Showing Posts Upvoted By nesh.7234:

Guardian Review with New Specializations

in Guardian

Posted by: eekzie.5640

eekzie.5640

Thank you to all the people who will take their time to read this and give their attention to it. Please note that all of the following is my personal take on how I feel a guardian should be. All of the following is focussed primarily on the PvE side of a guardian.
I will be going over every single thing a guardian has to offer.

Zeal
Overall impression – Strong pick. Not enough build diversity possible.
Both Minor and Grand Master (with 1 exception) are lack luster.

Minor
Zealout’s Speed — Kind of sad having something that only activates on low (50%) health, this means there’s no reliable way to trigger it unless you want to be taking damage. Feels counter productive.
Symbolic Exposure — Extremely boring and on top of that very bad. Feels like something that should be in the base of symbols. Really sad to see this one hasn’t been changed to something fun. Duration is too short and can skew up vulnerability stacking.
Symbolic Power — This seems in line with the Zeal specialization.
__________________________________________________________________
2 minors that feel out of place. These definitely need to be looked at!

Adept
Wrathful Spirit — Underwhelming. Only triggers on Aegis and not blocks makes it too niche. Retaliation is not that great in PvE.
Fiery Wrath — The light shines bright with this one. I don’t see why you would choose any of the other 2 over this one.
Zealous Scepter — Scepter auto attacks are still super annoying. Both slow, hard to hit, and on top of that not even too rewarding when they do hit. Only synergises if you wield a torch offhand. Seems very niche as you need both a large hitbox enemy + close range combat. Where’s the 10% damage increase?
__________________________________________________________________
No good options in Adept as Zealous Scepter is too niche, and Wrathful Spirit is just simply bad/boring.

Master
Binding Jeopardy — A good trait you would want to take, has synergy with lots of weapons to give a nice vulnerability stacking mechanism.
Zealous Blade — If you run greatsword as a main weapon, this is a pretty straight forward choice. Lower cooldown, more damage, heal seems out of place in a zeal line.
Kindled Zeal — Condition damage on a guardian feels out of place. Feels like it should just buff burning damage by 25%, longer burns, or something along those lines. Maybe also reduce cooldown on skills that cause burning, maybe do something more for a focus or shield (as torch gets love in Radiance already).
__________________________________________________________________
Only real choice is Binding Jeopardy vs Zealous Blade. Both give decent options, feels like a – if vuln stacking is needed take Binding Jeopardy, if not take Zealous Blade.
Issue: If you already have nice vulnerability stacking, and you don’t run a greatsword, there is no valid third option.

Grand Master
Expeditious Spirit — Spirit weapons need more love. This won’t be enough to get them to a nice spot. The actives feel underwhelming. I’ll go over Spirit weapons further on. Where’s the spirit weapon damage increase?
Shattered Aegis — Feels really out of place for a Grand Master option. It feels lackluster for such a prominent spot. It was barely taken as a minor, why shove it into a major without any changes?
Symbolic Avenger — Feels like the opposite of Shattered Aegis. If you’re going to be utilizing symbols, you’ll definitely want this.
__________________________________________________________________
2 Extremely out of place options, leaving you with only Symbolic Avenger.
Odd not to see it compete with something like symbol duration increased, or grant might while in a symbol… or at least something worth choosing.

(edited by eekzie.5640)

[Sugg] Trait UI Redesign: Allow Lower Traits

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

I suggest redesigning the trait lines so that they allow players to choose adept/master traits in higher tiers instead of the GM/master traits which are still subpar in certain scenarios.

Here’s a concept of the UI. The minor traits have all been moved to the side since there’s no point in maintaining their “tiers” apart from making it look pretty (and having more linear unlocks?).

Attachments:

20 level 80s and counting.

Multiple Spec Slots = $$$

in Guild Wars 2: Heart of Thorns

Posted by: LanfearShadowflame.3189

LanfearShadowflame.3189

I think this is another way of saying you want build templates. Which even ANet agrees would be lovely, but for whatever reason are not including in HoT. (If I want to lawyer that I could say “soooo … coming before HoT, is it?” but I know better). Perhaps there are technical problems, perhaps it simply is too big a coding/art task to be doable simultaneously with the other coming features.

