Showing Posts Upvoted By MithranArkanere.8957:

People please stop complaining Please

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Please stop complaining about complaining.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Interesting community reactions

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Except as you said, there are 2000 looks in the game….once you “unlocked” all of those, you would be done, you would never unlock another. So in the short term…you are correct, they would probably see more transmutation shards used in an “unlock” scenerio since everyone would rush to unlock as many skins as they could….but they are not thinking short term….they are thinking long term….somewhere, someone did an analysis and it probably looked something like this:

A: If we make them “unlocks” then there will be an initial rush of people gathering and unlocking tons of skins….not everyone….but some people. The rest already have a look they are interested in and as such are not going to change it or rish out to unlock tons more…in the long term the “rush” people will unlock every skin and the only way to make further money off of them is by making more “gem store” skins for them…which they will only use a single shard to unlock and then be done with until the next one comes….all their characters, for ever will have every skin.

B: Meanwhile: if we make it a “per use” shard item…then yes, there will be no initial rush of every running out to unlock their items…but if we make a really cool gemstore item, we will get everyone to use shards to transmute to it, across multiple characters. Also, when people create new characters, they will have to use shards again on those…and particularly if we make some new armors that look really good with parts of the older armors…we can entice people to buy new armor, as well as use shards to transmute old armor…across multiple characters again.

The calculation came out: B is greater cash flow for the company than A….so they went B.

I guarantee they thought this through…they have accountants on staff who’s whole job is to monetize anything they introduce into the game (development time must = more cash or it won’t be done).

i have played the game for 1.5 years, i havent changed my armor looks via transmutation on average maybe once per charachter. it will be a long, long time probably never before they get 2000 gems off me. they probably have only gotten like 25 off me in a year.
if it was unlocks i would have probably used every stone i have, and would probably be either buying, or trading gold for some others. I would also be more into hunting new looks, and probably trying to get mystic forge recipe gears, that i currently have no reason to get, because i already have a look thats good enough for most things.

the system is not as profitable, and its not as useful for promoting obtaining new looks in game. Its just not a good way to sell clothes if you are the clothes creator.

the main difference with rental, is that you pay every day, rental where they only pay when they change looks cannot compare in profit or user desire to obtain new looks, with paying everytime you change looks.

the current and new systems discourage getting multiple looks, when anet is in the business of selling multiple looks. Its a bad business model.

as for the accountants, just because you have people doesnt mean they have the best solutions, they are taking the safe way. They know the numbers on how many people transmute, under current system, but they arent sure how many would transmute under unlock system. They are going with what they know, instead of what is most profitable. There are a few people who transmute often, and they will lose some of their money, but from what almost everyone here is saying they are the vast minority, most people choose one look and stick to it. I believe a big part of that is because everytime you switch looks, the game takes money from you. The most effecient way is to play is not to change looks. With unlocks, there becomes a new effecient way to have multiple looks, which equals more sales for anet, and more an increase in interest for obtaining cosmetics in game, which increases game life, and keeps players engaged.

Interesting community reactions

in Guild Wars 2 Discussion

Posted by: Arisal.9740

Arisal.9740

I just want to know one thing. Will a transmutation charge “unlock” the skin already in our locker for unlimited use.

That changes everything. If it does work that way OMG amazing. If not I see this as an unnecessary barrier for skins that should have UNLIMITED use. After all we payed the charge. Why make us pay again.

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: Malediktus.9250

Malediktus.9250

Since it costs transmutation charges to use a new set of looks from your wardrobe its essentially a rental system and not a wardrobe.
I dont know about you, but if I use a real life wardrobe I can change as much as I like without paying for each change.

1st person worldwide to reach 35,000 achievement points.

Feedback/Questions: Transmutations

in Guild Wars 2 Discussion

Posted by: TottWriter.8591

TottWriter.8591

What they should have done, is make it cost 1 Transmutation charge to unlock a skin into the wardrobe, after which you can access it at any time.

Heck, if it was going to risk their income so much, I wouldn’t even have minded if you then had to use one more charge to make it account wide; if the wardrobe had a soulbound and account-bound tier, and it took two in total to make it accessible to any character. Because after that, I would be able to use it freely.

As it is, this isn’t going to make me want to experiment with looks any more. The items I put in the Wardrobe will be the event-based skins I never get around to using, so I can free up space in my bank and not worry about them. Honestly, the number of times ANet have just completely missed the mark, in my opinion, is beginning to get rather staggering.

