When Anet introduced ascended gear I jumped on that torches and pitchfork bandwagon. I, like many people, seethed at the thought of the sudden grind I had to go through to get the new gear. I gave the game bad reviews on websites and discouraged friends who were thinking about buying the game from buying it. I’ve recently come to the conclusion I was wrong.
I have been playing since beta, and had head start access. Since launch the game has kept me occupied for 600+ hours over 6.5 months. I’ve spent most of that time doing something I wanted to in game, and then finishing up my dailies as my final act of the night. And I began to wonder… if I just started a new account today, where would I be in 6.5 months in terms of Ascended gear? (As a note, I spend most of my time in PvE, and realize that people who spend most of their time in WvW get the short end of the stick when it comes to Ascended gear.)
Let me begin with the Laurel system. At first I hated it… I saw it as an arbitrary filter to slow down the acquisition of ascended gear. Having to wait another month for my amulet after I had already been playing for months, as well as feeling my dailies were suddenly a requirement, left me jaded. Recently I decided to calculate where I would be in terms of laurels if they had existed at release. That number came out to about 265 laurels. (I am not counting the possibility of having completed the Aug 2012 dailies/monthly, nor the days people were able to get multiple laurels due to patch releases)
A full five Ascended accessory set for one character costs 180 laurels… which would have left me with a whopping extra 85 laurels breathing room, or nearly 3 months worth of dailies I could have skipped without concern. Or by now I would have one main decked out, and any two accessories of my choice on an alt if I only used laurels. Not so bad. And then it got better.
I recently (in the last month and a half) started running fractals regularly with a group of friends. We had all felt like we exhausted most other areas of the game, and so was something we did to have fun together rather than something to grind. We have achieved level 21 since, and I have gotten a total of 9 ascended rings. 2 for my main, two for my regular alt and 5 more sitting in my bank waiting for other alts. Just decking out my main through casual runs of fractals saved me 70 laurels… which means by now I would have 155 extra laurels. Which mean I could have a fully decked out alt as well. That definitely seems reasonable to me.
Over my 600+ hours and 6.5 months playing the game, I’ve completed all paths on 7 of 8 of the dungeons; gotten to level 21 in fractals; have 3 level 80 toons; completed the personal story of one character and 4 of the five races stories; have been initiated into all three orders; gotten the Master Crafter title; completed every single monthly; participated fully in three in game world events… I could go on, but I wont.
I’ve realized that Ascended gear, at least for me, is only and illusion of grind because by the time it was introduced I had exhausted much of the game already, and it is one of the few things I have left to do. If I started playing today and spent as much time in game doing the exact same things as I have in the past 6.5 months, I could have all the Ascended gear I’d ever want 6.5 months from now, by just finishing up my dailies at the end of the night. I wouldn’t really even have to try… with the Laurel system Ascended gear would be pretty much waiting for me when I was ready for it. Considering that an MMO is meant to be a long term “commitment”, having more than enough end game gear after 6.5 months seems pretty reasonable to me.
If I was starting the game today, I wouldn’t even blink at Ascended gear. I feel like the grind I perceive now wouldn’t even be there because I would have the opportunity to work on the gear alongside whatever else I was doing in game. I guess I just fell into the “I want it now” trap.
TL;DR: None. If you want to participate in the discussion, read the argument.
You have what you have because you do what you do.
Yes and i like it that way .
Actually there is a lot more strategy involved without the trinity than there is with it.
With GW2, you have to work together as a group. In all honesty, it requires a lot more coordination than the trinity as well. Working together to drop heals, procs at the right times, switching aggro, knowing when to cast protections and move out of the way of things. It’s a lot more complex and requires more teamwork. Without the trinity, you have to actually know your class and what works well with other classes and know how to play.
Your traditional Holy Trinity is just dull and a cake walk. Tank runs in, healer tosses a few HoTs on them, and he holds aggro. Sitting there, doing nothing but holding aggro. Healer sits there watching health bars and tosses a heal here and there, while DPS just sits there spamming every attack they have to top the charts. Yeah, that’s much more complex and fun.
Lady Bethany Of Noh – Chronomancer – Lords of Noh [LoN]
I disagree. The lack of trinity makes it more appealing. It means you have to actually learn your skills, learn to keep yourself alive instead of blaming others if you go down.
The trinity formula is old and stale, this is refreshing, creates more opportunities for skill learning and allows for improved cooperation between party members.
R.I.P. trinity
Anet, you’re doing it right. I played Guild Wars 1 for five years, with my wife and many of my friends. I have 50/50 and my GWAMM title, and I love Guild Wars 2 as does my wife.
