There’ll be more supportive damage for Celestial Avatar by launch… possibly from trait modifications or from skill changes.
An issue which should not be decoupled here is that Celestial Avatar felt gated behind staff use (and troll unguent), which left a ranger with one damage-focused weapon option and one support weapon. I’m making some changes to astral force rate gain to try to address this. Ideally it should be possible to build up your astral force without -needing- to run staff, but running staff should speed up the process by nature of the heals it provides. This would yield the option of running two non-staff weapons while still having Celestial Avatar available.
Celestial Avatar healing is the best available by a decent margin right now. One issue that came up is that the healing coefficients are so insignificant that running with healing stats yields very little reward.
The best healing in the game being available without using any healing power; this is not good for the game.
The berserker meta not be the only consideration requires that other stat combinations be rewarding.
Being able to run two more damage-focused weapons (if that’s your thing) and still have Celestial Avatar available should address some of your offensive concerns if you want to play a bit more offensively as a hybrid. If you want to focus on being the top offense then you probably shouldn’t be selecting the Druid specialization.
That’s all I’m going to say on the subject for now (though I will continue to read constructive feedback here and elsewhere) as there is plenty to be done in order to address these and other issues. /me ducks back to work on Scrapper and Druid.
I have to agree. I could not get to one specific platform with Lightening Pull and tried it almost 10 times. As I was standing on a platform with a Lightning Tethers I had no other option. I was on that platform as number 3, but got out of time because of this bug.
I have done Sanctum Spring at least 80 times and I never had this issue. I have no intention of doing Sanctum Sprint again until this bug is fixed. If it is part of the daily I will just run around at the start until the timer is over.
Lower the duration and lower the cooldown massively. That’s all it needs. It’s a really good skill but it’s duration makes it a nuisance for enemies and wasteful for the necro.
hitting max luck should give an achievement which rewards something akin to mawdrey II that can eat exotic essences of luck.
It’s like the devs designed the rewards with a calculator where their heart should be. Thinking first of the economy. Thinking, “how much of a gold sink can this event be”, when they should have been thinking, “how much fun can this event be?”
Very much this.. “Thinking first of the economy.”. They have at least one person who is very much into this economic way of thinking.. He is also active on the forum in one of the categories.
He seems to lover currency and sees it as the solution for everything.. and you know.. he ir right from an economic standpoint (what might be how he is supposed to look at it). Using currency’s all over the place make things easier to control.. the only problem is that it’s not fun.. Not for many people at least.
Anet needs to drop the currency love.. They need to be prepared to let lose some of the control. Make more dynamic system that are harder to control. Sure people might be able to do thinks you did not foresee, things you don’t have grip on, you can’t control everything by adjusting some small number.. But for the players it results in a way more fun experience.
I’m out. I don’t care if they’re giving a million blooms once they fix this. I’m done running around being too late to get event credit most of the time. Games are supposed to entertain, not frustrate.
I find the scaling not high enough. Everything dies before I can get a hit in.
Because people abuse the system, scale up the event to spawn champions and then stand around letting the champions spawn for easy bags and abuse anyone that tries to actually finish the event.
Krall Peterson – Warrior
Piken Square
No offense but seeing what posts get locked i honestly think that mods would be more useful by punishing players that cause actuall damage IN GAME by trolling matches, afking, ragequiting causing 4v5 etc. instead of spending their entire time backtracking some old posts in attempts to get someone banned.
Atm, there is 0 punishment for trolling matches.
[Teef] guild :>
Obvious answer on an obvious question.
(edited by Mortifer.2946)
- Venetian costume ball:
Noble count outfit (m/f) with mask of the night or regal masks - Fancypants:
Noble count outfit (m/f) with monocle,
noble count outfit (f) with fascinator - Steampunk:
Noble count outfit (m/f) with inventor’s goggles,
Noble count outfit (m) with aviator hat - Magician:
Noble count tux (m) with top hat - Santa:
Fancy winter outfit (m/f) with santa hat - It’s cold outside:
Fancy winter outfit (m/f) with ear muffs - Actual pirate:
Pirate outfit (m/f) with Magus’ eyepatch,
Pirate outfit (m/f) with charr bandana - Pirate Captain:
Noble count outfit (m) (isn’t it just the gift that keeps on giving??) with pirate hat, or Magus’ eyepatch - Satyr:
Raiment of the Lich outfit (m) with devil horns - Ninja:
Assassin outfit (m/f) with headband,
Assassin outfit (m/f) with hood - Thing from your nightmare:
Executioner outfit with phantom hood
Any character at all with glasses. Something something bunny ears. C’mon.
(And don’t get me started on town clothes / hat combinations)
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
(edited by Pixelpumpkin.4608)
I do not understand these threads. “My family and I have played thousands of hours, but we feel ‘cheated’ because the person who is joining now plays the core game for free or pays just the one fee for Heart of Thorns.”
