Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
No.
Your more or less asking for ppl to play the way you want and not let them have the freedom to chose how they play.
“We have been watching the prices climbing on Legendary precursors and share your concerns about some of them becoming too expensive. We will continue to monitor the situation and will make any adjustments we feel are necessary. "
Quote from Anet – October 2012
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You’re not losing anything, you still have a weapon that can change stats on the fly, for free, forever.
The skins cannot change stats.
You chose to make 2 of the same legendary. You’ve enjoyed it until now. You’re still going to enjoy it. It still outshines every other weapon due to being able to switch stats. What are you hoping for?
Stop complaining for no reason.
Here, I’ll give this topic some fuel to keep going:
Provide one reason (a real one, not one born out of regret and entitlement) why you should be refunded for making the same LEGENDARY twice.
(edited by Realist.5812)
2. Counter Play
Counter play is a little trickier, but part of the solution is having conditions in such a way where it isn’t always advantageous to use them at every opportunity, as the above would largely solve.
But the other part is how you deal with the conditions once they have been applied to you.
In GW you had a Pip system, where you would regenerate or degenerate health/energy at a fixed rate per pip, up to 10 pips. (arrows basically) This largely worked because health pools across all professions were the same size, and there was little you could do to increase it. That, and condition damage didn’t exist.
Regeneration and Degeneration had a 1 to 1 ratio. If you had 5 pips of degeneration it could be offset by 5 pips of regeneration. As a result you could mitigate this damage over time with more then just removing the conditions or hexes, which were limited in supply and largely something done by support/healing professions.
If you had a lot degeneration, you could just regenerate and mitigate the damage. Thus, counter play.
-
Here it’s a little more difficult, and it goes heavily into support and boons that I will cover in depth another time, but I have a few ideas.
(edited by Yoh.8469)
Possible Solutions
I’m going to be take a lot of inspiration from Guild Wars on this one, because quite frankly, it did conditions and hexes far, far better then conditions in GW2.
Yes, they did have a problem with complexity and too many skills, but depth was certainly not one of it’s problems.
1. Spam
In Guild Wars you couldn’t really spam conditions or hexes, if you used the same condition or hex it would simply reapply if it had a duration equal or longer to the one that was on the target. And so you really had to think about when you wanted to use your skills, as it was more about applying pressure to an enemy, and less about just damage over time.
Mind you stacking does have some great advantages between multiple players….. well, except when world bosses are concerned. But I’ll cover that later.
My idea it to take the best from both these systems, and hybridize it.
(edited by Yoh.8469)
3.Damage UI
Damage potential I think is an easier fix, and it comes down to UI.
Remember in GW when your health bar changed colors when you got effected with difference conditions/hexes?
Same sort of deal.
When you get effected with a condition, part of your health changes color relative to each condition. (only the damaging conditions)
The amount of your bar that is color changed is exactly proportional to the amount of damage that player would receive if the condition would deal if not removed or mitigated.
For example: You get hit with Burning that does 628 points of damage per second, for 10 seconds. Which would deal 6280 in total if it goes for it full duration.
And so when applied it will turn approx 6280 slice of your health bar bright Orange, and as you take damage that bar will shrink. (turning grey in the process as you have lost health)
See Reference picture.
!http://s18.postimg.org/9elh1o9ih/gw092.jpg!
Multiple conditions would line up underneath each other, each color coded. So if you have 3 or 4 conditions that will deal 15000 points of damage over their duration, then most of your bar if not all of it will show this.
This way at a glance you can see just how much damage you will take from your conditions, and as such act accordingly. On ally windows, same system but designed for the health bar rather then the health orb.
4.Differences in Kind
Class Distinction I already covered this in solution 1 and 2 for the most part.
Having a more modular condition system would allow for some professions to excel in some conditions more then others, and open the door for more hybrid conditions in the future that stack in intensity for individual players, but in duration for multiple players.
Torment could probably fit this role rather well, as would Poison.
Also, as Arenanet have already shown a willingness, having traits the fundamentally change the effects of conditions. However this would also have to have some sort of visual identifier that something is different, that the conditions has been enhanced.
