So, if they’re gonna nerf crit damage and zerks in general……what build(s) are we supposed to use now? Is Anet even aware that the reason why zerk is picked over everything else is because everything else is crap? How in the world are we supposed to do dungeons if we can’t do enough damage to kill them before they kill us? They need to fix the reasons for the need to crit, not crit itself. Otherwise, X is going to be the next OP thing, and everyone is going to complain about X wars 2. Use X or gtfo.
Oh, zerk will still be the best. It will just be slower because slower = better I guess?
So, I assume that you guys caught the statement made early on in the stream that the first piece of changing combat has to be the ferocity change? That there are other changes coming that they haven’t announced that can’t really be made until these first steps are taken and that it all can’t be changed at once? They even acknowledged that there is an issue with how mobs react to active player defenses. I understand people are trying to ensure that their playstyle hasn’t been blown to smithereens somehow but you’re still operating on a fraction of the information you need to make an informed opinion. So before you cry doom, take a step back. Breathe. Just sayin’.
(edited by nightwulf.1986)
sounds like this kinda junk should ahve been done in beta testing. what do i know.
I imagine they did do a lot of iterative development and balance testing in beta.Did you know that at one point there was a universal energy system tied to skill usage and that they publicly pondered adding potions to manage energy usage? They spent the last year and a half testing the efficacy of their unconventional combat system. Without relying on a lot of the standard fare mmo combat systems, these sorts of shakeups in balance shouldn’t be surprising. Could they have gotten it all right the first time? Maybe. But they didn’t and now they have to work on some larger balance issues.
Recently however we have been working kitten balance and situational role parity and bit by bit in game you can see player’s experimenting much more. This is a very good sign and will afford us a stronger foundation to build our content on moving forward.
ChrisOkay, what was it that got censored there?
What do you mean? They really are working on the balance of kittens throughout the game. Personally, I think more kittens in all areas of the world would certainly make for a solid horizontal progression system I could enjoy.
Right here in General Discussion.
Wouldn’t it be better though, to have a sub-forum dedicated to discussions general mechanics and operation and organizational ideas for guild in a sub-forum just for that. A Guild General Discussion forum can better organize developers and players interested in discussing these sorts of topics.
Same with what Gulesave said about a General Profession Discussion sub-forum. I don’t know how many times I’ve seen people posting threads comparing x profession with y on y’s sub-forum, or multiple threads started by players wanting to see changes done across the board. Another thing a General Profession Discussion sub-forum can do is allow for team composition and tactics threads to be created, without fearing that they won’t get a proper grasp from posters when in a sub-forum dedicated to only one profession.
I would love to see a finisher that flashes your guild symbol over the enemy. Maybe make them unlockable via a guild upgrade, similar to the guild armorsmith/ weaponsmiths? Or purchased with guild commendations? I want my guild’s symbol to strike fear in the hearts of our enemies! 
Please? <3
Necromancer of [MEND]
mendingtheruined.com
What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?
I think special dynamic events could be one way. Currently some dynamic events open up special vendors to buy little knick knacks. For example, if in Brisban Wildlands there was a special dynamic event chain where you help the Skritt King in some way and after the events are over you can buy a new skill from him with skill points.
I just want to state that since the release of GW2 there has been no option whatsoever to sort a subcatagory of armor by means of their classification. Why?
Its really annoying having to go through tons and tons of gear you can’t even wear on a particular character!
Please add this into the next patch or something…
I’d like to see a profession that can use a staff in melee rather than having it exist only as a stick that shoots magic.
I would love to see them bring back the pre-beta Trait System.
I agree with those that say Skill capturing should get back into the game. However, as an alternative, they could bring the “old” trait system back or at least a system that compliments the current system and uses the “old” idea.
For those that weren’t following Guild Wars 2 for a long time, the first blog post of Arenanet on Traits/Skills mentioned an amazing system that tied the Traits/Skills to Lore/Quests/Tasks etc instead of the system we have now.
Basically in order to get a trait, you had to find an npc that could teach it to you, OR a certain item that contained the knowledge. For example I remember during a very very old interview an event in Wayfarer Foothills at the Svanir boss (North side, Son of Svanir settlement), once the players cleared the meta event and entered the Svanir’s dome (now it’s empty) they found a special book there that tought them things.
That’s how Arenanet envisioned players getting skill points and traits in the very very old days. I can understand why they scrapped that system, it was way complicated and it required players to actually explore the world to get their traits/skills, oh wait that’s a good thing
Instead of revamping the whole system, I can understand it’s impossible now, tie the NEW Skills/Traits to Events.
Or a button to toggle ’don’t show this in the Top 3’
BWAM!! Done.
And yes, I want this frigging button !!!
A question to help direct the discussion a bit:
What are some of your favorite progression systems of all time in others? Be they horizontal, or vertical, just which ones really got you excited and were fun for you to continue to progress in?