I wonder if the reason they put off build templates prior to HoT is because of the trait and skill system changes. What they would have built may not have been compatible with the overhaul to the system, thus requiring an overhaul to the build templates. Thus…more work. It makes sense to wait to work on the templates after the system overhaul is done.

Don’t look at me like that. Whatever you’ve heard, it’s probably not true.

Feedback: Fall Damage Reduction Traits

in Guild Wars 2: Heart of Thorns

Posted by: Vargamonth.2047

Vargamonth.2047

Seriously, get rid of them.
They just limit build diversity without bringing anything serious to the table

There’s hardly any reason to pick them in sPvP, and for WvW they feel trollish more than anything.
I can admit that could be fun to see them working from time to time, but in this case it could be better to make the effect baseline like many other things.

The 50% damage reduction can’t be understood as anything but a little help for explorers (which might come handy if the player is not specially good with jumping puzzles and such) or an escape mechanism for WvW roamers (which would need to kitten their builds for that edge).
All of this could easily be covered by a food/consumable.

excessive use of chat? or excessive filter?

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Posted by: Duke Nukem.6783

Duke Nukem.6783

at one time or another we all came into contact with the “your message has been suppressed due to excessive messaging” line, it ends alot of good conversatons in map chat early and i think it has had a bigger impact on this game than many of us have bothered to consider. most map chats are dead, the maps are full, but chat is quiet and i think thats a real missed opportunity. so i think we should do away with this map chat suppression anti spam thing and just let individual people handle their own chat

reasons why map chat suppression is bad
1. it fosters a culture of silence and less interesting gameplay
gw2 is much MUCH quieter than other mmo, you might think thats a good thing but i say that everything, the public banter, the outspoken confused noobs, and yes even the map chat arguments all add a spice and variety to my play time that helps me get lost in what im doing and make it feel less grindy, u all wonder why gw2 feels so grindy? what are you guys not doing in this mmo that you are usually doing in others? TALKING. it also encourages you to be quieter even when your not in map chat, party chat in this game is quieter than usual because gw2 has a culture of silence and we are all used to it.
2. it damages our ability to coordinate
sure you can say use vent or tell every1 to use /say chat but sometimes when your the only commander in wvw and its tournament season….u gata spam that chat, u gata spam it good, and the players WANT you to spam it, thats the sad thing nobody asked for this suppression, it hurts the listener and the talker
3. it encourages less patience and more kicking even when out of map chat
remember that culture of silence thing? well it carries over to party chat, so when your dungeoning and the group is used to not being free to banter as much as they want in map chat, that is a habit that carries over to party chat and they will choose actions over words because of that, our community is worse off for the suppression of a way to communicate.
BUT WAIT…..THE SPAM SUPPRESSION PROTECTS US FROM…..
1"but i dont want to hear trolls"
there shall always be trolls, and thats ok cuz u shall always have a block button, lets be honest most of you dont wait for spam filter to catch trolls anyways u block them first….so this is not a valid complaint since it wundt affect you anyways
2"have u heard of spamadan the jewel of istan? i dont want another one of those"
spamadan was full of chat for TRADING, we have a trading post that fixes this problem so that will never happen in gw2
3"what about bots? i dont want bots to fill up the game without the chat filter"
this in no way shape or form will incentivize bots, most bots spam your wisper chat anyways, even if they do it in map chat they will get reported by even more people and banned even faster…..again u still have a block button
4"what if alot of people are flaming at once and i cant block them all"
if your block list is full i think that speaks more to your failures as a person than whats wrong with everyone else…..i guess u can always turn off map chat for a little while?
SOLUTIONS
1. just remove spam filter for everyone, quick easy and with only positive results…for most
2. add a spam filter option so we can turn it on and off ourselves, this puts the chat burden on the individual to choose rather than the server as a whole, that way i can talk to everyone and everyone can see me talk but for people who want to turn their spam filters up to maximum my chat will stop showing up after a while and they just wont see it, but everyone else still will.