What I can’t understand is how a system which worked so darn well in GW1 could be mangled so badly for GW2. I am almost the last of my friends playing this game, and with every patch I get nearer and nearer to dropping it and walking away. And it’s moves like this which are doing it, sadly. I love the lore, love the world. But I hate how dominated it has become by the cash shop – as everyone feared, and as the developers promised it would not be. Very sad.

To buy character slots or not to buy character slots. That is the test of my restraint.

Diamond Skin, Too Powerful

in Elementalist

Posted by: Mbelch.9028

Mbelch.9028

Lol. Love when non-elementalists come and ask for ele nerfs. That’s how all our netfs have happened.

But honestly, I hope they do change diamond skin, because if I took diamond skin, someone would have to hit me a measly 1700 health. Warriors shake that damage out of their hair like dandruff.

-Nex, [FEAR] Elementalist
https://www.youtube.com/user/GW2FearGaming

Diamond Skin, Too Powerful

in Elementalist

Posted by: Shockwave.1230

Shockwave.1230

Diamond skin is a hard counter to pure condition builds. All you need to do is inflict 1,500-2,000 damage then you can continue melting Elementalists as normal.

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)

Official state of skill lag and server optimizations

in Guild Wars 2 Discussion

Posted by: BillFreist

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BillFreist

Gameplay Programmer

Keep in mind that there are a few very different issues being mixed up here. “Skill Lag” as discussed in the original post here is referring directly to Game Server CPU usage. I want to ensure we are all on the same page, so here’s a little refresher:

  • Game Server CPU usage (which is the #1 issue discussed here)
    • Let’s be honest, Guild Wars 2 has a lot of moving parts, and the Game Server is pretty much always in the thick of it.
  • Player/Client → GameServer bandwidth
    • Most cases usually come from players having other heavy traffic going on while playing the game, weak WiFi signals, or their ISP is having difficulties.
  • GameServer → Player/Client bandwidth
    • This can happen sometimes in our datacenters during peak hours or when hardware is having difficulties, but normally resolves very quickly.
  • Client frame-rate
    • CPU and/or GPU bound hardware
    • Extremely heavy combat, dense populated areas, and/or effect spam (which causes a lot of overdraw, which can cripple even the beefiest hardware )

So how about what you actually want to hear… When are more improvements coming?

Like always, I don’t have a date to toss around (yet), but I do have a couple things that are well on their way, and hopefully will make it in the next few releases (fingers crossed). So, what can you expect?

Another round of Game Server optimizations

With most of the previous improvements to the Game Server, I’ve tried to focus on improving combat responsiveness. Its just not a fun experience when you try to execute a skill and either: A: Nothing happens, or B: It just doesn’t execute in a timely manor (which is arguably worse). The changes coming should make a nice impact on content that has large densities of creatures and/or zergs of players.

Though, not all “Skill Lag” scenarios are a product of the bullet points stated above. There are other causes of input delay, and a good example of this would be Ranger Pets. I’m sure plenty of you agree that their responsiveness has been arguably, well, next to none. I recently spent time working on improving the interaction Rangers have with their Pet using the Command Bar. I’d love to hear your feedback on this once it ships. Issues like this are something I definitely plan to continue improving upon (Necromancer Minions also come to mind).

Another similar issue that has been extremely frustrating in combat is trying to hit objects like Engineer Turrets (I’m still having nightmares of Graveling Burrows). Or, rather, turrets getting hit by attacks that seemingly shouldn’t have hit them, resulting in what seems to be “lag”. This is something that myself and a designer spent some time tuning, and the results are pretty self-explanatory. I believe some of these changes are actually coming as soon as the next release, though this will only affect attackable objects that don’t have navigation-blocking collision (turrets, some siege equipment, etc).

And, of course, there’s more non-performance/optimization related improvements well on the way that’ll increase the general experience and responsiveness of combat. An example would be Mesmer Illusions/Clones/Phantasms that unreliably attack their target – Warden, I’ve got my eye on you!

Lastly, client frame-rate and memory usage is still being actively worked on. I’ll have to follow up on when more improvements will ship, but I know there are some exciting things in the works.

-Bill

Taimi mini for Christina

in Battle for Lion’s Arch - Aftermath

Posted by: fadeaway.2807

fadeaway.2807

Can I suggest a mini taimi available to all with a portion of profits going to a multiple sclerosis related charity?