For me, Final Fantasy Tactics is one I loved, where I was able to continue to unlock new jobs and advanced professions for my characters, as well as level up their abilities within those professions. It remains one of my all time favorite games, and one of my favorite systems of progression in any game. I’m also pretty darn fond of that Guild Wars game and skill collection.
They are gold sinks, and absolutely necessary for a healthy in-game economy.
Plain and simple, the ambient light on Tyria should be tuned down by at least 20% if not more…
Currently I have absolutely NO clue when it is night or day, other then perhaps some effects on my Sylvari, if I pay attention to them… When it was said that Tyria would have day and night cycles, I actually had ‘visions’ of scary gameplay moments, when sounds in the distance at night would alert my senses of great fights to come.
When an account wide ‘torch’ was handed out as some sort of bundle item, I expected to see a darker Tyria at night, one where this torch would come in quite handy, especially in caves and dense woods or other dark places… None of that (well except for maybe that one place in the WvW dungeon).
So I really hope a lot of people agree with this statement (and give it a plus), so that sooner than later we can expect Tyria to offer more truly ‘night’ gameplay. Instead of just daytime gameplay with periodic extra light effects from races and or weapons…
25 okt 2014 – PinkDay in LA
Give ANET a break. They push content every 2 weeks, I think they deserve a break for Wintersday.
At the same time, I think we should applaud the programmers for all their hard work!
I asked Lauren about this today. She had no idea what I was talking about or what ‘ascended armor’ is.
So my guess is it sounds like you don’t need Lauren involved in this at all.
Bobolas, i would recommend checking out the merged /inspect thread if you can find it. There is a lot of discussion relevant to your post.
The TL;DR of it is:
The fear that info gleaned from /inspect or an armory page could be used to alienate players, make fun of them, or lock them out of groups is seemingly greater than the learning potential and curiosity of finding out what other people are wearing.
There is an overwhelming and, in my opinion, exaggerated fear of underlying elitism in this game that is just waiting for a tool like /inspect so it can rise from the depths and enforce cookie cutter builds.
Whether the actual in game population feels this way, we will never know. But you won’t find many friends on these boards.
My biggest gripe with these right now is having to spend so much time double clicking. The way karma consumables used to work made it less annoying because one could save it up and use it all when they had all the karma boosts up. But now, the multipliers do nothing, so I just consume them as soon as I get them. So why have them at all? Why not just make it an automatic deposit like event rewards? Same pretty much goes for the luck consumables. The old system actually made more sense because you could “cash out” when you stood to gain the most. Ideally for me, karma and luck consumables would be affected by multipliers and to address the carpal tunnel aspect, the crafting idea wasn’t bad, but an even better one would be to add a function to consume an entire stack in the right click drop down menu.
I have mixed feelings about new zones. While, obviously, I enjoy new content, there’s also the problem of spreading the player population around too much, or in creating new zones that only drive the abandonment of old zones. It’s not a very attractive use of resources to develop new permanent zones frequently if they’re going to empty each other.
As with most things, it’s a balancing act, but it’s something to keep in mind when you wonder why new content isn’t always permanent, and why old content sometimes gets cycled out.
Hello!
I play with friends PnP Warhammer and Savage Worlds systems sometimes, so...
I decided to create character sheets for them in GW2 themes:
Warhammer FRP: http://fav.me/d6af5at
Savage Worlds: http://fav.me/d6sia9j
300dpi for printers
Feel free to download and play!
Enjoy!
(In attachments I added these same sheets)
Tammra Shadowhide – F Charr Thief
Shattersteel Datachment [SsD] @ Piken Square [EU]
(edited by Makarow.3028)
This is an issue we had not intended, we are working on making the Toxic Hybrid Mini tradeable. Once we fix the issue, deposit your Toxic Hybrid Mini into your collections bank and withdraw it again to reset the item and gain the ability to sell it on the Trading Post.
(edited by Autumn Frazee.3158)
We’ve had another 4 weeks of (fairly fun) ministories, but there’s still been NO PROGRESS in the storyline. There’s still no PLOT to Scarlet’s Story.
Here’s the point for the story writers: for every piece of content please ask yourself, “How does this fit into the story and how does it advance the plot? What new information am i giving the players to keep them interested in the meta-arc of the Living story?”
If the story writers can’t give good answers to these questions, and the players themselves can’t find the answers to these questions IN GAME, then you’re failing at the PURPOSE of the Living Story.
This is mostly good, clear feedback. Thanks for sharing.
In the future, please ditch the overuse of caps, as that’s not constructive and reduces the chance that we’ll respond. We read this stuff. You’re not posting in a vacuum.
You guys forgot Trahearne and Trahearne
I can tell you what is in the tower….two blues and a green.
intel 335 180gb/intel 320 160gb WD 3TB Gigabyte GTX G1 970 XFX XXX750W HAF 932
Doesn’t the Ranger’s Healing Spring already do something like this and isn’t limited to just a few of the conditions and is also a water field that can be blasted? The sky really isn’t falling here people.
