Showing Posts Upvoted By Grimwolf.7163:

Not sure why this is not a thing...

in Thief

Posted by: Kurow.3076

Kurow.3076

Thieves really should have no c/d on their weapon swap.

I mean their entire initiative system is one single resource pool. Without it, all they can do is auto-attack.

It makes very little sense for warriors to have a trait that reduces their weapon swap c/d by 5s, when they can do some amazing combos with their disjointed skills…while thieves, whose skills are all restricted by a single resource, have a c/d, let alone a longer c/d.

Why I won't be playing the Revenant

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

I am eagerly looking forward to playing Heart of Thorns, I will not be looking forward to playing the new Revenant profession because of the lack of diversity in the profession.. From a dev post i read earlier, it seems that the customization capacity of the Revenant will be the players ability to choose 2 of 5 “legends” and that is about it. The healing skill, the elite, and the utility skills will be forced onto you and you will not be able to swap them with the exception that you might be able to switch one utility skill (4 utility skills for 3 spaces).

This is the confirmed information right now, but what if this also extends into weapon choices? Is the Hammer only be usable with the dwarf legendary? or can it be used with Malik? And vis versa, can we use the mace/axe with the dwarf legendary “stance”? It would seem that weapons are also tied to each legendary “stance”.

So it seems to me the only way to differentiate your Revenant from someone else is your option of legendary “stances”, one utility slot, and the choice of traits your will choose (but to be frank, you will choose the traits that support your legendary).

I am a big supporter on the option to be able to differentiate your character in an MMO, or else everyone is a cookie-cutter of each other. I know there are “meta” builds that a lot of people follow anyways and don’t care about their character in relation to another, but I do and I’m sure I’m not alone. So I’m not looking forward to the Revenant, I’m looking forward to my Great sword necro!

Inventor? Meh...

in Guild Wars 2: Heart of Thorns

Posted by: Wheatty.1892

Wheatty.1892

I find demolitionist a pretty cool name. it implies massive destruction while being related to engineers.

Theif Non Existent?!

in Thief

Posted by: Kurow.3076

Kurow.3076

It didn’t used to be…but constant whining by bad players, leading to nerfs on every single patch does that.

any thief using the acrobat trait line?

in Thief

Posted by: Maugetarr.6823

Maugetarr.6823

It’d be nice if acrobatics had a grandmaster trait.

The stability change might make the new one pretty crazy, if it gets a fair duration with 1 charge.

They took my idea of changing this trait to stability on dodge and gave it to the Revenant. ….. T.T

Blank Players [BDL]-Anvil Rock
Maugen Rawr- Thief/Ele
Rebalance Ideas for Thief

any thief using the acrobat trait line?

in Thief

Posted by: Shiyo.3578

Shiyo.3578

It’d be nice if acrobatics had a grandmaster trait.

Clarify Revenant mechanic...?

in Guild Wars 2: Heart of Thorns

Posted by: Alberel Leonhart.9640

Alberel Leonhart.9640

Neither of you are right.

No I’m pretty sure Bruno is right.

If it does work like that though then Revenants would have no real build options at all beyond weapon and legend. Your bar would literally just be weapon on the left and legend on the right. It defeats the entire point of having slotted skills.

Admittedly it would make Revs incredibly easy to balance in comparison to the other professions… maybe that could be why. :/

Pistol Pistol Thief

in Thief

Posted by: Einlanzer.1627

Einlanzer.1627

I wouldn’t call it a solution, really. P/P sacrifices everything to do decent damage, and sacrifices too much damage to do anything else. It’s just a bad set.

I really wish that somewhere (in critical strikes or deadly arts) , the devs would add a Master/Grandmaster trait that reduces the ini cost of pistol skill by 1 when dual wielding pistols.

Maybe buff combined training to do something like this? There is just so much utility in the P/P set that I feel you can’t use much without sacrificing a ton of damage for ini management.

I’ve opined about this a thousand times, but it’s mostly because MH Pistol has retained an under-tuned autoattack from day one. It simply doesn’t do enough damage, so you have to put all of your stock in Unload to manage reasonable DPS, which requires you to all but stand still and not use any utility. It’s under-tuned with P/D as well, but it’s masked by P/D having numerous source of damage built into its utility.