Let’s consider another type of purchase, that of DVDs. FotR was $30 when it came out on DVD. You now can get all three chapters of LotR for less than $20. But the person who buys now lost years of viewing pleasure because he didn’t own the video at release. LotR is shown for free on television, but that doesn’t negate the value of purchasing the DVDs, for those of us who chose to make those purchases. Imagine showing up at a DVD retailer and saying, “This movie is now free. I want money off another title.”
The hours in Guild Wars 2 that your family has enjoyed—very likely the thousands of accumulated hours—are not without value. They are not, to us, without cost. The 40 major updates we have made to the game that you have been enjoying for three years each add significant value to your purchases: Wintersday festivals that a new player will never be able to attend, major in-game events they’ll never see, drops that were only available to you, as a veteran player, during a limited period.
The position in the first post has been put forth by different people and successfully dispelled time and time again. OP — Please know that we greatly appreciate your support. I encourage you to make whatever purchase decision is best for you and your family. But please never forget that all you have gotten for each of your purchases does have value, in the overall view of things.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
9 Accounts, Manually Controlled, Ok, lets do some Bearbow math.
It’ll take you ~1 second to move between each client
1 second to initiate a command (assuming you only want 9 characters to do 1 skill and then auto attack)
Thats 18 seconds for 1 action across 9 accounts with 0 movement, so 3.3 (repeating of course) actions per minute per account.
Technically speaking, you could pull off a 3 Rapid Fires on your Bearbows per account per minute with 6 seconds to spare between switches. A normal Bearbow can do 7.5 Rapid Fires per minute, and throw in 2 Barrages (but that requires targeting, something you don’t have time to do), upping damage to equal roughly 9 Rapid Fires.
Your 9 Bearbows are roughly equal to 3 real Bearbows. It seems if you wanted to be effective, you should be multiboxing only 3 accounts rather than 9, if my Bearbow math is correct.
That is unless you are botting, or have keys bound to multiple clients, either way, that’s gonna fetch a ban…like it did
(edited by Chris Cleary.8017)
Because there are a lot of people admittedly doing it in Spvp….
My thought is: this game need a new design team and a new balance team.
That is all.
Ankur
(edited by DarkSyze.8627)
The Revenant revolves around the Legend Game mechanic with swapping between 2 legends changing the utility skills instead of the weapon skills, and an energy upkeep/management system similar to that in GW1.Everybody knows this but I want to state it clearly to highlight how the present setup does not always seem to be cohesive to that mechanic design.
1. Weapons: to Swap or Not to Swap, that is the question.
There are lots of arguments on the forums for and against the Revenant having a weapon swap. The basic mechanic of swapping utility skills instead of weapon skills as a matter of simply bare numbers looks like it should be no different than weapon swap on any of the professions that permit such. Yet that neglects 3 subtle but significant issues.
1a. The first is the overall loss of utility flexibility. When it comes down to it, each legend is a prepackaged SET of utility skills. Where every other profession allows players to mix & match utility skills to meet their anticipated needs, the revenant only can choose between 5 sets (OoC), rather than the mathematically significant combination possibilities available in other classes to select each skill individually. This means that if someone does not agree with the options within a package set they are simply out of luck. This is a non-trivial impact since weapon skills are also a set of skills that cannot be chosen individually.
This loss of flexibility comes home to roost with the current lack of mobility & stability skills within the Legend skill sets.
1b. The second loss of flexibility is seen in the inability to adjust for opponent range. Every other class with the exception of Elementalist has at least the potential to change between close/mid and long range weapons or kits. The elementalist is like the revenant in that it does not have the ability to account for range differences (think d/d vs. staff), yet the number of skills available with the 4 attunements provides double the skill flexibility IN COMBAT to that of the revenant. This applies a significant penalty to the revenant in game play.
1c. Legends are closely associated with a particular weapon. However because there is no weapon swap, the play can really only utilize the full scope of play for a single legend, with the second legend being handicapped by being out of sync with the weapon equipped. I can think of three possible solutions to this. One – make the revenant swap ALSO swap weapons at the same time (so single click/key changes both); Two – step back from the close association of Legend to weapon, Three – have swapping legends change the weapon skill functions so that the weapon effects vary from legend to legend. Personally I think this last would be the best option, but probably the most difficult to achieve. This is the greatest failing of the revenant concept right here.
2. Energy Admixture
The energy mechanic is awkward. The idea is fine, but applying a skill cool down AND an energy cost to weapon skills at the same time seems to be buying the worst of both worlds from the thief vs. other professions. This really should be one or the other, but not both. Given the profession mechanic with its concept of swapping utility rather than weapon, I think the energy cost should be applied to legend skills only, with the common casting time/cool down method being used for weapon skills.
