Showing Posts Upvoted By MithranArkanere.8957:

No Holy Trinity = Boring?

in Guild Wars 2 Discussion

Posted by: Jski.6180

Jski.6180

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.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

*Precursor Rage*

in Guild Wars 2 Discussion

Posted by: Leeto.1570

Leeto.1570

“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

Attachments:

Close this subforum

in Profession Balance

Posted by: Moderator.6840

Moderator.6840

Hi everyone,

Since this thread is not encouraging a constructive discussion, we’ll now close it.

All ArenaNet staff members, from designers to moderators, continually pass along feedback and suggestions to the rest of the development team and while every thread cannot be answered in a personal way, be sure that your opinions are taken into account.

Thank you for your understanding.

Dual legendaries solution?

in Guild Wars 2 Discussion

Posted by: Realist.5812

Realist.5812

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.

ALL IS VAIN.
PvP modes are the “endgame” in every MMO.
Stop failing at PvE, start fixing PvP/WvW. Thank you.

(edited by Realist.5812)

Feedback regarding Conditions

in Profession Balance

Posted by: Yoh.8469

Yoh.8469

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.

  • First would be to have the Boons function identically to Conditions in how they stack, as listed above. Part of this could be having Regeneration be modular, where an individual player could stack it if the skill or trait allows. Thus allowing the player to increase the amount of health regeneration depending on the situation.
  • Having more skills that actively allow you to regenerate separately from the Regeneration boon for a period of time, like Troll Urgency, could also work since most regeneration you have access to is passive, food, signets, runes, traits, etc. But there are very few skills that allow you to regenerate for a set period of time as their basic function. Thou if Regeneration were modular this would probably be moot.
  • However, if these regeneration skills were based on positional play, then that would be a horse of a different color. Such as dropping a symbol on the ground and having it heal you, but only if you stand in it. While you can do this now, most symbols tend to only last a few seconds and not be that powerful. If you had area effects that lasted a long time but had a small radius, there would be a lot of positional play with trying to fight in and around it. The trick I think is to have regeneration effects have a very small radius, but long duration. Of course you should only be able to have 1 or 2 of these out at the same time.
  • Condition removal on the other hand could stand to be more specific rather then general. Which could lead to some professions being stronger against certain conditions then others, such as having the Ranger be strong against cripple, chill and immobilize, but weaker against say weakness, blind and confusion.
  • Part of this could be taking more preemptive measures, such as new Boons that effect Conditions. For example a Boon the reduces incoming damage by a flat rate, say in this case 50 points. For a condition that is dealing damage every second, this would reduce a lot damage, but if you get a single hit for 7500 damage, it would hardly do anything.
  • Between having modular regeneration and preemptive boons, a player would have multiple options to deal with conditions besides simply removing them, which could stand to be more scarce, and be more heavily focused on some professions the others, as long as every profession has some way to deal with them.

(edited by Yoh.8469)

Feedback regarding Conditions

in Profession Balance

Posted by: Yoh.8469

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.