Weapons, especially under the Thief’s Initiative system, require a functional auto-attack to really be usable. I don’t know why this seems to be so hard for the balance team to grasp.

What irritates me about revenant skills

in Guild Wars 2: Heart of Thorns

Posted by: Xenon.4537

Xenon.4537

If you reread the blogpost and interviews out there, Roy says that ‘new tech’ allows these powers.

On the upside, this means that it’s likely the specialisations will have them.

I love how he calls it “new tech” when all they did was find a way to bind the wall to the player controller (avatar). I mean I’m sure it took some doing, but its not like they split the atom or anything.

Lets Chat: Revenant Masters of the Mist

in Guild Wars 2: Heart of Thorns

Posted by: Conncept.7638

Conncept.7638

A class whose primary mechanic is energy management. Huh, go figure.

And yet, that’s one of the best mechanics they could haven given to it.

Maybe. Not necessarily. A lot depends how its actually implemented, and that’s not talked about in great detail. It’s interesting to see upkeep skills return though.

True we don’t know how it works yet. But from what I see of it so far, this is how thief’s initiative should have worked in the first place. Using your thief skills to both gain and spend initiative, requiring active play instead of rewarding passivity, cowardice, and basically playing like a troll.

Maybe if it had, thieves wouldn’t have seen a year and a half long string of nerfs due not to balance, but to how incredibly antifun they were to face.

There is no Revenant Skill showcase

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

I don’t like how the Revenant did not get a skill showcase that shows 5 of their skills. Every other profession got when they were announced.

Please fix this.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Lets Chat: Revenant Masters of the Mist

in Guild Wars 2: Heart of Thorns

Posted by: Gynok.1756

Gynok.1756

There is one thing still very confusing to me about this blog post.

It sounds like the Revenant gets way less customization than other classes. As per usual your first five skills are determined by your weapon, but unlike other classes they said your second five skills are determined by your legend. Are they determined only by your legend? As in, you pick a legend and get the five skills that come with it? Or will there be a selectable loadout of skills within each legend? And if so how many per legend?

I was thinking the same thing. In my opinion it would be very bad design for the new profession to have only fixed utility and heal skills. Unless you could choose the skills from a fixed pool which would be interesting and cool idea.

[Suggestion] Advanced Guild Emblems

in Guild Wars 2: Heart of Thorns

Posted by: Prophet.6257

Prophet.6257

With the addition of Guild Halls I wanted to make the suggestion that we get a far more detailed Guild Emblem creator. Maybe make it an upgrade in the Guild Hall or something.

Seems a little weird to me that certain FPSs have more advanced options in this area than a big name MMO does.

Anyway just a thought.

What do I do with extra Luck?

in Guild Wars 2: Heart of Thorns

Posted by: Phoebe Ascension.8437

Phoebe Ascension.8437

Uhm no. I focussed quite a bit on magic find (but via the free ways, not pay to get it ways), and i’m still only at 229% (+ achievements) At this rate it will take ages to get 300 via normal playing. That you got cap is YOUR fault, not ours. System works as intended.

Legendary weapons can be hidden now!
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.

New weapons for heart of thorns expansion

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Roy Cronacher

Game Designer

I don’t want to kill the brainstorming….. but, there are no new weapon types being added in Heart of Thorns. Though, specializations will allow professions to use existing weapon types which they currently cannot use.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Gliding[PoI Today]

in Guild Wars 2: Heart of Thorns

Posted by: aussieheals.6843

aussieheals.6843

At one point, David said “We wanted to give gliders a sense of freedom.”

hypocrite

If its meant to feel free, then why give it an endurance bar? The character shown was supposedly decked out with Masteries to make the endurance bar longer, and it still felt so restrictive. Even with the Masteries, she was barely scraping jumps by the skin of her teeth, thats not freedom, thats just a good way to give someone a nervous twitch.