Please don't reward retroactive MasteryPoints

in Guild Wars 2: Heart of Thorns

Posted by: Iason Evan.3806

Iason Evan.3806

“Dear ANet, please screw over people who have put in effort I haven’t”

“Dear ANet, as a Vet who’s been with you from GW1 and loyally supported your game since the Beta, could you please take under consideration this suggestion I proposed to improve game experience for everyone, not just new folks. I prefer not to buy a half-completed expansion.”

You are misunderstanding the system. They are giving mastery points in “old tyria” for things we’ve already done. What you should be asking them is to add all new game play and stuff to do in “old tyria” for mastery points.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

Open world is not "challenging group content"

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Posted by: serenke.4806

serenke.4806

Even world bosses like tequatl or the wurm are not exactly hard or challenging. The only “challenge” being organisation and to find a few people for the specific key roles in both encounters (turreteers on tequatl for example). Everybody else is literally just a dps-monkey. Sorry, but that’s just how it is.
The encounters themselves are not – by any stretch of imagination – hard or challenging.

It just takes some time (less for tequatl, more for the wurm) to organise the necessary groups. That’s not good open world game design. Not to mention the dumb “jump” mechanics employed by the wurm slaying TS communities or guilds.

Open world should remain what it is, a playground for semi-afk dragonslayer heroes and challenging content should move to instances. It won’t because anet has their own ideas but it should.

Dont make Dungeons Harder-More builds Viable

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Posted by: ODB.6891

ODB.6891

~~~

Part of it also is to tune the damage so that high Toughness or Vitality makes a meaningful difference. There’s an old (largely incorrect for most content) saying that ‘it doesn’t matter because every class is a 1 or 2 hit anyways’. If zerk were 1hit and required perfect play, and knights were 4hit and had some breathing room, you’d see a lot more knights

While still allowing the top players with perfect reflexes to play pure zerk for their speed runs and to get more advantage in props and gold/hour for their skill.

I’m pretty sure that the same people complaining about the zerk meta, would be still complaining about zerk if they increased the difficulty of surviving as zerk. Whether they admit it or not, the complaints are because people exist that are able to clear content/get rewards at a faster pace and that people have gradually begun to expect that content be cleared at that faster pace. They don’t like being pressured to go faster/be more skilled. They feel excluded when they don’t meet those expectations.

This is going to be the same thing that happens as players get used to a new difficulty level. More and more players will adapt to the new difficulty, just like when the game first launched and people gradually migrated to zerk after learning the content. What would be the point of that? All you would have accomplished is slowing down the part of the casual player base that enjoys zerk gear. Yes, it would provide more challenge for hard core players for a while, but don’t forget this is a casual game…that’s ANET’s target consumer base.

ANET’s philosophy of having all builds able to clear content is in direct conflict with the constant, biased suggestion people keep making of increasing incoming damage. There is only one possible goal for people who suggest this…to try and find a way to keep zerk players from enjoying the content. Its already at the point where lots of zerk builds are one shot if they make a mistake…or very close to a one shot. Its already the case that high toughness/vit builds are not one shot on the majority of those same mistakes. What exactly are you looking for when you suggest this? ANET has already caved multiple times to reducing incoming damage on encounters with excessive one shots for casual complaints. Why would they do the exact opposite of this…just to try and exclude a group of players from enjoying the content? That would be like expecting them to introduce more content with enrage timers…specifically to discourage nomad gear. Both extremes would be equally bad as they would be only implemented to make their players in certain gear fail at content completion.

Dont make Dungeons Harder-More builds Viable

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Posted by: Windsagio.1340

Windsagio.1340

@NoTrigger

After the hundreds of plays it might seem more that way yes. People are jaded and (if I may say) prone to be negative about this subject, and that warps views.

but if fights like that existed in a game without a gear treadmill, why are people afraid?
why be against something, when you dont need to care about it (dont need to play it)?
to me that doesnt make any sense and the only reason for such a behavior is entitlement and egoism.

actually gw2 has the most entitled community ive ever seen in the history of seeing gaming communitys.

Wanna hear my interpretation? (You get to :p)

It’s because people were burned and annoyed by previous MMOs. Only the most engaged (on either side) take part in this particular discussion, and for each person that has had very positive experiences with it, there’s one who has had very negative experiences. The vast so-so majority simply don’t post on the subject (and mostly don’t come onto the forums at all).

It might not be entirely rational, but to me at least it’s understandable.

There’s a more legit second reason, but I honestly think it’s not a primary motivator for most people: Encounter design is actually pulling out of a limited resource bucket. People naturally don’t want encounters not designed for them to be made at the cost of encounters that are designed for them. Dungeons are a bit of a hot spot for that because they’re very resource intensive.

