(edited by Agemnon.4608)
“Some highly expensive and rare items had their droprate increased and the price went down (im looking at you, charged lodestones). Its a +”
Yeah, only the day HoT released. I stocked up on them knowing they’d go up again. Cores were 50s. I’m not reselling though since I (still) intend to make infinite light someday but am still on the fence about Nightfury and some of the dragon weapons (the staff, axe, and longbow look totally sick and all my classes except for warrior and maybe revenant can use staves)
I say the armor sets should return but only as achievements. The tribal set can have a reward track whereas the apostle, heavy scale, and stalwart can be obtained with achievements while versions of the armors with effects can be from champion achievements. Like champion genius gives shiny/glowing stalwart helmet and gloves while champion shadow gives leggings and shoulders and champion hunter gives boots and chestpiece. The unranked versions of the achievements would give the originals.
In other words scrap the whole Esports ambitions to keep sPvP fun for the players. Abilities are already limited enough. I can’t take all of my utilities, only 5 including the healing skill and elite. Contrast with WoW when I can bind every ability to my keyboard and know when to use said abilities. Garrote and expose armor weren’t really “good” skills compared to some of the others, but I used them anyway because I knew there were situations they’d be useful. Venom use was fun but the problem in Gw2 is you can’t use venoms since you’re giving up better skills. In PvP thief is underpowered whereas in PvE anything that requires more skills to kill will be immune to CC and be poison stacked already.
ANET did this intentionally.
They needed to do it from their business model perspective.
Why?
Too much gold was being held by players on the sidelines and those amounts where growing based on what the dungeons, Fractals, and Bosses where dishing out.
This also impacted negatively the amount of Jewels bought by gold rather than using actual cash currency.
Remember that ANET makes 90% of their money off the TP. Recirculating gold earned in the game into jewels by players gives them Zero Income.
I agree with most that this strategy has failed and has only driven more players AWAY from the game.
However, as with most companies, trying to convince them that their decision was wrong and that they should institute a correction is a pipe dream.
These types of companies would rather sink with the ship than admit failure.
The thing is though people earned that gold by playing content.
Remember guys, it’s a MMO, A MMO !
If you want to get gold, find a group and run GROUP content such as dungeons… ermmwhat? Oh my bad, it’s GW2.
Take your axe and go chop wood.
I’d rather do dungeons because they create gold instead of destroy it on TP taxes but dungeons aren’t worth it anymore except for mastery points for a one time deal or unlocking their PvP reward track. There’s actually a great thread topic there. Suggestion: Remove story mode for PvP reward track unlocks!
I don’t really understand the point of stalking since they already don’t like you and both stalkee and stalker would go through negative feedback loops of “Omigosh what’s the stalker going to do next?” and “Hope she’ll finally like me this time!” with rejection just digging deeper and the pain of unrequited love.
Maybe stalkers are really masochists? Then you have lots of social conditioning on both ends that exacerbate the loop. Girls are conditioned to fear strange men while men are afraid of rejection, as if your employed average height and weight (5’8" 140-145 pounds for men) with straight teeth self is still somehow not good enough. But being possessive over something you don’t have just creates problems on both ends.
Yes, you are forced to do ‘adventures’. Stupid gimmicky time gated sometimes unavailable mini games is a better description. You need 13 silver to complete your mastery lines in H0T if you pick up every other point from everywhere except raids.
Not everyone has hours to spare or wants to spend their short, valuable leisure time doing something they despise (if it’s even open when they can log in). Having to watch a video in order to have some clue of how to complete this garbage isn’t my idea of fun content either.
Agree,
When I started playing video games, I enjoyed fighting and went away from donkey-kong and marios. When he appeared MMO’s the idea of taking swords and fight appeared to me also attractive. Fortunately, now I know of one more item to check before choosing any MMO: check that it is not a replica of Mario Bros. and Donkey Kong rather than a fighting game.
Maybe they can add fighting game minigames? I think a martial arts based expansion would be awesome and they can poach some talent from Virtua Fighter to do some balancing and mechanics. They can also release a karate gi outfit like what Phantasy Star Online 2 has (based on Virtua Fighter no less!)
Try smaller UI. On medium at 1080p it’s claustrophobic but at 4k it’s awesome on medium. Lots of space to see with everything out of the way.
The difficulty in HoT zones is fine, only rewards need buffing to be proportionate to the effort. I switch between Orr, Teq, and the occasional HoT but mostly just gather these days since spirit wood probably isn’t going to be over 12g forever.
If they’re real stalkers you may want to contact law enforcement but if they’re only online stalkers then customer support should help.
I wanna play on my warrior but don’t wanna kitten any team I’m on. Previously, I had warrior to a science; target the class with the most utility and healing potential, get in some autoattack shots, interrupt telegraphs with shield, hammer, and kick, and use gap closers like sword 3 to catch up to those escaping. Same deal on thief but there the focus was on damage instead of interrupt and CC.
However, today there is just too much AoE for that to be viable.
“They were eventually nerfed due to teams taking 2 of them on a team in PvP……..”
And even then because some regions only allowed three classes at least whereas other regions had four eles. It wasn’t by accident that two engineers were chosen in regions that forbade class stacking.
