I expect they are being conservative with necro due to how decently balanced they are in wvw/pvp.
Necro is the only class in the game that falls incredibly short in one aspect of the game but does well in others, thus probably complicates the balancing of the class. Anet seem hung up on the pvp/wvw aspect of things and are overlooking pve, which sucks majorly for us
It’s been in need of a nerf since last year. perhaps now we’ll have far less rage at people accidentally killing an ambient creature.
Good on you, ANet
With regards to the trinity comments, there have been several devs over the years state that GW2 is built on a “soft” Trinity, in that the trinity is still there and still something every class can build towards. Every single class available in the game has builds and skills that contribute in some way to one corner of the classic trinity. Sure, the typical healspammer support might be rare (but possible), but every class has some supportive, dps and tanking capacity that can be built on.
Some classes are definitely geared more towards a certain play style than others, for sure, but that doesn’t mean that oher options are not available. What is “meta” is player defined, not made by ANet. No matter what changes ANet were to make there would always, always be a meta build that is most efficient.
As for the lore, everyone’s different in that respect. Sure, some people might dislike not being the star of the show, but I actually find GW2’s take refreshing. You are not the star in the centre of the universe, but rather an important character in a much larger plot that involves the world and your guild as a whole, rather than just your character’s personal journey.
Difficulty is difficult to manage in an action game where damage negation is something every character has access to. How does one provide a sufficiently challenging encounter that takes in to account dodge mechanics and does not shoehorn people in to having to use specific builds to prevail (something that Anet have said they never want to do), all while maintaining the action aspect of things and taking in to account any one of a large number of team comps?
As far as new character skills. It would definitely be nice to see something new there, I have to agree. But I also don’t want to have to deal with the 6 toolbars of skills I have in other MMO’s. Each skill needs to be worth it’s place on your 6-0 keys.
We know at this point that new weapon skills will come pretty much only with new expansions. The point of multiple weapon classes was to expand the skill pool by changing weapons, rather than locking everyone to a single weapon type and making skills generic. I like this choice, myself, that every weapon has it’s own unique combat style, it’s not just a tool to hit things with while spamming generic skills.
I can almost never get a dungeon party in lfg, due to “lvl 80, zerk, 5k AP” requirements.
This is a massive turn off to me as a newbie for doing one of the majorly fun aspects of MMO’s that I enjoy (Dungeons).
With this in mind, I’d like to propose a dungeon mentoring system, wherein a level 80 character can accompany a level X character (relative to the dungeon) and obtain various rewards for assisting the lower levelled players in getting their daily chests. Perhaps introduce a “mentor point” system, where 80’s can obtain points, similar to the karma system, to redeem for unique rewards
I feel a system like this would help introduce players to dungeons better, and allow new players to actually get in to dungeons without belonging to a guild, rather than the persistent demand for 80’s only.
The prepurchase bundle includes free access to the base game to new players.
No where does it state that this will be the case after prepurchases, and I believe the FAQ even specifies that this is a preorder-exclusive offer for new players.
Just felt like sharing this guy’s RP, made being in DR quite enjoyable and fun to watch/join in with.
Pretty much exactly this, I don’t see any valid or decent reason to make Rev a no-swap class, I feel like they’re forcing it purely because that way each armour weight has one class that can’t swap but it honestly is a terrible execution.
yeah, pretty underwhelmed
Pedantry aside, ANet’s policy is that 1 button press for one button press is all you’re allowed. any macro sequences are techanically bannable unless being used for musical instrument playing.
So yes, if you want to be literal and pedantic (No one likes a pedant, by the way) about it, ANet allow keybind altering, not macroing
God forbid they should want to promote people actually purchasing gems with money, not gold.
The game needs microtransactions to survive, and I beliegve it’s been explained that the gem/gold and gold/gem ratios are dependant on the in game economy and number of gems and gold in circulation.
I highly doubt ANet are tampering with the conversion, but if they are, good on them. If you like the game enough, help support it and pay a little cash every now and then, rather than feeling entitled to getting gems cheap in game and taking advantage of sales intended for gem purchasers that use cash
Given the living story season 2 is available to anyone for a small gem investment (200 gems per episode, which is like 30-40g, not a huge deal) I don;t see a reason to include season 2 rewards in the luarel vendor. Season 1 is understandable given the unavailability of the episodes to play through
Had a pretty good break myself, this time of year is one of the few when I get to see my family, a week away from the internet as a whole (with the exception of my phone) has been quite relaxing, though my younger siblings (youngest of which being 4, a 20 year age gap between us) definitely know how to wear me out and seem to see me more as a climbing frame than an older brother.
Hope everyone had a good break and will have a great 2015
I’m greatly disheartened to see the amount of disrespect I’m seeing in this thread from specific individuals.
