This was an intended change. Players were using supply specifically to level the achievement – and there’s better uses for supply than that. This is our first step towards improving WvW achievements overall.
However, I do agree that we could have communicated this a bit better.
Sorry about the confusion.
LIVING WORLD
Blood and Madness
Halloween returns to Tyria, and the studious Magister Tassi is busy. Obsessed with everything related to Mad King Thorn, the diminutive scholar is hunting for a lost relic connected to the crazed monarch famous for his Halloween mayhem. But what she discovers is something tucked away centuries ago—and for a good reason. Join Tassi, uncover the Mad King’s ghoulish secret, and learn that some things that are hidden can return with a vengeance.
The Blood and Madness content will be available from October 15 to November 11, including rewards and achievements. The only exception is the A Royal Tradition achievement, which can only be completed when Mad King Thorn visits Lion’s Arch.
Story
- Join Magister Tassi at the Nolani Academy ruins in the northwest corner of the Black Citadel for two multiplayer story instances:
- The first introduces the players to this year’s Halloween story and the arrival of Mad King Thorn’s son, the Bloody Prince. As players work towards completing the meta-achievement, they can occasionally use Tassi’s relay golem to check in on her developments.
- The second story instance requires completion of the Blood and Madness meta-achievement in order to enter and play the story conclusion. A least one player in the party needs to have met the prerequisite for the whole party to enter and begin the instance.
Lion’s Arch
- Lion’s Arch has been decorated with Halloween flair. Decorations abound with pumpkins to carve. There are kids trick-or-treating, and merchants selling Halloween recipes. Even Zommoros has some festive spirit, turning the Mystic Forge into a cauldron. Jump in for some costume brawl fun!
- Sonder the Seller in Fort Marriner will exchange candy corn for candy corn cobs, which can be used to buy a Mini Bloody Prince Thorn and 20-slot Halloween Pail inventory bags. He will also combine stacks of chattering skulls, plastic fangs, and nougat centers for refined versions. These resultant items are ingredients needed to craft exclusive Halloween weapons: The Mad Moon (shield), Arachnophobia (short bow), and The Crossing (staff).
- Mad King Thorn himself will arrive in Lion’s Arch on Halloween from 9 a.m. PDT on October 30 to 9 a.m. PDT on November 1. Laugh at his mad jokes and play his Mad King Says game!
Open World
- In the Krytan areas of Queensdale, Kessex Hills, and Gendarran Fields, the Haunted doors have returned. This time, there are two varieties: the green Mad King doors and the red-purple Bloody Prince doors. Upon interaction, each brings one of several occurrences: a trick-or-treat bag can appear, or an event will start where players will need to defeat an intrusion of either the Mad King’s army of candy-corn elementals, plastic spiders, and gargoyles or the Bloody Prince’s army of skeletons, mummies, and ghosts.
- Just outside of each home city, players can find a tent and stage with Halloween decorations. Talk to the trick-or-treating kids, the Mad King Thorn actor in costume, or to the ghost Rasmus, who can transfer players to the Lunatic Inquisition activity in the Mad Realm.
- The Heart of the Mists and the home citadels in the Borderlands have also been decorated for Halloween.
Mad Realm
- The Mad Realm can be entered through the Haunted doors that appear in Queensdale, Kessex Hills, and Gendarran Fields. The Mad King and Bloody Prince doors will transport players to the west and east docks above the Mad King’s Labyrinth respectively. The Lunatic Boatmaster can bring you to the Lunatic Inquisition or the Mad King’s Clock Tower. Players can also interact with the portal seal on the ground to travel to the labyrinth below.
- The Mad King’s Labyrinth has been thrown into conflict as the Mad King’s and Bloody Prince’s armies clash. Watch the Thorns bicker in the map as their forces fight for control. Three legendary bosses patrol the maze: the Skeletal Lich, the Grand High Viscount of Candy Corn, and the Labyrinthine Horror.
- The Lunatic Inquisition activity pits players against one another, as Lunatic courtiers search out villagers in the labyrinth. Players must use found items and hidden secrets to survive the night.
- The Mad King’s Clock Tower has returned with all of its jumping challenges. While ascending the tower, the player will remain fully visible, but fellow players will be shown with a mist effect.
Rewards
- Completing the first story instance at the Nolani Academy ruins will reward the player with Tassi’s relay golem and four limited-use Halloween finishers. Summon the golem while completing Blood and Madness achievements to hear updates from Tassi.
- Finishing the Blood and Madness meta-achievement, A Sweet Friend, will reward the player a Mini Candy-Corn Elemental. Completing this achievement unlocks the final story instance by returning players to Tassi in the Nolani Academy ruins.
- Completing the final story instance will reward players with the Gift of Candy Corn, a personal candy corn mining node in their home instance that can be mined once a day.
- The rewards for completing the Mad King’s Clock Tower have been updated for the new year.
- Players who succeed at Mad King Says for the A Royal Tradition achievement will receive the Mask of the Night Skin.
- Sonder the Seller at Fort Marriner in Lion’s Arch has an updated inventory with Halloween-themed goods and crafting materials.
- Recipes for the Gift of Spiders, Gift of Souls, and Gift of the Moon have returned in their updated forms.
- Recipe: Gift of Spiders requires 40 Bottles of Elonian Wine, 10 Candy Corn Cobs, 10 Piles of Crystalline Dust, and 10 High-Quality Plastic Fangs.
- Recipe: Gift of Souls requires 40 Bottles of Elonian Wine, 10 Candy Corn Cobs, 10 Piles of Crystalline Dust, and 10 Tyria’s Best Nougat Centers.
- Recipe: Gift of the Moon requires 40 Bottles of Elonian Wine, 10 Candy Corn Cobs, 10 Piles of Crystalline Dust, and 10 Gibbering Skulls.
Achievements
- A Sweet Friend is the Blood and Madness meta-achievement. By besting the Mad King’s labyrinth bosses, playing Halloween activities, opening trick-or-treat bags, and completing Mad Realm door events, players can earn enough points to earn the Mini Candy-Corn Elemental, which is a requirement to enter the conclusion of the Blood and Madness story arc.
- Successfully playing Mad King Says when Mad King Thorn visits Lion’s Arch will also count towards the meta-achievement.
- Note: The A Stomping Good Time achievement, which tracks use of Halloween finishers in PvP and WvW, will not progress if players are in a custom arena.
- Special Halloween-themed daily achievements during the release also contribute to the meta-achievement. These are earned by participating in specific Halloween content each day.
- Additionally, there are three achievements that become available after completing the A Sweet Friend achievement and deal with the second story instance encounter with Bloody Prince Thorn. Completing “You, Back in the Box” will award the Gift of Candy Corn, a candy-corn node that can be mined daily in the player’s home instance.
NEW FEATURES AND CONTENT
World vs. World - Introducing the inaugural WvW season:
- North America and Europe have been split into three leagues each: gold, silver, and bronze.
- Players will be tied to the world they are on when they first log in after the season begins. Players may transfer worlds at any time, but their final reward will be linked to the performance of their initial world.
- The worlds in each league will be matched up against the other worlds in the league over the course of seven weeks, starting October 18.