The bundles are fine, it’s about marketing and discounts. In general, with bundles you can buy more products, cheaper as a whole.
Possibly they could earn more selling them separately, or probably not.
I am confident in the marketing team for making statistics on how is best to sell their products. So I am sure the bundles (as they are now) represent the best decision.the $60 monocle in Eve say “Hi!” (As I recall, that was met with a less than enthusiastic reception by the players.)
In other words, marketing people are capable of making mistakes, just like any other person.
I think the top hat is way underpriced considering that it’s traditionally associated with rich people. Maybe not $60 much but maybe an achievement reward for having 10,000 gold in your bank?
How would congratulating people for hoarding gold be good for Anet’s business model?
Maybe congratulating them for having earned it, even if they have spent some, or all, of it would work; especially if you included any gold they bought with gems.
But, congratulating them for earning it all in-game and then sitting on it wouldn’t work in their favour.
For that kind of thing to be a possibility, you need a sub game.
Not that I would, particularly, advocate it there, either.
Even in sub games, you need people to spend their gold for a healthy economy.
They have the title, Golden, and 40 achievement points for having 200 gold at one time. At the start of the game that was an enormous amount for me (and probably everyone else). 10,000 gold isn’t a huge amount now for some people. Some are very rich.
The idea behind the achievement reward would be communicating wealth. But since there’s already a tophat in the gemstore it wouldn’t be a good idea to take away the reward and gate it behind something else. Maybe a metallic top hat or something?
It’s good we have some achievement based armors like the illuminated set, but more for more things would be cool. Or maybe a royal outfit for achieving that much gold?
“I just hope that ANet decides to nerf the stronger classes, rather than buff the weaker ones.”
The problem there is PvE mobs would take longer to kill, and sometimes I’ll spend a full six seconds killing something while wearing full ascended. I’m not even talking about vet mobs either. In HoT zones it takes even longer because you have to account for different factors and overall be more careful.
The obvious solution is simply to completely segregate PvP and PvE skill power so nerfs can be reasonable without effecting the PvE game.
And the shadow reapers don’t fight like reapers at all!
“Legendary items were always meant to be a lengthy process to obtain. The initial implementation did not reflect this. It looks as if ANet is trying to change that with the new tier.”
They were at first though. It took me two WEEKS of mystic forging to get my first precursor back in 2012, that’s lots of rares. That was just the precursor I also had to compete against bots by going ahead of them, aggroing lots of mobs (trolls were a pain) then kill them or wait for them to finish them for me. T6 was still expensive but T5 was ridiculously cheap, so after getting all of my clovers I converted T5 to T6 buying only T5 plus dust to save gold. Did lots of WvW and dungeon for it too.
Even if you’re buying a precursor or legendary directly with gold that’s still going to be lots of farming for it.
One of the issues with the Thief is that the whole idea behind the class has a pretty big limitation. Much like how Reapers have to be the most formidable in a straight up brawl, thieves have to be the weakest. Let me explain:
The Thief is a class that has countless escapes and the ability to approach in stealth, so they always have the first strike advantage and they have high burst. This makes them both evasive and aggressive, and changes much of the fight to be not about necessarily killing a thief, but fighting one off. Considering that, if there were a class that was overall weaker in a straight up fight (basically you both whipped out melee weapons and went right up into each others’ face), then that class could never be played. It would auto-lose to the thief, who would approach from stealth and kill the class on the Thief’s own terms.
The Thief class inherently “unfair”, in that sense. While it is fun to play Thieves, it is not fun to be killed by Thieves. So, to balance the theme of a “invisible high burst” class, they have to make everybody stronger. Strong enough that they can fight off a Thief even with their first move advantage. The ability for the Thief to pick and choose their fights mandates this kind of balance.
This puts Anet into a sticky wicket. Thief players want to be stronger, but thieves have to be the weakest. If you increase Thief damage or durability, you run the very real risk of making another class obsolete.
I wouldn’t mind more group buffs, myself. I don’t PVP anymore, so I wouldn’t be able to say what group buffs are needed, but as it stands thieves have to trait pretty heavily to get any sort of team support. An idea I heard once was to make the AoE effect of venoms baseline, and roll the recharge reduction into Leeching Venoms. Restoring some of the lost boon stealing and adding a few more methods of boon stealing is another.
I strongly disagree because every class has something it can bring to the table: Ele has lots of mobility and AoE with great burning, Guardian while lacking mobility gives lots of support as well as DPS and burning, Necro lots of conditions and boon steals, engineers lots of great utility and conditions, ranger healing and outrageous single target ranged damage, and thief…just really has mobility and stealth. Since reveal is around thief needs a buff to make up for stealth’s lost utility. The problem with reveal is if I didn’t want to stealth I wouldn’t and six seconds is more than enough time to kill a thief, thus fake casting with cloak and dagger or black powder isn’t an option and even if it were someone else could just reveal after shadow refuge or some other skill gets casted. This makes stealth unviable and something needs to be given to thief to make up for that.
