It’s about time they properly adjusted these areas. This change should’ve been implemented months ago.
Now if they could just tweak zerker warriors rofl-farming of instances I’ll be even happier. I know, right… “in my dreams”.
Based on this part of your response you would like the changes
As for the lack of bots at P/S their are either bots or some people are really slow learners.
Event starts beserk warrior sprints down the road into 8 mobs that are now a mix of normal vet champ AOE’s dies 3 or 4 others follow same result, perhaps lemmings find the warrior class attractive.
P/S was becoming a face roll for some classes, groups of mobs would melt before they were barely beyond their spawn point. People wernt defending camps but spawn camping mobs a mile from the base it was getting silly. It required all the skill of beating a sloth in a 100yard dash.
Now you actually need to fight occasionaly mobs last longer than a pico second and there are still resonable rewards for your time.
For a time some people got a ton of mats gold etc for next to no effort, to quote one player “I like to face rolls P/S while watching TV on the second monitor” it was going to change, it did change get used to it.
Sure, get too many people there and you’d kill the waves fast enough to push the defensive line out to the spawn points. But simply cramming waves full of vets and replacing every other wave with a champ is a ham-fisted, uncreative, unimaginative, uninteresting, un-fun way of solving that issue.
“Now you actually need to fight occasionaly mobs last longer than a pico second and there are still resonable rewards for your time. "
Unfortunately the biggest part of the problem is that the vets and champs offer no better reward than any of the other mobs yet take considerably more effort to kill. And since they replace other mobs they in effect reduce the reward, both by reducing the total # of mobs and by having crappier loot.
I’m not against making the fights more interesting, but the only thing they can come up with is Moar vets/champs/CC using mobs. And that’s not more interesting, it’s more tedium for less reward.
There is absolutely no evidence to support that it would.” -AnthonyOrdon
They are using nerfs to herd us around the game.
They are nerf-herders.
How dare they. How very dare they.
How dare they make you feel like you would be warranted in going somewhere substantially prettier than the hell hole of the cursed shore.
If you played GW1, do you remember The Wilds? …no? What about Maguuma Stade? … no? Amatz Basin? Ice Tooth Cave? …nope? nothing? There’s a good reason for that. There were many places in GW1 that just weren’t visited. So many empty outposts. Creating an incentive for other areas of the game to be seen as good DE/Farming spots can’t be easy, but at least they seem to be trying. This is one aspect of this patch I actually am happy with. I will say this though – I haven’t tried the Orr events since the update but – are you guys really struggling with (what sounds like) a few extra veterans? Goes to show the current real skill level, huh.
Now if they could just tweak zerker warriors rofl-farming of instances I’ll be even happier. I know, right… “in my dreams”.
This is just my opinion, of course. The new scaling system now unleashes Champions and many more Veterans, and it ruined the farming. Many people getting downed, too few normal mobs.
It would have been much better if the mob normal mob numbers were increased, and perhaps one Champion. I asked for scaling, but this is NOT what I had in mind.
Personally, I would rather have it the way it was before, than the way it is now.
The quantity of drops seems dismal now.
What does everyone else think?
I think it’s perfect. Any other questions?
Now you actually have to fight instead of AE tag and move to the next group.
Content Designer
For those upset about the changes I made to Food items that life steal on crit, and the spy kit, here’s some words:
Spy Kits: permanent stealth at the cost of karma isn’t good. It’s practically exploitative since it’s a pay-karma-to-win scenario, and it needed to change. We test all of our dungeon content without the use of external items to make sure it is all capable of being completed. This has led though, to a recent surge in players using items from the open world in dungeons to trivialize content or outright break bosses designed to present a specific challenge to a five man group.
Food item life steal on crit Cooldown: The best heal in the game can’t be 100 blades or other similar attacks. If you want to play a glass cannon, there should be danger involved, and the food buff mitigated the danger and allowed glass cannons to stand and trade blows without having to utilize their own heals or dodge rolls. They could just stand still and win – and that’s not the type of dynamic combat we want for our game. We test our content without the food buffs to ensure they are capable to players without access to them, and make sure the balance is good enough for players who don’t have those buffs. There are a lot of other viable food buffs in the game, and this one food buff meant a core few items were dominating all the others.
For those also thinking I went rogue and did this, I went through all the checks and balances, and discussed the changes with leads. While I do have the power to change dungeons, things that affect the world outside of dungeons is handled through meetings to make sure everyone is on board with a proposed solution.
I’ve been really enjoying the changes to Pent/Shelter, and the difference in whatever loot claim changes they made are staggering. I can actually pop in and out farming now without having to look for a group, and still get kill credit (even at prime time with 50ish people per event). I hope they roll this out to the rest of the events in the game.
There should be an achievement for this:
“Beaked to a pulp.”
:)
Do not click this link!
Guardian here, to reassure everyone that we are prepared to provide dungeon protection through the forthcoming game-wide warrior strike/spy-kit extravaganza.
Once a mission is “unlocked” is a one time trigger or can it be triggered multiple times later for “other” members?
“Food items that give special bonuses upon a critical hit now have an internal cooldown before they can produce the special bonus again.”
This could potentially mean that Omnomberry Pies/Ghosts will be nerfed quite a bit. All speculation on my part, of course. This would prove devastating to certain ’zerker builds, as it is what keeps them alive.
It means all the fools who thought that the “Whirling Axes” and “Omnomberry Pie” combo was going to stay around forever just got a nice dose of balance changes.
Its probably a 1sec cooldown that won’t effect most builds outside of the one mentioned above.