Everyone has an opinion. Sounds to me like you’re comparing a 7 year old game with all kinds of content, with a 7 month old game, that has less content.
I’d have been bored with Prophecies 7 months after it released, until Factions came out. Just the way it is. No one can offer you infinite content, because content takes time to make.
Anet won’t make it faster because you’re not satisfied. Anyway, me and my guild are having fun.
Hey everyone,
As you may be aware, there was a change in the last patch that affected condition duration gear, and many rune sets are not correctly applying their bonuses. We understand that this is a severe issue and are working to correct this in an upcoming update. While I don’t have more concrete information at this time, I can assure you that this issue is being addressed.
Thank you for your patience and understanding, and sorry for the inconvenience.
— Live Response Embed —
My name is AiursFallen. I run dungeons, usually story mode, on my Guardian (72, vitality/toughness – Shouts and support).
My name is Aiursfallen and I send this message to any players taking refuge from the dungeons.
You need not be afraid. You need not avoid these places because of what you have heard on the forums. You need not put off doing these until you reach 80 just because you don’t want to be humiliated or rendered useless by being killed.
I try to get on about once a week, usually on the weekends. Add me to your follow list.
I will run you through any dungeon I can.
I don’t promise that it will be easy. I don’t promise that it will be quick, or painless, or that we won’t get frustrated.
I promise only that as long as you are willing to try, willing to learn, and willing to adapt, I will not leave your group.
I have been lucky. I have gotten groups of all 80’s on my story and exploratory runs. And because of them, I have learned how to run most of the dungeons.
We will not skip anything. I am not above exploits, but the first run of any dungeon must be complete. You must learn as much as you can, so that if the need arises, you can complete the dungeon as it is.
I post this for two reasons. One, I want to be able to help new players. But this is secondary.
Two, I would like players of similar inclination to post their names and their professions. And I would like for them to offer the same.
You don’t have to. You can ignore this post. You can walk away, and no one will think less of you.
I ask you to do it because you have risen to Greatness. You stride through dungeons like giants, vast and timeless. And now the time has come for you to teach the next generation.
As a side note, if you wish to run a dungeon with me, I suggest reading both the wiki article on the dungeon to learn about the boss fights/mob fights, and reading this forum post: https://forum-en.gw2archive.eu/forum/game/players/Dungeon-Tips-for-Any-Class-AKA-Rule-1/first#post1462787
I think they respond to issues that they have a good idea on how to fix. All of the performance issues are extremely technical, and it would require more time to explain those than is needed to get to the minor fixes. I would rather have ANet know there are issues and be working on it rather than have them trying to explain the issue on the forums.
Guesting is a very minor part of the problem. Everyone from your own server is going to these events so even without guesting you’d have the lag and overflows. Very few people are dumb enough to guest to high population servers just to do these events. All it takes is once to know it’s a much much better idea to guest to low pop servers.
If you’re anywhere near in the top 2 server tiers then it’s not a guesting issue for your server. It’s a “too crowded home server” problem. You’d have to be a couple straws short of a hay bale to guest to a high pop server for events……
Very cool and challenging. The bosses are tough as nails and had my small guild sweating the whole duration. We only had seconds to spare on the second fight, Im looking foward to the other missions especially the puzzle. Just wanted to share my oppinion thank you.
Gotta love the GW1 player base. Always good for a chuckle. Still upset this isn’t GW1 part 2, or an expansion of that game. Because, really, that’s what it breaks down to.
You guys are building on a well solid game – I could name a lot of stuff I’d like to see differently, or stuff I’d like to see added, just as everybody else, but I consider myself very casual and I’m over 500 hours in. Nobody could seriously argue the quantity or quality on offer, more so for a subless MMO. You guys just keep piling on the awesome, andt they’ll come, and stay.
Also, Colin, posting in a thread like this is a gutsy move IMO, and something I wouldn’t expect and haven’t seen anywhere else. The hard work you guys do is printed all over this game, it’s just that lots of people seem to have been raised to expect everything to conform to their wishes, instantly, without any kitten clue how much work is involved (not aimed at TS BTW, your post was well put and argued).
Lag is not the game. Lag is your connection, your CPU, your RAM, you Graphics card… trying to keep up. If you’re going into a world event, change your graphics to the lowest setting. When you’re done, change it back.
let the flaming begin.
I don’t. Shopping lists are fine when you’re doing groceries, but in a game… meh.
Ladies and Gentlemen,
We are gathered here today (on the internet) to debate which new races should be added in the future. The conservatists speak of Kodan. They speak of Tengu. But let me ask you this – Do they speak true?
The revolutionaries would tell you that the next race be Skritt. Or Hylek. I say false! I saw, Quaggan. OOOoooo.