The OP is simply asking for a feature within guild halls that could be implemented as a way to remember deceased players. If someone’s very close to you dies and you shared a specific hobby, whether it be Guild Wars, Fishing, or whatever else, most people would look for a way to commemorate or remember them involving that shared experience. This doesn’t mean the OP and their family isn’t going to mourn in real life, it simply means they would appreciate a way to remember their friend in relation to the world they shared together for a decade. I don’t think that’s unreasonable in the least and fully support the OP.
I hope ANet are looking at this thread and taking note of some of the brilliant suggestions that have been put forth by people
And then you compare this with the massive gold sinks that are other games end game gear grind and realise that you only need to invest time and a little gold, rather than max out your credit card and rely purely on a 0.0000001% drop rate on top of fortification, enchanting, etc etc etc.
add to that that there will not ever be a gear treadmill to invalidate all your hard work in 6 months time with a level capraise, and I think we have it pretty good
The wings are quite clearly designed to be ornamental, and the fabric nature of the new physics showcases that.
Nothing wrong with the current physics on them, you don’t have wings on your character, you have an ornamental wing backpack
feedback and criticism =/= hate. There’s a myriad of flaws with the class in it’s current form, and ANet can’t do anything to remedy that without feedback and critique.
Nothing gets better by being agreeable and submissive. This weekend is entirely for the purpose of collecting that feedback and criticism
I personally like the TP interface, myself.
no one appreciates pedantry. As long as the meaning comes across, I don’t care if you say dps, burn, kitten up, punt, whatever.
I believe the devs have said before that racial changes, due to the personal story and other coding aspects, are not possible with the current engine.
In all honesty, I could see this falling in to the Sylvari way of life, if it isn’t already. The Sylvari have a very fluid view on sexuality and identity as it is so it could fit with their lore.
The main issue truly is the whole just having a trans character for the sake of having a trans character would be pointless without a meaningful attachment to the character and their struggles.
Unless a meaningful narrative can come from it, it should not be pursued just for the sake of having a trans character in the game.
If you could come up with some way in which a trans character could forward the narrative of the living/personal/etc story while also having their own backstory to tell that isn’t just cheap pandering to the LGBT community, then I’m all for it.
Do not, however, just demand that a trans character be put in to the game for the sake of representation of the trans community, because that just cheapens things and devalues the immersiveness and narrative of Tyria
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There will be no death of small guilds with the introduction of guild bases.
Will it take more time/effort to make a guild hall with a smaller guild compared with a larger one? Sure, it probably will.
Should smaller guilds be “subsidised” in their guildhall costs? In my opinion, no. The costs should simply be balanced in a way as to be achievable by most active guilds.
If you make a conscious decision to keep your guild small to preserve community/friendship/family/etc, rather than expand and take advantage of having more members, that’s your issue and you should deal with the consequences of it (similar to how megaguilds sacrifice the personal, everyone-on-a-first-name-basis atmosphere to become more efficient at X and Y).
Having said that, the main difference between megaguilds and smaller guilds is their leadership. I’ve been in megaguilds where there was no closeness, no personality, etc, but I’ve also been in megaguilds where everyone supports everyone and it’s super friendly. Same as I’ve been in a wide range of small guilds, too.
In the end, it all comes down to how the leader(s) choose to manage the guild, and how much effort they put in to creating/preserving a community within their guild.
TL;DR – It’s not the size that matters, or even the state of the game itself that matters, but how guilds are managed that determine their fate.
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Currently, every weapon feels very solidly stuck exclusively to a specific legend, which is incredibly restrictive and doesn’t feel very good to play.
I’d suggest One of two options to remedy this:
1. Implementing a system akin to the elementalist where each weapon has a different skillset based on your currently active legend. It would make being unable to weapon swap feel much less restrictive and give the revenant a better feel.
Currently legend swapping is borderline pointless due to each weapon only being designed to work with one specific legend, and being unable to swap weapons out of combat means that legend swapping in combat will only serve to alter your utility skills (usually a bad thing without adjusting your build accordingly first).
2. Allowing weapon swap on legend swap (ie, having a weapon in the secondary weapon slot that got swapped to when swapping legends, and vice-versa). This I feel would be the more practical and easy to implement solution, requiring the least development time while still making legend swapping in combat feel much better than it currently does.
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All the mordrem mean is that sylvari, same as every other race, are susceptible to corruption.
We had dragon minions of every race from multiple dragons in the past, where Sylvari were thought to be immune. Mordemoth just had a different method of corruption (through the dream). Many sylvari were able to resist the call, so I see no reason why they should be looked upon any differently than the other races
Very impressive :O
Pretty sure you need to earn badges in WvW to be able to spend them for the big spender daily.
