ArenaNet Communications Manager
A message from the Guilds Team:
We are happy to announce that we have made a number of performance improvements to the guild decoration system and will be raising the decoration cap in the guild hall from 1000 decorations to 2000 decorations in the July 26 release! As you may know, this has been a long-standing goal, and we’re delighted to be able to make the increase at this time.
While a majority of players will enjoy the higher cap with no issue, there will be some impact on those who play on computers at the minimum specifications for Guild Wars 2. To avoid issues, we will continue to limit the number of decorations that may be placed close to one another in a specific allotment of space to 20 decorations within a radius of 500. To give that an in-game point of reference, the effect radius of a warrior shout is 600, so a guild could place 20 decorations in a space slightly smaller than the area of that skill effect. But even with that protection in place, some players could experience performance issues. Thus we wanted to offer a couple suggestions for guilds that may have members who play on min-spec machines but who wish to place an increased number of decorations in their guild hall.
- Consider spacing decorations with animations or interact options around your hall. Avoiding clusters of such objects will reduce the impact of the particles being produced.
- Try to avoid placing a majority of your decorations in one general area of the map. For example, Lost Precipice’s Arena can be pretty fun to decorate because it has a lot of open space and dramatic archways. If a decorator places a majority of a guild’s decorations in and around the arena to fill it, performance will drop whenever a player’s camera turns in that general area. Consider finding ways to spread out the decorations so the area still looks full without putting quite so many into that single area.
- Suggest members on min-spec computers use the “Best Performance” option from the Settings Preset dropdown in their graphic options [F11, 2nd Tab]. This will lower or disable some of the settings that may otherwise lower performance in favor of appearance.
Happy decorating!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I don’t understand how wanderers or carrion amulets are bunker? Lol.
Easy, bunker is a class that can absorb dmg for some time and its doesnt mean that he\she should be a supp\heal build.
Well I guess a berserker double endure pain zerk stance warrior is a bunker then. Staff thief too?
I hate condition builds as much as the next guy but you guys are just being silly. Paladin scrapper has more defensive stats than the mesmer, warrior, or necro builds.
Agreed.
I can understand players not liking condi. But calling them bunkers now is inaccurate due to the amulets available – especially when looking at Carrion or Viper.
Only Rabid could be considered bunker, and then they melt anyway to incoming condis due to low health pool.
For example I am way more “bunker” playing Demolisher power mesmer than playing Viper condi/hybrid mesmer…
Over 8 “meta” builds, only 3 are Condi builds.
There’s 3 direct damage dps, 3 condition damage hybrid and 2 bunkers (and both use direct damage, not condition).
On the paper, the game is really balanced, and in favor of the Direct damage.
Then, there’s a large amount of Conditions. Frequently qhen you see a large amount of conditions lesser than half of them are Damaging conditions, and frequently aren’t highly stacked.
Condition damage is another way to inflict damage, have higher conterplay than direct damage, more builds focus on remove/convert/sendback conditions and a well structured team have not any problem against a condibomb team.
Condition damage is at the same level of direct damage. They both need a skilled player to be really strong, they need to hit the enemy to be effective and there’s ways to mitigate them both, in different ways.
They’re two different ways to inflict damage and work with different mechanics, but they’re both strong.
hHalf of the people that ask for a condition nerf think that condition don’t have to inflict good damage. And a years ago condition damage was not inflicting damage, but no one used it why no one want to be useless. That’s why ABNet chose to make direct and condition damage on the same level.
Actually there’s a good balance in the number of who use conditions and who don’t.
Then, if you’re focused by a condi team or a direct team, you’ll die quickly and with lesser options to save your skin if focused by a direct damage team. But also a condibomb can kill you and you need to know that to play properly.
If you’re a solo player, like 95% of the people that write on the forum, you’ll find that there’s only necro and engi to play (the best condition and the best direct class, barely at the same level of damage), but if you play in a Team, like the game want and is designed for, you’ll find that there’s a lot of options, builds, team compositions, that you can try and find really strong against the meta builds.
If you don’t want to see condition damage inflict the same damage of a direct damage (but still in a longer time, also if sometimes is not too longer), take another break and be happy. or directly try another game.
Actually that’s the game we have and is more or less balanced between direct, condi and bunker (not the perfect game, but still a good one). if you like it and have time to spend forming a team and fighting in real challenges, that’s your game. If you want to play at random with casuals and hate ther condition damage, that’s really not your game, no more.
The problem isn’t killing the scrapper. The problem is killing the scrapper before you get +1ed.
