Showing Posts Upvoted By Karizee.8076:

Dragon Bash claim ticket

in Guild Wars 2 Discussion

Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

If the character holding the claim ticket speaks to the BLTC vendor at the top of the stairs in the Trading Post, the menu for jade weapons will be available. =)

Living Story Content in WvW

in WvW

Posted by: Andrew Clear.1750

Andrew Clear.1750

Well, the living story content in WvW this time, allows you to still WvW all the time, and obtain the item for your home instance.

You can complete the meta in WvW, without having to go out in PvE to do it.

I really think that people need to quit complaining about everything. Sometimes, you should think before complaining.

What a Beautiful World It Is

in Guild Wars 2 Discussion

Posted by: xiv.7136

xiv.7136

It is beautiful indeed, by far the most beautiful MMO.

I play in 1440p with everything cranked up and it even puts most single player games to shame.

________________________
http://youtu.be/P_hfyP2OHkw
I like pizza

SoR/Blackgate/Mag 11/08/2013 Gold week 4

in Match-ups

Posted by: Smooth Penguin.5294

Smooth Penguin.5294

In this situation red = most skilled, blue/green = most blobs.

Quoted for truth.

You’re right, true winners play for 3rd place!

First is the worst.
Second is the best.
Third is the one with the really hairy chest.

:3

In GW2, Trading Post plays you!

GW2 Livestream: Edge of the Mists

in WvW

Posted by: lordkrall.7241

lordkrall.7241

Did I just hear calling down airstrikes?

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

Community interaction > community management.

in Guild Wars 2 Discussion

Posted by: Tanith.5264

Tanith.5264

I just want to say how very, very impressed I am by the level of interaction I see here between ArenaNet and its playerbase. The “collaborative development” threads, the “red posts” I’ve seen in each of the profession forums since the announcement of next month’s balance update…it all gives the sense that the devs do indeed care about how we react to their decisions.

Is the interaction always positive? Of course not, but it makes a world of difference to feel that we’re being interacted with rather than being herded about like a flock of skittish moa birds.

I’m so proud of how Anet works with its community that I’ve pointed out these forums to another gaming community I’ve been in for years, hoping that it will serve as a positive example to them. Regardless of what direction the game itself takes, this is the right direction for us forum addicts.

Tanith Fencewalker, Tanni Mindbender, Thyra Wrathbringer, Lovecraft Thrall
Guardians of the Vault [GotV] and Guíld of Dívíne Soldíers [GoDS]
Gate of Madness server

State of The Game

in Guild Wars 2 Discussion

Posted by: Draknar.5748

Draknar.5748

In the end, even these are “stack and DPS!” bosses.

Saying Tequatl is just a “stack and DPS!” boss is like saying most WoW bosses are “spread out and DPS!” bosses…

If you just stacked and DPS’d Teq, you will lose. Every time.

I won’t stop because I can’t stop.

It’s a medical condition, they say its terminal….

Guilds are useless ?

in Guild Wars 2 Discussion

Posted by: Faowri.4159

Faowri.4159

Guilds really need a lot of extra features to give them some meat, but ultimately the quality of your guild is down to the quality of the people in it every time.

My guild is awesome

[Merged]1year post launch. How Anet feel on Trinity?

in Guild Wars 2 Discussion

Posted by: SchuMidas.4782

SchuMidas.4782

for everyone played DPS class, its suck to have trinity.
ever wander why queue into dungeon takes 30minute – 1hour ?
cause everyone playing dps.

holy trinity will only get love by minority

SchuMidas – Guardian
Guild Pro Baddies [Pro] @ Tarnished Coast

[Merged]1year post launch. How Anet feel on Trinity?

in Guild Wars 2 Discussion

Posted by: Xae Isareth.1364

Xae Isareth.1364

The problem with a trinity system other than it how it makes combat so rigid is that most people don’t like being the tank, and especially hate being the healer, but because they;re both necessary, you have a million DPSers sitting in a queue waiting for enough healers and tanks to take them all. Basically, DPSers are not wanted.

There are roles in the game, in a very non-strict situation, each class brings something to the table. There’s also some very strict role-based encounters in the game.