I think they could expand this in interesting directions, such as having bleeding do more damage when the target is moving, like a pseudo torment, or having cripple increase in duration/reapply if a movement skill is used.
What’s coming is a good start, but I think we can go a lot further in making conditions something that can be tailored to the individual players needs.
-
That about all I have on Conditions. At some point I will also cover Boons/Support, and later Control. Next week maybe when I am not so busy working.
Let me know what you think, if I am even within miles of being right about this, or if I am totally full of it or missing something obvious.
Because honestly, I just don’t have fun with conditions, they are a very poor substitute for hexes and conditions from GW, and I pretty much thought that from launch.
I’ve tried to like them, I really have, but I have seen little more then a slew of problems with them, which aren’t being addressed.
But I’m probably bias.
(edited by Yoh.8469)
Introduction
Just a note, this thread just got merged into this one, so if it seems a little out of place, there’s your reason.
Been meaning to do this for awhile, but this is going to be a short series where I go over what I perceive as fundamentally flawed design gameplay elements to combat.
Namely Condtions, Boons, support and control. As well as offer a few suggestions, and open up to suggestions from other players.
I have little confidence that Arenanet will actually do anything about it, but I might as well make the bloody attempt.
Guild Wars 2 made a lot of innovative decisions, some of which worked out, others, not so much. Unfortunately by trying to make the game more accessible to a wider audience, they dumbed down certain mechanics and eliminated others.
And while yes I would concede that it’s easier to use and get into, it also lacks depth and counter play, compared to Guild Wars.
Conditions and Boons are some of the bigger offenders of this.
-
The Problems
So what is wrong with Conditions?
(edited by Yoh.8469)
I hope they NEVER really start with something like Legendary armor, since really who beside some TP Tycoons will have maybe 12-15.000 Gold to spent for a set of armor ?
And that of course only for ONE set for one character.
I’d rather happily buy the next 20+ armorsets from the gemstore instead of seeing something so totally overpriced like legendary armor.
Wall of text + ragequit post… not sure if trolling or just trying to punish everyone else out of anger…
i think your missing the trick.
if you look at it for the right amount of time and cross your eyes a cool image appears.
OP. Nerf incoming.
I agree. Especially the first point about blocks and invulnerabilities preventing from revealing the thief is so stupid. It adds no counterplay.
I can see it sometimes, but not at other times. I’m not sure what the difference is caused by.
I saw it first BEFORE Scarlet showed up, and when I finally saw her standing on a platform out there, I instantly said “THAT’S what that’s for!”
So, yes. It’s Scarlet’s platform. And no, you can’t land on it. I’ve managed to fall far enough out to hit it, and I simply passed through it.
Is the hand quicker in the eye?
Are we mesmerized by the carrot in one hand whilst the other robs us blind?
They will be nerfing champ bagS/event gold reward for the repair fee alone. Double waypointing for an world event, will actually be a full nerf on top of it, meaning everyone will loose MORE money overall.
Stop making these stupid threads.
By the way, there is nothing cool about mounts.
Toggle for female armour to use male armour look
I’m a member of a GW2 Girls facebook group, and one issue that comes up pretty regularly is the female armour. Fairly frequently a piece of armour that looks powerful and kitten on a male character will look sexy/girlish and often exposing on a female. Several of the women in the group who like to play female characters prefer sexy, but the majority of them enjoy playing a more practically dressed character.
It is already possible to play a completely unsexualised female humanoid but requires hunting around for skins and armour sets, particularly for light armoured classes. The default light armour at character creation is a miniskirt, garter and crop-top, which can be offputting for a new player.
Guild Wars 2 is already incredibly welcoming to female players; the charr and asura are brilliant, and the female NPCs are whole people with their own motives. It’s this incredibly positive experience I’ve had that makes me hungry for more.
I think a great solution to this issue would be to have a toggle (maybe on the bottom right of the armour piece, like the show/hide toggle) that allows you to switch between the default ‘female’ armour, and the ‘male’ armour. This could be added gradually, focusing on the armour sets with the biggest differences between male and female.