Let’s take the pro’s and cons.
Pro:
- Quaggan are Amphibians. They are ectothermic, tetrapod vertebrates. As such they are a rare sight in fantasy games (as playable characters). Fish men. Like in the Dreamcast classic, Seaman. As such, Quaggan would be a very unique and different addition to the entire world of fantasy. Rat-men, bear-men, frog-men, bird-men. From Everquest, the Asherons Call to Warcraft to Dungeons & Dragons, these races are not new. Quaggan transcend this though.
- Quaggan are both hilarious, cute and awesome. Asura are cute, but not hilarious. Norn and Charr are just awesome but not hilarious or cute. Kodan or Tengu would we awesome, but that would be it. They have serious noble tones to their cultures already inherieted by the Sylvari, Humans, Norn in different shades.
- Quaggans have a second “hulk mode” form giving their race further edge. Secondly, their skeleton structure is so different that their looks for all the classes and current gear in the game would give existing gear and armor a very different look.
- Quaggan have relatively little lore, giving their race room to enter the battle against the dragons. Either from a deep colony from somewhere else or just as a race-banded together.
Cons:
There are no cons. There are only pros as this is Quaggans we are talking about. ooOOooOOOooo
I read the forums with a grain of salt because of the majority of negativity that is brewed forth but I want to take this opportunity to shine some positivity in your direction, thanks for the latest patch! Its by far one of the best you’ve put in the game. The guild missions are a fantastic progression for exactly what my guild needs and can’t wait to unlock them in due time. The Flame & Frost is finally gaining momentum and is proving to be equally as interesting. Finally the revamp of Ascalonian Catacombs is yet another stepping stone I’m excited to see for other dungeons. (Ghostbusters Path 2 particularly my favorite). Keep up the amazing work guys.
On a side note, I’d hope whoever complains on the forums they all bring constructive criticism than overall bashing. Even with a amazing game the community is the core whether it falls or stands.
I always think it’s hilarious when a dev/mod comes out and makes such a fallacious comment as to rule out with almost 100% certainty a bug could have been introduced with the patch….like their track record is perfect.
I think it’s hilarious when I’m looking at a million post patch salvage results and you tell me I’m wrong.
50k infleunce? LOL welcome to gw new players
Of course. Welcome them to your guild.
Yeah Anet, stop giving us free stuff!
If there was ever a post that encompasses why Arenanet should just totally disregard the forums, it’d be this one.
The tool tip that popped up when you clicked on your daily list clearly said dailies and monthlies may be completed by doing a subset of the quests. Obviously not this month.
Several times over the past few week since Ascended gear was announced, people claimed that Arena.Net ‘violated them’ and broke the Manifesto. They’re claiming lies, claiming that the Manifesto should be “amended”, and have the gull to request refund for a $60 game they’ve played for nearly 3 months now (if you /age and have played more than 100hrs, you’ve gotten your money’s worth for sure and deserve no such refund).
So, what’s this stone tablet document that people seem to bow to? What is the Manifesto? Well, there’s two of them:
Video Manifesto:
http://www.youtube.com/watch?v=bKtGxVj3msM
Blog Manifesto:
http://www.arena.net/blog/guild-wars-2-design-manifesto
Out of both of those Manifestos, I find that neither of them once state “No vertical gear progression” as people claim. They both promise a fun game (check), different style action-based combat (check), and a more unique approach on questing outside the norm (check).
So, I’d like to see a stop of the lies misinformation on this forum: ones claiming that the Manifesto told them absolutely no vertical gear progression. Those lies misconceptions are nothing but manifestations of people trying to push their own expectations and interpretations of the game upon others. I’m sorry that Guild Wars 1 never had gear progression and this one does, but right from the start the developers said they were making a true blue MMORPG and not just another Guild Wars stamped with the number 2.
(edited by Siphaed.9235)
I see so many negative topics around here, ofc it is good to note things that can be improved or added but it is also important to let you ppl know that your work on this game is very much appriciated! thats why i made this topic, thx for all the updates and thx for the most recent guild missions! it will make the game a lot more fun for guilds!
Build 2/26/13 February Content Update Release Notes
LIVING STORY
Flame and Frost: The Gathering Storm
The situation is getting worse for the citizens of Wayfarer Foothills and Diessa Plateau. Volunteers are helping to ease the burden, but more refugees are hobbling down from the Shiverpeaks. The storm there is gaining momentum, but the forces of good are beginning to rally. They’re sending their heroes to defend the land and its inhabitants. Someone must hold back the gathering storm.
In “Flame and Frost: The Gathering Storm,” the second installment in this four-part series, the stakes are raised, and battles rage, in the foothills of the Shiverpeaks.