Was about to post this. People who claim this one healing skill (which doesn’t even cleanse bleed) would change anything in WvW clearly have no idea what is going on and are just fear-mongering due to ignorance.
Next thing you will see is a weapon skill usable by all classes instead of any weapon skill…
My problem with it is not that it will become new game changer, its that everybody can equip it. Making 8 new different heal skills one for each class would be perfectly acceptable for me. Making one skill for everyone simply isn’t.
It is quite likely that this is a skill that’s only useful in that krait tower. There will probably be some sort of storyline thing where someone goes in there, dies to toxin, then someone else will start researching it and give you this skill so you can get inside and do something.
Think of this as a collector’s item, coming in the form of a skill. You can bring it to battle if you want, just like you can bring minipets. If you don’t like it, it doesn’t take up an inventory slot.
I want it to make sense right away, then another sense later. Murkiness =/= quality "
- CCP Abraxis
I want to take a moment to give you an update on how we will enforce part of our forum Code of Conduct in the future. This pertains the part regarding personal attacks against staff members.
As we have mentioned in the past, these forums are here to facilitate discussions among yourselves and between you and our developers. We value all constructive feedback, be it positive or not. But we will draw a line when posts include personal attacks on members of the studio (yes, “cleverly” disguised ones as well).
Our goal is to have a healthy forum community and provide a place where people can have constructive and respectful conversations and dialogue with our staff members.
So from this point forward, everybody who personally attacks a member of the studio will get an immediate 2 week forum suspension on the first violation. Any further attack on studio members will result in a permanent termination of your posting rights.
You have been warned.
Hi everybody! Chris is encouraging a new era of developer/player interaction which I’m pretty excited about. So I’ll add my 2 cents to this thread. I don’t speak for all devs, but here’s what I personally would find most helpful…
Josh Foreman’s Tips for Constructive Feedback:
1. It’s most helpful if you state your request or actionable item at the top. Then your reasons below. This helps us find and reference your post, pass it around for discussion, etc.
2. Don’t assume the reason that things are the way they are due to developer incompetence, laziness, apathy, stubbornness, greed, selfishness, lust or any of the other deadly sins. There are other possibilities beside developer personal defects. “Just” changing one thing usually has ramifications on other things that are hard to anticipate. An MMO is an incredibly complex web of interdependencies, and tweaking any individual part runs the risk of breaking many other parts. That’s why we don’t typically jump to instant ‘fixes’ (even though it’s tempting!) and why things that seem like obvious problems can take a lot longer to address than many would intuitively think they should. There is no MAKE IT WORK button that we refuse to push out of spite. Even if that were the case, it just doesn’t make sense to insult the party you are requesting something from. In what part of the real world does that ever work?
No one wants to ‘slap you in the face’ or make the game less fun. We love you guys, and are thrilled that people play our game!
3. Don’t assume that we can just rearrange resources to work on your particular issue. Most of our teams are very specialized. It takes a long time to build the experience necessary to be a good productive member of the PvP, Story, Systems, or any other team. Just because we have X programmers working on bug fixes and Y working on Gameplay improvements, doesn’t mean we can arbitrarily move those numbers around. It’s just not that simple.
4. Please stop calling us liars when we fail to implement something we intended to months ago, but for some technical, balance, or other reason found it to be untenable. We can’t be very open about our plans if every word we say is taken as a contractual obligation. Imagine if every word you said to your friends were recorded and played back at the most inopportune time in order to make you look like a fool. You’d probably clam up pretty quickly. Making an MMO, especially one as experimental as GW2 requires… experimenting. Requires making plans, following through, finding dead ends, back-tracking and trying something else. Sometimes that means that we will state a clear goal, test it internally and find out it just won’t work. The idea that this means we don’t have a clear vision is wrong. There is a difference between a core vision for our design principles, and the implementation of specific systems. We are very clear about the mountain we want to scale, but whether we do it in 4×4, on foot, with a grappling hook, or a hot air balloon are all contingent on the terrain we discover as we progress.
5. You are not “all players”. Please stop saying “Players want X” just because you want X. The fact is that players want X, Y, Z, and the rest of the alphabet, and most of those desires conflict with each other. And I guarantee you, anything that the vast majority of the players want, we (as players of our own game) also want.
If you don’t understand why something the vast majority of players and the devs want is not implemented, see the above points 2-4. I have a people-pleaser mentality, so this is one of the hardest pills for me to swallow as a developer. I want EVERYONE to be happy. Unfortunately, the rules of the real world make that impossible. 
So there you go. That’s my advice. I really believe that devs and players can work together in a healthy way. And this is my advice for making that a reality. Thanks for reading! 
Zoom in and see
http://25.media.tumblr.com/tumblr_ljvlyoaj7k1qzvzgio1_500.jpg
It’s like Nomura works at Anet