This is actually pretty exciting. I like this change!
I vastly prefer JP dailies to World Boss dailies. I actually do my dailies in PvE sometimes now as a result, which is cool.
If you manage to unload Confusion and Torment? Yum!
Something like 100 blades doesn’t have damage up front
You’re right, of course, but things like Bonfire or Entangle apply conditions over time as well. I guess I just don’t see such a stark difference between condition and power damage; they function basically the same, they just do their damage at different intervals.
And as a self-proclaimed hardcore, would you ever buy a path that was too hard? But its ok to sell them to the casuals, isnt that somewhat hypocritical.
It’s not. Just like Bright’s analogy post above suggests, the expert in dealing with a bicycle will learn to deal with the new bicycle style. It’s a passion of theirs to understand the challenges before them and overcome them, and to master them. So the dungeon runner finds a new challenge that they fail at beating once, and keeps at it until they figure it out, and until they optimize that path so that they can beat it as efficiently as possible. Then others, such as those people who don’t care to learn the new path or who can’t get it because they’re simply not sufficiently skilled, can then purchase that expertise and run from the runners. That’s not hypocritical, that’s just a differing philosophy, and it’s all about people playing the game the way they want to, unhindered by other playstyles. You play your way, I play mine, and everyone is happy.
Sure it will. Farm CS, get loot, sell loot on TP, buy Karka Shells with the money made.
I really don’t like that you’re merging PvP teams, WvW recruitment, and guild forums into one. That’s a clusterkitten in the highest degree, and will make sorting through that to find appropriate topics horrible. This will also have an impact on the success of those recruitment threads, since it will be harder for people looking for things to find what they’re looking for. Please keep the distinction between these forums so that people can find things easier.
It means someone who has since left your guild deposited 108g into the bank, perhaps as a parting gift. For future reference, this sort of question belongs in the “Players Helping Players” forum.
I got one last night reading:
“LF1 Leecher, Do Nothing or Kick” for a TA Up run.
Anet will action this player if you report him, so definitely do that. That said, they cannot and will not restore your guild bank’s contents after the fact, so hopefully this has been a good lesson to you as to who you should trust. 
[VZ] is still recruiting! If our tight-knit community is the kind of thing you’re looking for, please reach out to one of our officers! They’d love to talk to you and see if you’re a good fit for our guild.
As a note, many people in our guild have social anxiety disorders, and so we’re not super talkative. We do chat periodically though when we warm up to people, so don’t let that get to you! Of course, if you like a bustling super chatty guild, we may not be the best fit. Either way, good luck with your guild hunting if you don’t pick us! 
The problem here is that it is not always clear. For months, people said that skipping Kohler, for example, was an exploit that should be closed. It took months before a developer came in and specifically said “This boss is optional with a bonus chest and waypoint for those who choose to kill him.” The same can be said of Korga in Arah, and many other bosses in the dungeons (Champion Destroyer Crab!). The problem is that people like to assume they know what was intended and what wasn’t, and while some things are pretty obvious (pathing through cliffs and doing multiple paths in one), many things aren’t. It’s a slippery slope that I don’t think ANet has the resources to enforce, nor would they want to. Playing the game fearful that anything you do can get you banned is terrible.
Furthermore, how do you handle the situation where you do half a path ‘legitimately’ and then 4/5 of your team wants to exploit the last half? You did all that work to get there, and you really want the reward, but if you don’t go along with them, you get kicked and have wasted your time. In this case, many players “go along” with the exploit in order to not get screwed out of their time, and so these players would get banned by association.
This sort of thing, unlike say, buying 2000 21 karma cultural weapons, is much more difficult to quantify the guilt of, and I think ANet recognizes that and doesn’t want to act on it. The best thing they can do, and have been doing, is close the exploits as fast as they can so that people cannot take advantage of them. I applaud them for not recklessly banning players for it.
In the case of fractals, there is a different reward system in place for obtaining the skins and the items there. It is not the same as the dungeon reward scheme, because fractals serve a different purpose than dungeons.