Maybe larger maps would improve the situation? I mean ele are not unkillable its just by the time they die they can just respawn and be right back in the mid fight again in no time. Atleast bunker gaurdian has a penalty for dying.
If one class is SO OVERWHELMINGLY POWERFUL that the best advice is “2v1/3v1 him” and thus implying it takes multiple people doing everything just right to kill a single elementalist, then perhaps the elementalist is too powerful?
I agree and disagree, I think that If you build yourself to have pretty much no damage, then it’s ok for you to be nigh indestructible. I think there is a valid place for hardcore tanks.
I do think that there are two issues here for the game as a whole though.
1. Aura eles are solid healer/support as well as bunkers, meaning that not only are they immortal, but they make their team mates less mortal, meaning in 2v2, and even 3v3 situations they are a serious force multiplier, since they provide significant advantage to the others, and in less than 4v4 situations you likely won’t have the DPS to drop them.
2. This is a game of “capture and hold,” so immortal characters can make it impossible to retake their point.
The solution to 1. would be to make the “self immortality” elements of the Ele builds conflict with their team support options, so that the more effects they can pump outwards, the more personal vulnerability they’d need to accept.
The solution to 2. would help with all bunkers, and that would be to give players better options to overturn points than just killing all opposing players in the ring. Things like Tranquility, but on a smaller scale, that would allow you to decap held points without killing the guy on it. Also perhaps making it so that an Ele’s immortality rotations would involve more abilities that make them unable to hold points, so that they can either stay alive in a 2v1 situation, or they can keep hold of the point, but they can’t do both at once and if you wear them down while staying on point then you’ll gradually steal it away from them.
A bunker should have the ability to make it difficult to retake a point, but not impossible, and you shouldn’t have to kill them to take the point back.
you spend complaining about it on the forums, you’d be
done by now.”
And people wonder why they’re stuck in certain tiers…
Edit:
LOLOLOL is this guy for real? He just went back and deleted half his post history to hide all the posts where he claimed he was stuck in a division or lost because of AFK and bad matchmaking.
(edited by Vicky.4563)
People have explained situations a hundred times and yet someone keeps popping up saying “Just win, it’s easy”.
I’d just won 3 games, 1 more and im into the next tier. I get a mesmer and a thief into my group, they sit at home the whole match, die every single time an enemy comes. We lose.
Next round, same 2 again.
We lose.
So I wait 10 min, queue again, same 2.
We lose.
And I ask myself why can’t they be separated or put onto the other side.
And this kind of thing happens so much it’s not even funny anymore.
You can’t progress when you win two, lose three.
I have an account in Diamond, and I’m happy there.
Another can’t get out of Sapphire because of the situation I explained.
It’s easy to accuse myself and others of being bad players, but nobody can deny that the MM is placing low MMR with high.
Unranked is a totally different story. I’ve gotten 3 signet rangers and people that are totally new to PvP on my team (and against). That’s not really fun for me either and I’ve rarely if ever had a close game out of the past 50 unranked matches I’ve had since this season started.
They just need to scrap everything and rework it, right now both ranked and unranked are messed up
I have less competitive ranked games than unranked.
Normally in unranked it’s a case of which team has the fewer new players has a player who can hard carry on a hard carry class.
In ranked it’s just which team has the better MMR.
I would especially be in favor of your first suggestion over everything else I’ve read on the forums thus far. I can handle long losing sprees or being dominated some games by the clearly better team, but to then lose pips and fall into an even lower tier is insulting. I loved how up to Ruby you had safety nets to avoid the treadmill grind.
I also like both other suggestions don’t get me wrong, and would love to see them implemented, but I have my doubts Guild Wars 2 would ever change that much to PvP at one time. With how messy the PvP matchmaking and balancing is, I’m surprised they are even trying to push E-Sports.
(edited by Tatori.7938)
You’re wrong, GW does do something when you are on a losing streak. It puts you in even worse games so you’ll lose more. Working as intended I think.
I think that ANET is moving in the right direction by adding sustain and lengthening fights. Now you need strategy and cool down management. I remember when the main strategy was: “sneak up on somebody and burst them as fast as possible.”
ANet is moving in the wrong direction. This is power creep. If damage was too high before, the correct move would to be reign it in – not start an arms race.
The problem with HoT specs is that they have so much sustain, they can screw up multiple times by using it poorly, but still survive. When mistakes and poor decisions don’t matter, PvP loses almost all its appeal.