Achievements
- Two new achievements, The Gathering Storm and Lost and Found, have been added to the Living Story category.
Events
- The refugees’ oppressors are becoming more aggressive and have shown their faces in Wayfarer Foothills and Diessa Plateau. The refugees need qualified adventurers even more!
General
- Camps in Hoelbrak and the Black Citadel have become crowded. As a result, the refugees have begun moving on to Lion’s Arch.
- Refugees arriving in Lion’s Arch have lost on the road precious objects from their homes. The objects will be difficult to find, but the refugees are more likely to tell their stories to the helpful adventurer who recovers their possessions.
- All content from “Flame and Frost: Prelude” continues, and the Refugee Volunteer achievement can still be earned.
NEW FEATURES AND CONTENT
Achievements
- You can now select the five daily achievements from a list that you will complete to receive the daily reward.
- You can now select which achievements are tracked on the right hand side of the screen through the Achievement tab on the Hero panel.
- The amount of experience given for completion of daily and monthly achievements has been increased.
- Added new daily achievement types.
- Added new rewards to the laurels vendors in all major cities.
Ascalonian Catacombs Explorable
- Many of the encounters in the Ascalonian Catacombs Explorable have been revamped, including all three final boss fights.
Event Scaling
- A new test version of our advanced event scaling algorithm has been applied to four high-level, regularly played events to help us monitor the feasibility of this system in the live environment. This new scaling algorithm dynamically increases the difficulty of events by using the current system of increasing the difficulty of existing creatures, while also adding a new system that substitutes creatures of lower difficulty with different creatures as the event scales up. If successful, this system will be slowly extended to other events across the game during 2013.
Item Preview
- Item preview is now available on the Trading Post. Simply right-click the item you want to preview and then select Preview. The preview panel will open, showing your character with the item equipped.
- When previewing weapons, you may now choose to show the weapon stowed, wielded, or by itself. Use the check boxes at the bottom left of the preview panel to change the view.
Guild Content – Read more about Guild Content updates in the recent blog post.
- New guild upgrades are available.
- The guild mission system has been implemented and includes the ability to earn merits.
- Added new Guild Bounty, Guild Trek, Guild Rush, Guild Challenge, and Guild Puzzle mission types.
- Added new personal rewards for participating in guild missions. These rewards can be purchased with commendations.
- Banner art on existing guild upgrades has been updated.
Structured Player vs. Player – Read more about the new Structured PvP map in the recent blog post.
- A new map, Spirit Watch, is available.
Reward Updates
- Credit for killing creatures is now easier to receive in situations when many players are attacking a single target.
- Increased the loot rewards on many world boss chests, including the chests in Orr temples and the dragon chests.
- Fixed a bug on certain world boss chests that was causing them to drop fewer rewards than intended. These chests can now only be looted once per day, to encourage players to fight multiple bosses and spread out across the world.
- Introduced five new stat combos on Ascended Rings and Amulets, which can be found in the usual locations for these items.
BALANCE, BUG-FIXING, POLISH
World Polish
General
- Updated skillsets for several krait and undead creatures to make them more entertaining to fight.
- Daily achievement tracker now preserves expansion state.
- Changed the way monsters react to players using stealth.
- Eased the restrictions on global leash time.
- Fixed a bug that caused loot chests to spawn incorrectly during group play. Loot chests are now created for items of rarity “rare” and above.
- Fixed a bug where equipment would be destroyed when the player unequips it while encumbered.
- Fixed an error in the Mystic Forge recipes for the exotic level 80 Berserker and Rampager heavy armor box crafting recipes.
- Fixed a bug where backpack pieces on players in transformations would render at an incorrect location.
- Fixed most cases of a bug where players would be stuck auto-running when attempting to pick up a bundle.
- Carmel, the karma merchant in Mount Maelstrom, now sells armor of levels appropriate for the region.
- Added recipes to craft armor boxes and satchels for the Apothecary’s and Giver’s armor sets.
- The door blocking access to the cabbage farm in Harathi Hinterlands should no longer block access when opened.
- Fixed a bug that was causing display issues with rotational achievements.
- The achievement tracker now has an updated UI and behaves differently.
- Lesser air elementals now have legs and a tail.
- Added support for positional audio with the Mumble voice-chat application.
Events
- Bloodtide Coast: Healing turrets created by Lionguard Scratchblade now vanish after 60 seconds.
- Diessa Plateau: Added more fixes to the cowapult to keep it from becoming permanently unusable.
- Queensdale: Fixed a bug in the “Shadow Behemoth” meta-event where the portals could become untargetable.
