
This is perfect, except don’t swap the bars. Maybe have the DS bar shown as grey when they’re in HP form, and have it bright green when DS is active. And/or go with an icon like bhawb suggest.
I think I know that copy & paste response by heart by now. ANet, do something.
They could make a new copy paste to entertain us with
This would take too long and require too much developer investment, plus the implementation would be a nightmare. Testing this technology alone would take 6+ months which could be better spent on more meaningful projects and content.
Maybe if there was some sort of testing ground already implemented to test such things, such a shame there isn’t.
From what i remember, there used to be mini tournaments like this in place of where solo/team pvp is now. I have no idea where it went or why they did away with it, I for one definitely enjoyed it.
Maybe it’s been asked/said already, but what is the actual reason for food buffs in WvW in the first place? Seems like an unnecessary powercreep.
“Wildstar” <— now there is a game
…and you came back?
Even with all of Gw2’s problems, IMO it feels way better/cleaner/nicer than wildstar. I commend whoever designed the GW2 UI and interfaces.
Ontopic, WvW is what you make it.
As I’m sure you know, there’s no real “progression” other than learning to be a better player. This threw me off initially, but over time I’ve definitely come to like it.
I play WvW for fights and scenarios and such, and it usually delivers exactly that.
While certain cheese builds come to mind, IMO the overall balance of combat and classes is pretty even, which is fairly rare to find in a game like this.
thieves in tPvP be like:
/m dude dont kittening interrupt a 1v1 kitten
I find points useful only as a general way of seeing if a player was active in a match. It doesn’t tell me how skilled a player actually is; a bunker character who spent the entire match keeping 3/5 of the enemy team bogged down near their home point was an incredibly valuable asset, even if their final score was only 30 because the rest of us finally got bored guarding the other two points and came over to help when we were at 450 points to 50.
I think this point gets overlooked by alot of players, as often distracting the enemies, but not necessarily accomplishing anything worthy of points, is also why there should be battle stats either after or during a match.
Things that should be in the stats:
- Damage done
- Damage taken
- Total time spent within capture nodes (whether capped or not)
Optionals:
- Healing done
- Healing recieved
- Any other stat players/devs deem relevant
Edit:
As a side note, the current points system incentivizes player roaming away from an already capped node, and not defending in anticipation of an attack. This is not necessarily a bad thing, it just means the point system as a whole does not convey a players actual worth.
(edited by rainbowstylin.1358)
Real life sport. lol.
sitting behind a computer screen does not make it okay to be a d/bag.
No, just makes it a whole lot easier.
Along with all of this, Commander tag should be purchasable using Badges of Honour (has been suggested in other threads aswell). I have no idea why it currently is not available this way. Either -
A) Solely badges
B) Badges OR Gold (Both options available)
C) Gold + Badges
You must have alot of out-of-game stress if this behaviour fires you up enough to go to the bother of whispering them.
Be careful what you wish for. The last thing we need is for WvW to look more like EotM.
If it meant WvW had more similiar/interesting landscapes like EotM, then I’d be all for that. WvW maps have always felt very barren.
GvGs are almost exclusively occurring in (NA at least) T2, where trolling happens often.
Maybe I’m just tired, but why was this phrase copy pasted like 400 times :/
TC players could RP as civilians
Would be lying if I said I didn’t chuckle
I’m fine with how Dark Path currently works, though it could use longer tracking range. Perhaps something that tracks indefinitely, but fizzles if the necro is not within X range of the target when it hits?
I think this plus a buff in projectile speed would have it feeling exactly as it should.
I actually enjoy the way both skills function, except for the obvious flaw in player-environment collision, and collision between the projectile and the environment.
With that said, I definitely think Dark Path’s projectile speed could probably be doubled, as right now its pretty much quicker to just run at them with swiftness, and far more reliable.
edit: dark path
(edited by rainbowstylin.1358)
FYI. the game was made without mounts in mind, and it’s sooooooooooooooooooo much better for it. Mounts ruin MMO’s.
mounts add immersion, it’s the MMO’s that are simply not made to be immerse enough to be worth having a mount.
GW2 is completely immersion free so even if we had mounts, the only thing it does is add immersion in a game that is dead empty.
Mounts do the exact opposite of immersion in an MMO. All they do is give players a speed boost so they can farm mats or get to their daily objective faster. This is all 99% of players use them for.
I just had a read of your philosophy and changelog, as I also play with a controller (although I use xpadder). I’m just curious how you handle shift modifiers (if you use them at all), and also profession skills (F1-F4), especially on a class like the elementalist!
FYI. the game was made without mounts in mind, and it’s sooooooooooooooooooo much better for it. Mounts ruin MMO’s.
The day mounts and flying mounts are introduced into this game is the day i’ll stop playing. Flying mounts ruined WoW, and the whole point of roaming spec’s is to do their purpose, not to roam only for someone on a mount to get away.
I think what OP is asking is – does joining a party in a zerg increase loot/xp gains as opposed to running with a zerg and not joining a party.
EotM is fine as is, but regular WvW could use a few reward buffs, but not by much.
If you want players to play EotM more as a WvW map and less as a K train, reduce the rewards from objectives overall and compensate by having reward chests at the end of each match, based on your colours placement and your time spent in that particular overflow during the match.
Ez pz
edit: also, how my time is spent in EotM is largely dependant upon how a commander wishes to command. I’m happy with K train-ing, as most of the time we’ll run into enemy zergs anyway and that’s always fun. But I can say first hand that playing with an experienced commander makes a huge difference, particularly in timing.