- The results of those matchups will contribute to a world’s Season 1 score.
- At the conclusion of the season, players who have completed the WvW Season 1 meta-achievement will receive a reward based on their world’s ranking within their league.
- A new achievement group has been added to the Living World category for WvW Season 1.
- Twenty achievements have been added.
- Completing 15 of the achievements will reward the Premier Season Veteran meta-achievement, a title, and a key that will unlock the final reward chest for Season 1.
- Several of the achievements have reward chests with a variety of items, including ascended crafting materials.
BALANCE, BUG-FIXING, POLISH
General
- Condition combat floaters will now display a splash behind the damage floater to identify the condition that dealt the damage. This feature is turned on by default. To turn it off, use the new UI option, Show Simple Condition Floaters.
- Facts have been added to trait tooltips. Skills that are fired off from traits will now be displayed in the tooltip. Skills and traits that are affected by equipped traits will now display new facts in a blue color to indicate a trait caused this change.
Living World
- Fixed several issues with the Clockheart resetting properly. He will now remove Aetherized Shielding and relocate to the center of the room upon party wipe.
Items
- Runes of Lyssa now work properly on all elites.
- Sigil of Impact: Tiers 2 and 3 will now only function if the target is knocked down or stunned, instead of always applying extra damage.
- Superior Rune of Speed: The six-piece bonus of this rune set now correctly provides 25% increased movement speed.
Profession Skills
General
- A new option for ground-targeting is now available in the General Options menu as ‘Fast with Range Indicator’. On key-press, ground-target skills will display their range indicator. On key-release, the ground-target skill will cast.
- AoE spells with a maximum number of targets will now count combatants that block or evade the attack towards that maximum.
- Fixed a bug where some zero-damage spells (Tainted Shackles, among others) did not place their casters in combat.
- Fixed a bug that disabled utility-skill swapping while transformed.
- Stun breakers will now break launch effects.
- Tab targeting now prioritizes players over NPCs (including minions; mesmer clones are an exception) and champions over everything else.
- Deselecting a target will reset the tab-targeting history.
- Fixed an issue that caused extra “Miss” floaters to display whenever an attack was dodged, evaded, or missed due to a blind.
- Fixed an issue that made F1-F4 skills display the wrong amount of damage (displayed too little damage if the weapon was better than common rarity).
- Weapon skills that hide the player’s weapon will no longer hide their back-slot item.
- Engineer turrets will now target whatever enemy was last hit by their creator whenever possible.
- Fixed an issue where stuns would always round up their duration to the nearest second if players had extra stun duration from items or traits.
- Immobilize now stacks in duration to a maximum of five times.
- All player-controlled minions, excluding mesmer phantasms and clones because they were already increased in a previous patch, now have 71.43% more hit points in PvE maps.
- Dark Projectile Combo: The damage portion of the life siphon bolt now slightly scales off power.
- Dark Whirl Combo: The damage portion of the life siphon bolt now slightly scales off power.
- Made it easier to retarget channeled skills. Now if players try to recast them on a separate target, it will cancel the current instance of the skill and start casting it again on the other target.
- Made it harder to accidentally waste the player’s downed 2 skill when the player becomes downed while trying to use their weapon 2 skill.
- Skills that buff allies in an AoE now prioritize party members.
- Invisible collision elements will no longer block click targeting.
- Fixed an issue where players could teleport while picking up the orb in Spirit Watch.
- Stuns: The stun and dazed debuffs are now properly removed after using a stun break skill.
- Signets: Signet passive buffs are now properly applied upon entering a PvP map.
- Chill: Skill recharges will now appear in teal while affected by this condition.
- Torment: Updated the description to more accurately display the damage done while standing still and moving.
Elementalist
- Shocking Aura: Added the shocking aura buff to the skill fact.
- Elemental Attunement: Normalized this trait so that each boon can be applied to up to five allies within a 240 radius.
- Evasive Arcana: Normalized the radius to 180 for each spell created.
- Persisting Flames: The duration increase for fire fields is now consistent.
- Burning Fire: This trait now lists the proper skill names in its description.
- Written in Stone: Fixed an issue that caused Signet of Air to lose its effect partially through the skill’s recharge.
- Glyph of Storms: This skill now properly displays the duration of each spell. Added AoE rings to the fire and earth skills.
- Geyser: Increased the base radius to 180. Increased the radius to 240 when traited with Blasting Staff. Fixed an issue so that the water field radius would match the increased radius with Blasting Staff.
- Water Blast: Increased the healing stat scaling from 10% to 25%. Slightly decreased the base heal at low levels, but it will heal for the same base at level 80. Increased the base radius to 180. Removed the heal that occurs if the water blast strikes nothing.
- Frozen Ground: Added an unblockable skill fact.
- Unsteady Ground: This skill no longer damages or cripples enemies. It will now prevent foes from crossing the area, knocking them back a short distance. Lasts for 3 seconds.
- Shock Wave: Increased the projectile velocity by 12.5%.
- Burning Retreat: Increased the retreat distance by 200.
- Static Field: Increased the combo ring radius to match the spell radius.Windborne Speed: Decreased the radius to 300 when traited with Blasting Staff.
- Fireball: Increased the base radius to 120. Increased the radius to 180 when traited with Blasting Staff.
- Meteor Shower: Increased the impact radius to 180 when traited with Blasting Staff.
- Healing Rain: Reduced the radius to 420 when traited with Blasting Staff. Updated the skill fact to display the actual amount of regeneration applied.
- One with Air: This has been redesigned. It now will grant 1.5 seconds of superspeed when attuning to air.
- Earthquake: Added a range indicator.
- Arcane Wave: This skill no longer applies conditions at an infinite range when traited with Elemental Surge.
- Signet of Restoration: This skill now heals for the correct amount when Written in Stone is traited and the skill is activated.
- Whirlpool: Added skill facts.
- Glyph of Elementals: The Inscription trait now functions with this skill.
- Glyph of Storms:
- Firestorm: Reduced the number of maximum targets per impact from 10 to 5. Added an AoE ring.
- Ice Storm: Added an AoE ring.
- Lightning Storm: Increased the impact radius from 60 to 90.
- Sandstorm: Reduced the number of maximum targets per pulse from 10 to 5. Added an AoE ring.
- Glyph of Renewal:
- Renewal of Fire: This skill is now ground targeted with a 900 range and a 180 radius.
- Renewal of Water: This skill is now ground targeted with a 900 range and a 180 radius. Fixed an issue so that it will also fully heal the target that is revived.
- Renewal of Air: This skill is now ground targeted with a 900 range and a 180 radius. Increased the maximum teleport distance to 900 to match the range of the skill.
- Renewal of Earth: This skill is now ground targeted with a 900 range and a 360 radius.
- Conjure Flame Axe: Fixed an issue so that the bundle now properly disappears when the timer runs out.
- Lava Axe: This skill now grants 1 stack of might for 8 seconds when striking an enemy.
- Explosive Lava Axe: This skill is now a blast finisher.
- Flame Leap: Reduced the recharge to 15 seconds.
- Conjure Lightning Hammer: Fixed an issue so that the bundle now properly disappears when the timer runs out.