Alternatively/ in addition a similar toggle on character creation might help a new female player feel more welcome and catered for.
While this isn’t part of my suggestion it would be nice to eventually see such a toggle on the male humanoids too, so that they can wear the cute girl skirts too if they want. That would be crazy-progressive.
Edit: To be clear I mean showing the skin of the male armour on the female frame.
Edit: To narrow the suggestion down the toggle should (initially) only be available to females of the following species:
And applied to the following armour (initially):
The toggle option when hovered over could be called ‘Alternate design’ and be a simple checkbox
See attached image for an idea of how it could look (it was hacked together in kitten in like five minutes so isn’t perfect, but shows the legs of the light male human armour, and the torso of the light female human armour, plus checkboxes).
Edit: A good suggestion from Starfish about showing how different the male and female light armour sets are:
…Some people still seem confused as to what the issue is here, so perhaps put a line-up of all the skins from the light starter to show the difference.
Defualt Male: http://gw2armorgallery.com/armour/human/human-light-stand-start-male.jpg
Default Female: http://gw2armorgallery.com/armour/human/human-light-stand-start-female.jpg
New Female after editing: https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/144945/alternateDesign.png…
(edited by HarlequinWild.4359)
To maximize your odds of running into other RP players more often, you’ll want to make sure you’re on the same world (generally TC and Piken are viewed as the RP worlds), and in guilds with other RP members also on that same world. For example, everyone from TC currently will be set to high priority to sort together, same thing goes with people who are all a part of the same guild (so guild up RP folks!)
We’ll continue to monitor, adapt and update the system as we go forward as well, for now I’d suggest seeing how it works once we enable the mega server system across all maps and then giving comments and feedback when you see it in action!
(edited to add Piken!)
(edited by ColinJohanson.2394)
EDIT 26 April 2014:
Unfortunately, I will not be spending my time discussing the ideas and keeping this list up to date anymore. Anyone who feels like it – you’re free to continue posting here or recreate a new thread and keep it updated. Cheers!
Here’s a list of features which would’ve let me and many other players truly “experience Guild Wars 2 as never before” ©:
1. Improved targeting system: option to display and cast AoE skills at max (“green”) distance even if cursor is out of range (particularly useful for shadowstep skills);
2. option to exclude yellow mobs from closest targets;
3. option to limit closest target to a narrow cone in front of the character (say hello to white moa at Jormag);
4. option to prioritize heaviest mobs over trash;
5. separate key to target heaviest mob (not bound by default);
6. option to always cast AoE on selected target (if it is in range);
7. option to prioritise enemies over allies when clicking to select target (Lyssa surrounded by trash and players);
8. retaining target marker on reappearing targets (Lyssa, Inquest Golem Mk II, Shatterer);
9. reworking the way in which large targets with high target point are losing focus when camera is tilted towards the grown a bit.
10. Queuing of pressed skills (so that I do not have to hold a button to get a skill cast even if I have network lags).
11. Option to turn on highly-visible cursor for aiming in zergs large-scale LS events.
12. Ability to relocate more UI elements, such as target info bar, which would allow players to see visual cues on large bosses on a 16:9 screen, as well as seeing boss buffs (retaliation/protection/condition reflection) next to their skill cooldowns.
13. Ability to relocate weapon skills.
14. Right-click on utility skill brings up skill choice pop-up (easier than aiming into a small arrow while running).
15. Option to turn the red out-of-range bar into a red/gray color tint/red cross on the skill icon.
16. Option to disable tooltips on skills (for people who use mouse to click skills).
17. Option to make buff/condition icons on target to retain their position (can be mitigated by an option to align to left/right instead of center only); an option to always display empty placeholders for boons and conditions.
18. Option to split nourishments/guild banners/bloodlust buffs/consumable timers from boons/signets/attunements, with possibility to regroup and relocate buffs from different categories.
19. Option to make buff/condition icons larger.
20. Option to turn off (or permanently collapse into tiny icons) UI elements, such as Personal Story tracker (and daily/event trackers).