- Malchor’s Leap: Fixed the event “Destroy corrupted eggs and stop the spread of Risen drakes” so that, after the event is successfully completed, the eggs will no longer respawn until the event restarts.
- Harathi Hinterlands: Fixed a bug in the event “Defend the skritt thieves while they steal harpy eggs” so that skritt thieves are now resurrectable, and the event should restart correctly after success or failure.
- Spears wielded by corrupted Sons of Svanir will no longer persist in the world after the Sons die underwater.
- Timberline Falls: Fixed a bug in the “Partake in the moot” region so that passed-out drunks should no longer enter a comatose state where they ignore being splashed by water.
- Wayfarer Foothills: Fixed a blocking bug in “The Frozen Maw” meta-event where Scholar Brogun could die between events.
- Plains of Ashford: Fixed a blocking bug in the “Kill the Separatists before they destroy the Iron Barracuda” event.
- Fixed three blocking issues with the Temple of Balthazar escort event chains in Straits of Devastation.
Dungeons
Ascalonian Catacombs
- Improved the skills on the hidden cave troll boss.
- Additional ghostly allies will now join Kholer during his encounter.
- Removed breeders from the possible graveling burrows spawns during Hodgins’ search for the first scepter.
- Rebalanced the graveling dungeon army to make them more interesting and fun to fight.
- Revamped the Ghost Eater fight to include Detha’s traps.
- Revamped the Colossus Rumblus fight to give him new skills and abilities.
- Revamped the Howling King encounter and made changes to his army.
- Adjusted the health of dungeon creatures and bosses.
- Explorable mode: Fixed a trap in the hallway from the room with the spider queen to the central chamber so that the trap will now turn off properly.
Caudecus’s Manor
- Story: Added a waypoint toward the end of the dungeon.
Citadel of Flame
- Added safety nets to the lava fields around Tribune Burntclaw and around Magmacyte that will teleport players who die from lava exposure to a safe location.
Crucible of Eternity
- Added a safety net for players who die in lava at the boss fight with the Evolved Destroyer so that they will be teleported to a safe location to be resurrected.
- Laser grid will no longer hurt dead players, allowing them to resurrect at the nearby shrine in safety.
- Explorable: Fixed a bug where thieves and mesmers could teleport through closed doors and trigger events prematurely.
The Ruined City of Arah
- Explorable: Reduced the amount of healing Simin does while she is stealthed.
- Fixed a bug with Giganticus Lupicus resetting combat immediately after players stealth.
- Story: Fixed an issue where creatures would not spawn during the fight with Zhaitan.
Twilight Arbor
- Explorable: Added and modified existing waypoints.
- Explorable: Removed a branch that players could stand on to exploit the final boss.
Sorrow’s Embrace
- Story: Players will now teleport to a safe location if they die in lava.
Honor of the Waves
- Explorable: Fixed an issue where Honor’s Claw would repeat himself when speaking of his lost sons. He has since overcome his grief and will carry on to the fight against the minions of Jormag without stuttering.
Personal Story
- “Deeply Tangled Roots”: Fixed a bug where the final scene was not changing based on player choice.
- “Source of Orr”: Fixed a blocking bug if players killed the Eye while it was trying to teleport away.
Items
- Updated the Superior Rune of the Soldier’s sixth bonus to properly remove a condition from allies affected by the shout.
- Updated the Superior Rune of the Rata Sum’s fifth bonus to correctly give 90 precision.
- Updated the Superior Rune of the Pack’s third bonus to correctly give 50 power.
- Added a 40-second recharge to the skill given by the Depleted Power Crystal item sold in Caledon Forest.
- Transmuted items can now be dyed back to their original colors.
- Black Peppercorns no longer drop from Mature Herb and Verdant Herb nodes.
- The Caudecus’s Manor vendor in Lion’s Arch now correctly offers the Major Rune of the Noble.
- The Charged, Hard, Warm, and Cold Potions are no longer Soulbound on acquire.
- Renamed rare armors from Dungeon reward vendors to appropriately reflect their models.
- Increased the drop rate of Passion Flowers from Passiflora Vines.
- Hovering over a currency icon within vendor UI will now identify that currency.
- Fixed a number of Mystic Forge recipes that had a chance of returning nothing. Zommoros apologizes for his thievery.
- The Extended Potion of Ghost Slaying recipe now makes the correct potion.
- Increased the stat bonuses on Ascended all-stat items.
- Updated numerous item icons.
- Increased the drop rate of exotics in the profession gear boxes sold by laurel vendors.
- Ranger gear boxes no longer drop rifles.
- Food items that give special bonuses upon a critical hit now have an internal cooldown before they can produce the special bonus again.