- Lightning Leap: This skill will now hit up to 3 targets.
- Wind Blast: Increased the launch distance to 600.
- Lightning Storm: Increased the lightning impact radius from 60 to 120. This skill can now be used while moving.
- Static Field: This skill will now stun a target entering the field instead of dazing them. Increased the radius from 180 to 240.
- Conjure Frost Bow: Fixed an issue so that the bundle now properly disappears when the timer runs out.
- Water Arrow: Increased the velocity by 20%. Normalized the healing radius to 240 around the target. Increased the base heal by 20%. Scaling with healing power has been increased from 10% to 30%.
- Frost Volley: Reduced the recharge to 4 seconds.
- Frost Fan: Updated the chill skill fact to display the proper duration.
- Ice Storm: Increased the impact radius from 90 to 120.
- Deep Freeze: Reduced the cast time of this skill to 1.5 seconds.
- Conjure Earth Shield: Fixed an issue so that the bundle now properly disappears when the timer runs out.
- Shield Smack: This skill is now the first skill in the auto-attack chain. It will now hit up to 3 targets and apply 1 stack of bleeding for 6 seconds.
- Shield Smash: This skill is now the second skill in the auto-attack chain. It will apply 2 stacks of bleeding for 6 seconds.
- Crippling Shield: This skill is now the third skill in the auto-attack chain. Increased the damage by 50%. Reduced the range to 450.
- Stone Sheath: This is a new skill. It is a channeled cast that will block one attack and then cause 3 stacks of bleeding for 6 seconds in a 240 radius.
- Magnetic Surge: This skill can now hit up to 3 targets.
- Magnetic Shield: This skill will now provide 2 seconds of protection per target pulled. It can also be used while moving.
- Fortify: Reduced the recharge to 30 seconds.
Engineer
- Bomb Kit—Bomb: Increased the base radius from 120 to 180. Increased the radius to 240 when traited with Forceful Explosives.
- Bomb Kit—Fire Bomb: Increased the base radius from 120 to 180. Increased the radius to 240 when traited with Forceful Explosives.
- Bomb Kit—Glue Bomb: Decreased the radius from 360 to 300 when traited with Forceful Explosives. Added an unblockable skill fact.
- Kit Refinement—Magnetic Bomb: Decreased the radius from 360 to 300 when traited with Forceful Explosives.
- Self-Regulating Defenses: This trait now functions with Fast-Acting Elixirs.
- Hidden Flask: This trait now functions with Fast-Acting Elixirs.
- Autodefense Bomb Dispenser: This trait now functions with Short Fuse.
- Sharpshooter: Increased the critical chance from 30% to 33%.
- Metal Plating: Increased the damage reduction from 30% to 33%.
- Homing Torpedo: This skill will no longer fail to strike larger wurm creatures.
- Smoke Vent: This skill now has a range indicator.
- Steel-Packed Powder: Fixed an issue so that the vulnerability condition will be granted to the grenade skill when this is traited, but will not apply to the Reserve Mines trait.
- Elixir C: This skill now functions with Potent Elixirs.
- Toss Elixir R: This skill now functions with Potent Elixirs. Resurrection has been normalized to 17% from a random percentage chance (14% to 20%). Underwater version now functions the same as well.
- Toss Elixir S: This skill now only grants stealth. Base duration of stealth has been increased to 5 seconds.
- Toss Elixir B: This skill now grants stability to allies, in addition to a random boon. Increased the base recharge to 30 seconds.
- Elixir H: Decreased the protection duration from 7 seconds to 6 seconds when traited with Potent Elixirs.
- Mine Field: Increased the base explosion radius from 120 to 180.
- Reserve Mines: Increased the base explosion radius from 120 to 180.
- Throw Napalm: This skill now leaves a fire field behind for 3 seconds when it lands, which burns enemies for 1 second every second. Burning duration of Throw Napalm on impact reduced to 4 seconds from 5.
- Rifle Turret—Automatic Fire: Bleeding has been removed. This skill now applies 8 seconds of vulnerability on each hit.
- Turrets:
- All base (non-ground-targeted) turrets will now indicate when the engineer is in range of the target.
- Turret models, nameplates, and health bars no longer linger after being destroyed.
- Net Turret: Updated the rate-of-fire skill fact to indicate the correct rate of fire.
- Supply Crate: Added a duration skill fact.
Guardian
- Symbol of Judgment: Added skill facts for revive percent, pulse, and number of targets.
- Symbol of Faith: Removed the range skill fact.
- Zealot’s Speed: The Symbol of Wrath created by this trait will now have a 180 base radius and 240 radius when traited with Writ of Exaltation (to be consistent with other symbols).
- Perfect Inscriptions: This trait now increases the effectiveness of the passive condition removal on Signet of Resolve.
- Protector’s Strike: Updated the damage skill fact to more accurately display the correct amount.
- Healing Breeze: Doubled the base heal when healing allies. Scaling from healing power has been increased from 20% to 40% when healing allies.
- Merciful Intervention: This skill is now instant as a baseline skill.
- Smite Condition: This skill is now instant as a baseline skill.
- Focused Mind: This trait now grants fury when using a meditation.
- Purging Flames: Base functionality has been reworked. This skill now removes three conditions from allies in an area effect around the guardian while burning enemies (enemies that enter or exit the flames are still burned). This skill now reduces the condition duration for allies who remain in the consecration areas.
- Hallowed Ground: This skill now increases the boon duration for allies who remain inside the consecration areas.
- Signet of Mercy: This skill is now ground targeted with a 900 range and a 180 radius.
- Pure of Voice: Fixed an issue so that this trait no longer removes a second condition. It will only convert one condition into a boon on allies affected by the shout.
- Glacial Heart: This trait now delivers an area strike on the target it activates on, damaging and chilling up to five enemies in a 180 radius.
Mesmer
- Descent into Madness: Fixed the Chaos Storm created by this skill to match the actual Chaos Storm skill functionality.
- Illusionary Defense: Fixed this trait to properly decrease damage taken by 3% per illusion.
- Feedback: Added a radius skill fact. Updated the skill facts to display changes from traits.
- Medic’s Feedback: Increased the duration of the feedback bubble created by this trait to match the actual duration of the Feedback skill.
- Winds of Chaos: Fixed the bleeding skill fact to display the proper duration when Chaotic Dampening is equipped.
- Mender’s Purity: This trait now functions with racial skills Healing Seed and Prayer to Dwayna.
- Power Cleanse: This skill now removes 2 conditions from up to 5 allies in a 240 radius.
- Power Break: This skill now applies stability to up to 5 allies around the player in a 240 radius.
- Illusionary Counter: Reduced the recharge from 12 seconds to 10 seconds.
- Confusing Images: Reduced the recharge from 15 seconds to 12 seconds.
- Mantra of Pain: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
- Mantra of Resolve: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
- Mantra of Concentration: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
- Mantra of Distraction: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
- Phantasmal Duelist: The Illusionary Duelist’s attacks now have a 20% chance for a projectile combo finisher instead of 100% when traited with Duelist’s Discipline.
- Arcane Thievery: This skill will now have a consistent animation when used with a greatsword.
- Illusionary Wave: Updated the skill to indicate its actual attack distance, which is 450.