I will also mention that I am not the authority on reward schemes – I see trends, play the game, experience the content, and and draft proposals to the leads and those responsible for reward structures. I have brought up proposed changes to the reward scheme for the fractals, but it is not my place to be the decider on those issues.
They serve a different purpose than dungeons? Outside of progressive difficulty and giving people room to continue up to level 50 at their leisure (ie. progression), what different purpose do they serve, and how does the current RNG-based (instead of progression-based) Fractal Weapon reward architecture fit into that? I understand you’re not the authority, but I’m curious as to your opinion (if you can provide it within the confines of your ability to speak to the community). I guess I’m genuinely curious as to the design philosophy behind the differences between dungeons and fractals.
Furthermore, it is almost intentionally a cosmetic grind right now for players who like the grind. It’s as if progress was made with the dungeon token system (of which I am a huge fan), and then intentionally steps were taken in the other direction perhaps to appease players who like raid-style rewards wherein they are forced to grind to get them. I think it’d be interesting to achieve both styles at the same time. Basically, keep the RNG aspect in there, but also add a tab to the pristine relic golem where you could spend 50 Pristine Fractal Relics for a Fractal Weapon skin of your choice.
Also, I agree with an above poster that the skins should be actual skin items instead of weapons, particularly because the weapons are confirmed by Izzy to never be used as special MF recipes in the future and that they have no stats.
Can you imagine if the first Ascended weapons and or Armor is released in WvW. Dem PvEers will lose their kitten! Hahaha
Do it!
You don’t need to play several thousand hours of something to understand the finer points of balancing it. What you need is the right mindset, you need to play it “enough” to get a feel for the flow of a game and the flow of combat, and you need to at a minimum know all of the top-level points of every playable class. That means you need to hear the name “Pin Down” and know at a minimum what class and weapon set it’s on, but you don’t need to have the numbers for it memorized. There is also of course the need for the balancing numerical mindset, which boils down to knowing what “feels right” a lot of the time.
Healing Signet, for instance, should not be nerfed into oblivion. If it is nerfed more than 8%, it will never actually see play because it will be numerically inferior to other options in HPS. What needs to happen to Healing Signet is for its active to become something noteworthy enough that using it becomes a tactical play of significance for all combatants involved. It needs more play than it has now, which may justify either a further than 8% nerf, or some other treatment.
I think the balance team certainly plays the game enough, but the problem is rooted in trying to force all manners of the game to be the same. They really want PvP to be accessible to PvE players and vice versa, and this is what results in things like condition damage being overpowered in PvP but worthless at large in PvE. Coming to terms with the core differences in both the enemy types faced and the manner in which something is successful in both is critical, and actually acting on that could bring both realms into a healthy balance. I think that is the primary thing holding them back right now.
(edited by Rising Dusk.2408)
What I would have LOVED to see are Chickens that would mob you upon harassment
This is actually already in-game at Ebonhawke with the chickens. Furthermore, in the SAB, there is the bunnynado in World 1-2 that attacks you if you kill all the bunnies. 
I found a Storm in my inventory after the wardrobe patch.
I bound it to my account because I kind of liked the look.
…I don’t want Meteorologicus, so now I’m stuck with it, and I’m out the hundreds of gold I could’ve gotten for selling it. ;_;
Make Meteorlogicus and then sell the legendary for the profit equivalent of all the account bound materials and the precursor.
Metahari, you are mistaken. The multiple taps is because of your server’s WvW bonuses; the name “Mature Herbs” is actually the name of a type of plant, not a class of plants itself.
With the guild sound technician, if you purchase the “Music of the Caverns” it will not properly update the “attributes” panel in the guild panel. All other music selections work, just not this one.
It’s a design aesthetic. A lot people want prestige items which means limiting them. You can limit items by making the amount of time/resources required to get them very large, or you can limit them having them in for a limited time only. We could make every item easy to attain and permanently available, but then we lose the prestige factor. If you don’t value the prestige factor, then no arguments are going to make you understand. It would be like arguing someone into liking heavy metal or kimchi. Personally, I don’t particularly value the prestige factor, but I understand that it is a HUGE motivating force that drives the engine of the economy.