There’s actually an encounter which is basically a ‘trinity’ if you break it down: the Clockheart. If you look at it, there’s 3 roles in the fight: a tank who aggroes the clockheart (the boss seems to aggro the first person who aggroed it throughout the fight), positions it in place and direct its huge frontal AoE. Then you got the lurer who lures the holo that spawns to bring down the boss’s shield. Then you got your standard DPSers.

The difference is that in the above case, most classes can fulfill all of those roles so you don’t get huge lists of rejected DPSers waiting in a line for hours on end.

December 10th Warrior Changes

in Warrior

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

Here are my comments on what we have seen discussed so far with the warrior changes.

Unsuspecting Foe
I’ve seen some concerns about moving this to master tier. This comes down to the core philosophy that drove the warrior changes for this build. Warriors by nature have a lot of survivability, and we need them to make a choice between heavy control and heavy damage. This trait is a way for them to circumvent that and is therefore build defining. In many ways it exemplifies what a grandmaster trait is all about, however we felt that moving it all the way to grandmaster was overkill, but that placing it at the master tier allowed warriors to still run this with other traits, but have to make some sacrifices to do so.

Thrill of the Kill
I’ve heard some concerns about this being permanent max adrenaline in WvW zerg fights. We understand that, but given the fact that this trait competes with Warrior’s Sprint, Vigorous Focus, Signet Mastery, and Inspiring Shouts, we feel like players that take Thirll of the Kill we be giving up a sufficient amount of effectiveness to counter this. There are so many other reliable ways to gain adrenaline as is that I can’t imagine this tipping the scales as much as one of the other adept traits in this line.

Hammer
We are taking damage away from the hammer skills that do CC, because we don’t think it is ok for skills to do both of these things. I see a lot of comparison with Greatsword damage, but the Greatsword has no interrupts and a single cripple on the Bladetrail. We left the skills that do not do hard control alone such as Fierce Blow and Hammer Shock, as we are ok with those skills hitting hard because they do not actually disable. We also left Backbreaker alone because it has a long cast time and a long cooldown. The standard hammer build is still going to be very strong after this change, but it will open up options for mace to make a comeback as the control weapon.

Longbow
A lot of thought went into the change to combustive shot. This skill was simply too effective at renewing itself. One of the drawbacks of the burst skills needs to be losing your adrenaline, but this skill was easily able to restore all of the adrenaline it lost. Rather than reduce the burn duration we reduced the # of attacks this skill creates because we felt it made it more counterable in PvP and less reliable in PvE as an adrenaline builder.

Mace
I highly suggest being patient with this change. I understand this skill did not need an increased cast time in PvE, but this change just makes this skill feel a lot more impactful, and a change of 200 milliseconds of cast increase is not going to impact its use against creatures, but will greatly make this skill more counterable in PvP and WvW. Some discussion here revolved around defiant, which is causing a lot of control builds to be neutered in PvE. We agree and we will start making strides towards solving that in the future.

Sorry I got to you guys last, I truly did just go through these in alphabetical order.

Thanks,

Jon

Dec 10th thief changes

in Thief

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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I couldn’t find a thread to place this in. Here is a summary of what I have seen discussed on the thief changes and some more clarity into what our initial thoughts were and where we stand currently.

Initiative changes
We believe this is one of the most controversial but important changes this patch. The important thing to understand is that we have been and will playtest this a lot more before we push this change. The default rate of initiative regeneration was simply to low and was causing players to either take traits to suppliment it, or to have their effectiveness suffer. This is something that has to change. What these changes intend to do is to increase the power of every single thief build that is not running these traits, and to ever so slightly reduce the maximum amount of initiative you can have per second if you min/max those traits. I know its easy to theorycraft what is going to happen here and there is a lot of danger in that. It is hard to get a sense of this change without playing it, and believe me if I could I would let everyone test a change of this magnitude and gather some more empirical and data driven feedback, but currently our resources are limited, but we still believe that this is a change whose time has come. We will monitor it very carefully when we do release it to make sure it is working as intended.