Taimi mini for Christina

in Battle for Lion’s Arch - Aftermath

Posted by: Smooth Penguin.5294

Smooth Penguin.5294

While I love the feel good story, I’m against providing special or unique rewards to individual players, unless all players have a chance to receive such rewards. The only exception is Gaile’s Mini Frog.

In GW2, Trading Post plays you!

RE: "Leaked" patch notes

in Profession Balance

Posted by: Allie Murdock

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Allie Murdock

Community Coordinator

Next

Because they are not real.

Email from gw2 about survey and get 400 gems

in Account & Technical Support

Posted by: PowerCat.5738

PowerCat.5738

That’s so awful. You give 400 gems to some people, and everyone else is left to rot in the dust?

A wish: Cutscenes in Living Story

in Living World

Posted by: Matthew Oswald

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Matthew Oswald

Cinematics Lead

Next

We are at the beginning stages of overhauling our cinematic tools. It’s still very early on, so you wont see anything big for quite some time…In the meantime, you should see a gradual improvement in the quality of cut-scenes as the cinematic and writing team strengthen our collaboration efforts.

I should add that custom animations take up a substantial amount of dev resources that aren’t dedicated to cinematics.

The GW1 cinematics team was created for machinama and traditional 3D animation…whereas the GW2 team was built around animating concept art (motion graphics work)

The cinematics that you see in the personal story where 2 characters talk to each other on a stage-like environment have been…retired.

Cinematics/cut-scenes are an important part of our game. We are constantly striving to make them better and push the limits of our current tools in the process.

Rank 30 WvW Required for Gift of Battle Grind

in Guild Wars 2 Discussion

Posted by: WRay.2391

WRay.2391

So they are not against Legendaries to be tradable on TP but they want WvW rank for gift of battle ? One way thinking indeed …

Feature Build Balance Preview

in Profession Balance

Posted by: Karl McLain

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Karl McLain

Game Designer

Next

Profession Changes

Elementalist:
Our changes for the elementalist focus on increasing sustain while maintaining the delicate balance between damage and durability. We achieved this by adding more defensive effects to a few main-hand weapon sets.

  • Signet of Restoration: Removed the split on this skill so that the signet passive heal amount will be increased in PvP to match the current PvE amount.
  • Armor of Earth: Reduced recharge from 90 seconds to 75 seconds.
  • Water Trident: Added 3 seconds of regeneration to up to 5 allies in the radius.
  • Burning Speed: This ability now evades attacks.
  • Frozen Burst: This ability is now a blast finisher.

Engineer:
We feel that the engineer is in a decent place right now, but we did take this opportunity to scale down a few outlier skills in terms of potency. Net Turret’s immobilize duration has been lowered to reduce the amount of lockdown after a Supply Crate drop, and Poison Grenade’s poison duration has been lowered to account for poison field stacking.

  • Net Turret: Decreased the immobilize duration from 3 seconds to 2 seconds on the basic attack.
  • Poison Grenade: Reduced the poison duration per pulse from 5 seconds to 3 seconds.
  • Box of Nails: Reduced the cast time from 1 second to 3/4 second.
  • Box of Piranhas: Reduced the cast time from 1 second to 3/4 second.
  • A.E.D.: Reduced the cast time from 1 second to 3/4 second.

Guardian:
We’re continuing to lower the amount of vigor available to all professions, especially from sources with low trait point investments. We’ve also made a few minor adjustments to healing skills to make them more reliable.

  • Litany of Wrath: Reduced the cast time from 1 second to 3/4 second.
  • Vigorous Precision: Increased the recharge from 5 seconds to 10 seconds.
  • Healing Breeze: This ability has been re-scaled so that the guardian receives 50% of the heal near the start of the heal and then heals for 10% for 5 ticks to the caster and up to 5 allies in the cone.

Mesmer:
We’re continuing to lower the amount of vigor available to all professions, especially from sources with low trait point investments. Based on your feedback, we decided to revert our proposed change to Deceptive Evasion.

  • Critical Infusion: Increased the recharge from 5 seconds to 10 seconds.
  • Illusion of Drowning: Changed skill from a multi-hit to a single-hit, increasing damage to compensate.

Necromancer:
One of our goals with the past few balance updates has been to add counterplay to various skills that lacked telegraphs. With necromancer, we’re changing the way that Dhuumfire is activated – allowing players the opportunity to react. This will also allow the necromancer to carefully plan their burning application. We’ve also adjusted some values for Minion Master builds based on player feedback.