You’re completely ignoring the type of prestige that people at large like and the type of prestige that they don’t.
- First Group: Skill/Time-Investment Prestige Rewards Players like to be able to work their butt off to receive a reward. That makes the reward much more prestigious. The proper way to do this is to make the skins take a lot of time investment and/or skill investment, but make them always attainable; thus the skin showcases the time and skill commitment. This is a very meaningful style of prestige because no matter what, players always know the commitment you had to invest in order to receive the rewards, and they look and feel cooler as a result.
- Second Group: Item is No Longer Available Rewards Players like to be able to get easy-to-obtain rewards that say “I was there”. That players can no longer receive them gives them some measure of prestige. The real problem here is that these things take an obscene amount of storage space without some kind of locker dedicated to them because as time goes on, so too do the number of things you can no longer acquire. Furthermore, this type of prestige leads players to seek items they don’t even want just so they don’t “miss out” if they do ever want them down the road. This leads to packrat syndrome, and generally isn’t as valuable or meaningful as the first type (you just had to be there, it really doesn’t indicate that it is very meaningful)
- Making an item able to be sold and bought is a fast way to ruin any type of prestige because then it becomes a matter of farming some gold and just buying it, and has no real prestige associated with it at all. This completely ruins the value of an item as a measure of skill, time, or “being there” when it was released.
SAB dropped the ball on multiple fronts here if they actually wanted prestigious items with a properly laid out system to support a limited-time release of items.
(edited by Rising Dusk.2408)
Lol put that sass away. I’m pretty sure there are some bugs in WvW that have been there since launch, still not fixed. Also, atleast PvE gets responses from devs, new content, attention, etc. WvW has been essentially left to rot for 3 years while Anet sells PvE and sells it hard.
It’s greatly amusing reading this after spending so much time in the dungeons forum, heh.
I can’t speak to what has or has not been done in the past, but I have just started to improve WvW and I hope you can all provide me the benefit of the doubt. For at least one build, then you can return to the gnashing of teeth as usual.
You have until May 1st to solve world hunger (and other WvW problems), then ye’ shall be thrown to the sharks like all the rest of ’em before you.
Unfortunately, Signet of Undeath was nerfed into oblivion back in the day. Its cast time is far too long right now to be useful, especially for a class so vulnerable to CC.
Go team! It’s been an absolute honor serving everyone to help make sure that ANet has been aware of what the community is thinking at every step. We’ve definitely been doing this for a long time, and it has been a wild and enjoyable experience for us all. 
If he told only us, but we didn’t tell Kiel or the rest of the council, then what does that make us? 
I wouldn’t want to stack there and spam blinds unless I had a heavy dps group, you can be pretty sure of that.
I wouldn’t want to play FotM at all with a group if I had a single-minded tank or dps group! That’s my point. Your group wasn’t 100% dps, and it had support, even if you don’t necessarily think of it as support. I am willing to bet that a group of 5 warriors using Frenzy and 100 Blades wouldn’t have been so fortunate! The balance between the two (support and DPS) is what makes a team successful. Sometimes one character is full-on support, so you only need that 1 dedicated player, but sometimes many players have varying degrees of support (Healing Shouts warrior, for instance, coupled with a blind spam thief) and that is ‘enough’ too. The key is team structure, and keeping things balanced therein. That’s really all I’m trying to say.
None of what you’ve said justifies nerfing it, though. Mesmer has abysmal DPS as a class with awful ramp-up and even worse cleave. It makes up for this by packing a lot of very potent offensive and defensive support options, including Distortion. And sure, while you can F4 or time your signets to get Distortion to allies, it has a short range and lasts 1s on allies, so it still takes skill and coordination to land it for the big hits. The number of random Mesmers I encounter who botch it constantly is quite significant.
The other—more important—point, however, is that ANet has plenty of mechanisms at their disposal to prevent Distorting big mechanics if they want to take that route. They employed one on Deimos already. If they want to limit Distortion’s application in other encounters, they can continue doing the same thing with the encounters instead of nerfing the skill, which is the better path anyway since Distortion share’s strength is limited to these raid/fractal encounters.