Necromancer
- Life force meter improvements:
- The meter has been resized in order to properly display the entire bar. Previously, about 10% of the bar was hidden.
- The current life force value is now displayed on the bar.
- The current and max life force is now displayed on the tooltip.
- Spectral Armor: Increased the duration from 8 seconds to 9 seconds when traited with Spectral Attunement to match the intended duration increase. Added a duration skill fact.
- Lingering Curse: This trait will no longer increase the duration of blind on the Deathly Swarm skill.
- Target the Weak: This trait will now properly increase damage when the target has the torment condition.
- Mark of Revival: Increased the base radius of the Reaper’s Mark created by this trait to 180 to be consistent with other marks.
- Mark of Evasion: Increased the base radius of the Mark of Blood created by this trait to 180 to be consistent with other marks.
- Spinal Shivers: Added a damage fact for each damage value based on the boons the target currently has on them.
- Locust Swarm: Increased the base cripple duration to 2 seconds.
- Spectral Grasp: This skill now grants bonus life force when traited with Spectral Attunement.
- Tainted Shackles: This skill now uses radius instead of range.
- Banshee’s Wail: Normalized this trait to increase the effectiveness of warhorn skills by 50%.
- Vampiric Precision: The life siphon now correctly scales with the Bloodthirst trait. The damage portion of the life siphon from this trait now scales slightly based on power. The healing portion of the life siphon from this trait now scales slightly based on healing power.
- Vampiric Rituals: The damage portion of the life siphon from this trait now scales slightly based on power. The healing portion of the life siphon from this trait now scales slightly based on healing power.
- Vampiric Master: This trait will now cause minions to properly deal damage when siphoning life. The damage portion of the life siphon from this trait now scales slightly based on power. With the new damage addition, base siphoning from this trait’s minions has been reduced by 16%.
- Unyielding Blast: Fixed an issue so that this trait will now properly apply vulnerability when using Life Blast underwater.
- Vampiric, Vampiric Precision, Vampiric Rituals, and other life siphon skills: Increased the base siphoning by 20%.
- Bloodthirst: This trait now grants 20% bonus siphoning, down from 50% more effectiveness (which results in no change when combined with the change to other siphoning traits).
- Deathly Invigoration: The base heal from this trait has been increased by 100%.
- Transfusion: This trait now scales with healing power at a rate of 20%, where it didn’t previously scale.
- Well of Power: Fixed an issue so that this skill will properly convert burning, chilled, confusion, immobilize, and torment on allies.
Ranger
- Nature’s Voice: This trait no longer carries the effects of Evasive Purity as well as the on-shout swiftness and regeneration.
- Soften the Fall: Increased the number of maximum targets from 3 to 5.
- Barrage: This skill will no longer have reduced condition duration when traited with Eagle Eye.
- Companion’s Defense: Protection is now applied to the ranger at the end of the dodge-roll, while the ranger’s pet gains it at the beginning of the dodge-roll.
- Spike Trap: This skill’s tooltip now appropriately displays when Trapper’s Expertise is equipped. Updated the skill tooltips to include the immobilize condition that occurs.
- Healing Spring: Reduced the field duration to 10 seconds. It now pulses every 2 seconds instead of 3, so it will still provide the same amount of regeneration and condition removal, just in a more condensed time frame.
- Vigorous Renewal: This trait now grants vigor to the ranger and nearby allies when the Healing Spring skill is cast and not on every pulse.
- Maul: Damage for this skill has been increased by 7%. Vulnerability has been increased from 3 stacks to 5 stacks, and the duration has been increased from 6 seconds to 8 seconds.
- Muddy Terrain: The maximum number of targets for this skill has been increased from 3 to 5.
- “Sic ’Em”: This shout now applies 4 seconds of revealed on the targeted enemy. Updated the range skill fact to 2000 to match the maximum usable distance of this skill.
- Intimidation Training: This trait now has an attack that cripples enemies (600 radius), instead of directly applying cripple to enemies around the area.
- Vigorous Training: This trait now grants 5 seconds of vigor to nearby allies (600 radius) when swapping any pet type in combat.
- Shout Master: This trait now properly reduces Search and Rescue’s cooldown while in PvP.
Ranger Pets- Juvenile Jungle Stalker
- Mighty Roar: Increased the might duration from 10 seconds to 15 seconds. Reduced the recharge from 30 seconds to 25 seconds.
- Juvenile Brown Bear
- Shake It Off: This skill will now remove two conditions from nearby allies.
- Juvenile Black Bear
- Enfeebling Roar: Reduced the recharge from 45 seconds to 40 seconds.
- Juvenile Blue Moa
- Protecting Screech: Reduced the recharge from 40 seconds to 30 seconds.
- Juvenile Red Moa
- Furious Screech: Reduced the recharge from 30 seconds to 25 seconds.
- Juvenile Cave Spider
- Weakening Venom: Increased the vulnerability from 1 stack for 5 seconds to 3 stacks for 10 seconds.
- Juvenile Fern Hound
- Regenerate: This will now also heal nearby allies for 1000 base and up to 1350 when traited with Compassion Training.
- Juvenile Hawk
- Lacerating Slash: Hawk and Eagle now have separate cooldowns for this skill.
- Juvenile Lynx
- Rending Pounce: This skill’s tooltip now displays the correct amount of bleeding applied.
- Juvenile Jungle Stalker
Thief
- Shadow Refuge: This skill now functions with the Meld with Shadows trait.
- Shadow Pursuit: This skill now functions with the Meld with Shadows trait.
- Blinding Powder: Stealth duration has been decreased from 5 seconds to 4 seconds when traited with Meld with Shadows. The skill remains with a base of 3 seconds. This skill is now a blast finisher.
- Merciful Ambush: This skill now functions with the Meld with Shadows trait for the recipient of stealth.
- Fixed an issue where some skills would remove the visual effect of stealth from the player.
- Destroy Shadow Trap: This skill now has a 1.5-second cast time. It plays an effect on the thief and on the trap location when it is being cast. Added 5 seconds of regeneration.
- Hide in Shadows: This skill now only increases Blinding Powder stealth by 1 second so it is consistent with the trait’s functionality.
- Venomous Aura: Increased the venom share radius to 360.
- Larcenous Strike: This skill now steals only 1 boon.
- Body Shot: This skill now applies 1 second of immobilize. Reduced the number of vulnerability stacks from 10 to 5. Increased the initiative cost from 3 to 4.
- Lotus Poison: The recharge is now set on each individual target that this trait triggers on. Reduced the recharge to 15 seconds.
- Shadow Strike: This ability now has a distance skill fact that represents the distance retreated.
- Withdraw and Roll for Initiative: These skills now properly remove immobilize upon execution.
- Basilisk Venom: Petrify is now removed on stun break.
Warrior
- Sharpened Axes: The adrenaline gain on critical hits now applies to all axe skills.
- Battle Standard: This skill no longer applies boons until the end of the cast to prevent unintended behavior when canceling it.