  • The basic idea is that a single player can only stack a condition as much as that skill or trait allows. Attempting to apply more stacks only refreshes the existing stacks if the duration is equal or longer to the conditions that exist. However multiple players can collectively stack conditions in either stacks or duration.
  • So if you were to apply a 10 sec bleed and a 15 sec bleed, you would only get 1 stack of 15 sec bleed. So it would be advantageous to chain one bleed after the other for 25 sec of bleeding.
  • If you were to apply 5 stacks of bleeding for 5 sec, and 1 stack for 15 sec, you would end up with 5 stacks in total, 4 stacks for 5 sec, and 1 for 15 sec.
  • Each stack of a condition competes with each other for their own stack slot, starting from the bottom working upwards. So if you were to apply 5 stacks or bleeding for 5 sec, then 1 stack for 15 sec, then 3 stacks for 8 sec, there result would be:
    Stack Slot 1 = 15 sec
    Stack Slot 2 & 3 = 8 sec
    Stack Slot 4 & 5 = 5 sec
  • However, each player stacks their conditions individually. So if player A stacks 2 bleeds for 15 sec, and player B stacks 3 bleeds for 10 sec, you would have 5 stacks of bleeding on the target, 2 for 15 sec and 3 for 10 sec.
  • Conditions that stack only in duration such as Cripple and Chill function similarly. If one player stacks a 10 sec cripple then a 15 sec cripple, the result is only 15 seconds of cripple, as it had the longer duration. However, if player A stacks a 10 sec cripple and player B stacks a 15 sec cripple, the result is a 25 sec cripple on the target.
  • Interestingly this system wouldn’t just have to only have conditions that stack in either duration or intensity, but both. Such as having Poison stack in intensity if the skill or trait allows it to, but between players it stacks in duration. For example: Player A applies 2 stacks of 10 sec Poison, and player B applies 1 stack for 15 sec. The result is 2 stacks of Poison, 1 stack for 25 sec and 1 for 10 sec.
  • Being able to hybridizes the system would allow for more specialize between professions, such as making the Ranger simply be able to apply more stacks of Poison then other professions, without making them ruin it for other professions by hitting the cap too quickly or making them over powered in the process.
  • The damage of Bleeding, Torment and Confusion would probably have to be reworked however. As would Vulnerability, either by increasing the damage percentage given by each stack or the number of stacks any given skill/trait deals.
  • Lastly cap size could vary from enemy to enemy, so some bosses or enemies could be weaker to some conditions then others, by simply have a larger cap size. And since each player is ultimately limited in how many stacks they can apply, it would take a lot more players to hit the cap in either case. You could even have traits that reduced how many stacks of certain conditions could apply to you, or even a stat if you want to go there.

(edited by Yoh.8469)

Feedback regarding Conditions

in Profession Balance

Posted by: Yoh.8469

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)

Feedback regarding Conditions

in Profession Balance

Posted by: Yoh.8469

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?

  • 1. Spam.
    Due to the way almost all conditions stack in either duration or intensity, in conjunction with Guild Wars 2 lacking almost any kind of resource mechanic, with the solo exceptions to Fear and Blind (maybe also Chill), there is never any reason not to use you conditions at every available opportunity.
    This makes conditions very spammy and mindless. You never have to think about when or how to use your conditions, rather you simply spam spam spam spam spam them until your blue in the face. For counter play to exist, there have to be situations you do not want to use them, where it is advantageous to save them for when you need them. Rarely is this ever the case.
  • 2. Lack of Counter play.
    Partially for the reasons above, but also in addition the way conditions are removed in a very dime a dozen fashion, you don’t have to think about how to deal with conditions. One party applies them, the other removes them, end of transaction.
    Your only options for dealing with most conditions in either to wait and take the damage/effect, or remove them. A few professions such as the Necromancer also have the option to transfer them, or convert into boons (which is functionally identical to removal), however these tend to be the exception rather then the rule.
    It’s a very binary system, either they are on, or they are off, with little in the way of a middle ground such as mitigation.
  • 3. Unclear Damage Potential/UI.
    Due to the way Condition Damage works, in conjunction with stacking, it is very difficult at a glance to tell just how much damage you a liable to take from conditions.
    7500 of sudden direct damage would get you back off and reevaluate if you have your wits about you, but 7500 of condition damage, how on earth do you evaluate that?
    And as such many players react poorly to thou situations and cry foul, calling conditions over powered. Where the problem is actually that they had an uniformed choice, and an uninformed choice is not a real choice.
    In order for counter play to exist you need to know your options in addition to having them. And as such you need to be able to decern your situation at a glance.
  • 4. Lack of Class Distinction/Differences in Kind.
    Given the spammy nature of condition, and most professions tend to have most conditions, in a very general sense. As a result there is seldom any difference between condition builds between professions, they all tend to function almost identically.
    While this is more of a minor complaint, part of the reason you have different classes in the first places is because of how they differ from others. And currently there is not much in the way of clear differences between profession when it comes to conditions.
  • 5. PvE Bosses.
    Again, due to stacking conditions on bosses very very rapidly hit their cap when multiple players are involves, which greatly reduces the amount of damage condition based players can do to players in PvE. It’s a very common complaint, justifiably so.