3. Let’s Play well together
Ideally I think there ought to be a measure of synergy between Legends. We should have good reasons to swap back and forth between legends. There should be a reason to pick Mallyx/Ventari together in one place and Mallyx/Jalis somewhere else. We should be encouraged to swap between legends frequently as part of skilled play. Right now this sort of interplay between legends seems to be lacking.
4. Visual Suggestions
On a completely different aspect of playing the revenant, I have a couple thoughts on the visual appearances.
4a. When playing the mace/axe weapon pairs, the red weapon effect looks . . . flat. It seems to have no color depth or something, so it felt unpolished. The issue really just seems to be that one tone of red. Color & design aren’t something I am good at so the best I can do is this rough impression.
4b. The skills that have an energy upkeep, I had a very, very difficult time visually identifying whether they were toggled on or not. I just could not tell by looking at the skill. I don’t have any suggestions on how to fix that, just that it needs to be adjusted some how.
Over all I loved playing the revenant. It will be a great addition to the game. However, I do hope that there will be some adjustments to accommodate for the loss of flexibility.
16GB RAM; AMD Radeon 6970M 2GB VRAM
This topic has been brought up before.
I was watching some old streams of the PvP World Tournaments. As an experiment I brought my fiance in (who is an avid gamer who plays Smite and Couterstrike religiously) to spectate the game.
She has never watched a Gw2 game before and her synopsis was complete confusion. She complained about the particle effects obscuring all of the animations. Majority of people were using Asura characters so her comment was it looked like a “Chibi Smurf War.”
At one point, a Shoutbow warrior landed a final thrust and dropped a guy. She was like WTF just happened? The animation for the burst was so obscure she couldn’t figure out what was going on and why the guy died.
After about 10 minutes she got bored and wandered off to do something else. I wonder, how many other people watch tournaments and feel this way? How many are met with confusion and view the game as unappealing from a spectator standpoint because they can’t figure out what’s going on?
She complained to me that all she saw was “A kaleidoscope of disco lights spewing from every player and a ton of boring numbers popping up.” She couldn’t telegraph big hits or even figure out what people were doing. She seemed surprised when people died and kept asking me “How did that guy go down?”
Just something to take into account of how the game might look to a first timer from a spectator perspective. She never really got excited. It made me realize that the way the game is presented to outsiders and it’s not good.
(edited by lordhelmos.7623)
The problem is compounded by the lack of punishment for failing a burst and the ability to burst through active defense.
In order games bursts are either:
1.) Highly telegraphed or only executable when the player has primed the enemy with a strong set of pre-requisites (such as pre-stacking high vulnerability, getting them to a health threshold, hitting with a hard to land chain of skills, baiting them into an obvious but strong cc or trap, long wind-up skill, etc.)
2.) Come with tradeoffs for missing or failing to kill the target (such as WoW thief losing stealth and not being able to apply it in combat without burning a long recharge CD)
3.) Burst classes usually must trade active defense for high burst
This is not a new problem. This game has been plagued by problems like these since day 1:
1.) Idiotic burst with no penalty (ability to burst from stealth, non-telegraphed bursts based on auto-procs that take no skill to setup such as homing missing/fire sigil/air sigil).
2.) Ability to use burst abilities while in an active defense (WoW paladin bubble reduces outgoing damage when invul but dumb stuff happens in this game like rangers shooting off rapid fire while in signet of stone for 9k).
Burst should always be high risk high reward. There is no issue with burst builds, they are a healthy part of any competitive game. The problem is the ability to burst with no risk and not pay for it when you mess up.
So this leads us to this problem of players going full glass because why not? There’s no penalty for bursting through active defense. Players can go glass and stack so much active defense or stealth that they can burst and still have strong survival.
Players should be forced to make intelligent decisions on when to defend and when to attack. They should be rewarded for bursting through key windows of weakness in the enemy, not going invul/stealth and just bursting whenever they want through short CDs or chained active defenses until one hits.
Examples of better designed bursts are things like killshot, which is highly telegraphed and puts the warrior in huge risk by forcing them to be stationary. Moving can interrupt the burst so if pressured the warrior is forced off the offense.
Examples of bad bursts are things like stealth burst in general, with stealth being on such low CD there is no risk. You can screw up and just try over and over until the enemy dies. Even worse if you really mess up you can just rest the whole fight.
Examples of good active defense is Renewed Focus, which grants the guardian invul but they are stuck in an animation and can’t attack. They trade offense for defense, which is a cornerstone of balance 101. Any ability that lets you do high damage from the safety of impenetrable defense is inherently broken. Other games have figured this out, which is why you don’t see shield lancers in TERA blocking and striking with high damage at the same time.