~~~

As an extension of the first point, and something I’ve referenced above, dungeon people really don’t do themselves any favors. Being combative, calling people that disagree “BADS”, blaming others for failures, there’s a whole schedule of negative behaviors that can be pretty closely linked to ‘serious dungeon running’, and ‘serious dungeon running’ tends to be linked in peoples minds with wanting harder content (which naturally excludes the “BADS”)

I certainly fail at this too, but if you (universal you, no one in specific) act like a jerk while promoting a particular POV, people get negative associations with that POV and are more likely to want to fight it.

Dont make Dungeons Harder-More builds Viable

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Posted by: Leo G.4501

Leo G.4501

actually gw2 has the most entitled community ive ever seen in the history of seeing gaming communitys.

I’d actually say GW2 has the most intolerant and close-minded community I’ve encountered. Entitlement tends to be on a case-by-case basis since it also depends on context. Like, seems those that fervently defend PvE meta and speed runs think they’re entitled to some sort of upper status where they should somehow have more weight to their opinion.

But as far as intolerant and close-minded, I see it reflected in-game and on the forums. It often results in lots of wasted discussion and effort.

Dont make Dungeons Harder-More builds Viable

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Posted by: Windsagio.1340

Windsagio.1340

man, you’re always so disdainful/nasty. It really doesn’t help your case y’know ><

We’re wandering offtopic though; I’d actually agree with the simplest form of your position:

there is room for harder content in a limited format

It shouldn’t be a huge amount, and it shouldn’t be the focus of the endgame, but then again it won’t be.