I realized it changes nothing. The cost is still per use. Nothing changed except the user interface and some phrasing. People are going to use the same amount of ‘pay to make a change’ transmutation charges that they did for ‘pay to make a change’ transmutation crystals.
It saves me about 200 inventory slots. That changes a lot for me!
Completely disagree with anet not being at least partly responsible. Thats like the bullkitten a drug dealer would use to justify his job OR the even bigger bullkitten a weapons manufacturer would spin to look like the innocent party.
Your analogy is flawed because dealing drugs is illegal and gambling is not. You need to know what you’re getting into when you buy a BL chest, and if you can’t control yourself, it is naive to blame the vehicle for your own mistakes. Imagine a person buys a new car that can go 200 MPH, and that he has a need-for-speed, drives 200 MPH, and gets into a wreck because of it. Is it the car manufacturer’s fault for making it capable of doing that, or the driver’s fault for being unable to control himself? According to the law, it is the driver’s fault, and I agree with the ethics of that blame.
Anyway, I’d take ethics again in the local university if I wanted to debate it with others. Good day to you. 
Have faith guys. They know now that this issue is blocking, and are working as best they can to get the fix to you guys ASAP. Remember that issues like this can sometimes manifest themselves differently in Live compared to Dev environments, and may not be exactly the same in both. That’s how issues like this slip through the cracks.
I know in a past update, they made AC weapons glow in underground situations as well. I believe they did this because people were sad that they weren’t able to experience the glow of the weapons, but no one can say for certain. I have no idea whether this affects Sigil of the Night or not, all I know is that certain dungeons will always have AC weapons glowing all of the time.
This is something that bothers me a lot.
Tequatl is a pretty tough world boss for randoms to put together a group and win. It needs some communication and planning, but players have gotten pretty good at it and can pub it pretty well. It’s in a good place for a “medium difficulty boss”.
Tequatl rewards:
- Chances at:
- Ascended Weapon
- Unique Ascended Weapon Skinset
- Some cool minis
- 13k Karma Consumables (and 8+ Events)
- 2g
- 4 Champ Boxes
- 4 Guaranteed Rares (or Better)
- ~20 Guaranteed Greens (or Better)
Triple Trouble is a very difficult event, requiring at a minimum 90 organized players properly geared out for DPS with the skillset to perform a number of roles, including egg blocking, condi team, and mechanics teams for each wurm. Triple Trouble also has much tougher time limits, coordination requirements for decapitations, and more. I would easily label this as a “hard difficulty boss”.
Triple Trouble Rewards
- Changes at:
- Ascended Armor Chest
- Regurgitated Ascended Armor Chest
- A cool mini
- A rifle skin
- No Karma Consumables (and 4 Events)
- 2g
- 5 Champ Boxes
- 4 Guaranteed Rares (or Better)
- 12 Guaranteed Greens (or Better)
Something is seriously wrong here. Why isn’t Triple Trouble rewarding karma consumables in excess of what Tequatl rewards considering it’s harder content? Why is it rewarding the same amount of gold for a much more difficult event? Why do we get fewer greens, which results in less gold or less luck or less mats or whatever?
The Triple Trouble event should reward:
- ~20k Karma Consumables
- ~10 more Greens
- ~2 more Rares
- ~2 more Champ Boxes
- ~1g more
..of course the numbers are debatable, but it needs some kind of improvement considering the difficulty of the content.
I don’t think it’s acceptable that they get destroyed by walls. They should persist as an AOE skill.
inb4 its in the gemstore instead of the raid where it belongs
Just because something is raid-themed doesn’t mean it has to be a raid reward. This is how microtransactions work; you release a thing (ie. raid) and give it its own rewards, and then release items in the cash shop related to that thing so people can spend money in the cash shop. It’ll never change, nor should it.
Open a support ticket and demand a refund for the changed functionality of the item. They’ll oblige or inform you that this was a bug that they’re going to fix, but either way you’ll win.
wut sever did the guilds that left AR go to ?