When they mentioned the level being replaced by the mastery points they said her account only had two points. Obviously 1 point in gliding and 1 in Mushrooms. As they mention there are many upgrades which will open up the freedom and give a sense of accomplishment by achieving it. I highly recommend listening to the stream rather than twitch chat.

IGN: Aussie Archer

Vine Filled Abyss

in Guild Wars 2: Heart of Thorns

Posted by: Arnath.2319

Arnath.2319

In the recent ‘Points of Interest’ live-stream more of the first ‘Heart Of Thorns’ map (Verdant Brink) was revealed. While gliding, a large chasm was seen filled with giant Mordrem Vines, this area appears to be called the ‘Vine Filled Abyss’.

It appeared that this area has no ground floor, similar to the Heart of the Mists. While the player was gliding it looked like the map just vanished into nothing, and once the gliders endurance ran out the player fell to there death within the abyss.

This concerns me, endless abyss’s are not fun within environments such as these. This is NOT the Mists. This is the Maguuma Jungle, there must be a forest floor, and if these giant Mordrem Vines have ripped through that floor then we should be able to go beneath the land, not fall straight through it.

My complaint is perhaps premature however, as the player fell into the ‘Vine Filled Abyss’ a notification popped up warning that they were leaving the Beta area and would be teleported back to land. This could be a sign that there is no abyss, and this area is only temporary to restrict players from accessing the Forest Floor of the Jungle. The developers did say that HoT maps are composed of three different biomes, the canopy, the forest floor, and root systems. Perhaps the ‘Forest Floor’ and ‘Root System’ were not ready to be seen within this Beta build?

One other concern, that i assume will be fixed in a latter build, was the Giant Mordrem Vines within the Abyss had noclipping, passing straight through them while gliding removes the feeling that Mordremoth is a threat, and also takes away some of the games immersion.

Hopefully there will be no Abyss in the live version, it will ruin the map, ruin exploration, ruin immersion.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Anymras.5729

Anymras.5729

They’ve not entirely ignored it, but every time they talk about it, it’s just “We don’t have the resources available. Also, please buy this thing from the Gem Store that surely required far more resources than would be required to fix Hobosacks.”

Seriously. Mail Carriers, fancy gathering tools with special animations, a voice-acted back item…and they’ll probably tell us there’s no resources for fixing Hobosacks until the servers shut down. I can understand needing to make money, but Ivory Towering and refusing to even perform the most resource-considerate version of a no-Hobosack fix just…it’s part of why I will not buy gems until Hobosacks are fixed. I will not buy Heart of Thorns unless they’re fixed. I haven’t even logged on since HoT was announced as a paid expansion. They can’t even be bothered to commit the manpower to resolve this Quality-of-Life issue after two years of having Engineers be the only class who often can’t see their back item, why should I give them more money?

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Anymras.5729

Anymras.5729

There was already a thread about this. Dev feedback in the thread said they are looking at options to solve the hobosack issue.

Quite a while ago if i do remember correctly think its a year old now, i know this has been asked about many many times, and there still hasnt been a change on this issue. So, really dont see the harm in the OPs opening of a new thread.

Every time there’s any kind of response to the Hobosack issue, it’s pretty much “We’d like to do something, but we don’t have the resources. The guys’ve been spitballing some ideas, though!”
…and then they put out Mail Carriers as customization.
…they add animations for gem-store only infinite gathering tools.
…they add a voice-acted back item.
…they argue against capes for almost exactly the reasons Hobosacks are a bad thing.

At this point, it seems to me that they will never have the resources, because they will always be tied up in one project or another, especially, of course, projects that get put on the Gem Store. They don’t seem to care about Hobosacks, especially compared against literally anything else, as long as they can put it on the Gem Store it seems like.

The problem is that they’ve never bothered to actually implement anything, even the absolute most resource-considerate interpretation of “If show back item tag is checked, Kit does not cover existing back item, even if it’s invisible; if show back item is not checked, Kit does show up,” accompanied by an indication similar to the Elementalist’s attunement badges on the boon bar.
There’s no real sPvP balance threat in making the kits less noticeable (not that Kits are even reliable as a tell – two of them are almost identical except for a wrench-in-hand on one, characters tend to be obscuring the Kit, and those who use Kits heavily tend to ping-pong between them with great speed).