“Aion and Lineage treat their players fairly”
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Oh god, that was hilarious.
I’m hoping this is a bug, as it really is quite irritating
yeah, it would be nice for them to be able to keep up with us, those little stubby legs need a boost.
I have yet to come across an MMORPG where the mage dps class wasn’t incredibly overpowered, or at the very least hugely overcompensated for being “squishy” (let’s see, massive heal spam potential, invulnerability, insane mobility, heal on spell cast, boons out the kitten, etc).
Ele’s strength comes from the sheer versatility of the attunement class mechanic, they are not jack of all trades, but master of them. A good elementalist can do pretty much everything
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I can sort of see the point of view of locking the downed state (though still think it’s absurd) but why on earth would you level lock downed state skills? this makes recovering from downed insanely hard at lower levels unless someone’s there to help you out, thus adding not only this mythical “confusion” factor to the downed state but a huge amount of frustration too (especially for those poor saps playing thieves who will be dying all over the place without access to their weapon skills for evasion)
I’d be more than willing to sub to GW2, however I’ve never had a good experience with optional-sub games, the gap between subscribers and non-subscribers is always massive
I’m very impressed with this. Most games hold the policy of “if you get hacked, it’s your problem”, so I’m glad ArenaNet went to those lengths to sort your problem out
I’d appreciate a feature like this (or give character creation a “map select” option so you can preview what a character looks like out in the world). The many hues of the sylvari skin all look very different in the actual game compared with character creation
I’ll go ahead and throw in the typical anti-exclusive items proponent response.
“I’m sorry that you want to be a special little snowflake, but I don’t think it’s fair that I should have to do content I don’t like for an item I want, therefore I should be able to get any item from any content, exclusive or not, by playing HOW I WANT! I only like running CoF p1 over and over, but I should still be able to get the legendary fractal backpiece!!!!”
My response to this should be I, as a gem purchaser and content player, should be able to sell on my items for profit if I do not want them rather than have an inventory clogged with items that I can only throw away rather than give/sell to someone who actually wants it.
Why do I bother? Because I genuinely find Necromancer to be the most fun class to play, both thematically and mechanically.
in PvP necro is a class that can turn your skills against you and turn buffs on their heads, send a fleshy undead army against you or simply pummel you in to submission, and in pve they’re good all rounders that offer excellent damage while being reasonably tanky. Let’s not forget the EotM feartrolling, which is a sport in and of itself.
About the only thing I dislike about necro is the colour scheme, because Green just isn’t a colour I like
You were removed from the guild for causing friction within the guild on multiple levels after attempts to resolve the conflicts you found yourself in failed. I took 3 hours out of my day to attempt to help resolve the issues you were having with our family, and I’m very sorry it didn’t work out.
All items you deposited in the [BOSS] guild bank were returned to you by me personally, nothing was stolen (Though I must note 15 magis/soldiers/rabid pearl weapons is not anywhere close to the value of 150g).
I sincerely hope you can find a good guild to call home, and I’m sorry that [BOSS] wasn’t the right fit for you. I hope you can move past the problems and cease the harassment you have engaged in to attempt to defame the guild over the past few days.
Calling for a forum moderator to lock this thread, thank you.
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In over a decade of MMO playing, I’ve not come across many games with a better, more balanced, pvp system that GW2
Every class has access to 100% evasion through the dodge roll mechanic. Mesmer’s core pvp survivability and effectiveness lies in the deception and trickery of illusions, and they are very easy to tell apart (clones tend to be stationary, players do not). Making clones easily identifiable would utterly destroy mesmer viability in pvp
Newsflash: Elite skills are supposed to strong, hence the incredibly long cooldowns on them
You can queue with you party in pvp
Honestly it sounds to me like you’ve jumped straight in to pvp with no idea of the class’ core mechanics.
To succeed in pvp in gw2 you need at the very least a working understanding of how every class works, you seem to have jumped in without a clue, had a few bad games and tried to blame the system, rather than your lack of knowledge, experience and skill.
The problem is not with GW2’s pvp, it’s with your lack of familiarity with how each class operates. Get some more practice, get experienced and learn how to deal with pvp situations.
The first week or so I was pvping I had no clue and just got annihilated non stop in pug groups. at the end of my first week I had about a 17% win rate in pvp. Now however I’m much more experienced and knowledgeable in the game and it’s mechanics, and my win rate is getting closer and closer to 50%
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I wanted to get a different weapon (not a fan of axe on necro and can’t use off hands until 7) but I can’t interact with the TP (can buy things from O menu, but can’t collect at an NPC) can’t commune with skill points, can’t complete skill point challenges, can’t do anything that requires some level of initiative.