- Mobile Strikes: This trait now functions with the elementalist’s following skills:
- Conjure Lightning Hammer skill—Lightning Leap
- Conjure Flame Axe skills—Burning Retreat and Flame Leap
- Conjure Earth Shield skill—Magnetic Surge
- Rampage skills—Dash and Seismic Leap
- Reckless Dodge: Increased the radius to 180. Increased the number of targets from 3 to 5.
- Vigorous Shouts: Increased the base healing by 25%. Increased the scaling with healing power stat from 80% to 90%.
- Lung Capacity: This trait has been moved to tier 1.
- Empower Allies: This trait has been moved to tier 2.
- Staggering Blow: This skill can now be used while moving. Reduced the cast time to 0.5 seconds.
- Final Thrust: This ability now uses a more fluid animation.
- Combustive Shot: Updated the effects and skill facts to reflect the radius of the actual attack (240). Rank 1 of this ability now attacks at a 180 radius, down from 240.
- Quick Breathing: Fixed an issue so that this trait no longer removes a second condition. It will only convert one condition into a boon on allies affected by the warhorn skills.
- Fear Me: Added an unblockable skill fact to represent its functionality.
- Vengeance: Players are now granted the same duration of invulnerability as rallying upon activation (1 second from 5 seconds).
- Mobile Strikes: Fixed an issue with some skills that wouldn’t remove immobilize until after the player had started moving.
Racial
- Sylvari
- Summon Druid Spirit: Reduced the cast time to 2.75 seconds. This skill can now be cast while moving.
- Healing Seed: This skill now functions with the ranger trait Vigorous Renewal.
- Human
- Prayer to Dwayna: This skill now functions with the ranger trait Vigorous Renewal.
World vs. World
- Fixed a display issue that caused the Borderlands ruins to incorrectly indicate which world owns which ruin.
- Fixed an issue that prevented sentries from appearing in the center of some borderlands maps.
- WXP boosters no longer affect WXP consumable items.
- Static siege sites will no longer be affected by the siege decay timer.
- Flame Rams now correctly apply structural vulnerability to neutral gates.
- Borderlands Bloodlust has been changed:
- One stack provides +30 points to power, precision, toughness, vitality, healing power, and condition damage as well as 1 War Score per player killed via a finisher.
- Two stacks provides a total of +50 points to power, precision, toughness, vitality, healing power, and condition damage as well as 1 War Score per player killed via a finisher.
- Three stacks provides a total of +60 points to power, precision, toughness, vitality, healing power, and condition damage as well as 1 War Score per player killed via a finisher.
- The WvW rank-up bonus chest now provides greater item rewards.
- Fixed a common buff-related client crash in WvW.
BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions
- New Halloween weapons are available for 1 Black Lion Weapon Ticket from Black Lion Weapon Specialists. Weapon tickets and ticket scraps can be found in Black Lion Chests.
- The trick-or-treaters are back in miniature form with the Costumed Mini 3-Pack in the Minis category for 500 gems. Combine these three adorable youngsters with a candy corn cob in the Mystic Forge to get a Mini Ghost Carlotta.
- Every Black Lion Chest opened before November 11 will also grant an additional personalized trick-or-treat bag. Black Lion Chest Keys are available in the Consumable category for 125 gems each, 5 for 450 gems, or 25 for 2100 gems.
Improvements
- Mad King and Witch’s Outfit items have been upgraded to rare status.
Bug Fixes
- The Glory Booster buff icon has been modified to look more like a buff and not an item.
- Mad King and Witch’s Outfit items can no longer be put in the Mystic Forge.
(edited by Moderator)
It is…it really is… Regardless of what the haters say, it is still the best MMO on the market right now.
Cheers!
In light of all the negative threads,GW2 is awesome!! ^^.
When you transfer, you transfer as an individual, an account holder. You do not/cannot transfer a guild. Your guild achievements, wealth, and attainments are all on your home world. You can transfer back now or at any time and have all that you worked for, just as you can now make more attainments and acquire more wealth to keep on a new home world. This system is designed to allow guilds more options.
I’m sorry that it was not clear to you, but yes, sometimes (often) you do need to ask questions before you make a decision and the information is available in several places.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I’ve been moving about these forums for about a month or so now, and have presented a few ideas of my own along the way. I wanted to throw several ideas in one place while I was here today, so here go:
Reload UI
I see the need for a Reload UI (user interface) function from time to time. There was a short-lived bug where all my ambient and combat sound would mute itself after talking to a scout. This would fix itself if I took a waypoint, portal or viewed a vista. Which means, each time the UI was refreshed, it fixed. So having some kind of built-in functionality for this would be a great thing. Even if it’s a key-command like in Star Wars, it would be beneficial.
Emotes
I miss some of the more interesting emotes from GW1 and other MMOs. Where are the silly flirts, the jokes, the world’s smalled violins? We need more interesting things like this, I think. I would say even take it a step further and give us not just gender and race specific jokes/flirts, but maybe add one or two professions specific as well. Little, interesting and sometimes quirky things like this add to the game without needing a whole lot of work. It’s something we can all enjoy in the game without the need to have new armor or major content. There are countless other emotes that could be added, but I’m trying to give a brief synopsis on each of these, so I’ll rely on replies to add to each of these headings.
Skins
I know this has been brought up in other threads, but I’ll throw it out anyway. Some of the skins out there (holiday, gem-bought, living world, etc.) would be better recieved if we could equip them via a drop-down menu like the titles. Personally, I woudl be fine with having to use a transmute token each time I change if it meant I didn’t have to split the items or stand losing it each time I swapped. The money could still be made in the gem store with the transmute tokens, perhaps more since peopel wouldn’t have such a high need for the splitters. The math is a little fuzzy, but it has potential to add up in AreaNet’s favor on that front, at least. Generally this idea is brought forth as something for only backpieces, and I think I’m fine with that as well.
Dyes
I’d like to see some of the rarer dyes be account-learned. I know this mess with the market for them on the TP, but it isn’t like AreaNet doesn’t send out new dyes periodically. I would be okay with seeing new dyes two to five times a year. I would even be okay with splitting dyes into categories; PvE, PvP and town.
Weapon Dye
To piggy-back off the last idea and off a few posts I’ve seen around, I think weapon dyes would be interesting. I don’t want to color the blade, and particular sets and things maybe shouldn’t be dye-able. That being said, it would be pretty cool if I could change the hilt, staff, shaft, stock or frame to match my armor. Nothing too intricate, just a system like what we already have in place for the armor (materials, surfaces, shine, sheen, etc.).
Mounts
Don’t worry, I’m not asking for WoW mounts. I love my Mole Machine, and my Norn looks super funny on the Broom . . . I want more! I wouldn’t begin to know what all to add, but new cosmetic mounts would be simply amazing! As a guy who doesn’t get into the “digital RP” scene, but still loves to personalize my character, these things are both wonderful and hilarious!
Town Clothes
I’d like to see more town clothes introduced, and not just for gems. I think cultural outfits would be prudent, just like we already have armor. I would like to see a handful of crafted things, as well. The really great stuff like sunglasses and toys and the best outfits can stay in the gem shop, that only makes sense. But let my tailor have a special set that only tailors can make, same for armorsmith and leatherworker. Maybe some town accessories that can only be made by a cook or an artificer. Things like this are, again, small and still add a lot of wonder and detail to the game.