(edited by rainbowstylin.1358)
unfortunately just xfered to SoS, but do approve of the hardstyle tracklist
Just curious, with the traits to give you boons on auras, what auras do you have at your disposal? There’s one in Air and Water that I can see
Yeah, Air and Water both have an Aura, and if you combine Magnetic Grasp (Earth #3) with a fire field, you’ll pick up Fire Aura aswell.
The trait is generally worth it, as you can cycle both auras for nearly permanent uptime on swiftness/fury.
On topic, WvW is great to watch but it’s really not a reliable representation for how our class performs in a PvP environment.
Somebody else probably knows this better than I do, but your Main Hand weapon (sigils aswell) only applies to your main hand abilities (1-3) and Off Hand weapon (sigils aswell) only applies to your offhand weapon.
E.g: If you have a Sigil of Accuracy (+Crit%) on your main hand, the added Crit% will only apply for your main hand abilities.
Also, I have absolutely no idea how it works for thieves dual-wield 3 skill.
The problem is, and it’s not flaming either, is that it’s been suggested before, and won’t happen (atleast anytime soon) BECAUSE it’s so many skills new and old.
What you’re asking for is for all of our conjures (axe, bow, hammer, shield, sword) to have 20 skills each, which is another 100 skills, whether they be new or old, it’s just too much to go through and balance out.
inb4 “but they don’t care about balance anyways”
If you’re seeing success by all means keep running it.
As someone who spends almost all of his GW2 time in sPvP/tPvP, sometimes I get bored (gasp). I look over the fence at the people enjoying wvwvw and think, “yeah ill give that a try.” Then I think about the gear gap, and how that has been a true thorn in competitive pvp’s side for a loooong time.
I am truly disappointed that there are things like repair bills, gear gaps, money sinks, in a PvP mode.
Thats some pve nonsense right there.
That’s the thing, if you’re just doing WvW and running with a few+ people, repair bills shouldnt be an issue. You generally make more money than you repair with in Wv3. Gear gaps matter a bit when you’re 1v1’ing or whatever, but generally the players in Wv3 =/= tPvP players.
With that said though, my general deterrent from playing Wv3 is I’m only 54, and wouldnt have access to a few certain traits, just limiting is all.
AFAIK, it’ll only work with weapon skills, and only with the weapons skills that you have it equipped on.
The real mesmer has a pretty distinct arrow above his head… otherwise yes, everyone knows our downstates pretty bad.
in Elementalist
Posted by: rainbowstylin.1358
Fire/Earth bring the damage, Lighting/Frost bring the mediocre damage and 90% miss rate. You’ve got it confused matey.
seems a little far-fetched…
It’s an MMO, 1v1 is out the window from the get go. It’s practically in the title.
Maybe I’m just bad, might take an extra half a second compared to using fast cast, but over all I’ve never seen a game that does fast cast in a way I like it.
Fast (Smart) Casting is pretty much a necessity in League of Legends, but it works well as you’re not using your mouse trigger to turn your camera angle 95% of the time.
On topic, wow alot of people stood in those earth 5’s. Not that that’s really within your control :/ decent vid, fresh editing at 7:07.
1v1 ranked contest only works in a world where everyone’s on exactly the same level.
I think I can comfortably say that Gw2 will never be this world, for good or bad.
Slightly off-topic: Why do people always, always request ranked 1v1 in games known for their core team and game-play mechanics?
X class always beats Y class and Y class always beats Z class even if its only by a 5-10% margin. In a class based system it’ll never work without homogenizing every skill until every class is indistinguishable from the next. That’s why it’s called an RPG.
Proving you’re skilled should be in 1v1. Group based PvP should be just for fun and not balanced around that. Winning group based PvP proves only one thing, that you can communicate and coordinate better than the other team, not that you can play your character better than them. I’d never be interested in watching a group based esport, it’s slow and boring, but 1v1 arena type fights would be amazing to watch if balanced around that. Not only because these fights would be way more exciting, they’d also teach people how to play their profession a lot better. I’m sure a lot more people would participate in a 1v1 esport.
Have you never watched a LoL comp/tourny/stream? If not, then son I am disappoint.
1v1 isn’t and could never be based on skill if everyone’s playing different classes. Apples are not oranges.
The only people here I see having an issue with it are people who as milo said, aren’t preparing themselves for the stomp, or people who don’t bring anything other than damage utilities and cry about not having stability. Every class has access to it, in multiple forms.
The downed state is fine, with the exception of some classes having imba downed skills, and others having totally useless.
I asked the guy about it during the match, and he explained it was just a “ kitten build” he was messing around with, and that if messed up the set up and execution of it, he’s a sitting duck.
Pretty much this, atleast from my experience. Every thief who has ever kittened his combo up on me has felt it pretty hard (D/D Ele).
Oh, I totally got the sarcasm but it seemed to fade when the outlasting bit came up.
All thieves need is a tone down in burst and for stealth to actually reveal upon attacking. I’d even be happy to only be granted the second, if not for the fact that if 2 thieves are actively coordinating, you actually can’t do anything at all ever no matter your class.
No other class can do this.
It’s a hilarious ability and tbh I’m 154% surprised it lasts longer than 4 seconds max regardless of it’s cooldown.
Ah my bad, didn’t even cross my mind. I play D/D so figures…
You needed not elaborate, there’s a billion other threads on exactly the same topic. I’m certain the devs know all of this by now. They wouldn’t make a game, release it, then wipe a whole class from their memory.
^ Getting rather boring innit
He rallies when you’re stomped. In a 2v1, down one, and leave yourself enough health/cc to outlive the other guy while you stomp the first. Failing that, kite the first while you actively attack the downed guy. Problem solved.
Imbalanced downed abilities are easily and will be fixed.
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