(edited by Yoh.8469)

15-20 Legendary Armors?

in Guild Wars 2 Discussion

Posted by: Beldin.5498

Beldin.5498

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.

EVERY MMO is awesome until it is released then its unfinished. A month after release it just sucks.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.

My opinion about sPvP

in PvP

Posted by: kirito.4138

kirito.4138

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.

http://www.twitch.tv/kirito4138
The only exclusive skyhammer stream

[Video]New meta: no OffHand(for poor people)

in Thief

Posted by: Karolis.4261

Karolis.4261

OP. Nerf incoming.

PvP hero Valentin in action!
https://www.youtube.com/watch?v=-HiYUlhsO_M
cough*keyboardturningclicker*cough

[SPvP] Thief Risk and Reward Changes

in Profession Balance

Posted by: Smirgel.9460

Smirgel.9460

I agree. Especially the first point about blocks and invulnerabilities preventing from revealing the thief is so stupid. It adds no counterplay.

Crown Pavillion Mystery Red Platform

in Guild Wars 2 Discussion

Posted by: Palador.2170

Palador.2170

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.

Sarcasm, delivered with a
delicate, brick-like subtlety.

Double WP Fees

in Guild Wars 2 Discussion

Posted by: Azure Prower.8701

Azure Prower.8701

Is the hand quicker in the eye?

Are we mesmerized by the carrot in one hand whilst the other robs us blind?

Double WP Fees

in Guild Wars 2 Discussion

Posted by: Phoebe Ascension.8437

Phoebe Ascension.8437

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.

Legendary weapons can be hidden now!
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.

[Suggestion] Mounts?

in Guild Wars 2 Discussion

Posted by: Realist.5812

Realist.5812

Stop making these stupid threads.

By the way, there is nothing cool about mounts.

ALL IS VAIN.
PvP modes are the “endgame” in every MMO.
Stop failing at PvE, start fixing PvP/WvW. Thank you.

Suggestion: Female/male armour toggle

in Guild Wars 2 Discussion

Posted by: HarlequinWild.4359

HarlequinWild.4359

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:

  • Sylvari
  • Norn
  • Human

And applied to the following armour (initially):

  • Light starter armour
  • Tier 3 racial armour (where large differences exist between male and female)

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

Attachments:

(edited by HarlequinWild.4359)

Megaservers and RP

in Guild Wars 2 Discussion

Posted by: ColinJohanson.2394

Previous

ColinJohanson.2394

Game Director

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)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

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.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Perplexity Runes in PvP, PLEASE NO

in PvP

Posted by: JonathanSharp.7094

JonathanSharp.7094

Game Design Lead

Next

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.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

We need more things to jump on

in PvP

Posted by: Betrayedchalice.5198

Betrayedchalice.5198

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

Never Enough [TYME] – Ehmry Bay
Elementalist – Philip Podscale, Mesmer – Jessica Starkwind, Call me Shawn

Feedback regarding Conditions

in Profession Balance

Posted by: Sons.5493

Sons.5493

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)

Warriors have way too much passive heal

in Profession Balance

Posted by: g e o.2589

g e o.2589

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.

Perplexity Runes in PvP, PLEASE NO

in PvP

Posted by: Sensotix.4106

Sensotix.4106

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

Feedback: Event loot nerfed

in Guild Wars 2 Discussion

Posted by: Im Mudbone.1437

Im Mudbone.1437

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.

Blackgate Megaserver – [LaZy] Imperium of LaZy Nation
Mud Bone – Sylvari Ranger

Feedback: Event loot nerfed

in Guild Wars 2 Discussion

Posted by: Swoo.5079

Swoo.5079

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.

Ascended items are Anet biggest mistake and a kneejerk reaction.

Again, ANet built up too much hype...

in Guild Wars 2 Discussion

Posted by: SaltyDave.7346

SaltyDave.7346

… 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)

Feedback: Event loot nerfed

in Guild Wars 2 Discussion

Posted by: Vague Memory.2817

Vague Memory.2817

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.

Interesting community reactions

in Guild Wars 2 Discussion

Posted by: DarksunG.9537

DarksunG.9537

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)