OP thinks they can magic away the zerk meta, but you can’t. You need hard content to make zerk more challenging. We’re seeing the edges of harder content with the silverwastes stuff and specific other fights (mostly fractal content), and we’re seeing some definite engine changes in HoT that will effect difficulty.

~~~

The trick is that we won’t, and shouldn’t get a progression/raid focus like they tried to push in Wildstar, or as exists in WoW. Arenanet doesn’t like it, and the vast majority of players don’t like it. It won’t happen.

That’s okay though, it’s the reducto absurdum of this discussion.. the awful extreme that people are concerned about whenever difficulty is mentioned. They shouldn’t worry though, it has essentially zero chance of happening.

Dont make Dungeons Harder-More builds Viable

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Posted by: Windsagio.1340

Windsagio.1340

Would Lupi, Grawl Shaman, or Mai trin count. While they do follow patterns you also have to be ready for the tells on deadlier attacks. While they are often similar you can still have situations with like double kicks on lupi, or even triple if you’re Purple Miku

Grawl fractal is one of the best boss encounters in the game imo; Requires reaction, does the thign I mentioned somewhere about forcing position shifts, taxes the players health resources, but is still doable by strong players playing glass builds.

Arcdiviner is similar, if less reaction focused.

Molten duo is the opposite edge, it’s a dull stupid fight if done right and requires almost no reaction, but rather knowledge of what you’re supposed to do.

Dont make Dungeons Harder-More builds Viable

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Posted by: NikeEU.7690

NikeEU.7690

Yeah the most important role was “corners” which were played by terrain. Corner Blocking was the best tank ever.

[DnT]::Nike::
www.twitch.tv/nike_dnt

Dont make Dungeons Harder-More builds Viable

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Posted by: Exun.7825

Exun.7825

Hello guys and sorry I didn’t do my homework : read everything, because it’s too long, but anyway here are some figures that can help us to understand things :

Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)
(From wiki)

And

Average damage = Damage done * (1 + Critical chance * (Critical damage – 1))
(From my brain, so might not be true)

Sooo… I did some calculations in excel (ascended stuff, level 80, no traits, and jewels instead of runes/sigils for simplicity), and here we are : in one hand with zerker stats you have a dps 3.5 times better, but in the other hand damage reduction with toughness can be 1.4 to 1.6 times better and health quantity can be 2.0 to 2.4 times better depending on which one is the main.

For healing power, forget it, you can get a multiplier of maximum 1.2 approx. for the health regained from a skill. Anet wants to be sure there are no healers in GW2 obviously.

(edited by Exun.7825)

Dont make Dungeons Harder-More builds Viable

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Posted by: Bubi.7942

Bubi.7942

@Thaddeus:
Hm…

I have noticed this in previous posts, and I may get the wrong impression but I can’t help but feel that speedrunners think that non-speedrunners want to nerf zerker cause they are jelous of their super fast times, and want to also do that?

I dunno about others, but I’m sure I don’t. If that’s what floats others boat, let them do it. I do not care if my team beats a boss under 5 mins, while a speedrunner team does it under 30 secs.

The gripe I have is that zerker stat is way forgiving, the damage boost you get from it is not on par with the risk you take up by wearing it. It doesn’t become a glass cannon, just a cannon.

And I blame easy dungeons and cheese player tactics for that.

Edit: Wow, hot topic, got 4 ninja responses.

Dont make Dungeons Harder-More builds Viable

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Posted by: Vargamonth.2047

Vargamonth.2047

Ha! Try sending 5 new players into a dungeon in full zerk and see how well they do. It is skill based, it’s just that everyone has spent the past 3 years honing said skills.

Maybe it’s time then to develop something that plays slightly different.
Something where, even if knowledge, experience and muscle memory still help in the long run, it’s not enough to completely dominate the content.

So you want AI that learns your tactics and constantly adjust to maintain a certain level of difficulty? If you can come up with how to do that for a video game, props, people have been trying… of course if anyone were ever successful it might also just flop because people don’t always like getting punched in the face. It’s generally not the punches people enjoy, but learning how to do better each time and the success of finally beating it.

We all know that expecting some kind of amazing AI is ridiculous, specially for a MMO where all the CPU load is server side.
It’s possible, however, to spice things up a little bit using just the current features.

As an introduction. imagine the Silverwastes Vinewrath event during escort phases.
You can go north lane (usually the least populated one) and stay around the ammunition trying to defend it. Most players will be either AFK or constantly chasing the commander tag (or the carrier, if there’s no commander), so you’ll have to fight alone, for the most part, against a constant stream of mordrem foes.
You know every mob moveset and weakness, and that’s indeed helpful, but you still don’t know how the whole fight is going to flow.
You have no control or knowledge of what exactly will come with the next spawn or where will it appear. You can get a Mordrem Wolf next to you or a Leeching Thrasher far away behind.