Dragonbrand
I had so much respect for that guild before this decision. Shame.
Farming materials yourself doesn’t make them free.
TLDR:
Please do not forget about the turrets being in mid Air!
This is really important, Grouch! Don’t miss this!
Give this a blast finisher and you can bet it will see use.
I don’t understand why people want to “work” in a video game. Games are made for fun and relaxation.
Because throwing money at the gem store or gold at the TP creates no lasting memories. I don’t understand where went the attitude of playing games as a hobby and not as just some time-wasting activity. Hobbies generate memories, they create nostalgia, they invoke sentimental value. That’s what people want more of.
A general rule of thumb is as follows:
Never buy anything on the gem store unless it’s on sale.
I follow this rule and I’m never disappointed. 
Sales in general are not announced for GW2, they’re spontaneous. Month-long sales have previously been announced, but not what is in those sales, which lures people to check back constantly. The reality is, just have a bit of restraint and wait for sales before buying your goods. I waited months since missing the Black Friday sale on Salvage-o-Matics, and they were finally back at the end of the March sale and I was elated.
And for the record, if you bought multiples of gem store armor skins, when the wardrobe is released you can file for a refund for extra sets you haven’t used. 
If Warrior 1 is bringing the banners, then yes, a Zerker necro is better than a second warrior.
Assuming 25 Might and both banners, an optimal PvE Necro has 9.1k DPS and a second optimal PvE A/M+GS Warrior has 11.3k DPS. For reference, a standard Staff Ele in the same group has 12.8k DPS. Those figures should be self-explanatory.
Just wanted to point out that this has now begun happening on CoF runs too. We’ve been able to do entire runs of CoF in 15-20m as a guild without skipping any events or anything whatsoever, and get DR’d to kingdom come as a result. (Paths 1, 2, and 3)
It would be really awesome if facemeltingly good teams were not punished for being so good. The game, as it stands, currently rewards being mediocre, and not being exceptional.
Spirit Vale already offers the greatest build and gear diversity that instanced PvE content in GW2 has ever seen. The groups that are winning are bringing Clerics/Zealots/Celestial Druids/Tempests, and even Soldiers Warriors/Guardians. While it’s true that you need a certain threshold of DPS, which means that roughly 80% of your group should be focusing on DPS rotations, the flexibility for supporting and tanking through gear stats as well as build configuration is astounding. It’s nothing like the faceroll that is Dungeons/Fractals.
The enrage timer is incredibly generous; it’s only there to ensure that ten tanky players cannot take thirty minutes to beat the boss. That isn’t showcasing skill at any level, and isn’t what they wanted when they designed GW2 raids.
Truly, I think if you feel pigeonholed into certain “meta” builds you’re simply lacking creativity. The challenge here is not in “being the fastest” when you win, but winning at all; that’s a huge paradigm shift.
There’s nothing to discuss. You crafted it, good job.
The only discussion I’m having now is why this sort of thread is unproductive, and the only reason I’m contributing to it is to try to help you understand that. If you have no desire to listen to me, then I won’t further waste my time.
Server leaderboards for WvW absolutely need the following information, and they need to update every 15 minutes in sync with the ticks.
- Current PPT for each server in a tier
- Current score for each server in a tier
- Projected score at the end of the current week based on current scores
- Projected placement at the end of the current week based on current scores
We also need a personal WvW scoreboard for the player ranks. That should be kept separate from the server leaderboards, however, but is equally important.
They’re aware of this and are working on a fix. I’d expect it sooner rather than later.
I’d rather pay a monthly subscription fee and have things acquired by hard work rather than RNG as opposed to having to gamble my life away if I want to look cool.
No to any physical stat buffs, boons, or any skills of that nature.
Yes to more user interfacing that allows the commander to better communicate with people on the minimap and world map (and in combat like being able to flag certain areas for where to rally, etc).
Yes to more informational displays that enables the commander to more easily know details such as the supply of people near him without having to type (have it on the screen, please).
Yes to all of these options being toggleable so the commander can pick/choose what he/she wants on at any given time.
3g for 25 AP is a steal! Would pay again!