Infiltrator’s Return
The thing I have heard the second most discussion regarding. This is a big change to this skill, but we beleive it is a necessary one. In many cases this is not going to matter. There are only 2 situations where this is a truly impactful change.
1) It stops you from using this skill while stunned, which puts more burden on Sword/Dagger thieves saving their stun breakers. This is the kind of gameplay we want to encourage because it puts more risk in using a rewarding skill like Infiltrator’s Strike.
2) Mostly in PvP, this skill can no longer be used by S/D thieves to teleport stomp someone. This is actually the more impactful moment as it occurs more often, but I think it puts the burden on these players to run a second weapon set that can help them in these situations (OH pistol for instance.)

Infusion of Shadow
For basic use this trait’s functionality is not going to change. By many players it was being used to grant some initiative when going into stealth. However there were some abusive builds that were using this to maintain very long stealth uptime without having to use their utility skills. The problem with this is that it lets them recharge those skills while in stealth, which takes away the risk associated with using them. We are ok with thieves blowing their cooldowns to have longer stealth, and we are ok with theives bouncing in and out of stealth, but we were not ok with thieves maintaining long duration stealth through abusing a single trait.

Flanking Strikes
I agree that this move may be overkill on the thief. We are currently discussing undoing it. The main motivation was that we really wanted to move Trickster to adept tier to encourge use of those utilities, and the most obvious candidate to move up was Flanking Strikes. This isn’t how we should be making that decision, so we will discuss this and get back to you.

Vigorous Recovery & Bountiful Theft
I’ve seen a lot of talk about this as well, and discussing this already this morning the current vigor is a bit too high, but we may have overdone the reduction. I was thinking about going back to 5s or 6s on Vigorous Recovery, and going back to 10s or 12s on Bountiful Theft.

Thanks,

Jon

December 10th Ranger changes

in Ranger

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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Some ranger discussion.

Natural Vigor
Starting here because I think it requires the most discussion. This, simply put, was a wildly overpowered trait. I tell people not to compare one profession to another, but Engineer has this trait as a major grandmaster. It was simply too easy to put 5 points in this line and then be able to dodge every 6.67 seconds. As it stands after the change this still allows you to splash 5 points and dodge every 8 seconds. I don’t think this will ruin survivability, and I think by buff other traits further down this line it will encourge rangers who are looking to survive to go further into this trait line.

Spirits Unbound and Nature’s Voice
I think the biggest change of moving spirits unbound is it allows you to take this trait along with Nature’s Voice. Internally we have done some testing where you bring stone spirit, guard, and then still have a open third utility slot to make some truly good support ranger builds. Spirits have always had that feel and I think this brings that to the forefront.

Power Rangers
No pun intended. As many have said these guys are in an interesting position. In some ways they can be very strong, but everytime I play my ranger this way it feel like it comes up a little bit short. I think this is because they are lacking a few things as either additional tools for greatsword or as utilities. Signets are the somewhat obvious utility choice but their effect is too varied to run a strong full signet build here. Conversely all traits associated with signets tend to increase in power the more you bring. What signets need is a good trait that synergizes with bringing a single signet, like Nature’s Voice does for shouts. This would let you bring maybe one or two signets and suppliment them with something else. One idea we talked about for Greatsword would be to take the evade off of the 3rd attack of the auto-chain and put it on swoop. This would give you a second on-demand defensive skill and instead we put something less timing based (for example a whirl finisher) on that third attack to empower it.

Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional. It has a very specific play style, and I would like it to remain. I understand that rangers want a one handed melee option that is more mobile, but that will have to wait, as I know there are a mix of players who also like how this weapon plays and I do not want to take away one of the more unique playstyles that we have and replace it with something that is fairly common.

Thanks,

Jon

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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Some internal thoughts on the discussion about Necromancers.

Mark of Blood
At 3 stacks of bleeding and a good amount of condition damage (without even taking into account condition or bleed duration modifiers) this skill was dealing well over 2000 damage, and could be used every 6 seconds. It is a 1200 range attack that can hit 5 targets, and on top of that can place regeneration on 5 allies that can heal each of those allies for up over 1000 health every 5 seconds, and can basically maintain 100% regeneration uptime. The only drawback is also somewhat of a benefit which is that it requires an enemy to trigger it, which also allows you to precast it and then basically almost double it up as it gets triggered. This is one of the most versatile and powerful skills in the game. A huge amount of the condition damage from necromancers comes from their bleeds and while they are removable in theory, the ease with which necromancers can apply conditions makes it is virtually impossible to ever get to the bleeding at the bottom of the stack.