21. Option to adjust camera position (higher-lower).
22. More zoom and FoV (zoom angle/perspective) options.
23. Option to hard-fix camera zoom position and make solid objects semi-transparent instead of constantly zooming in (particularly useful at jumping puzzles).
24. First-person/no character view for taking screenshots and fighting large bosses.
25. Option to change “hold right key for camera” into “click right key to toggle camera usage” (I’m running with right key pressed 90% of time).
26. Option to display player names and armour always in their respective team color instead of “blue=ally/red=enemy” in PvP and WvW. I’m totally confused every time a red enemy comes from a blue base and captures a blue point – this is a consequence of transferring from a different PvP game which always persisted team colors, and I’m sure I’m not the only one with this problem. To make it worse, /team channel is of an enemy-red colour instead of current team color.
27. Slider to adjust amount/intensity of particle effects (which make events like Risen Priestess of Dwayna look like an epileptical disco).
28. Ability to pin a bag/several items from it to be always visible – especially useful for nourishments, consumables, weapons, minis.
29. Option to display bags in 2/3 columns (displaying 18 slots in one row and 2 in another makes it too high; however 20 in a row is too wide).
30. “Compact” function compacts all items in their respective bags if bags are displayed, or compacts everything if bags are merged.
31. Fractal uncommon/rare/exotic gear boxes should work with sorting gear regardless of the order in which bags are put.
32. Invisible bags should not be filled even if placed as a top bag (because it’s where the most useful stuff is stored) unless out of space.
33. Content from invisible bags should not be displayed in Mystic Forge (dear customer support, just how many precursors do you have to manually restore each week because of this “feature”?).
34. A magical bag shared by all characters (may be a gemstore item not to conflict with bank golem).
35. Allow moving items directly from Guild Bank to Bank.
36. Allow direct stacking of items which belong to the same player in Guild Bank.
(edited by Lishtenbird.2814)
Hey guys.
I just wanted to give you guys a quick update. Based on your feedback, we’ve decided not to add Runes of Perplexity to PvP in the 4/15 Feature Pack. We’ll be monitoring the balance of runes closely, making more tweaks if necessary, and revisiting the possibility of adding Runes of Perplexity to PvP at a later point.
Thanks again for comporting yourselves in such a cooperative and constructive manner – you guys had some great points and counterpoints regarding this issue.
So yeah. During wintersday, i did PvP a lot. i REALLY enjoyed myself. Got me into serious PvP (well i have a more serious mindset because i understand it)
So what i want to ask is this.
Waiting on a match sometimes takes a while. I dont like Alt Tabbing because i dont want to miss a match.
How do we fix this? add more things to jump on! back in wintersday, all the presents were a blast to jump about. I think a small jumping puzzle, or even a small sky path with holes to jump over.. THAT WOLD BE AWESOME
In my opinion there are two big problems with the Condition meta and those are:
Rate which they can be applied
And the rate in which they can be cleansed before they can be re-applied.
It takes 1 stat to max out damage and the other 2 can be ba directed towards tankiness while direct damage users need, power, precision AND critical damage to proc our best output in sacriface of all survival whatsoever.
>BUT GET CONDITION REMOVAL ZOMG
As a thief player there’s not enough cond removal in any kind of build which can remove all the condition that condition build can apply (and re-apply cus why not) other than heavily investing in a trait line that i may or may not feel like traiting in just to counter game imbalances. That’s the reality of gw2.
Anyone who denies how conditions are completly broken in this game on all classes going from Thief, mesmer, engie (broken as kitten k bye) Necro and warrior (also gg broken), is purely lying to himself or is a condition user himself.
Oh and Crt dmg in a desperate try to fix the Pve meta which won’t change a bit. Thus making WvW condition roamers gods.
My jimmies are so rustled.