Profession Skills
General
- Using stealth no longer resets NPC aggression tables.
- Reduced the number of maximum of stacks of Retaliation allowed to five (was 25). Duration still stacks.
- Cleaned up hit detection for melee attacks targeting inanimate objects.
- Fixed a bug where players would sometimes become rooted after cancelling meteor shower, healing rain, or similar skills.
- Signets will no longer lose their passive effects when changing slots on the utility bar.
- Frost Aura: Incoming damage is reduced by 10% while under the effects of this aura. Enemies are only able to be chilled by this aura once per second. This affects all frost auras.
- Flame Aura: In addition to the burning condition, this aura now grants 10 seconds of might each time the player is struck. This aura can activate only once per second. This change affects all flame auras.
Elementalist
- Comet: This ability’s strike now occurs faster upon casting.
- Evasive Arcana: The spell cast while in water attunement has been split between PvE and PvP. This spell’s effectiveness with the healing attribute has been reduced by 50% while in PvP.
- Flame Shield: This skill now lasts 5 seconds instead of 3.
- Flame Wall: The combat region for combo interactions has been increased.
- Glyph of Elemental Harmony: This healing skill now grants three stacks of might when used in fire attunement instead of one.
- Ride the Lightning: This ability’s recharge has been increased to 20 seconds.
- Shocking Aura: Updated this ability to indicate its cooldown on stunning enemies.
- Stoning: This ability’s projectile speed has been increased by 22%.
- Static Field: This field will now properly stun enemies that cross it rather than merely dazing them.
Engineer
- Stow Med Kit: Now works in PvE.
- Elixir U: Quickness is now consistent at 5 seconds.
- Acid Bomb: This ability is now a blast finisher at the start of the ability.
- Super Elixir: Now detonates properly underwater.
- Super Elixir: Increased impact base healing as well as scaling with healing power by 100%. Increased base heal multiplier by 50% and healing power scaling by 100%.
- Flame Blast: This ability is now able to be detonated by a secondary ability.
- Flame Blast Detonate: This new ability will detonate the napalm ball that is launched by Flame Blast.
- Air Blast: This ability now extends burning duration of enemies that are already burning by 2 seconds.
- Flame Jet: This ability now deals an extra 10% damage to burning enemies.
- Pry Bar: Increased the number of confusion applications from three to five and increased duration of confusion from 3 to 5 seconds.
- Tool Kit: Abilities that heal turrets have had their potency increased by 100%.
- Kit Refinement: This trait now has an internal cooldown of 10 seconds globally for Flamethrower, Elixir Gun, Grenade Kit, and Tool Kit.
Guardian
- Pure of Voice: This trait has been fixed to always properly convert conditions into boons.
- Smite: Now displays a radius skill fact.
- Empower: This ability now casts faster. Fixed a bug that caused this skill to heal twice.
- Healing Breeze: Angle of this ability has been increased so that allies are easier to hit.
- Hold the Line: This shout’s range has been reduced to 600, making it consistent with other shouts. It now properly affects allies within its full radius.
- Line of Warding: This ability’s animation has changed and can now be cast while on the move.
- Orb of Light: This ability now heals allies it passes through.
- Orb of Light Detonate: Increased this ability’s scaling with healing power by 50% and reduced its level scaling by 20%.
- Shield of Absorption: Added a skill fact to the healing portion of this ability.
- Symbol of Wrath: Increased the size of the combo field on this ability to cover the whole visual area.
- Bow of Truth: The health of this spirit has been increased by 30%.
- Hammer of Wisdom: The health of this spirit has been increased by 33%.
- Sword of Justice: The health of this spirit has been increased by 30%.
- Shield of the Avenger: The health of this spirit has been increased by 30%.
Mesmer
- Illusionary Counter: The range of the reactive part of this ability is now consistent with its indicated range.
- Mesmer Portals can no longer be interacted with when there is an obstruction between them and the player.
- Mind Stab: This skill will now hit up to three targets.
- Illusionary Riposte: The reactionary strike that occurs when this skill blocks an attack now has the correct distance of the ability instead of half the distance. Added a ranged fact to this skill.
- Mirror: This healing skill now applies reflection for 2 seconds instead of 1.
- The Prestige: This ability is no longer channeled and will automatically detonate 3 seconds after the ability is used.
Necromancer
- Bloodthirsty: This trait now functions with the Vampiric Rituals and Vampiric Master traits.
- Flesh of the Master: This trait now properly affects Jagged Horrors.
- Ghastly Claws: Damage from this ability has been increased by ~10%.
- Locust Swarm: The radius of this ability has been increased by ~16% and now has the range of a normal melee ability.