This is all contributory to my personal disinclination to buy Heart of Thorns, or even gems.
Why would I give them more money than I did buying the game on release at full price, when they couldn’t even be bothered to perform such a simple Quality of Life adjustment sometime in the years between then and now? Why should I?

As for whether there’s a need for more threads about Hobosacks, as I’ve gone off on a bit of a rant – we still have them, don’t we? Besides, the only time we get devs to pretend they care is when we go, find them, and call them out on it in threads they actually seem to consider worth responding to; the last dev responses we received in the Hobosack thread started a few days after I went into a thread about Capes and pointed out the hypocrisy involved in their arguments against, before which there was a resounding silence of something like a year, year-and-a-half.

The new Defiant

in Guild Wars 2: Heart of Thorns

Posted by: Pifil.5193

Pifil.5193

It looks like a “shield”, to me so I think it could represent that “tough bark” that we can use to our mastery powers to rip off and expose the succulent Mordrem underneath, yum!

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: MaXi.3642

MaXi.3642

I don’t play engi a lot, but I agree the bag is ugly and players shouldn’t be forced to have it when using kits

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Mbelch.9028

Mbelch.9028

Engineers and engineer prospects feel this is an issue that has been clearly recognized for years, and the fact that it hasn’t been addressed is really sad.

We feel that with this release you should also roll out an option for our neglected looks.

Here are a few solutions below:
*Create a bomb, a grenade, and a medkit “weapon” held in hand
*If back item is equipped and box set to “show backitem”: always show back item (override hobo sack)
*Allow people to go backpack less, or even if it is a back item without skin, so people can go with nothing on their back
*If back item is equipped and box set to NOT “show backitem”: show hobo sack
*On standard player models (competitive PvP): show hobo sack

Please fix this for the engineer class.

-Nex, [FEAR] Elementalist
https://www.youtube.com/user/GW2FearGaming

Flying endurance is not fun.

in Guild Wars 2: Heart of Thorns

Posted by: Knighthonor.4061

Knighthonor.4061

When GW2 was designed Anet wisely decided to throw away an old MMO trope. Anet got rid of breathing endurance while swimming underwater. Why? Because breathing endurance makes underwater content not fun. Yet I fear Anet is about to institute a different equally poor MMO trope: Flying endurance.

I cheered when gliding was introduced. I groaned when I read about the attached endurance meter. Flying endurance is not fun. It never has been.

Flying is suppose to be fun. The sights to behold, the exhilaration of movement in aerial content can be amazing. But, flying endurance turns this into a dreaded time limit. Players will be watching the endurance meters not the beauty of the zone. Floating on air can be a breathtaking experience but this is destroyed when an outdated gaming mechanic plummets you to your doom for daring to enjoy the gaming content a bit too long. This is similar to underwater areas in many other MMOs and I fear most players will quickly learn to avoid such content. Flying endurance is simply not fun.

There are other ways of gating gliding content. Such as lowering the forward speed of novice gliders. This still causes novices to miss far away landing spots but doesn’t cause them to fall to their deaths for overreaching. Additionally, if the endurance amount is so large as to not bother ‘most people’, then why is it even there? Flying endurance is not needed.

Flying endurance is not fun.

P.S. I understand gliding is not flying. Flying Endurance is the trope I am opposed to. Thus, I am using that terminology.

I dont have any info on this, going off what the OP stated.

But a endurance system for flying makes the player discover better take off spots to reach cool and clever hidden locations. it becomes a mini game of sorts trying to find the best location to leap from to get to that secret ledge over there.

Re-learning Old Lessons?

in Guild Wars 2 Discussion

Posted by: Mungrul.9358

Mungrul.9358

It’s not the same development team, that’s why they’re making the same mistakes again.

Two of the three ArenaNet founders now work at Undead Labs, the guys responsible for State of Decay.

If you want to be fans of the people behind a game, don’t pin your hopes on the companies they work for or even found. Don’t even pin your hopes on the franchises they create. Remember their individual names and follow the games they work on and chances are you’ll be able to guarantee a certain degree of quality.