Weakening Shroud
This trait as it currently stands on live is a borderline grandmaster trait. It is near 100% AoE weakness uptime for a small investment. The new version is still probably worthy of master tier with almost 50% AoE weakness uptime. This line has a lot of powerful traits, but suffers from having only 1 choice at grandmaster tier.

Terror
I can’t tell you how long we debated moving this trait to grandmaster tier last time around, and this time again. The problem is a huge % of Necromancer builds are hinged on this trait. There is a gaping hole at grandmaster here with Withering Precision (barely worthy of adept tier in our opinion), however we were really hesitant to either move terror and didn’t have a good alternative for redesigning Withering Precision

Curses
This line just has a lot of good traits.
Toxic Landing – would be good if the effect was good and we will look into making that better.
Hemophilia – Just a good trait considering how much necromancer damage comes from bleeding.
Chilling Darkness – So good it should probably be master tier.
Weakening Shroud – see above
Reaper’s Precision – another good choice for high life force necros which gets overshadowed in this stacked line.
Focused Rituals – Really strong adept trait.
Banshee’s Wail – Already pretty good and got a buff this time around.
Terror – see above
Spectral Attunement – Another good trait for spectral necros.
Master of Corruption – A great trait for corruption necros. Epidemic/Corrupt.

I feel like Spectral Attunement and Master of Corruption could be adept tier, but they would be really strong there and we would have to move 2 traits up to accommodate them. If we did that the first candidates are Chilling Darkness and Weakening Shroud (closer the old version). This is totally worth a discussion, but at the end of the day all master tier traits in this line are overshadowed by Terror which is the real problem.

Dhuumfire
We know there are problems here, but again this condition helps those conditionmancers get over the top and is really what brought them into play in a lot of parts of the game. I think the real problems with this trait are:
1) Having to put 30 points into the power line as a condition necro.
2) Requiring crit on a 30 point trait in a line that does nothing to improve crit chance.

We talk about a lot of different versions of this trait including moving to master tier, making it on hit instead of on crit, and reworking the numbers to making it more reliable to use and to counter.

All of this back and forth could upset a lot of balance, but if this moved down to master tier Terror would almost certainly be moving up to grandmaster to accommodate. At least then condition necromancers would be 20/30/x/x/x, which just makes so much more sense. The biggest thing holding that back is the lack of a replacement grandmaster in Spite. We aren’t huge fans of weapon or utility type specific traits at this tier otherwise an improved Axe Training might have a shot. This is the crux of the damage necromancer problem right now, and we will talk about it more next week so any discussion on it here will aid us in those talks.

Death Magic
On the defensive side, the Blood and Soul Reaping necros are starting to feel pretty good. The Death line on the other hand is too focused on minions. From Reanimator, which we have heard over and over feels bad as a minor trait, to the fact that 1/3 of the remaining traits are minion traits, to finally the fact that both grandmaster traits are minion traits.

This line receives a lot of discussion as well, but any proposal we talk about always ends up with more work than we have time to build, much less test.

I hope this helps direct discussion a bit, and thanks for your patience,

Jon

Mesmer December balance updates-OP edit 11/5

in Mesmer

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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I think the mesmer discussion has been pretty positive overall and productive but I wanted to bring up some points that I am seeing and some new ones as well.

Scepter
Scepter is still missing something but we don’t want to overload the autoattack as we think that promotes more mindless play and are trying to move away from builds that focus so much on the “1” skill. I feel like that scepter should be the tricksy defender that can stop enemies from attacking and defend allies, but maybe it’s single target nature is keeping that from working.

Confounding Suggestions
We were hoping this change would improve this. I’m mostly seeing people saying they liked the old one. That will certainly be a topic of discussion early next week so I would love to hear some opinions either way in case there is a split.