For a healthy PvP experience, there always needs to be the question of “Do I use it now or save it?” With HoT specs, the answer is to spam it because it’ll be back soon enough and you can spam other stuff in the meantime.
This. So much this.
Previous game I played, some skills had 10-15 minute cooldowns. For some people, that meant once in a GvG of 200 people. The typical high-yield abilities capable of killing someone hovered at around two minutes. There were more skills, but the pace was determined by how you timed your skill use. There were no rotations, because you’d be on two to five+ minutes of consecutive downtime if you did, or you’d be way too slow when your opponent had a brief gap opened.
This let fights turn longer if the players were both really good, but let people also get completely executed since getting one/two-shotted wasn’t impossible from a number of builds, either.
Powercreeping GW2 professions via elite specs isn’t the way to go, especially since it indirectly nerfs core builds which aren’t the best options based on pseudo-required trait lines or utilities. This just reduces the number of options in the end.
I actually think the pacing in sPvP is still too slow. Because people don’t die fast enough with the lowered offensive stats/damage potential (an upwards of 60% from WvW depending on profession/build), it over-punishes the value in building offensively, and thus, as compensation (and as we’ve seen in HoT), elites get tons of innate/high-damage abilities but even more buffed defenses to compensate being incapable of bunkering.
Not to mention that boons themselves are imbalanced between sPvP and PvE/WvW, such that the weight of each boon in sPvP is way more significant than WvW since again, the stats themselves from gear/amulets are just so much lower in sPvP.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Because this pvp community is weird and irrational xD
No other explanation rly on why everyone loves having an immortal class in their matches, which is also a free-win vs teams that dont have an ele (Only if ele has a brain obviously)
There was a thread like this before but they say stuff like he’s fine, he’s fine yet all I see in all legendary matches is that eles are left alone to do their own thing without interruptions because everyone knows that focusing them is a waste of time.
Heck, when I play NOBODY ever focuses this class, even if it’s 3vs1, people prefer to simply rotate to another node instead of wasting time on killing the godmode auramancers.
(edited by dragonkain.3984)
I main guardian and this class has so many light field generators and pumps so many boons that people are simply not taking them in t4’s anymore. Sure I can roll out the reaper or thief or mez, but I would love to see a trait added for guards that causes all light fields to be converted to some other flavor. That alone would mitigate the problem and make the class viable again. Then if you also avoid using virtues, you could minimize the direct generation of retal.
TIL
i thought it was only the vuln.
edit: actually, thinking about it, its still silly to blame the retal from a light aura for anything at all. few leaps get used, light aura lasts a short time, boon thieves has a long cd, the retal duration is 2 sec. when a mob steals 2 sec of retal, you take 800-3200 retal damage from the 1-4 strikes youll get off before the retal disappears. that isnt gonna be significant. blasting light or gaining retal from guard traits or whatever will result in a dangerous situation like 100x more frrequently. ill stick with “light aura doesnt matter”.
head here to discuss wvw without fear of infractions
(edited by insanemaniac.2456)
What about a mystic forge recipe to upgrade one’s Ad Infinitum to gold as well? :O
Actually there are some pure Money Sinks too now that I think of it. Those Gift of Crafting Booty (Fangs, Claws, Etc) costed me 10g each just for the Recipes from NPC and I needed 8 of them. Then there’s the 100g Icy Runestones. That’s all permadeleted gold.
Yah. There are gold sinks in the old, non crafting version also. The icy runestones for example were a requirement for at least one Legendary.
ANet may give it to you.
Legendary crafting has always been a massive gold sink in this game, but it seems like people were hoping for super cheap precursors with legendary collections, and are disappointed because it didn’t really turn out that way.
Underwater was a selling point for core and something they quickly abandoned. They didn’t balance the classes for underwater nor have they added any new weapon skins in months including BL and they straight up stated there would be no more underwater legendaries months ago.
Was it hard for ESPORTS or esport related activities? We don’t know but they removed all water in the pvp lobby as well as the entire PvP map that had water segments. The newest class revenenat is completely lacking in underwater and since launch many of the skills classes have can’t even be used underwater either.
So it’s obvious the devs backtracked on underwater content in 3+ years and an expac which just had some minor underwater tunnels that old selling point is dead and one of the key features that sold this game initially to people is long forgotten. Either the Water dragon will be the last dragon, they skip him completely, or this game merely goes under before they ever get to him. Mainly because the water dragon being a water dragon means Anet needs to address issues that have been publicly known for years.