- Mark of Revival: This trait now functions with the Greater Marks trait.
- Minion Master: This trait now affects Mark of Horror from the necromancer’s Lich Form.
- Necromantic Corruption: This trait now functions with Bone Fiend, Shadow Fiend, Flesh Wurm, and Jagged Horror.
- Protection of the Horde: This trait now functions with Jagged Horror minions.
- Rending Claws: Vulnerability application from this ability have been increased from 5 seconds to 7 seconds.
- Spectral Wall: This skill’s combo field will now appear where the wall is instead of on top of the necromancer.
- Spinal Shivers: This ability now deals bonus damage for each boon that it removes. One boon removed deals 50% extra damage, two boons deals 100% extra, and three boons removed will grant an extra 150% damage to the ability.
- Chill of Death: This trait now deals bonus damage for each boon that it removes. One boon removed deals 50% extra damage, two boons deals 100% extra, and three boons removed will grant an extra 150% damage to the ability.
- Spiteful Vigor: This trait now functions with racial abilities Prayer to Dwayna and Healing Seed.
- Summon Blood Fiend: This minion’s healing effect has been increased by ~80%.
- Weakening Shroud: This trait now applies two stacks of bleeding to be consistent with the Enfeebling Blood weapon skill.
Ranger
- Guard: Pets will no longer guard areas that should be inaccessible to them.
- Crippling Talon: Cooldown of this ability has been reduced from 18 seconds to 15 seconds.
- Empathic Bond: Fixed a bug that wouldn’t apply transferred conditions to pets. This trait now transfers three conditions to the ranger’s pet every 10 seconds rather than all of them.
- Hawk and Eagle now have their own unique icons instead of sharing one.
- Path of Scars: This ability’s damage has been normalized between traited and non-traited versions. Damage has been increased by 85% when not traited.
- Icy Screech: The White Moa activated ability now applies 3 seconds of Chill, and the skill fact has been updated appropriately.
Thief
- Basilisk Venom: Enemies affected by this ability will now indicate it in their boons and conditions bar.
- Cloak and Dagger: The player can no longer use this ability stack stealth by attacking WvW walls.
- Shadow Shot: This ability now allows the player to move while executing dagger strike portion of the ability.
- Venomous Aura: Activating a venom skill with this trait equipped will now briefly display an indicator ring around the thief.
- Withdraw: This ability now scales 20% better with healing power. Base healing per level has increased by 10%.
- Ankle Shots: This trait now applies a full 3-second cripple.
Warrior
- Vigorous Shouts: This trait has been fixed to properly affect allies within a range of up to 600.
- Updated shouts to display the out-of-range indicator if your target is out of range.
- Last Stand: Added a cooldown to the trait’s description.
- Impale: This ability’s cooldown has been reduced to 15 seconds.
- Pin Down: This ability now applies bleeding to targets that it hits.
- Players wielding Banner of Defense, Discipline, Strength, and Tactics will now strike up to three targets with their Stab ability.
- Smoldering Arrow: This ability is now a full projectile finisher.
- Burst Skills: Damage tooltips now properly reflect equipped weapon damage.
- Vengeance: Controlling a turret while using this ability will no longer prevent camera reset on death.
Racial Skills
- Sylvari: Seed and Turret abilities can now be used in conjunction with one another.
- Asuran Power Suit: This skill will no longer incorrectly remove other transforms from the player.
Structured Player vs. Player
Structured PvP Tournament Changes
- Two-team quick tournaments no longer cost tickets.
- Tournament tickets are no longer needed and can be exchanged at the ticket merchant in the Heart of the Mists. The ticket merchant is located next to the Tournament Master.
- There is now a “Join Solo” button in the tournament browser that automates a single-player tournament entry.
Other Changes
- Changed the default PvP builds for new characters.
- Changed the PvP daily and monthly achievement rewards to include Arcane Slivers, Crystals, and Orbs instead of Tournament Tickets.
- Changed the PvP locker to also store Valkyrie’s Jewels, the remaining rank finisher consumables, and PvP Hall of Monuments reward items.
- Changed gold tournament chests to include several new PvP weapons.
- Fixed an issue that could cause PvP glory rank vendors to not offer PvP Trident Tokens.
- Fixed an issue that could cause several PvP weapons to display the wrong weapon skin.
- Fixed an issue that could cause projectiles to sometimes bounce off capture points.
- Temple of the Silent Storm: Changed Commune to interrupt on teleport, stealth, or invulnerability.
- Temple of the Silent Storm: Fixed a bug that would prevent damage from interrupting the last few seconds of Meditation on Tranquility.
- Legacy of the Foefire: Changed gates to hide their name plates when they are destroyed.