  • Putrid Explosion: This ability is no longer unblockable.
  • Training of the Master: Reduced the damage increase to minions from 30% to 25%.
  • Dhuumfire: This trait has been changed so that it will make Life Blast inflict 3 seconds of burning with a 10 second recharge.
  • Vampiric Master: Reduced the effectiveness of this trait by 10%. The healing portion of this trait will now scale with the necromancer’s healing power stat.

Ranger:
We’re going to be fixing a bug with Spirit of Nature that caused it to have an incorrect healing power value. We’re also looking at adding combo fields to existing abilities to allow for more play through different combo finishers.

  • Spirit of Nature: Reduced the healing per second while summoned from 480 to 320.
  • Viper’s Nest: This ability is now a poison combo field.
  • (Added) Keen Edge: This trait is now classified as a Survival Skill.

Thief:
Much like the engineer, we wanted to take this opportunity to tone-down excessive poison stacking through poison fields.

  • Choking Gas: Reduced the poison per pulse from 5 seconds to 3 seconds.

Warrior:
Our changes for warrior focus on providing telegraphs to stronger skills and to reduce the passive benefit gained from Healing Signet.

  • Healing Signet: Reduced the passive heal by 8%.
    • We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this.
  • Pin Down: Added a telegraph animation to the skill. Increased the cast time from 1/4 second to 3/4 second.

(edited by Karl McLain.5604)

Feature Build Balance Preview

in Profession Balance

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey all,

As promised, here is the balance preview for the first feature build that will launch after the first Living World season ends. When reading through these changes please keep in mind the overall scope of the update – rune/sigil and critical damage changes included. The changes listed below are similar to what was mentioned on Ready Up on January 17th.

Edit:
Most of these notes are simply a summary of what was discussed in the previous Ready Up stream, with a few tweaks based on feedback. This list of changes does not encompass all changes that will occur in the next feature build. We’ve got quite a few more things coming, but are unable to talk about them at this time. Soon.

When posting feedback, please try to abide by the following guidelines:

Be constructive. Discuss, don’t argue. If you think a change may cause issues, say why and give examples. Try not to argue with others – make your point and then accept that other people may have different points of view.
Give examples: I had 2000 toughness but still got hit by X target for roughly Y damage.
Be concise. Our time is limited and we can’t read walls of text because it will prevent us from having the time to read as many posts as possible. Bullet points or numbered lists are very easy for us to read!
Be specific. “I expect this change to accomplish A, but I think it will actually accomplish B”. The more specific you are, the better we are able to understand where you’re coming from, what type of content you play, and it helps us to understand the context for your feedback.
Be objective. Keep in mind that just because you may not like something, that doesn’t make it bad. Others may have differing opinions. They may play a different type of content, or they may play a different profession, so be objective and keep in mind – we have to balance the game for EVERYONE, not just you.
Be respectful. This goes for your fellow community members as well as for devs. Respect the ideas and opinions of others.
Be mindful of scope. It takes design, development and testing time in order to make a new feature or revise an old one. Keep scope/work/time/resources in mind when you make your suggestions.
Be mindful of context. Power creep is something we’re trying to avoid. Sometimes a profession may not receive as many increases as other classes. A lot of times, this is because that class is already performing very well in the current state of the game. So keep the overall context/state of the game in mind when giving feedback.

Critical Damage:

  • We’re adding a new stat to the game called ferocity which affects your critical damage multiplier, similarly to how precision affects critical chance.
  • All existing percentage critical damage stats on gear and items will be converted into the appropriate amount of ferocity, which will then factor into your critical damage multiplier.
  • We expect that in the most extreme power DPS focused builds this change will account for a maximum reduction of about 10% damage.
  • This change will not affect PvP, as critical damage is already at a much lower value and item attributes will be adjusted in order to compensate for the changes.

Sigils:

  • All sigils now have independent cooldowns, meaning you can use two on-swap sigils, or an on-swap and an on-crit sigil at the same time. You will not, however, be able to use two sigils of the same name at the same time. On-kill sigils that provide attributes, such as Sigil of Corruption, will not be able to be used simultaneously with other attribute modifying on-kill sigils.
  • Two-handed weapons can now be slotted with two sigils.
  • Sigils will receive a general balance pass to bring them more in line with each other.