(edited by Sons.5493)
I know it has been said many times before but come on. Warrior gets so much health per second. Its exessive. They already have high vitality and toughness, they can already block conditions, and become invulnerable 2 times and a battle (total of 10 sec if traited). They get too much passive healing and that 8% won’t really do anything. It should at least have long time interval. Devs on RU didn’t really mention anything about warriors overportection except for that hammer damage was getting toned down a bit.
nobody wants a condition heavy bunker meta come back to gw2 … having balanced stats amulettes like celestial is really nice for balanced ele or maybe even mesmer for a hybrid kind of thing but perplexity in pvp…no please no
IMO, they want you to BUY GEMS with RLM and convert to gold to make IGM, very sad we can’t make and obtain gold/items/mats just by playing the game, so sad.
I’m still not going to play dungeons and fractals while it is all about to either rush them and stack in a corner or spend hours killing hit point bags that drop no reward.
The entire armor breaking system could just be removed these days and nerfing the overall rewards of dynamic events just because of champion trains in certain areas are popular seems silly.
Just reduce the rewards in those areas.
… for mediocore changes. The “big and great” feature patch so far is, removing the most minimal ever appearing costs in the game, repairs, that didn’t hurt even the every time dying newbies (not like traveling costs, that noone really cares about later). Free trait resets are mentioned TWICE in 2 separate blogposts, once it says you can do it for free anywhere, and the other says again you can do it for free. WvW exp and highend items being account wide is also represented as the most glorious thing ever done, but let’s face it, it’s just a “fix” that should have been done ages ago and takes minimal effort. I’m not a programmer, but I imagine it’s a swich on some devkit UI if an item is soulbound or account bound. The new traits are a nice addition, that’s for sure, but won’t make an impact on the game, not on their own. I expected many more changes (especially under title “removing restrictions”), like weapons that can be used in only main hand, can be used in offhand or something. That would have been the very minimal of my expectations. The wardrobe is also nice.
I must say, I’m happy to see the game changing and upgrading, but this is very very far from enough, to keep me playing. Most of the changes are aimed for newcomers.
Wardrobe? Great! I already have all the skins I wanted, I had 1.5 years to collect them. 0 new armor added.
Trait resets? Great! Now it saves me 30 seconds when I change between PvE and WvW. New traits added, this is done well – speaking in general, not about how good / bad those traits are.
WvW EXP and high end gear acc wide? Great! It’s a minor fix and changes nothing for those who already had this kind of stuffs. Those who have a legendary on a character are certainly very dedicated to that character, and it’s a welcome addition to allow item transfer between alts. But I can’t say it enough times this is a change so minimal, it is simply impossible to match the expactations that are based on the hype ANet built up, via speaking so highly about this patch, plus the lacking communication when people went to theorycrafting and wishes about new weapon skills etc. that should have been in a patch presented a way like this one.
More detailed LFG tool? Seriously? This is worth an entire day’s blogpost? I was propably hard to write more than 2 lines about it. A change that should have been mentioned as a sidenote somewhere, not as a “look at our hard hard work!”. I could appriciate it, if it would not be – again – presented as something fantastic. This is a minor fix.
Reworked runes, sigils. This is the big one, something I say easily lived up to the hype. I cannot say much until I tried the new system, but it definitly sounds like a great, fundamental change that REALLY required hard work and balancing, and has a big impact on everyday gameplay. Something I don’t really do, since the content didn’t really expanded since relase. But that’s another topic, about why changes to gameplay doesn’t matter to those who don’t play at all because they’ve seen everything already, many times.
(edited by SaltyDave.7346)
Reducing in-game cumulative gold rewards = more grind = more people will spend money on gems to convert to gold. End of story. That’s what ANET is hoping for.
Actually, thats not at all logical, there is no extra cost for (not at 80 anyway) for changing your outfit, it costs exactly the same as it does today except today
Exactly. ie: It’s a horrid system. It’s always been a horrid system. That’s why people when “cool, a new system!! oh.. same system with more bank space” what’s your point?
One of the main tenants of a wardrobe is the ability to change clothes on the fly. Having a cost on that kills much of the appeal. I’m glad I get space back, i’m glad items are account bound, but seriously should I be patting Anet on the back for getting the cosmetic system to be almost up to date with the MMO standard?
(edited by DarksunG.9537)
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