You can find yourself burning a gamechanging CD, like an Ice Bow, only to get a much more dangerous foe a few seconds later. Or you could save it waiting for a prey that won’t ever appear.

This isolated fight can hardly be treated as meaningful content, but it still delivers the feeling of the kind fo experience I’m suggesting. A fight you can get better at, you can build better for, but still never completely dominate due the random nature of a good part of it.

Grab this random add idea, throw it into a Lupicus fight and you’ll get something completely different.
Suddenly you can reduce the damage output of the boss itself (the so called 1HKOs, even if they aren’t, some people like to complain about) while still making the whole fight more difficult.
You hit the effectivity of some active defenses (like dodges), not by increasing the attacks speed of the boss itself (as it has been suggested several times) on a completely melee unfriendly way, but by increasing the amount of damage sources.
Multiple damage sources that encourage a level of awareness hardly needed when facing a single boss and which can still be actively fought through control (something that is not currently at its best shape for PvE), positioning, focus fire, … keeping defenseless gear perfectly viable.
Multiple damage sources which, with spawn timers properly adjusted, can also result on swarming and prevent extremely tanky setups from easily beating a content meant to be challenging.
And what IMHO is the best of all, you get content that doesn’t get old so fast, that keeps some replay value for a much longer time (even better if Lupicus would randomly select its phases from a pool of 5 or 6 :P).

Honestly, this is the best thing I can imagine to promote player skill based build/gear diversity without having to rely on fresh content additions every few months (which we all know it’s not going to happen).

Dont make Dungeons Harder-More builds Viable

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Posted by: Vargamonth.2047

Vargamonth.2047

In the current state of the content, most bosses just explode against a meta-ish setup. The long CC effect from Deep Freeze (which can easily be used twice on a short window if the group is somewhat organized) plus at least two party wide aegis from a Guardian are usually more than enough to render the enemy barely threatening for the whole duration of the fight.
For a single player or cooperative game, where there are no global implications, this is perfectly fine. It’s up to us to chose our tactics and nobody really cares if a spiky approach finishes fights faster than a more sustained one.
For an MMO, where there’s a global economy and the same content will be played over and over on a farm status, this isn’t true anymore. Faster runs will result on a higher gold income over time and we should expect players to gravitate towards them as much as they can, eventually creating at least one “meta” approach to ensure everybody is on the same page tactic wise.
Against what seems to be popular belief, meta builds and tactics won’t settle around the fastest approach, but around the most rewarding PuG friendly and easy to execute one. The problem arises when this easy approach is totally biased towards the most offensive options of the build spectrum.

We need to step into the arguably most challenging content of the game (several fights on high level fractals and a few specific encounters outside of them) for things to change. For the execution of a not-so-difficult tactic to not be enough and begin to feel the action combat system and the real risks of wearing glass for 5-man groups.
This is the point where players may start considering toher options. Where a slower but safer approach might be prefered over the risk of a neverending cycle of wipes. Where completely different and diverse approaches could eventually earn the “meta” label.

Unfortunately, the crappy reward distribution across the whole game makes this content incredibly easy to ignore. The gear gating of fractals doesn’t help either.
If there’s no carrot, no reason for a player to run a more balanced or even defensive build through a challenging enviroment over facerrolling most other content (the majority of it) on full offensive gear, we will hardly ever see any healthy gear diversity.

If a broader gear and build diversity is the main goal, we need:
a) Content that truly challenges a pure active approach and still retains a decent level of threat for defensive setups.
b) A proper reward for it, something ANet has shown to be terrible at.

(edited by Vargamonth.2047)

Dont make Dungeons Harder-More builds Viable

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I see a lot of people here saying that the only way to kill the Zerker Meta is to make dungeon content harder (less stacking in corners, and less DPS stats),

A lot of people also say they want a subscription, easier achievements, and free gems. Doesn’t mean that’s what ANet is going to give us.

In any case, there isn’t any single reason why Zerker is the meta, which means any single change to the game won’t “fix” the problem. It could make another stat combo the meta, but one single thing won’t eliminate the problem of one combo being most efficient.

  • Stacking increases damage more efficiently, because it’s easier to apply group buffs, especially with combos.
  • Active defense allows people to forgo support-ish/defensive-stats.
  • Slow-moving and slow-casting NPCs allow players to overwhelm foes.
  • Traditional AI allows players to outmaneuver NPCs easily.
  • Standard programming allows players to become familiar with NPC behavior, but NPCs don’t adapt to player behavior.