There will be no underwater dragon – look as skins from BL and you will notice that there were no underwater weapons skins for a long time now.
Plus Underwater combat requires a total rebuild – so another no.
Deal with it.
Underwater combat needing a total overhaul and being a risky move was addressed in the third point whereas the second comes to terms that he could very well be killed off screen (i.e., playable characters have no hand in his defeat)
The first point strongly implies that we can still fight the water dragon with our land abilities. What’s wrong with an archipelago theme? We’d just be surrounded by water and surfing on it, not actually going in it.
There will be no underwater dragon – look as skins from BL and you will notice that there were no underwater weapons skins for a long time now.
Plus Underwater combat requires a total rebuild – so another no.
Deal with it.
Hi ,
Yeah rocket charge feels super clunky now. I’d agree with OP making it gap close on longer distances , doing more damage but with only 2 hits.
wow no one actually wants this? i know its more quality of life more than anything but it would be a VERY good quality of life change
granted this would need them to get the animation team to redo a animation which would take 3 years
If Rocket Charge is only 2 leaps then it should look like 2 leaps
True Shot should be cast on the move
You leap 3 times but onlythe first and the 3rd are a leap finisher. I’d rather like to have only 2 leaps with +50% damage and range, it looks really weird now.
What’cha think?
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
you can try with throw mine now
For a game that has excellent artists and is meant to be driven by horizontal progression and cosmetic upgrades, I find it fascinating how mediocre GW2’s gear looks.
- Lack of diversity (medium armor users know the pain well, as do any non-human players).
- Overdesigned armor (sometimes simpler is better, but anet’s artists don’t know when to stop, and their definition of making cool looking armor is to add as many unnecessary details as possible, so the point that it becomes hard to distinguish between a GW2 gear set and a christmas tree).
- Absurd or goofy-looking components that they aren’t meant to be that way (oversized shoulders, giant and cartoon-ish boots, fat body armor, even a bladed dic – seriously, look at bladed armor. Many stupid elements are also a direct result from overdesign.)
- Inability to make good-looking male scholar armor (in contrast, the female variant is usually quite good) since the days of GW1.
- Inability to make stylish edges and curves (even when the artwork is stylish, the in-game models translate them really poorly).
- Inability to add epic-looking armor into the game (anyone remember the days of ascended gear and the glorious community reaction to the skins? Or what about carapace -> luminiscent upgrade, where an overly-designed, goofy-looking armor set was given a blue tint to make it unique and special: pity that the base model looks terrible).
- Inability to stick to a theme coherently and fulfill it as well as possible (do you enjoy the concept of bladed armor? It seems a fine idea, right? Well, here’s as many blades as we can add, to every single piece, at every single angle! Enjoy!)
- A flawed system/ foundation that, apparently, has given a lot of headaches to anet and makes it hard to implement armor in the game (about 10x harder than outfits?) to the point that cosmetic gear progression, in this game, mostly translates to “here’s a new backpiece for you” or “here’s a chance to get boots, gloves and shoulders for defeating a boss!”.
So, yeah. This is what a vertical progression mmorpg can offer:
http://www.sggaminginfo.com/wp-content/gallery/final-fantasy-xiv-a-realm-reborn_26-7/88938848Battle%20Sequence_Dragoon%201.png
http://ffxiv.consolegameswiki.com/images/thumb/9/94/Alexander_gear1.png/350px-Alexander_gear1.png
http://storage.ff14.co.kr/article/2015/06/19/20150619135000200298.png
And this is what our entirely-dedicated-to-horizontal-and-cosmetic-progression game offers:
https://wiki.guildwars2.com/images/thumb/4/4d/Bladed_armor_%28heavy%29_human_male_front.jpg/143px-Bladed_armor_%28heavy%29_human_male_front.jpg
http://dulfy.net/wp-content/uploads/2014/11/gw2-carapace-heavy-armor-set-male.jpg
And for some laughs:
http://wiki.guildwars2.com/images/7/7f/Light_armor_03_concept_art.jpg
The concept art for our fellow male scholar looks quite stylish, epic and mystical, right? Here’s the in-game model (ps. you can’t even dye it properly):
https://wiki.guildwars2.com/images/c/c2/Winged_armor_human_male_front.jpg
(As expected, female scholars look gorgeous: https://wiki.guildwars2.com/wiki/File:Winged_armor_human_female_front.jpg) The difference of quality and detail between both female and male is so drastic, that I feel compelled to create conspiracy theories about it.
(edited by DiogoSilva.7089)