Runes:

  • Rune sets will receive a general balance pass to bring them in line with each other. This will increase the amount of viable rune options.
  • The bulk of rune set bonuses will be pushed towards the 4th, 5th, and 6th piece bonuses to incentivize using a complete set.

(edited by Karl McLain.5604)

Discussion: Downed/dead state and zerging

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Yes, downed-state is without doubt a terrible mechanic in PvP. Probably the single worst mechanic I’ve ever seen in an MMO.

But it’s no surprise this thread sunk to the bottom without a response. The editing and layout is terrible and presented as a wall of text. Nobody’s going to read that.

Another lesbian relationship?

in Lore

Posted by: Psynch.4087

Psynch.4087

The relationship between Logan and Jennah is kind of a unique one, since they are in the public eye a LOT. So they subdue their interactions, as far as we’ve seen.

I haven’t gotten any feeling that the two lesbian relationships that you mention are done for the sake of being ‘hot.’ I think it’s actually refreshing and nice that Kas/Jory are a little more open about their flirting; it makes them feel a little more real.

We’ve also seen other hetero relationships in the books. And I remember at least a few occasions of playful flirting there.

Marionette failed because of 1 person

in The Origins of Madness

Posted by: Blaeys.3102

Blaeys.3102

Its because, once again, they are designing content for Blackgate and the privileged few super high pop servers and just expecting everyone else to guest (or transfer). They just assume there will be more than 25 people on each path (meaning 125 people total in the fight) to guarantee 5 people on each platform.

They need a population reality check (on every server) before designing any more of these fights.

Worm as well – requiring a bare minimum of 60 semi-organized people to deal with mechanics means some servers are probably out of luck (again).

(edited by Blaeys.3102)

Marionette failed because of 1 person

in The Origins of Madness

Posted by: Cynz.9437

Cynz.9437

There is always that platform where only one person gets teleported to. He can never kill the champ and event fails every time. You also can’t really controll who gets on that platform.

Is this supposed to be “challenge”, “fun”?

All is Vain~
[Teef] guild :>

Let me get this straight...

in The Origins of Madness

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I have to wait 2 hours for the event to spawn… fine I can at least sit here and read a book while I afk.

We have to defend the 5 portals… still fine, good teamwork and coordination but nothing too tricky.

But if there is a single level 20 who doesn’t even know how to dodge let alone kill a champ… the entire event fails and I have to wait another 2 hours?

That is just absurd. How can you possibly think that a zone wide event should be entirely dependent on a group of 4 level 10’s who don’t even know how to auto attack? I finished my champ in 30 seconds and had to sit there and watch for a full 90 seconds as this group of level 20’s did no damage and just ran in circles. I could have killed all 5 champs in that time. But nope, whole zone failed because of that group.

At the very least allow us to jump over to another circle once we finish our own. If you want to make a raid where each individual has to pass a competency test that would be great, but this is an open world event and random noobs can just walk in and fail the entire zone.

tldr; lvl 10 noobs shouldn’t be able to fail an entire zone because they suck.

Lessons learned and not learned

in The Origins of Madness

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Lessons learned.
- Do stuff do break zergs up
- Make stuff zone wide to reduce performance impact
- Cant grief it like the turrets

Lessons not learned
- Wait wars 2..
- Overflow issues
- Low Pop servers are out of luck
- Wurm on the same spawn timer as Teq ? (nice planning)
- Dead people still scale the event

Guild Leader of DVDF www.dvdf.org.uk since 2005

(edited by Shanaeri Rynale.6897)

Mari dodge achieves

in The Origins of Madness

Posted by: Blade Syphon.4325

Blade Syphon.4325

In order to complete these achievements you have to succeed the Warden event (the entire event up on the platforms) without being hit by the Marionette. If you are hit, you don’t get it. If you fail the event, you don’t get it. Stay sharp and break that chain and you’ll have it.

So..in order to get what should be simple achievements, we have to not only complete the event without taking any damage from the Marionette while also dealing with the Champion Boss on our platform, but also rely on the other four groups to not fail their events, otherwise we get no credit what so ever.

…Oh sweet mother of poorly thought out achievements. Welp, guess I’ll be doing the Daily for the LS each day in order to get enough to credit to finish the meta.