Everything I posted (save the reload ui) are customization options. They hold nothing on the game itself or the way people play, but it’s important. Customization is key to immersion, and immerssion is key to keeping RPGers tapped into a game. Allowing for things like this would make a huge difference without requiring a huge amount of work on AreaNet’s part.
My idea compilation thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Seven-ideas-in-one-post/first#post3038023
So what would you like to see?
A “ready” button that appears before the match is created, and if someone doesn’t hit it within some time-window the match is aborted and both teams are returned to the queue? Perhaps the non-responding players kick out of the team, or kicked out of the entire queue?
One way would be to check your heartbeat every so often with a “are you still here” button, but that would be kind of annoying. It also doesn’t address the players who leave because they don’t like the team they are paired with.
We could just ramp up the dishonor system.
I know the team has their own thoughts on this, but I’d really like to see if someone here can come up with something awesome.
Isle of Janthir: Flux, Latch, Aegir
Our goal is to have less currencies in the game, not more
So have we ever determined if one server can cause a Que for the others ? As in, the limit is 300 one server could have 200 leaving the other two with only 100 to split between them ?
Each server has its own queue and its own limit and it is the same limit for every server. If every server is queued, then everyone has the same number of people on the map. So no, one server cannot cause a queue for another.
I don’t want conjecture or “player tests” I want actual Official Responses.
and I would like everyone to plead in this post for the dev’s to answer.
Can we please have the actual numbers regarding WvW Server capacity limits.
What is the ACTUAL maximum allowed number of players per server?.
Does it change depending on the 3 servers in a matchup?
Does it change during the night/day?Thanks
While we won’t give exact numbers, I can answer the last 2.
No, No. The numbers are the same at all time and for all matchups.
Medium – Free
High – 800
Very High – 1800They probably should have included the price of transferring to a Very High population server, just to make sure there was no confusion.
Let’s be clear. This is the precise and full announcement of this sale:
Until the day before the inaugural World vs. World Season, we’re reducing the prices for moving to a new home server! Transfers to a Medium population world are free, and moving to a High population server has been discounted to just 800 gems – but only until October 17!
You can transfer worlds using the World Selection button on your character selection screen.
How is this unclear? Do you think it should have said “there is no sale for the very high servers?” If so, why? It’s clear enough, I think in what it says, which equates to the following:
Medium = Part of the special — free
High = Part of the special — 800 (reduced cost)
Very High = NOT part of the special, so the normal cost (which happens to be 1800 gems)
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
I’ll grant that not having a system where you spend points, and then are asked to confirm (which would avoid misclicks,) can be problematic. I think the trait lines are spread enough apart, graphically, that this should rarely be a problem, but, hey, people are going to occasionally misread things at a glance, and I’m sure I’ve done dumber things now and then, so I think some better menu work could be done here.
Giving up one inventory slot of the item is pretty negligible burden, at least if you’ve bought/crafted reasonably large containers. I know this as someone who is constantly hauling around tons of crap (town clothes, alternate armor for looks, LS items like the Flames of Kryta, etc.) I haven’t bought any extra bag slots, but I rarely run out of room unless I A) haven’t been salvaging/selling stuff, or B ) I try to open a bunch of bonus chests (Tequatl) and containers (Champion Loot Bags) at the same time.
I think the idea is to not use multiples of these things every day, or even to play every day. If we imagine a gamer who has enough time to do more than two significantly-different game types in a day (enough to use more than one retrait item,) and then repeat that on a daily basis, they probably aren’t feeling the time pinch enough to want to pay for that little convenience. The target demographic probably doesn’t have that much time, which is why they’d rather shell out $0.75 instead of warp to Lion’s Arch and back in the first place. Even if they did land in some middle ground where they want to retrait a lot, but are also pinched for time, the cost of the retrait item might discourage them from using it a lot…which keeps their way of playing the game not that different from how everyone else plays the game, with their traits changing at a very limited frequency.
Am I saying it’s a good deal? For the vast majority of people, I should think, and this includes myself, it’s just not worth it. That’s okay, I think; convenience items like these aren’t meant to appeal to everyone. If they did, and non-cosmetic for-cash items were powerful enough or cheap enough, they’d run the risk of becoming explicitly or implicitly necessary, and the game model would suffer for it. If you think a real money purchase is useless, and so you don’t buy them, but someone else does for the sake of that very minor convenience, the system is working correctly. I know people are frequently scornful of freemium features, but there’s a difference between Plants vs. Zombies 2 does microtransactions and how Candy Crush Saga does them.
I disagree, however, and this might be what really rankles people about the retrait item, with the idea that retraiting should be much more freely accessible than it is. While I like the idea of saving build templates, for use in different content “modes,” (PvE, WvW, dungeons, fractals, etc.,) I also like the idea of giving trait decisions weight by requiring a generally minor amount of hassle to change them. It favors those who come prepared, while encouraging players to deal with unfavorable surprises in a way other than changing yet another dial on their character, on top of equipment, skills, and major traits. That inconvenience, at its effect on how people play, is not an inherently bad thing or bad game design.
I’m not sure people’s problem with the retrait item is what it does (which is comparable to convenience items we’ve had since launch,) but rather that it doubles down on an existing system some players dislike, and apparently precludes the replacement of that system with one more similar to GW1. How many people thought replacing the current trait system was on the the table before? I won’t say it was never going to happen, but it was clearly a conscious decision on the part of the design team to make it less flexible, and the introduction of a the retrait item, a full year after launch, just seems to establish their commitment to the system, bringing it in line with half a dozen other systems with convenience items tied to them. The difference between them and it, however, is that the retrait item wasn’t available at launch (unlike armor repair cans,) which suggests it wasn’t factored into the design decision in the first place.
Apart from the fact it’s way too expensive to be useful […]
Not if you’re a well-payed professional who makes $45+ an hour, or even $22.5/hour under certain circumstances. Then the time saved might be worth it to you. If you’re evaluating convenience items based on their cost in gold, it’s a safe bet that you’re not their target demographic in the first place.
Good design = option to have several preset builds we can swap out when ooc, perhaps for a small fee if they insist.
Bad design = 1 use consumable item that we have to buy, and then manually reset traits that we have to remember every time, while our dungeon party patiently waits.
I hope not many people buy these, maybe that’ll force them to implement a proper way of resetting traits on the fly.
They have never seemed to want to allow people to reset traits on the fly, or at least that sure didn’t sound like the plan back in February 2012:
Re-Specializing
After a character has spent their trait points, they can visit a trainer to reset their traits and refund their previously spent points for a small fee.
We realized that an important part of building a character is some sense of permanence. With this new system, you are flexible enough to change if you really want to, but you should still feel like the choices you made matter while you are out adventuring or slogging your way through a dungeon. In competitive PvP, you have a separately saved trait build and can respec free of charge.
I think it’s pretty clear that retrait items weren’t part of the plan back when the trait system was designed; whether or not it’s a good idea to allow people to bypass this design decision with an item, that’s a very small concession, while “swapping preset builds out of combat” would require a pretty dramatic shift in design direction. It’s not a clean cut “quality of life” change, it’s a specific decision about how the feel of the game and how much weight build choices have.