Another way to put it: it’s almost inevitable that something will be more efficient than everything else, because players learn PvE faster than developers can change the content.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Dont make Dungeons Harder-More builds Viable

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Posted by: Windsagio.1340

Windsagio.1340

in silverwastes, the underground troll was actually a test case for a tactic to change things up.

The ‘damage rings’ spreading outward look to be a way to force people out of their optimal damage areas, largely without regard to gear (the tracking bees on the normal trolls are similar).

Attacks like that are pretty taxing on active defenses, and ‘hard’ versions of the fights could severely change the skill calculation.

— at risk of making the game too hard for everyone to beat, which is ultimately why we have the current situation.

Need legendaries to be legendary

in Guild Wars 2 Discussion

Posted by: Khalisto.5780

Khalisto.5780

No thanks.

IMO the flaw with the current Legendaries is that for the most part they don’t have their own lore or place in the world, and thus they don’t have their own Legend. Not that it’s not more powerful than Ascended weapons.

The only thing that I’d say that should be added to Legendary weapons is the ability to swap Sigils along with stats and a back story as to why they are Legendary.

^This
Legendaries have no legend behind them, what makes them way less legendary IMO. Plus they are not a reward for you progression and time put on the game content, but most of time a product of some crazy gold farming like champion trains and now SW farming, funny thing about this is that I see a lot of new players reaching lvl 80 then spend 5, 6 hours/day on this crazy farms craft their legendaries in 1 month and quit game.

About the sigil/rune swapping I think that should be an option to all armor and weapon, the current system is kinda kittened. <—-LMAO why i can’t say rettaarrdded?

The issue with GW2 now is it lacks progression, whether that be gear, dungeons, etc, cosmetics can only take you so far. Without some form of progression or player influence on the game, it will eventually lead to stagnation….

Here we agree to an extent. Currently, the only real horizontal progression is PvP/WvW rank, Fractal Level and ascended gear, which isn’t enough. However, that is why they are adding a multitude of specializations. Those will provide all the horizontal progression a person could want, without instituting the painful gear grind of WoW.

The expansion will be bringing a grinding factor, of course that grinding new skills and new ways to play is far better than grinding a numerical upgrade, but at the end of the day it’s still a grind as they said you wont be able to beat the new content without them. I honestly would like a 3 month grinding to get all those skills and finally beat the content, but I think Anet will keep things casual and this will be a 50 hours endeavor in the best scenario.

Love roaming builds and non meta silly builds.
Don’t worry boys, Blade and Soul is coming.

(edited by Khalisto.5780)

Casual players and the community.

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Posted by: Prototypemind.4026

Prototypemind.4026

There’s no permadeath, and there are minimal penalties for being downed. There’s nothing wrong with playing by learning. I learned the dungeons that I know by playing, often with other players who were new or with vets who explained certain elements. This luckily is not one of those games where an extensive library of how to play is need to get through the content. With the exception of a few dungeon paths and higher level fractals most of the content can be learned through experience.

As to how others are treated, this game has one of the best overall communities I’ve seen.

Casual players and the community.

in Guild Wars 2 Discussion

Posted by: BrickcityBryant.6574

BrickcityBryant.6574

Something everyone should remember is “everyone is a new player once”. I had a lot of help learning this game from others, so I try to pay it forward. There will always be negative people/players unfortunately, just block them if needed and move on- the only thing I would stress is use your brain with the lfg. (as the concern most new players have with the game is around dungeons) Even though this is a more casual game, not everyone is looking to spend 30 minutes on paths that should take 10 by having to walk new players through paths who may or may not listen to your advice. These runs are labelled in a way that should make it obvious to everyone that it is some sort of a speedclear, just make sure to actually read the postings. IF you are unhappy with the groups on LFG, as a lot of other people recommend, make your own.

There is no reason to chastise someone for being new though, and saying things like DEAD= noob is not only insensitive, it just makes you look like a tool. IF you aren’t looking to be friendly or helpful just keep your mouth shut, no reason to put down people just becoming accustomed to the game.

[Guide]30 pts in valor gameplay (Hammer)

in Guardian

Posted by: Brutaly.6257

Brutaly.6257

The main focus of the guide is hammer and its place in wvw but it can also be applied to other weapons and pve but i focus on the hammer because it rocks.

A lot in this guide can be applied to them as well and they perform very nicely in an AH build as well.

First of all if I missed anything or you find flaws, point them out and I will fix them.

If you like it please post it and also request a sticky if you find it to be of great use to the community.