ArenaNet is just a company with revolving doors that holds the intellectual property rights to the Guild Wars franchise.
They’re no longer the people who made the original.

Those guys are off doing innovating things in another genre now.

Please note that due to restrictions placed on my account, I am only allowed 1 post per hour.
Therefore I may take some time replying to you.

Specializations: What could we lose?

in Guild Wars 2: Heart of Thorns

Posted by: DevilLordLaser.8619

DevilLordLaser.8619

Altered profession mechanics don’t have to mean altered profession resources.

Rangers, Necromancers, and Mesmers can’t lose the pets/life force/illusions respectively, as these things are woven deeply throughout the class and would require a class-wide redesign to truly evict. Elementalists don’t even have weapon skills which are independent of their mechanic.

That doesn’t mean that these classes would use these things in the same way.

Druids, for example, might draw upon the power of their companion in the form of an Aspect, as many players have hoped for the pet. Is your pet a wolf? All right then – your wolf does what it does, and your F-skills are replaced with Aspect of the Wolf skills that allow you direct control over some portions of wolfly power. Switching pets allows you to switch your Aspect skills. You trade out direct command over your pet, as well as the pet’s bolsters and active abilities, in exchange for gaining a portion of that animal’s abilities yourself.

Chronomancers (SHUT UP THEY’RE CHRONOMANCERS) still use illusions, but they don’t necessarily shatter them. They could simply do their usual thing, defending/attacking/distracting, while the Chronomancer itself gains new F skills independent of its illusions. Alternately, of course, they could just get more timey-wimey themed shatters, but that seems weak.

Necromancers are getting the greatsword, which is (usually. kitten mesmers >_>) a very physical, in-your-face weapon. A Corpse Knight might well use life force in a much more physical way – rather than using it to astral-project a shadow demon version of their spirit, they might cloak themselves in it and conjure up Death Armor instead, infusing their skills with extra effects and granting them a massive toughness boost, but sacrificing their third health bar and the entirely separate set of cooldowns on the normal Necromancer’s DS skills.

Get creative, fizzolks. The profession resource is almost certainly there to stay, but who says the specialization has to use that resource the same way?

Weapon Stats while in a Kit

in Engineer

Posted by: Xyonon.3987

Xyonon.3987

Hi!

The stats will change but the weapon damage itself will not affect kits. BUT if you have an ascended weapon equipped, you get a 5% dmg bonus on kits! It’s also 5% weapon damage increase from exotic to ascended. This has been patched since quite a long time now, to make engineers balance with the ascended weapons update, since they were the only class that couldn’t benefit from 5% more weapon damage.

Mesmer phantasms also get a dmg bonus, but I guess it was only 2% (someone here made once some tests with it, idk exactly anymore, but I’m 100% sure about the engi part of my post).

TL;DR: “~Yes~” you get 5% more damage with ascended weapons.

Greez Ziggy!

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

IGN: Mastery system

in Guild Wars 2: Heart of Thorns

Posted by: warbignime.4610

warbignime.4610

IGN, good job. Please jump the gun more.

Some must fight so that all may be free.

Legendary Weapons - an appeal to ArenaNet

in Guild Wars 2: Heart of Thorns

Posted by: psizone.8437

psizone.8437

Yeah, weapons more in line with Bolt and The Juggernaut rather than Quip and The Dreamer would be nice.

Brotherhood of Blub [blub]

Super Adventure Box [merged]

in Guild Wars 2 Discussion

Posted by: CrashTestAuto.9108

CrashTestAuto.9108

They should at least refund the people who bought infinite continue coins, many with real money. Selling people a product as reusable, for real money, and then making it unusable for the following sixteen months (and counting) is just not okay.

Specialization = Trinity?

in Guild Wars 2: Heart of Thorns

Posted by: IllegalChocolate.6938

IllegalChocolate.6938

One of the great things about GW1 was that you clearly had tank and healer archetypes but neither were mandatory for clearing challenging content.

Personal opinion.

I have no problem with an optional trinity.