Sorry guys, I won’t say “I told you so” because I never made a post on the subject…but I’ve been reading the warrior forums about the axe builds lately thinking: “These guys are going to flip when they nerf ‘on-crit’ food…”
As Stewie Griffon would say: “Well, go on! … Start flipping!”
(edited by Redscope.6215)
I still remember the first time I used this food and thinking oh yeah this will get nerfed soon . . . 5 months later. . .
Finally, can’t believe it took so long.
My full zerker warrior does just fine without silly heal to full food. Then again, I’m not the cookie cutter greatsword hundred blade zerker. I’m a 70% boon duration sword/axe giant asura zerker warrior
Also, she’s cute as a button and the way her head flops around after whirlwind never fails to crack me up.
But here’s my body – So rez me maybe?
I’m fine with this. Pies were a crutch that let people build full glass while staying durable, and they diminished the value of skillful play. There are plenty of other great defensive food options out there, but now if you want to play a glass cannon, you’re going to actually be squishy. This is the way it should be, and we might even see some more build diversity now that building for survival is more important. Definitely a good move on Anet’s part.
What bothers me is this: this removed a lot of Warrior survivability. Where is our increased tankyness to compensate? Even Warriors who do not go all ’zerker are relying on Pies/Ghosts to survive.
That is false, I survive just fine without them. If you are downed every second then you might want to look how your playing and tweak it.
Warriors can’t survive now? Really?
I believe that is an overstatement and maybe a certain niche of warriors (full zerker warriors) will have a harder time surviving but certainly not all warriors as a whole.
I would really laugh if all this time they continued to buff a collection item that isn’t even in the game (some place-holder item that never got used), while ignoring the one that was actually in the game.. Maybe one day the vines will make it in the game and have like 50% drop rate of the stuff.
Both are right, they are going to spike in price once people see the new ascended accessories, and then steadily decline when the guild mission rewards actually trickled in.
Guards are strong in 1v1, but they are not good at roaming due to low mobility and inability to escape zergs. Also, most classes can run away from guard fairly easily. Most kills come from people too foolish to know when to run.
I don’t understand why certain classes can’t bring 1 type of condition that can stack to 25 and each condition has their own debuff, that way if you needed certain debuffs you would NEED those classes in your groups. its called class diversity anet …pls, I know everyone “hates” wow but pls learn from it.
Requiring any class in a party is against the whole ethos of Guild Wars 2 hence no holy trinity.
By the way I still think the answer to stacking is keep the max stack at 25 but only allow each player to achieve a much more limited amount of stacks for more damage to balance it out.
For example make each stack do 5 times more damage but make the max amount of stacks any single character can manage at once to 5. Therefore the calculation would be instead of currently one player or five players able to only manage 25 stacks max of damage for 250 damage per tick (as an example), one player can still manage 250 damage per tick over 5 stacks or five players 1250 damage per tick over 25 stacks.
So one single player is balanced out to give the max damage he can at the moment but 5 players can do so much more. (The above calculation is just for an example only)
them due to those less than polite individuals out there and their offensive attitude.
Probably a Mesmer, just so I can send clones to go to school for me.
8/9 Professions, Asura Guardian main.
It is my opinion that ANet handles temporary content poorly.
So much work went ito the Halloween, Christmas, and Lost Shores updates, but 11 months out of the year that content is inaccessible. Time spent developing a holiday dungeon could have been spent making a permanent dungeon. In my opinion, holiday patches should not take the place of a month’s permanent content. Especially this early in GW2’s life.
The Lost Shores event could have been set to repeat once a month, instead we were left with an empty island.
Permanent Content > Temporary Content
Antonius Duarte – Elementalist – Kaineng
Anyone who plays more than me is hardcore, spends half their life in the game, and (obviously) has no life..
Anyone who plays less than me is casual, and wants everything handed to them on a silver platter.
Huzzah!!11!!!one
Sarcasm aside..
Think of how many man hours it takes to create a single dungeon. Now how long does it take for the average persone to run it? How long does it take for the same person to get bored of it after X amount of times?
Developers will never be able to satisfy people who spend many hours daily in any MMO, nor should they try, in my opinion. I’m (obviously) using a themepark MMO as an example with dungeons, as i figure thats what most people play.
PvP (in my opinion) offers something different as far as length of content, if its done properly. WvW and SPvP can keep folks entertained much longer, with ranks, ladders, bragging rights etc. if thats your thing. Though i would think, the population is a lot smaller as well.
just my opinion.
(edited by tic.7425)
what would happen if you put 4 eternity greatswords into the mystic forge?
in Crafting
Posted by: Sithaco.4673
SPIOILER!!! You unlock the Quaggan as a playable race.
what would happen if you put 4 eternity greatswords into the mystic forge?
in Crafting
Posted by: Astral Projections.7320
As someone else said on another related thread, “a magic hand comes out of your monitor and slaps you”.
Which makes it a great time to go the other way, and convert gems to gold.
[CoSA]
Sorrow’s Furnace
Tell them to press 6.
This is the best response so far.
Kaimoon Blade – Warrior
Fort Aspenwood
As long as legendaries can be bought, either straight out or by buying most of the components, they will never be symbols of achievements.
Playing the kitten game while being out in the world contributing to the community and accomplishing team oriented goals should net players a legendary after a long process of events not tied to gold.
Market manipulators and brokers can still make all the money they want trading items needed for the large amounts of craftable skins available in game while staying away from legendaries.
The entire economy revolving around legendaries is bad for the players in the long run.
Reminds me of a Johhn Denverston ballad….
Sunrise
In my storage
Looks so lovely
Sunrise
In my storage
Can make me cry