Third, English isn’t my native language so bear with me.

The guide is a compressed version of all the great discussion we had in the original thread. If I missed out on Your idea comment on that and I will edit this post.

And to all the whiners, newcomers, reroller and poorly informed people and ofc the genuinely interested, in this you can find the answer to:

How you solve the issue of dying 3 times as fast as other professions
How to make conditions a breeze
How to hit for over 5k with mighty blow in a tank setup
How to perform nice dps with healing gear
And why our effective healthpool in a fight is over 30k if you know what you are doing
Why renewed focus is the best thing since sliced bread

And much much much more

1. What is this guide based on?
2. Why a guide?
3. Abbreviations
4. Altruistic healing and its potential
5. Why play with the hammer?
6. Hammer skills and their uses
7. Must have traits
8. Other traits that can be used
9. Choice of weapon
10. Armour
11. Accessories
12. Runes
13. Sigils
14. Elite and Virtues
15. Consumables
16. Utilities
17. Gameplay and our job on the battlefield
18. Recommended stats for it to work
19. A couple of valid builds
20. Final words
21. End game, builds and accessories

(edited by Brutaly.6257)

5 Races - YOUR favorite NPCs?

in Guild Wars 2 Discussion

Posted by: JackSpacer.4320

JackSpacer.4320

Charr: Tybalt

Best charr ever. I still feel bad knowing he’s dead.

“The hype is real.”

Please Address the Female Human Animation

in Guild Wars 2 Discussion

Posted by: MetalGirl.2370

MetalGirl.2370

I also don’t understand why are animations so bad while we’re watching cinematics, yet mini pets and tonics are perfectly fine.

Mesmerizing

Suggestion: Favorite builds button

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

First, we need a weapon preset system, something that lets you set a series of weapon presets from your inventory, and quickly change between them while out of combat, and that is saved separately from PvP and PvE.

For example, another tab in the equipment panel, with a list of slot pairs, one for each combination of weapons the current profession can have, plus two single slots for the water weapons.

Putting weapons there remove them from the inventory.

Players would be able to chose the currently two equipped pairs by clicking and right clicking that list, and would be able to sort them manually like the achievement watch list. Click moves to the top of the list, right click moves to the second.
The first two slot pairs in the list would be the currently selected ones, and will appear in the wardrobe an equipment views like now.
Non-swapping professions would be the same, but without the second set.

Players would be able to quickly choose while out of combat by right clicking the weapon swap button, which would show a small panel with a list. Click a slot pair for the main weapon set, right click for the alternate set.
Non-swap professions would get the swap button while out of combat too, but would only be able to click to get the one set in the panel.

Without something like that, templates would have to be “blind” to your items, and simply load the first two weapons of that type found in your inventory.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Please Address the Female Human Animation

in Guild Wars 2 Discussion

Posted by: Pockets.3201

Pockets.3201

I found the animations jarring but the mini pets amusing. The difference to me is, I’m used to seeing the minipets around me. Seeing a mini in a cut scene is mildly amusing. Seeing my female char idly kicking the ground at a tense moment or stretching sensuously while consulting with important people felt very wrong. It was jarring to see it. Animations convey emotion. They showed my char having inappropriate emotions and behavior at the wrong time. It made my char behave in such an inappropriate way that in real life no one would have taken her seriously.

I don’t know. I’d find it quite appropriate for my character to look bored and uninterested whenever Trahearne is doing anything short of dying horribly.

Ascended aqua breather

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I don’t want a craftable aquatic breather. Instead, I want breathers to be skins only — the stats should come from the headgear; we shouldn’t have to buy a 7th rune for the limited amount of time we spend underwater.

John Smith: “you should kill monsters, because killing monsters is awesome.”

playing GW2 just cuz it's not subscription?

in Guild Wars 2 Discussion

Posted by: Cazamar.7148

Cazamar.7148

I love how you say Wildstar is better than GW2 in every way then give lame reasons why you are playing this instead. Thank you for making me lol at work.

playing GW2 just cuz it's not subscription?

in Guild Wars 2 Discussion

Posted by: Lethalvriend.1723

Lethalvriend.1723

I’ve paid for a sub for games before but that was a while ago when I had so much time to spare I practically spent all my unhealthy time playing those games when I had the chance. Right now I’m older and alot of MMO features that stretch a game’s lifespan don’t appeal to me anymore. Nor do I have as much time to spend on a game like that. This leads me to the point that I don’t want to pay for a subscription if I can just leave at any point. With GW2 I can take a break for a day, a week or a month without having something in the back of my head saying ‘well you paid for a month but are only using X days this time… ’. If one day there will be some perfect game I might consider it again, but for now GW2 fills my MMO ’needs’ and I like that there is a game where devs implement customer friendly things into the game such as the wardrobe/wallet etc.