BRAINSTORMED IDEAS ON HOW TO FIX THIS:
1.) Invulnerability skills reduce outgoing damage or have some sort of attached penalty. The only exceptions are auto proc invuls such as defy pain where the player can’t control the trigger. I don’t have a problem with autoproc defenses at low health thresholds because these moreover act as a indicator that says hey your in to deep you need to either GTFO or go all in. These should be few and far between, majority of active defense should be player controlled and force the player to choose between attack and defense to promote skillful play.
2.) Transformations such as Lich and Rampage drain all endurance. You give up your dodge for temporary godmode, so you can be focused and killed.
3.) Autoproc high damage skills (homing rocket, sigils of air/fire) get a heavy handed nerf or have their effects changed to put them more in line with pressure damage. High damage burst should be something player controlled, not a compilation of RNG based skills that blow up players when the planets align. This is not skillful play.
4.) Stealth used defensively is fine, there needs to be some sort of punishment or control that prevents players from constantly re-stealthing and bursting over and over. By nature stealth should be a defensive tool. I don’t want to nerf the defensive properties of stealth because thieves and mesmers need it for survival, but they should not be able to abused it a high number of times in a fight as an offensive tool with no counter. Some smart guy at Anet has to fix it because I can’t think of a solution and anything I say would just incite pages of forum rage.
(edited by lordhelmos.7623)
Game needs to be balanced around effects like eviscerate and dragons tooth. Those should be the norm for what constitutes a burst skill. Almost all meta burst specs are based around effects with as little tells as possible. And lets be realistic a skill that takes off more than 50% of someones hp alone requires even more than 3/4s notice. Fire/Air is a large culprit but is hardly the only one. Personally weapon sigils being removed entirely would be healthy for the game.
Even condi has gotten really weird role wise. They can burst like a power build but I would have thought they would be designed as the sustained damage type.
Best description for Gw2 I can give it now is an FPS with a convoluted and cluttered screen. I don’t think there is a market for that. For Gw2 PvP I think people expect much slower gameplay with more strategic thought into skill use. Definitely not spam damage skills on cooldown with just a small bit of attention to things like blinds, blocks and evades. A bit of a simplification but really the thought that goes into skill use is definitely much too low.
I disagree. There is no reason to keep rare weapon skins locked away behind huge paywalls on the trading post besides playing into the cards of some rich TP barons.
Should everything be available all the time? No.
But a system where old skins get reintroduced on a regular basis would keep TP manipulation in check and give players the ability to aquire skins they might have missed. Having prices in excess of 2k gold per skin on the trading post does no one good except for the 2-3 players who monopolized that market.
EDIT: just to clarify, I’m not against people making thousands of gold via the TP. On the contrary. I’m just not a fan of the rarity factor playing in that much because it requires exactly 0 thought or skill.
If your value of an item is based on whether or not someone else has it then you dont actually value the item. If you dont value the item why do you care if someone else gets it too?
Hey guys, just wanted to express something thats been bugging me a bit.
It seems lots of people believe that items they missed out on should come back so they have another chance at it again. I completely disagree with this.
I mean sure, there has been some stuff I wish I had gotten but missed out on but for the people that did get it, it adds a certain sentiment and value. What’s the purpose of releasing something everyone will get. It’s like the old saying goes " if everyone has it, no one has it."
Exclusive items should remain exclusive. People can already get cool flashy skins via the legendary weapon system, trading post, rare drops and even a few cool crafting options. Bringing ALL the cool stuff back here and there really devalues a players time and effort.
TL:DR exclusive items that were available in the past shouldn’t be brought back just because people are unhappy they didn’t get it.
What do you guys think?
Just want to clarify since I saw this come up a couple of times in this thread and we haven’t actually released our full official patch notes for 6/23 yet….
Ascended Gear will be staying 5% better than Exotic Gear. Gear beyond the tiers we already have are not going to be added and our existing tiers won’t change, they won’t be our main end-game form of progression for your characters/account for all the reasons we’ve covered before – it isn’t what we think Gw2 is about.
Masteries is being added to PvE to help provide this system as our form of progression for PvE moving forward, and the WvW ability system exists for WvW and will be what we use to expand WvW in the future.
To more directly answer some of your point….We are adding a system that lets you change the stats for your ascended gear (weapons and armor) next Tuesday – which will cost a combination of 10 spirit shards, piece you don’t want anymore, 5 ectos, and an exotic insignia of the stats you want to convert to. Legendary Gear will remain the gear that can freely change stats any time.
-CJ
(Edited to clarify weapons and armor)
(edited by ColinJohanson.2394)
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Regina Buenaobra
To clarify: $50 is the price of the expansion. We included the core game as a free bonus to make it easier for new players to get into it.
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
Rifle.
+1
Rifle.
You people need to be “Gibb Smacked” repeatedly. Of all things to complain about, geez….
Norn don’t have armies.
Krall Peterson – Warrior
Piken Square
Because I like looking at girls.