A 5% increase to every single piece of armor, weapon, and trinket available gives player wearing full Ascended Berserker gear 13% more damage than someone who has Exotic Berserker gear.
Please, stop pretending that the difference in stats isn’t significant.
You’re welcome to believe that differences in skill will help make up for that gap. And I’ll agree with you to some extent, because it’s a fair point. I’ll even go so far as to say that you don’t have to be decked in full Exotic gear, much less full Ascended, at this point in the game. Again, fair point.
But let’s stop fabricating this fantasy that there isn’t a statistically significant difference between full Ascended gear and full Exotic gear. Because there is. It’s an undeniable mathematical fact.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
I misclick and sent expensive axe to wrong guy and he return it to me
ty so much Lacero Omni there are good ppl
Remember when Subject Alpha was twice as hard and gave you 1/3 as many tokens? :P
Remember when ~1 gold can get you ~300 gems?
The fun starts when you start labeling things as “Un-Suspicious”
That one still puzzles me.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
I will develop your idea into something more elaborate called:
Surprise ActivityThey can add these “suspicious bushes” in all zones all over the places and when you click them, some surprise will pop up:
- 1 to 5 foes will jump from it in a random generated number
- 1 chest will pop up with different goods in it
- you will get teleported to another place in the same zone doe to some asura malfunctioning device hidden in that bush
- you will get poisoned, wounded, etc for a few seconds
- you will get different crafting materialshe more varied surprises will be added to these bushes, the more people will trigger them while exploring. These would be GW2’s “treasure chests” spread around the world and not just in some specific caves/clifs
+1 for bringing up this
Lol. If they did that I would be triggering every bush I came across.
I will develop your idea into something more elaborate called:
Surprise Activity
They can add these “suspicious bushes” in all zones all over the places and when you click them, some surprise will pop up:
- 1 to 5 foes will jump from it in a random generated number
- 1 chest will pop up with different goods in it
- you will get teleported to another place in the same zone doe to some asura malfunctioning device hidden in that bush
- you will get poisoned, wounded, etc for a few seconds
- you will get different crafting materials
he more varied surprises will be added to these bushes, the more people will trigger them while exploring. These would be GW2’s “treasure chests” spread around the world and not just in some specific caves/clifs
+1 for bringing up this
(edited by Ronah.2869)
There´s actually a reason, why these bushes are suspicious. It´s because they´re the only bushes in the game.
Please, just put some more bushes into the game, if only for logic´s or aesthetic´s sake.
Maybe as a gathering source? Or purely for the looks.
Simple. RNG. You got lucky the one day and then didn’t get lucky afterwards.
I saw a charr named Taylor Swiftclaw…
I would pay 300 gems for an in-game tinfoil hat, townclothing. Please consider a lab coat to go along with it.
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
Content Marketing Lead
As our artists have also said in interviews that one of the purposes of concept art is that it is a way to convey mood to a viewer and to serve as inspiration for designers. Concept art is not necessarily a blueprint to follow by rote. There is stuff in the game that looks like the concept art, but just because something is depicted in the concept art doesn’t necessarily follow that it will make it into the game.
Please take your tinfoil hats off and be reasonable.
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
(edited by Regina Buenaobra.6193)
Going to be sampling out of context here, but here’s a post from a dev discussing the upcoming Jan/Feb/March updates.
One of our major goals with these releases is making our existing world as strong as possible, ensuring there are reasons to go to all the locations in the world we’ve already built, and strengthening the core game we’ve provided.
Now I’ve said before that I had a laundry list of things in this game that I find flawed, and I’ve had people ask me for that list in the past. Given that the upcoming updates will focus around “strengthening the core game”, I’d thought I would give my own personal list of things I’d like to see improved in these next few months, and see which aspects people agree/disagree with.
Since this is a large list and people will naturally assume I’m making this post for the sake of attacking the devs, I’m going to preface my list with a disclaimer: I love this game. It’s my favorite game of 2012, and I’ve talked several of my friends into buying it to play with me. It’s a great game. But it’s not a perfect game, and there are a lot of areas I (and likely others) feel that there needs to be improvement in.
Also, I apologize for the entire thing being such a massive block of text, but the forum’s formatting doesn’t allow me to add enough spacing to make it more readable. Sorry!