Just why?
This is so horribly frustrating. Why and how could anyone at ArenaNet believe this was a good direction to head in
they need to put this in the store already
Hi everyone,
I’m going to paraphrase Colin on this topic. The decision to implement the New Player Experiment system came from tens of thousands of usability testers and interviews with players who tried Gw2 and left leading up to China launch both in NA/EU and in China. It came as a surprise to us but it was an important for us to acknowledge that a number of systems, downed included, were difficult to understand for many players.
For the downed, system we tried a downed tutorial, building downed into the level 1 tutorial and other ideas. After usability testing with numerous different groups, we found that the best rate of people learning and understanding it came from having it be layered complexity and the solution we went with above. Intuitively that wouldn’t have been my guess either initially, but we found people understood it better this way than all other options we tried.
This same level of testing led to the other changes as well. At the end of the day the biggest take away is that all of us (including a lot of people on the forums) probably know games (and Guild Wars 2) really really well. We have millions of users, and a tiny percentage of them frequent game forums. Just because all of us learned those systems well and thought it was all really easy doesn’t mean we are the norm.
I hope this helps everyone here understand that this was a decision to improve the game for many people. Thanks for your understanding
New players need direction and actual instruction regarding advanced features such as WvW, dungeons, crafting, traits and so on, not to be introduced to basic features at an absolute snail’s pace.
As of right now. there’s bare minimum actual direction in game regarding these features, to the point where (for the ADVANCED FEATURES) it is easy to get lost.
This can be easily remedied by using tutorials, like, say, 99% of MMORPG’s out there.
GW2 lacks direction and guidance, not pacing
As it’s being brought up in like 8 different threads without anyone actually reading the solution, to disable the sepia colour filter people are complaining about, simply disable post processing in your in-game graphics options.
This will have the side effect of removing effects like the green tint from necro deathshroud, but hey
But the metrics said you need to be gated because you’re stupid.
THE METRICS
Particle recolours:
One time use items for 800 gems that permanently unlock a different colour for your character’s particle effects.
I dunno about anyone else, but on my necro the green/black particle effects clash horribly with my desired character theme and look. Would be great to see an option to customise the colour of particle effects (or hey, even customise the colour of each individual skill).
Legendaries change particles entirely, so we know that particle replacement is possible with the game’s engine, and let’s face it, changing the colour of something isn’t an agonisingly huge amount of development work.
As an example of what I’m, talking about, say buying a blue particle pack turns your mesmer’s zappy greatsword auto attack/skills from a gaudy pink to a cool blue
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if you want an answer to a specific question, submit a ticket. The game developers have better things to do than be at the beck and call of players with unimportant questions
I love GW2’s graphics. They’ve struck a great balance between looking fantastic and still being forgiving to those people with lower spec systems.
I read Hamsters… I need some rest. Kappa
Please add hamsters to the game, then buff them, ANet
I want to make a clear, non-ranty post in the hopes of getting a staff member’s actual input.
When it comes to guild wars, some of the game’s features are very overwhelming.
However, those overwhelming features are nothing to do with the levelling process (skills, downed state, etc) and everything to do with the total lack of direction and instruction regarding the game;’s advanced and unique features.
For example, a very unique and totally awesome aspect of Guild Wars 2’s combat is the combo system – A system that I wouldn’t know even existed were it not for me accidentally triggering a combo one day and asking my guild what just happened.
It is these advanced game features, like combos, dungeons, traits, crafting, etc that need a new approach due to their total lack of in-game tutelage. What is not needed is a massive “dumbing down” of the leveling system itself, which is genuinely pretty easy to understand for the majority of people who would go out and purchase an MMORPG before playing it (ie, people who play GW2).
In summary, this gated and lengthy hand holding process is not what is needed, rather we need better in-game communication and instruction regarding GW2’s unique gameplay aspects like comboing, crafting, etc.
Those replying, should you chose to, please keep the replies civil and pleasant, to not give any reason for this thread to be locked and ignored, thank you.
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What?
All gear is being upscaled in stats to compensate for the stats taken from the trait system.
The only area where this causes any issues is with builds that relied on the trait stats while not using equipment that complimented those stats
I was just wondering why ArenaNet offers no transparency in the development process. I know it’s your policy, but my question is: Why is it your policy? So many people I talk to in game feel so very jaded by anet’s lack of communication with regard to their plans, and I have to admit I’m more than a bit disappointed after having trawled through the forums and not seen any mention of what’s in the works for the game’s future.
Most developers I’m aware of for MMORPG’s go out of their way to show off upcoming content for their games, yet everything for GW2 seems to be totally under wraps. It seems horribly counter-productive to me to just stonewall your customers.