Game Update Notes - January 21, 2014

in Game Release Notes

Posted by: AidanTaylor.3872

Previous

AidanTaylor.3872

European Community Manager

Next

January 21 Content Release Notes
LIVING WORLD
The Origins of Madness
For weeks, mysterious probes have been thrumming ominously all across Tyria. Now, the Vigil has ordered a trio of crusaders to investigate three mysterious new probes that have been sighted in Bloodtide Coast. Meanwhile, the Priory in Lornar’s Pass has observed Scarlet Briar’s watchwork minions streaming into their region. What’s the connection between these events, and what exactly is Scarlet up to?
Twisted Marionette Weapon Test

  • New world event: Twisted Marionette world boss
  • Scarlet is recalling her twisted watchwork troops from all over Tyria to power her aethercannon weapon test. The results could be deadly if Scarlet is allowed to carry out her test.
  • Players must unite with fellow adventurers and allies to stop the attack!

Twisted Marionette Rewards

  • Completing The Origins of Madness meta-achievement will reward players with a Gift of Sprockets, which will create a new sprocket generator in their home instance.
  • Participating in the fight against the Twisted Marionette in Lornar’s Pass and investigating the energy probes throughout Tyria will grant players access to a hitherto secret location—with additional rewards inside.
  • Additional exclusive rewards include:
    • New power, precision, and healing power stat combinations. Includes both exotic (Zealot’s) and ascended (Keeper’s) items.
    • New Mini Twisted Watchwork Moa

Code Fragments

  • Gather code fragments from the battle at the Twisted Marionette weapon test.
  • After completing the story components of the weapon test and the great jungle wurm investigation, players can discover how to use the code fragments.

Triple Trouble

  • There’s a rumble in the jungle, and the Vigil needs help! Assist Crusaders Xutt, Yipp, and Zepp as they investigate three new probes in Bloodtide Coast.
  • After forging new allegiances to take down Tequatl the Sunless, it’s now time for players to rally their forces together in an all-new epic encounter!

Triple Trouble Rewards

  • Completing the new permanent meta-achievement, Triple Trouble, grants players the title of Great Jungle Wurm Slayer.
  • Assisting in the investigation of wurm activity in Bloodtide Coast will give players a chance at new exclusive rewards:
    • New wurm-themed ascended armor pieces
    • New wurm-themed rifle skins
    • New great jungle wurm minis
    • New exotic wurm minis
  • Additional note: Players can no longer sell sprockets to vendors, but they are still tradable at the trading post.

Achievements

  • The Origins of Madness meta-achievement will task players with engaging in the fight against Scarlet’s Twisted Marionette weapon test in Lornar’s Pass.
  • Completing The Origins of Madness daily achievements will also contribute to the meta-achievement. These are earned by participating in either the Twisted Marionette weapon test in Lornar’s Pass or the Triple Trouble investigations in Bloodtide Coast.
  • The permanent Triple Trouble boss meta-achievement will task players with successfully defeating the great jungle wurms in Bloodtide Coast while also performing various feats to help out in the fight.

BALANCE, BUG-FIXING, POLISH
General

  • Fixed a bug that caused cooldowns to be reset while using the jump pads near the Tequatl encounter.
  • Fixed a bug that prevented players from receiving credit for completing fractal level 50.
  • Fixed a bug that caused the Endless Toy Golem Tonic to produce the wrong item.
  • Fixed a potential client crash in the Cliffside fractal.
  • Improved some of the creature descriptions.
  • User Interface: Various updates have been made to the right-hand side of the HUD to improve its appearance and functionality.
  • User Interface: Hints have a new arrow that is more visible and animated.
  • To mitigate performance issues, items that summon pets now have a 30-minute cooldown.

Profession Skills
General

  • Leave Transform: This skill can no longer be set on auto-attack.

Elementalist

  • Arcane Wave: This skill is no longer ground-targeted while underwater and will now activate the area effect on the targeted enemy.
  • Earth’s Embrace: Fixed this trait to properly have reduced recharge when traited with Cantrip Mastery.

Engineer

  • Rocket Turret—Rocket: This skill is no longer ground-targeted while underwater and will now fire at a targeted enemy.

Mesmer

  • Chaos Storm: Fixed a bug that caused this skill to stun enemies whether or not it dazed them when traited with Confounding Suggestions.

Necromancer

  • Putrid Mark: This skill will now blast an area only once when the trap executes.

Structured Player vs. Player

  • Battle of Khylo: Any destroyed trebuchets, clocktower windows, and clocktower walls will now reappear when the match begins.
  • Legacy of the Foefire: Any destroyed gates will now reappear when the match begins.

World vs. World

  • The Guard Leech boon has been renamed to Applied Strength.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • A new 3-pack of masterwork great jungle wurm minis is now available for a limited time in the Minis category of the Gem Store for 300 gems.
  • A new Great Jungle Wurm Finisher is now available to surprise enemies from below in PvP and WvW. Available in the Upgrades category for 800 gems.
  • Instant Trait Reset will be removed from the store at the end of January 27. It will still have a rare chance to be in Black Lion Chests.

Improvements

  • Deposit All Collectibles no longer deposits miniatures. However, they can still be individually deposited by right-clicking on them.
  • Double-clicking a Black Lion Chest when players do not have any keys will now open the store and show players the keys.
  • The Black Lion Weapons Specialist conversation has been tweaked for clarity.
  • The Black Lion Chest rewards have been entirely overhauled, affecting all drop rates. Significant changes are below:
    • Tonics are no longer a dedicated slot in the drop. Instead, tonics will now occasionally drop like all other rewards.
    • Players will now get two rewards plus a booster from each chest. This means they can potentially get two of anything from a single chest.
    • Rare minis are now much rarer from Black Lion Chests.
    • New drops of Endless Mystery Tonics can be traded until they are used once.
    • The following items have been removed from Black Lion Chests:
      • Karma Booster
      • Glory Booster
      • Heavy Bag of Coins
      • Name Change Contract
      • Small Guild Discovery
      • Medium Guild Discovery
      • 1 Copper
    • The following items have been added to Black Lion Chests:
      • Instant Trait Reset
      • Communal Boost Bonfire
      • Essence of Luck (50)
      • Essence of Luck (100)
      • Metabolic Primer
      • Scroll of Knowledge
      • WXP Booster
      • Gathering Booster

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Posted by: CETheLucid.3964

CETheLucid.3964

One time buy for life = Not a problem. No different than using the gem store or picking up a gem card.

Monthly thing/based on gem purchase activity = Abject betrayal. Can’t defend that.

My money’s on the first one, and everyone is going to have a conniption anyway because unfettered emotional QQ is the hip thing to do round’ these parts.

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Posted by: Dr Ritter.1327

Dr Ritter.1327

holy kittening kitten if this is a real thing i’m out forever

The Paragon
[KICK] You’re out of the Guild
#beastgate

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Posted by: phiplayer.2865

phiplayer.2865

Arena net, if you really want money from us – give us expansion. Not this abomination.

Ranger pet needs mechanic changes.

Suggestions Sub Forum

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Posted by: CC Danicia.1394

CC Danicia.1394

Community Coordinator

Next

Nope! They’re still reviewed.

We want people to make suggestions in the sub-forums which make sense for their ideas. As example, if you have an idea about sPvP, you can and should post it in the sPvP sub-forum.

Overzealous mini-map centering

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Posted by: Fluffball.8307

Fluffball.8307

I used to be able to pan around the mini-map, which is obviously very important in WvW. Now I have to come to a full stop, wait a second, and only then can I pan around without it forcefully recentering itself on me. Is there an option to turn this off? If not, it’s extremely annoying. Opening the full map in WvW is a death sentence.

Edit: I just did some testing and it definitely seems to be a bug because it is not consistent, and I can’t find any pattern to what causes it. I’d estimate more than half the time it bounces back to my location before I can move it very far. If I stop moving completely and then start moving again, it often fixes the issue for one attempt, but if I stop and start again, it will likely recenter too aggressively.

2nd Edit: Found a trigger. Sometimes the “headlight” that shows what direction I’m facing on the mini-map will never appear. If that happens it will always recenter on me. To fix it, I have to come to a complete stop for ~a second.

(edited by Fluffball.8307)

Let`s speculate

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Posted by: Kalarchis.8635

Kalarchis.8635

Listen. Two months from now will be about a year and a half from release. A year and a half after GW1 release, we already had Factions and Nightfall. That’s two new continents, four new classes, two new skillsets for all classes, new PvP modes, two entirely new stories, multiple elite dungeons, and bunches of other things. At near the same point in GW2 we’ve got…Southsun? Fractals? Temporary content? Did you guys set the bar too high last time or what?

In two months we’d better be sailing ships into Cantha. Zhaitan is dead; the path is open. Let’s go already.