Which, in light of that, how terrible would the reaction be if they actually did introduce the ability to retrait anywhere for a one-time gem purchase? Then it would go from occasionally-used shortcut by the convenience item market (who, I cannot repeat this enough, buy this for cash, not gold,) to an expected, possibly even required (by elite dungeon runners, for example,) purchase, either through gold or cash. The limited usefulness of this item is what makes it an acceptable cash purchase, since it appeals to a relatively narrow portion of the playerbase, without the rest feeling like they need it or that it would be a good value for them.
(edited by Redenaz.8631)
Also, how can you be reading all our feedback if mods can change what we say, whenever and to whatever?
The only time the Moderation Team edits a post is to remove profanity or comments which violate the Forum Code of Conduct.
Heyo everyone!
Just wanted to pop by and let everyone know I am still forum lurking, like I mentioned on the livestream a bit ago. I’m glad everyone seems to like the fiddle fern hair and I am reading feedback for the flower hair. The reasons for its dye layout have all been listed above (Electro and Arrow Storm, you guys get +1 internets!).
I tried to explain this in the livestream, but I don’t think I adequately got the entire point out. By having it behave so naturally, it does take up a dye channel, so I have to be creative in coming up with ways to make the design feel full. The bringing in of secondary skintones helps with that a lot. But until you guys pointed it out, I didn’t even see the “bald” sorta thing, it just looked like a swept-back hair to me. Still does, but I get where you guys are coming from and will keep this in mind for the future.
Personally the flower hair is my favorite because of the flip and I had a lot of fun with the petals. It was my “Mary Tyler Moore” homage and if anyone was particularly astute, you’d see it was in the upper left corner of the sketches in the livestream. ;}
Oh and incidentally, because I’ve seen it mentioned—the hairs were all made new for the release. The sketches were over a year old. I wanted to enthuse that many of the things you guys had on your wishlist were the same I had on mine!
Thanks for the constructive feedback!
Ah, now that the livestream and hair release is out, I can get more in-depth with those designs and follow up on some of the topics I’ve seen brought up here. I can’t talk about everything, of course, but I’ll do my best. For some varied responses:
To answer a persistent query: the beards aren’t something we can make mix and match for the sylvari. On the texture template, the varied ear choices take up that particular slot. So this means that any beards or whatnot have to be built with which face it’s designed. If anyone has a particular design to suggest, I’ll give it a good thinking. No promises, as I’m also restricted to the face area on the template. So a big bushy beard probably can’t happen without voodoo and mai tais.
Trehearne’s design was asked about somewhere. Yes, I did his design. (I know how poplar he is. Heh.) He’s based off of devil’s claw thorns. The shapes of those pods are pretty awesome looking (and they’re not leaf based… wanted some material variety). I wanted to make a cool brooding face that swept forward rather than back with its structures. I thought the pocks in the pods were awesome glow points. And now that I type that again, I remind myself to use more fun patterns with face glows. It’s just that it’s so satisfying to have glow coming from in between layers! An addiction, I know… ;}
Yes, I agree that a lot of leaf shapes are oval. With the fern hair and pinecone, I was trying to address some of this by introducing new shapes. Even the flower hair is really new, as we didn’t have both leaves and petal as a mixed material. I’ve been trying to ponder maple leaves, but they don’t particularly play nice as sparse shapes (you guys tend to like full designs). They prefer to be in clumps. That’s hard to do without looking like a raked pile of leaves. Still chewing on it, though.
Other textures I’d like to play with are long grasses, curly vines, weathered leaves and more flowers. The flower hair design was changed up for the male and female versions: I know it’d be a shame if the strapping young lads were denied flowers! However, the blossom design alone really wouldn’t sit well on them. So I thought the more tarzan/rockstar bud design solved that issue… still a flower, but tailored for him. ;}
I see mentions of fruits and nuts. This is a new category of material that I’ve been pondering and haven’t quite settled with it. While the visual idea is lovely, I’ve always pictured the sylvari to be the fruits of the Pale Tree. For fruits to have fruits of their own… not sure that works just yet. It may be a matter of weighing anatomy righteousness against the fashion notion that most people won’t care and just want the cool factor. Hehehe, oh you guys! One day you’re in, the next day you’re out, eh?
Oh yes, curls. I had an old Shirley Temple design way back before the redesign. It was on my character panel for PAX a few years ago. So many possibilities with this… and the cloth physics should prove quite fun! …Or a nightmare with the collapsing polies during jumping animations. Ah, such is art.
Finally, out of curiosity… Zeefa, could you be more specific? I know you wanted a short mohawk from a previous post, but what about the new hairs didn’t work for you and what kind of hairs are more interesting to you? I can’t promise it’ll get made, but I always try to take feedback into account.
Keep up the great posts and sketches, guys! I love seeing what you guys do and it’s always a great window into some of what sylvari players want.
(edited by Kristen Perry.5260)
Oh dear, that sounds expensive…
well in my opinion if Anet is able to get SPVP in a healthier state
they should release a free to play client for just the MISTS
this will give a new wave of players to SPVP which it direly needs,
while also giving the option to “Free2play” players to purchase the full client of the game. or use the cash to purchase pvp items
thus generating more sales and giving more incentives for Anet to forward resources to the spvp team.
another reason that would be a good idea is because. more players mean more people watching tournaments and more Stream/twitch channels which will help the game self promote Spvp. and overall more people to make friends with and to play with(shorter ques)
(edited by Kline.9561)
Unfortunately, no. At this time there is no way to promote or change the leadership. You now have 1 real choice. That is to make another guild and keep the other as a secondary guild, maybe for storage only.
It’s possible that at some time they will put in the Guild Wars 1 feature where leaders are replaced if inactive for a specified period of time but it is unknown when or if they will do this.
In the future you may wish to have a second person as a co-leader, so this can’t happen. Of course this can come with its own set of problems if people quarrel.
This is accurate.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
You will absolutely see a way to create a precursor available in the future. As detailed in our plans for the second half of the year here:
https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/
As mentioned at the end of the blog, as always things are subject to change as test and prepare various systems. Most of the stuff covered in the blog you’ve already seen implemented, or steps towards being implemented, however the precursor building (and corresponding additional legendary items) is the one highest at risk to not make it this year.
It is still something we absolutely plan to do!
I’m still confused about what the big deal is. It’s no different than the other convenience items such as the craft station, bank, merchant, and trading post consumables. If you don’t like it then just don’t buy it.
70 gems for skipping a few load screens (4?) and a max of like 8-10 s wp cost and the 3-ish s it costs to retrait?
70 gems are worthlike what? 3-4 gold?
If using a retrait item saves you one minute of hassle, and you buy them in the 5-pack ($0.75 for each item,) that’s on par with working a single minute at a job that pays $45/hour. That’s a very high wage if a player is a student or just starting out, but if that’s the case, convenience items aren’t targeted at that player in the first place, who likely has more time to spare than money. Convenience items are targeted at busy professionals don’t have a lot of time to spare, and are happy to spend some change if it’ll help them make the most of their limited gaming time. That’s why convenience items are a terrible deal if you’re trading gold for them; if you have time to farm enough gold for that, you can probably spare a couple minutes to make a run to the bank/skill trainer/trading post/armor repair/etc.