- Raid on the Capricorn: Fixed a bug that would prevent players from earning Skirmisher points.
- Heart of the Mists: Added a Ticket Merchant for exchanging unused Tournament Tickets.
- Party members on opposite teams will no longer be able to see each other when invisible.
World vs. World
- Fixed safety areas that extended too far, which could result in some players keeping their no siege/determined buff.
- Changed the orange swords combat marker to show only if more than 25 people are in combat in the area.
- Fixed a bug with Durios Gulch that could cause guards to spawn on the wrong team.
- Fixed a bug on all Hills Keeps that could cause guards to spawn on the wrong team.
- Fixed an issue that allowed NPCs with Righteous Indignation to still take condition damage.
- Removed the ability to use many karma related items in WvW.
BLACK LION TRADING COMPANY GEM STORE
New Items
- The Plush Charr Backpack Cover is now available in the Style category of the Gem Store for 300 gems each. This backpack cover can be applied to any PvE backslot item, or it can be converted to a permanent PvP item. This backpack cover also comes with a basic backslot item with no stats that the Plush Charr Backpack Cover can be applied to.
- Added the Pink Quaggan Backpack Cover and the Tiger Charr Backpack Cover to the Black Lion Chest at a rare chance. These rare variations are available only through the Black Lion Chest. Black Lion Keys are needed to open chests and can be acquired from the Gem Store in the Consumable category.
Improvements
- Nine new hair colors and six new eye colors are now available through the Total Makeover Kit and the Self-Style Hair Kits. These new hair and eye colors are winter-themed and are available only through these kits, which can be acquired from the Gem Store in the Services category. The new colors are marked with a star and can be applied to any race’s hair.
- The celebration mode of Evon Gnashblade’s Box o’ Fun now has a chance to give the Dancing Spirit buff. This buff grants the character temporary access to three short dances. These dances will take up the utility slots on the skill bar, and when they are activated, your character will perform some new dance moves. The Dancing Spirit buff lasts 10 minutes, but entering combat removes the buff.
- Spawning Evon Gnashblade’s Box o’ Fun immediately equips you with an adjuster bundle to allow you to pick a mode. If you lose the bundle, interact with your Box o’ Fun twice quickly to return it.
- Listings for new items will now show up in the Promotions tab in the Gem Store and are now marked with a blue exclamation-point icon.
- Listings for limited-time items will now show up in the Promotions tab in the Gem Store and will show how much time is left to purchase them.
- Sale items will now show how much time remains before the sale ends.
Bug Fixes
- Sylvari who use the Total Makeover Kit can now adjust their glow.
(edited by Mark Katzbach.9084)
Considering I don’t farm/repeat anything at all and I make 5-10g/day I think ours incomes are pretty fine.
A person who farm is prolly getting 3x or more that amount.
World of Warcraft’s server transfer costs $25.
And that’s on top of the $15/month subscription fee they charge.
And you can’t use in-game currency to pay for their server transfers.
And ArenaNet let us transfer servers for free for almost half a year.
So no, I don’t think Guild Wars 2’s server transfer fees are too expensive.what you’re missing though is that WOW allows multiple characters to made on a number of different servers – This is the defining difference.
Totally irrelevant, since in WoW there’s nothing like WvW. This game is not designed to allows that for a reason and that reason is one of the main selling points of the game for a lot of people. Same reason why the costs are there.
You claim it doesn’t matter what other games/companies charge. How can it not matter? The price of pretty much anything is determined by competition. No one can sell a gallon of milk for $100 because no one else does. The price of anything is set by what people are willing to pay for it, and what the competitors charge for it.
Now if Anet in a free to play game was charging twice or three times what a pay game is charging, you’d have a point. But it’s not. It’s charging less than the pay game. It’s also a game that allows you to PVe on ANY server in your server park without paying that transfer fee. Those other games that allow you to have characters on other servers don’t allow that at all. So you can have a character in one server and play on another anyway, which makes transfer more optional in this game than any other.
The only real thing that is affect, as others have pointed out is WvW. What reason do you need to transfer if not for that. And if that is the reason then the cost MUST remain high for the WvW to be viable at all.
World of Warcraft’s server transfer costs $25.
And that’s on top of the $15/month subscription fee they charge.
And you can’t use in-game currency to pay for their server transfers.
And ArenaNet let us transfer servers for free for almost half a year.
So no, I don’t think Guild Wars 2’s server transfer fees are too expensive.
Guild Wars 2 sure is a job, but only for some 300 people working hard on this game in
Seattle.
For everyone else, it’s a hobby. Give the team some cred for their hard work, and take the game a bit less serious.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto
