Rely on swiftness.
RTL’s nerf was a fair and balanced change. You can’t have everything and have it at the same opportunity cost as everyone else.
http://en.wikipedia.org/wiki/Opportunity_cost
Ele’s are just going to have to learn to play in a game that’s actually balanced fairly, and not in their favor.
Team: Blacklisted [Envy]
Ya, we’ll have to watch what the changes do to the game. I think that bunkers will still be viable, but I think you’ll see some new counters to them. It’ll be interesting to see what the meta does.
J
I appreciate you giving warriors a chance to have a role in TPvP that makes them an attractive choice to have on a team again.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
D/D is getting screwed, it still isn’t screwed enough if you ask me, live with it.
Confusion needed to change. The closer it gets to spvp levels, the better.
This change won’t effect a good Mesmer(Or other classes with access to confusion). It will, however, tone down the one-trick pony confusion builds that are uncatchable.
Darxio – Thief Commander
So, I’m supposed to feel sorry that your one trick build is broken now? Hold on, let me get my violin.
Kaschen, Engi, Nerfed Spec
Devona’s Refugee, recently arrived to F.Aspenwood
Why should the mesmer class be the only one to stop zergs? Should another class be the only one able to take camps solo? etc etc. Its a needed balance and besides, Mesmers probably excel at more aspects in this game then any other class.
Well, since confusion and retaliation punishes others for taking action. You can expect to see more action or more willingness to take action. I think the change will be fine. I just hope mesmers and engineers have other skills buffed to compensate.
Well it was OP… sorry.
Sharks With Lazers [PEW]
You need to post this in WvW forums, you might actually get a response. The necro downed state bug thread got a response in less then 2 hours when posted on the WvW forums while being ignored for 2-3 weeks and counting on the Necro forums.
Hello. I dont know if this was pointed out before.
In Kylo, some buildings can be hit to generate life force, giving us a great way to generate those 10% we miss at the begining or after a complete wipe.
It works best with:
dagger #1 , if your very close also with staff #1 and 1x bounce of focus #4.
The buildings are the ones, that show hit damage numbers, when hit by treb. It is also
the reason for our random “put into battle-slower run” from locust swarm. So avoid those same buildings if must move fast when under effect of warhorn#5.
The complete outer walls of clock tower (can attack from outside AND inside), the whole roof of clock tower, both houses which u can climb to tower on, the nearby solo house and the comple outer fence/wall at mainsion (since theres a huge mansion house behind it. unfortunately u cant stand on the point and be in range )
AT START OF MATCH, IF U RUN STRAIGHT TO MID, JUST ATACKING THE OUTER WALL ALLONG THE SPIRAL CAN MAKE UP TO 33% LIFE FORCE
If anyone knows other spots, on other maps he can share them.
You are kind of missing the point. The amazing thing about minions (and engi turrets/ranger pets) is that they don’t scale with gear.
This means that you can run a defensive or conditions build while using minions to do your direct damage (when traited for 30% more damage). If minions scaled with gear, their base stats would probably get nerfed to compensate and they’d be 100% useless for condition/defensive builds.
Makes me smile whenever I see members of “Hold On Guys I Got This” [Nope]
^This, also “Hold Still [f-f-s]” is pretty kitten hilarious
Resident Zerg Idiot
Isle of Janthir
You know… the one that sticks out actually was one in GW1. I think it was this:
She Said She Was 18 [GWEN]
Not even going to list all the reasons, as the community can for me.
No you’re gonna have to go ahead and do your own work, given that no one agrees with you.
Northern Shiverpeaks
Not even going to list all the reasons..
You really should
Malzerius – Thief
Dark Covenant (SBI)
I’m quite a fan of jumping puzzles (so long as I’m not on one of my norn alts), and have been wondering about jumping puzzles in other cities apart from Lion’s Arch. They seem ready made for them, and here’s some that came to mind:
- Divinity’s Reach: A jumping puzzle down the Great Collapse, jumping from planks suspended from cranes to scaffolding could work pretty well. Another idea in Divinity would be one in the central grassy garden to get us up into the moving stars and planets up there. There’s a possibility to include a view from Queen Jenna’s balcony into this one (credit to Pixelpumpkin for that one). Also credit to Pixelpumpkin for the idea of another jumping puzzle along roofs from a tavern mini-game start location.
- Black Citadel: Something around the Great Imperial Smelter (maybe with lava bursts that could block your progress – bringing timing skills into it) could work but I thought Gladium Canton would be perfect for one, lots of possibilities for ledges and beams. Credit to Pixelpumpkin and Narcemus for the idea of a puzzle up the outside of the citadel itself, perhaps with a drop down through an air conditioning vent at the top onto a floating chest platform as a slight wink in the Death Star’s direction.
- The Grove: Any puzzle in the grove would have to be pretty tree themed and it would be nice to be able to jump up high, from branch to branch, to see the Grove lying below you. It could, on the other hand, be a nature themed underground one as well. There’s already some mushroom vistas, where you climb up mushrooms to the view point, so a simple puzzle here would be a similar puzzle up one of the large central roots. Credit to Order of Venvardis for the idea of a jumping puzzle including jumping on the back of moving neutral mosshearts.
- Rata Sum: Perhaps a puzzle including jumping around the outside a little, there’s already little ledges where the outside isn’t perfectly smooth, so that’s a possibility. I think as well, with a puzzle incorporating the outside, it would be the pressure building with the huge drop below you that could really make that one a good one. Bringing Asuran technology into the puzzle is another possibility. Credit to Teraphas for another possibility, jumping around a messy lab rat’s lab, and this one could include Asuran technology into it.
- Hoelbrak: There’s possibilities to bring in the statues of the spirits into a jumping puzzle here. Perhaps the Shelter Rock caves would be a possibility as well.
I don’t think any jumping puzzles in any of the cities would require too much work and might also help some way towards making some of the quieter cities a bit busier with players. Thoughts on these, and any other suggestions would be great. I’d love to see something like some of these materialise some day.
(edited by stjf.7180)
this game is still in beta, just wait for the full release and all the problems will be fixed
Q:
Any reason why custom arenas won’t have the ability to toggle the capture points and downed state off?
When doing the balance segment, instead of going through every class without specific questions, perhaps it’s better to ask specific class balance questions.
Because I noticed last SotG went like this:
Q: Rangers?
Devs: Oh, blah blah…blah.
Q: Necros?
Devs: Yup, blah blah..
Q: Eles?
Devs: Mmmhm, blah.
This went on for what, 30 minutes? The devs’ responses were not very informative because there were no specific class balance questions. And also, you can make this segment much shorter by going to the core of things and asking specific questions for specific classes.
Also, try to phrase your questions so that it’s not susceptible to “Yes/No” easy-out answers. For example, instead of asking, “Are we going to see changes to Warriors next patch?” (Devs will respond with “Yup” or “Nah”), you could rephrase it like “What do you think needs to be changed for Warriors? What problems does the class have?”
A good indication of whether or not the devs know what they’re doing is to make them state the problem in their own words. Have them tell us what the problem is, and what their solutions are. Also remember to challenge the devs with thought-provoking questions. Don’t let them off the hook easily. They are being paid by the hour, so really exercise their brains with challenging questions.
(edited by zone.1073)
When doing the balance segment, instead of going through every class without specific questions, perhaps it’s better to ask specific class balance questions.
Because I noticed last SotG went like this:
Q: Rangers?
Devs: Oh, blah blah…blah.
Q: Necros?
Devs: Yup, blah blah..
Q: Eles?
Devs: Mmmhm, blah.
This went on for what, 30 minutes? The devs’ responses were not very informative because there were no specific class balance questions. And also, you can make this segment much shorter by going to the core of things and asking specific questions for specific classes.
Also, try to phrase your questions so that it’s not susceptible to “Yes/No” easy-out answers. For example, instead of asking, “Are we going to see changes to Warriors next patch?” (Devs will respond with “Yup” or “Nah”), you could rephrase it like “What do you think needs to be changed for Warriors? What problems does the class have?”
A good indication of whether or not the devs know what they’re doing is to make them state the problem in their own words. Have them tell us what the problem is, and what their solutions are. Also remember to challenge the devs with thought-provoking questions. Don’t let them off the hook easily. They are being paid by the hour, so really exercise their brains with challenging questions.
From the last two SotG, they don’t seem to know what the problem is, so having them state the problems themselves will just lead to more of the same “blah blah blah.” The moderators and invited players should be the ones asking class specific questions such as “With banner buffs doing nothing to help warriors in pvp, what else is going to change with warriors that will make them more viable after the quickness nerf?”
When doing the balance segment, instead of going through every class without specific questions, perhaps it’s better to ask specific class balance questions.
Because I noticed last SotG went like this:
Q: Rangers?
Devs: Oh, blah blah…blah.
Q: Necros?
Devs: Yup, blah blah..
Q: Eles?
Devs: Mmmhm, blah.
This went on for what, 30 minutes? The devs’ responses were not very informative because there were no specific class balance questions. And also, you can make this segment much shorter by going to the core of things and asking specific questions for specific classes.
Also, try to phrase your questions so that it’s not susceptible to “Yes/No” easy-out answers. For example, instead of asking, “Are we going to see changes to Warriors next patch?” (Devs will respond with “Yup” or “Nah”), you could rephrase it like “What do you think needs to be changed for Warriors? What problems does the class have?”
A good indication of whether or not the devs know what they’re doing is to make them state the problem in their own words. Have them tell us what the problem is, and what their solutions are. Also remember to challenge the devs with thought-provoking questions. Don’t let them off the hook easily. They are being paid by the hour, so really exercise their brains with challenging questions.
This person took media studies. Listen to them.
Hey fellas,
We don’t have a post up about this over on Guru yet, but here’s the details.
Host: Grouch
Date/Time: April 26th, 2013 12PM PST (7PM GMT)
Duration: Around one hour.
Special Guests: ArenaNet Developers Jonathan Sharp and Karl McLain
Players Participating: Symbolic (Team Paradigm EU), Phantaram (Team Paradigm EU), Caed (NA)
Where: You can find us at twitch.tv/guildwars2guru
We’ll have some shownotes available for you guys sometime prior to the show, but expect discussion regarding upcoming changes in the April patch.
If you have any questions/comments let me know about it below.