If using a retrait stone saves you two minutes (which it might, if you’re in, say, a jumping puzzle, instanced area, a crowded server before a big event, etc.) then the wage at which which an equivalent amount of time spent working (two minutes) pays enough to cover the item ($0.75) drops by half, down to $22.5 . That’s not minimum wage, but that’s not outlandish, either, if you’re a young professional.
If anyone would like to see my more thorough write-up, with the math shown and more analysis, let me know. I was going to post it, but it’s, well, a little exhausting if you’re not interested in this kind of thing.
(edited by Redenaz.8631)
Right. I like a lot of games that are low on filler (Braid, LIMBO— Okay, I have a thing for 2D platformers,) but when I power-leveled my third character through crafting, I found it less satisfying than I did playing the other two straight. With alt #4, I’m more or less using crafting as a leveling supplement to get me from one story step to the next if I’ve completed an area but can’t yet hack it in the next-tiered area.
I’ll try not to say too much more on the ups and downs of XP in RPGs, however, since I’m going to start to go off-topic if I do.
In the case of retrait items, I feel I’m actually happier being (gently) locked into my build. I can still change weapons and major traits on a situational basis, but if I wander into a situation where my current traits aren’t optimal, I’m discouraged from resetting them. I just have to cope the best I can, which creates a very organic added challenge/drama to gameplay.
I get why people who do a lot more varied content than I do, like those who switch between PvE and WvW, might want a template system, just like people don’t use the same template for PvP as they do for anything else. WvW can be awkward that way at times, in it’s unusual middle ground.
Please post them in this thread if you come across any sort of bug that fits in the following categories:
- Armor/clothing art issues (textures, placement, clipping…)
- Weapon art issues (textures, placement, effects, clipping…)
- Character model issues (textures, effects…)
General Guidelines:
-Take a screenshot of the issue
-Take a screenshot of your equipment on the Hero Panel (H)
- List your Race, Sex and Class
- Be as descriptive as possible
-Take a screenshot
—If the issue relates to clothing/armor/weapons—
- List the names of every piece of armor/clothing/weapon equipped (this includes the level requirement) when you encountered the issue
- If you can, list where you acquired the item (which NPC, what map location, which dungeon, etc…)
Note on clipping issues: While we understand the desire to have all clipping issues resolved, the way our items are designed sometimes causes some small issues that cannot be fixed easily. We’re looking for severe clipping (like your shield is impaling you or your daggers are completely hidden by your coat.) Things like hair clipping or minor clipping of weapons into armor are sometimes unavoidable.
Please attach the screenshots to your forum post rather than hosting it elsewhere.
If you have a video of the issue, please upload those to YouTube (unlisted) and link that along with your other bug information here.
For more Bugging Best Practices, see this thread.
We appreciate everyone’s help with these issues. Thank you!
(edited by Moderator)
So, our programmer looked into it and says that Skyhammer is actually one of the least played maps in the last 7 days. Looks like you guys just hit random.
If your argument is not against any of that and is instead simply that you should be able to re-trait from anywhere regardless, then that’s not really a complaint about the item, but rather a complaint about how traits/builds work.
I think wanting to re-trait any time freely is a valid suggestion and I can kinda see both sides of it myself. On the one hand, I feel like your traits are your build, and should maybe be even more locked in, since skills are what you can freely change about. On the other hand, since it is such a minor deal to change your build, why not just make it no deal at all? But to me, that’s not really related to having this item in the game
It gets to one a question that I feel is at the heart of video games: How much filler/slow-down is fun?
Take XP boosters. Everyone likes to get XP and everyone likes to level up, so it’s easy to understand people liking XP boosters, whether paid for or free. That’s why you occasionally earn them in game, they’re in the birthday chest, etc. If you pay for boosters, you’re objectively leveling up faster than other players…but are you having more fun? If you’re having more fun, shouldn’t the game company just boost XP for everyone, so everyone has more fun?
That sounds reasonable; there’s a reason “grind” has such negative connotations. A cynical onlooker would say that every non-boosted player is being slowed down in order to encourage players to buy boosters. That’s one of the major frequent criticisms of free to play games and of cash stores, even in non-free games like GW2, so it’s a warranted concern. No one likes to have their time wasted.
That said, up until the recent addition of the retrait item, there wasn’t any way for the developer to make money off the inconvenience of resetting traits, so it doesn’t seem likely that the system was developed with the cash shop in mind.
Was it just a poor design decision to make players hunt down trait trainers, or does that inconvenience serve another purpose, like strengthening player-build identities and giving a sense of weight to decisions and the trait system?
I don’t think either way of handling traits (free and convenient, nominal fee and slightly inconvenient) is inherently better than the other. They both have their pros and cons, and will appeal to different people. Obviously, someone, or rather multiple people, designing the game thought the pros were worth the cons here, because they went with the system we have. There’s definitely going to be a portion of the player base who disagrees, but they can’t please everyone.
Yeah Convenience does justify it all.
Every single item on the gem store is for convenience. They are all items we can easily do without. Your example of fast travel is, imo, invalid. Had Anet not Advertised that fast travel will be a feature and then attached a gem price to it, so you can make use of the convenience, I personally wouldn’t have an issue.
Also I don’t remember anything about the game being cosmetic progression orientated. Got a source for that? I know that they said it won’t be be gear orientated, but that, to me, doesn’t mean it’ll me cosmetically orientated, it just means that at top tier gear doesn’t mean squat, it all comes down to how well you lay out your build and you skill in playing it.
On the note of feeling that we need to fork out gems to have fun; huh? How does that even make sense? I don’t see anything in the gem store is a necessity for fun?
Again this is all for convenience. And what monetization are you referring to? I have not spent a cent of RL money on the gem store, all my gems I got from trading gold. That said, this has nothing to do with templates, the trait reset stones don’t let you save a certain trait setup, they just let you reset your traits on the fly. If you don’t like the item then don’t buy it, Anet isn’t cramming it down your throat.
Lol, just Lol.
I seriously don’t see how people can be kicking up such a * storm over this item. It’s there for convenience sake, nothing more. The ~8s (incl WP costs) you pay to retrait is bloody minimal, sure it’s a slight hindrance and that’s why the retrait item was introduced. I for one couldn’t be kitten d to buy it.
One the note of “Pay to Win,” pls show me one item currently in the gem store that falls into this category.
“I hate to be made to choose between wasting time and wasting money.”
Without quoting anyone in particular, this seems to be a common sentiment about the retrait items, and I think it’s a valid question for certain mechanics. In this case, however, I think it overlooks the fact that we’re only just now getting the retrait item.
If real-money retrait items were factored into the design of the core gameplay, that would have been bad, but…don’t you think we would have gotten them a heck of a lot sooner?
We’ve had lots of convenience items available from day one, so for us to be getting a retrait item a year later says to me that either someone was sitting around, somewhat recently, and thought, “Hey, that would make a handy item!” or else they had this idea, factored into the core gameplay mechanics, designed to make them money, and then sat it on for a year.
Which of these sounds more likely?