Mimic
Last thought. This skill is for almost all intents and purposes just not working, but is causing some broken behavior with certain bosses. I would like to replace it with a complete redesign and am open to discussion on that as well.

Overall I think this a good small step for a profession that has a lot of roles it can fill fairly uniquely. I think this might give us 3 strong mesmer build archetypes.

1) Shatter
2) Phantasm
3) Mantra

I think right behind those are the interrupt shutdown mesmer and the signet mesmer, so future suggestions towards those are appreciated as well.

Thanks,

Jon

Guardian December Patch Preview

in Guardian

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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Hello Guardians,

So I wanted to talk about the bigger discussion topics for the Dec changes for you as well.

Shattered Aegis
As soon as I get in on Monday, I’ll post the damage #s on this and the power scaling. I think a meaning ful discussion about this change is going to require that. One danger here is that big WvW zergs using this could be really powerful, but I will say that the numbers are decent.

Supreme Justice and Kindled Zeal
I feel like there is a build here, but TBH I haven’t gotten it to work in our internal testing yet. This is as good a place as any to talk about stat conversion traits.

Currently they do not convert 100% of a stat because certain stat bonuses such as those from signets do not get converted. For that reason we are being conservative but normalizing all of our conversions to the follow #s for now.
Minor: 5%,7%, and 10% respectively for adept, master and grandmaster.
Major: 7%,10%, and 13% respectively for adept, master, and grandmaster.

I’m not sure this will be enough, but I do not want these traits to be overpowered as I feel they are fairly passive. That being said, I think they are good simple traits and with 12 traits per line it is absolutely fine to have some passive simple to understand traits.

Another thing about this build is that you do not have all of the information you need about this power guardian right now, but I can’t reveal more without spoilers. /tease

Symbol of Swiftness
To clarify the new Symbol of Swiftness will give you 4 seconds of Swiftness every single pulse regardless of if you have swiftness or not. This is a improvement in many situations and a slight loss in the situation where you were using the Symbol as just a one time buff. I think this makes it feel more like a Symbol, which is good. We are still discussing the idea of it being 5 seconds, but there is some danger of that going pretty high with boon duration.

Power guardian vs Condition guardian
I think Dec 10th will see the emergence of the power guardian, but I think that the condition based guardian still has a ways to go. Ultimately this is because it is hard to cover the burning and frankly you need a good reliable second or even third condition that guardians simply do not have right now. I think for those professions lacking that 3rd damage condition we are looking at supplementing them via runes and sigils rather than skills/traits right now but that won’t be something we attempt until the build that follows the Dec 10th build.

I think that is everything for guardian and hopefully you enjoyed a few half spoiler/half teases.

Thanks,

Jon

December 10th Balance update

in Engineer

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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Ok I had some time to talk through some of the engineer discussion. Overall Engineer is in a difficult place because they have a ton of good adept traits, not a lot of good master traits, and again a good # of grandmasters so you end up spreading points fairly diversly to get all the good adept traits but lose out on a lot of power by failing to get as many grandmaster traits. Here is what I see a lot of talk about:

Incendiary Powder
Moving this was just something that was a long time coming. It was simply forcing almost every engineer into 10 points in Explosives which was really hurting build diversity. We have tried to counter this by improving other triats that might now be reachable by dropping those 10 points. For example Modified Ammunition, Elixir Infuxed Bombs, and Armor Mods. Now all three of these lines, some more than others, have a strong reason to invest 30 points to match the strong grandmasters already in the other lines.Grenadier, Autodefense Bomb Dispenser, HGH, and Automated Response.

Firearms
We still feel this line is lackluster and in the future some merging and redesigning will take place, but we took the lowest hanging fruit for now. We talked about this line more than any other trait line, but at the end of the day the work and testing required got out of scope for this release. The other spot this line could get a quick pick-me-up is by making at least 2 or 3 of the adept traits in this line good choices.

Invogorating Speed
The indirect nerf to this through speedy kits will reduce some surviveability in the alchemy line, but we felt like it was important given how much other strong stuff that line has.

Master tier traits
Some good suggestions on builds that might open up if we improve some of the master tier traits would be good to see. Here is a pretty decent list of master tier traits that I still find underwhelming.

Explosive Powder, Enhance Performance, Power Showes, Elite Supplies, Deadly Mixture, Potent Elixirs, Packaged Stimulents, Power Wrench, Leg Mods.

Keep the discussion going and let’s see if we can find some room in those traits to bring those trait lines some more into play.

We won’t be able to address all of the concerns, but we will address the most pressing if we can.

Thanks,

Jon

December 10th Elementalist changes

in Elementalist

Posted by: JonPeters.5630

JonPeters.5630

Game Design Lead

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Summation of high risk concerns for elementalist.

Diamond Skin
We really love this trait as it opens up some very powerful potential in the earth line to run a defensive elementalist without relying on healing power. The strength of this build is going to be the ability to quickly string small heals together to maintain that condition resistance. I think it could see use in both high damage builds looking to avoid weakness and blind, as well as in defensive builds looking to tank condition heavy classes and condition heavy mobs. I think the big question here is the base health/armor of the elementalist. Of course if you are just an elementalist you just want us to raise these, but balance must work around some fixed things and profession health and armor are an important part of defining what a profession is so that we can create powerful tools that players can actively use to circumvent these weaknesses. In this case if this trait is not powerful enough to be a grandmaster, I believe the right answer is going to be to lower the threshold, not to increase elementalist base health.

Aquamancer’s Alacrity
We moved this trait because all profession cooldown traits are in master tier, and because that is a good investment for this type of improvement. That being said, they may all not be powerful enough to warrant a master level triat right now, but I would rather increase the cooldown to 25% to get people to consider them than to have them be adept tier and allow elementalists to run all four of them.

Cleansing Wave
This is the one I am most on the fence about of all of the elementalist changes. It is a borderline master level trait and I think a better solution would be to leave it at adept tier and instead of moving Soothing Wave (which is only moving because it is better to have a 100% worthless trait at adept tier rather than master tier) we would redesign Soothing Wave into something worthy of master level.

Arcane Abatement
This is moving to adept tier because all of the fall damage traits are in that tier and in our opinion it doesn’t feel good to have to spend 20 points in a line for this kind of trait. Alacrity was the first choice to swap with it here because of the reasons stated above.

Soothing Disruption vs Cantrip Mastery
This one was debated internally for a while as well. I think swapping these traits would also help build diversity as it would let you splash 10 points in water to get Cantrip recharge, but would make you really consider going into water magic for the Regen and Vigor which is much more flavorful. I would love to hear some elementalist thoughts on that potential change.

Last but definitely not least.

Arcana
I see the logic in not wanting the two changes in this line to counter each other. Moving good adept traits to master level is contrary to reducing the need to spec into this line. That being said, Elemental Attunement is just a beast of a trait and could honestly be compared with most grandmaster traits. I think a good compromise would be to place Renewing Stamina back in the adept tier, placing is where the other professions get this type of trait, and instead move Final Shielding to the master tier where it could live alongside Arcane Retribution as two good choices in arcane builds that take Arcane Mastery in the adept tier. That could leave some interesting builds such as: 0/30/30/0/10 for fresh air, diamond skin, and renewing stamina. It also still leaves builds that put only 10 points in Arcana a chance to gain Protection by going 30 air for Tempest Defense, and 10 Earth for Elemental Shielding and still have 30 points leftover.

I still believe there is work to be done at the grandmaster tier in Fire at the very minimum and that Air and Water are the only truly good grandmaster choice right now. There are also still a handful of just terrible traits that will still get looked at, but we felt like we were already bordering on changing too much.

Thanks,

Jon

P.S. bug fix for Lingering Elements is coming on Nov. 26th as well.

[Merged]1year post launch. How Anet feel on Trinity?

in Guild Wars 2 Discussion

Posted by: Corvax.1675

Corvax.1675

For me, the trinity is an atrocious, rigid, ridiculously simplistic mechanism masking a terrible void behind it. It’s for lazy and unimaginative people, who wants a predictable experience. I’m glad I only played one MMO based on it.