So, here goes:
1. A complete ground-up restructuring of every pre-November dungeon.
Fractals is perhaps the best example of how to do dungeons properly, but it’s still not 100% there. Fractals provides an engaging experience with dungeons that rotate and feel unique, boss battles in the classic Zelda sense that require teamwork to complete, and a dungeon experience that continues to evolve as the level goes up, but it still needs tweaking here and there (as discussed below). It’s not quite as bad as the other existing dungeons, however, which botch things on virtually every level. Existing dungeons are filled with a lot of “cheap shot”, OHKO mechanics designed to kill you for even the slightest mistake or lack of reflexes. This sort of design needs to be done away with, in favor of rebuilding the dungeons to be more like Fractals. I don’t mind a challenge, as it can spur me to try harder and get better as a player. But OHKOs do not promote such a thing, especially if they’re not always avoidable, and they really don’t make you a better player so much as make you frustrated.
2. Redesign and retool the function of Agony in GW2, and fix the lack of lore behind it.
When GW1 originally released with the Prophecies campaign, players were expected to infuse each individual piece of armor to protect from Spectral Agony. This was very unpopular, so a few months later, infusion was retooled such that you only needed to infuse yourself one time for the entire set of armor. One would think that a lesson was learned, there, but yet here we are in GW2, having to obtain separate pieces of gear and grind the dungeon repeatedly for the materials necessary to infuse each individual item with Agony Resistance. You’ve taken Agony from GW1 and made it even worse than it was back then. Agony needs to be seriously looked at, and the grind for AR significantly reduced.
But perhaps most importantly, we need a reason for Agony to even exist. Back in GW1, Spectral Agony was a power specific to the Mursaat, a race of powerful creatures (who may or may not be dead, it’s not entirely clear and that’s likely on purpose) who helped organize the White Mantle. In GW2, Agony is a condition that shows up in the Fractals because….well, we don’t know, because there has been absolutely no stated reason for Agony’s existence as far as lore is concerned. The devs have only said it’s supposed to resemble the power from GW1, but we’ve not actually been told how it came to be in the Fractals or what its purpose is, beyond the OOC mechanics reason of “making the dungeon harder”. There’s a serious lack of lore here and it could use some filling out.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
Items that will cost 250 ectos or more gem store items, whatever they can come up to monetize.
Like the Asura would EVER let their krewe unionize. Silly bookah.
There’s this one bug i’ve seen floating around the studios that seems to render the Devs incapable of getting on and replying to some of the issues for weeks on end. I would love to see this bug fixed.
Only if it comes with a /bonjour emote.
[OHai] – Northern Shiverpeaks
What if this is still beta, and the real polished game comes out next year?
Im going with C lol
report em for exploiting, get a better PUG. Sorted
Its just a tooltip bug. We are receiving 25% but the tooltip says 10%.
[Bush] – Dragonbrand
Developers never played this class and they are to busy jerking each other off on their thieves and mesmers.
LOL
9/3/13 rip
Poof! Someone called and I am here. We made some ranger changes this patch, but had to go back on them because of risk factor. There are some bugs being fixed and quality of life improvements coming in the next patch, as well as some other significant ranger improvements. I would Literally tell you but I think it would be considered a bit of a spoiler so you will have to be patient.
While we work hard to keep updates going on all professions, not very build us going to contain fixes for everyone due to the nature of software development. One problem with rangers is the lack of build diversity created by a number of sub par utility skills. Many signets, a shout or two, and spirits are all a bit lackluster. That is the first place to expect improvements. Second is trying to improve the feel/ pacing on some weapons.
Ok I can’t type more with tiny phone finger keypad. See you in game!
Do tell how the wording in this representative’s message does anything BUT raise expectations.
Keirlann Aurion – Ranger – Chieftain of the Ace Guard [AceG]
Hey all, we are aware of the bug with Ranger traps. A fix is slated for to take care of this bug tonight.
Bugfix patch:
- Rangers are now no longer available in class selection menu
Sure you have the time to “test” it?
Oh goody! Our only good utility skills got nerfed!
Well at least all our utility skills are ‘balanced’ now… they all suck equally! Hooray!
No. Survival skills are still useable.
Next patch, QZ now gives 4s swiftness instead of quickness, muddy terrain gives all enemies might, and lightning reflexes now stuns you as you go into a fetal position and cry pathetically while your pet runs around aimlessly in circles.
Oh goody! Our only good utility skills got nerfed!
Well at least all our utility skills are ‘balanced’ now… they all suck equally! Hooray!
Dev 1: “Players are using the short bow 1 ability with no cool-down non-stop, what should we do about it?”
Dev 2: “We could add a cooldown!”
Dev 3: “We could make the other abilities more useful!”
Dev 1: “Nah, lets just increase the cast time on skill 1 without altering the other short bow abilities.”
Dev 3: “How does make them hit 1 less?”
Dev 1: “We’ll figure that part out later, just add the cast time for now.”