Dec 10th, the company, and Communication

in Guild Wars 2 Discussion

Posted by: Qaelyn.7612

Qaelyn.7612

As a new player I agree 100%. I’m thoroughly impressed by the obvious caring and effort put forth by the dev team, and this is what will keep me playing even beyond the attributes of the game itself.

Dec 10th, the company, and Communication

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

They will get a lot of negative feedback from virtually any change they attempt to implement, but in the end that matters a lot less than having open lines of communication – even through the forum rages thir playerbase will end up respecting them a lot more. So kudos, and I strongly encourage them to keep it going.

[Merged]1year post launch. How Anet feel on Trinity?

in Guild Wars 2 Discussion

Posted by: ATMAvatar.5749

ATMAvatar.5749

There is nothing inherent to the trinity system which allows for more difficult/complex boss fights. The only thing a trinity system gives you is a long queue for dungeons and a bunch of self-important tanks and healers.

When can we expect raiding

in Guild Wars 2 Discussion

Posted by: Xae Isareth.1364

Xae Isareth.1364

This game’s style of PvE revolves around 5 Zerker geared players bursting down a boss while ignoring most mechanics. You want 10 (20) more of these trying to burst down a raid style boss? For what? Skins?

You see, you’re the kind of player which I end up kicking from my parties when I’m doing anything other than AC P3 because you’ll end up on the floor dead whilst complaining to everyone else that they aren’t doing enough DPS.

Friend Nicknames Working Again

in Guild Wars 2 Discussion

Posted by: WrayWray.8596

WrayWray.8596

I just noticed that the nicknames I set for some of the people in my friend’s list is suddenly working again. I’m guessing the recent maintenance did that. I had set them about a year ago and they’ve been reset to display names since.

My guild list was rearranged a bit as well. Wonder if anything else got fixed/changed?

Good job Arena Net!

Pardric Trueshot
Anvil Rock
The Rangers Table [TRT]

Levels segregate the game world

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

Actually I agree with Guhracie, the level/scaling mechanics in GW2 are one of the top innovations in the game and possibly the best in the whole industry.

Levels segregate the game world

in Guild Wars 2 Discussion

Posted by: Guhracie.3419

Guhracie.3419

I’m going to have to disagree. Levels in GW2 are much less important than in most other RPG systems. GW2 does an excellent job with scaling, as well, in most areas.

“Be angry about legendary weapons, sure, but what about the recent drought of content?”
-Mike O’Brien
Because we can’t be angry about both?

unnoticed change.

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Posted by: wouw.5837

wouw.5837

Hello all,

this isn’t going to be a hate Topic, so if you are looking for one, there are many others in this forum section.

I just noticed A-net isn’t releasing the RNG Boxes anymore, but more armor/Weapon skins, like the community asked. While I personaly found nothing wrong with those boxes, It’s a shame nobody notices these things and only notices the mistakes.

That makes sense ofcourse, and pointing out flaws is more important than saying all the things they did already.

But in this small topic, I want to thank A-net for the many problems they solved, from minor to big, many are forgotten already! Some great examples are:
We don’t have to put are crafting items in our inventory anymore, it can be used straight from the bank!

Making ascended gear account-bound, and foccused on doing things instead of just buying it of the TP. (Also giving multiple ways of getting ascended items, not only FotM)

More Permanent content in the Living story

So Thanks A-net, thanks for all the small, un-noticed changes you made to the game!

Elona is Love, Elona is life.

New content and politics

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Posted by: rizzo.1079

rizzo.1079

Gear is indeed part of the new content, strictly speaking.

It is one of the reasons why it has risen, the others being the ones I stated above.

Nevertheless, thanks for your thoughts.

Cheers

Gems are worth more gold now because there is more gold in the economy, that’s the only reason. There are numerous reasons why there is more gold now, but Gems are fixed at $10USD/800.

Maintanence

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Posted by: Mian.1945

Mian.1945

So much for the two hour maintanence window and keeping us informed. Two and half hour and counting.

Perspective on life?

Most games have daily or weekly maintenance and we’re worried about 25 minutes a couple of times a year?

ArenaNet has the most reliable server architecture in the MMO space by a long shot. I wish half the MMOs I played had anything close to GW2’s downtime reliability.