“Strong enough that they can fight off a Thief even with their first move advantage. "
But it should have to be an uphill battle for whoever the thief hit while it should be the thief’s job to keep that advantage then disengage if he somehow loses it. The problem with thief being weak is its only viable source of damage is melee with big damage or daze being available from stealth and from behind, which means if you try fighting with shortbow someone could type /laugh and still have enough time to kill you the damage is so weak so shortbow is only viable for its 5 ability which doesn’t even damage and cost initiative. Thus, due to the situational and positional nature of the damage it needs to be high to compensate for the skill required. You don’t have the range or healing of a ranger, utility, AoE, or versaility of an elementalist (who always has something off cooldown), etc., so where does one make up the difference? Thief is simply underpowered and was even before reveal came about.
Why are you trying to DPS someone down with shortbow?
I’m not…and that’s the problem and considering how slow shortbow 1 fires it needs a damage buff. I simply don’t have that option because shortbow is very underpowered. The point is meleeing is mandatory if you want decent damage and I abandoned thief in PvP sometime ago. Elementalist simply has better survivability options as reveal skills don’t strip mist form of its immunity and lightning flash is a good disengage. Elementalist also has better CC and AoE healing but with the elite specs elementalist has been leveled off. Staff ele is too telegraphy but dagger/dagger gives lots of good use. Water autoattack needs a buff though.
Lets just face it for warrior. Its a old dog and it cant be fixed without a huge overhaul. Longest CD in the game with some of the worst weapons in the game. Over half of its weapons range are 170 and 300. Atm every single warrior build would lose in a 1 vs 1 to the elite builds and in every team fight if the players are of equal level.
The thief thing is tricky since thief was the counter to mesmer. Mesmer was good for team play but struggled to hold its own vs thief so thief became the Apex. I dont think its about making balancing thief but about making it the counter to a build. If Anet buffs thief it might be to the point where it counters mesmer and rev which then just forces for druids/dh and the new thief.
In all honesty everyone keeps posting about balance patches but too many times they nerf stuff that shouldnt be nerfed. For instance if they knew the HOT expansion was gonna change the meta then why change d/d ele 1 month before release? At this point it becomes more questions for me about what they want rather then what they will balance.
Warrior has some great skills, it’s just underpowered. Shield bash is an excellent interrupt while sword gives a decent gap closer. Hammer offers some good crowd control and hammer 5 while a big telegraph (fighting certain PvE risen mobs teaches us when to dodge or interrupt these) nevertheless is good with a proper setup. Then you have kick which launches back, so they’ll get up by the time you’re in melee range again. A possible solution here is raising overall warrior DPS while making king knockdown only with no launch back.
I think ultimately Anet intends certain specs and weapons to be optimal for PvP and others for PvE like how World of Warcraft traditionally had frost and fire mages as a PvP spec (one for CC other for burst damage) but wanted arcane mages as a PvE spec. The need for separate balancing of PvP and PvE is obvious because if something who can two or one shot a player is immune to CC it clearly demands a completely different stat and skillset than playable characters who don’t rely on AI scripts.
One of the issues with the Thief is that the whole idea behind the class has a pretty big limitation. Much like how Reapers have to be the most formidable in a straight up brawl, thieves have to be the weakest. Let me explain:
The Thief is a class that has countless escapes and the ability to approach in stealth, so they always have the first strike advantage and they have high burst. This makes them both evasive and aggressive, and changes much of the fight to be not about necessarily killing a thief, but fighting one off. Considering that, if there were a class that was overall weaker in a straight up fight (basically you both whipped out melee weapons and went right up into each others’ face), then that class could never be played. It would auto-lose to the thief, who would approach from stealth and kill the class on the Thief’s own terms.
The Thief class inherently “unfair”, in that sense. While it is fun to play Thieves, it is not fun to be killed by Thieves. So, to balance the theme of a “invisible high burst” class, they have to make everybody stronger. Strong enough that they can fight off a Thief even with their first move advantage. The ability for the Thief to pick and choose their fights mandates this kind of balance.
This puts Anet into a sticky wicket. Thief players want to be stronger, but thieves have to be the weakest. If you increase Thief damage or durability, you run the very real risk of making another class obsolete.
I wouldn’t mind more group buffs, myself. I don’t PVP anymore, so I wouldn’t be able to say what group buffs are needed, but as it stands thieves have to trait pretty heavily to get any sort of team support. An idea I heard once was to make the AoE effect of venoms baseline, and roll the recharge reduction into Leeching Venoms. Restoring some of the lost boon stealing and adding a few more methods of boon stealing is another.
I strongly disagree because every class has something it can bring to the table: Ele has lots of mobility and AoE with great burning, Guardian while lacking mobility gives lots of support as well as DPS and burning, Necro lots of conditions and boon steals, engineers lots of great utility and conditions, ranger healing and outrageous single target ranged damage, and thief…just really has mobility and stealth. Since reveal is around thief needs a buff to make up for stealth’s lost utility. The problem with reveal is if I didn’t want to stealth I wouldn’t and six seconds is more than enough time to kill a thief, thus fake casting with cloak and dagger or black powder isn’t an option and even if it were someone else could just reveal after shadow refuge or some other skill gets casted. This makes stealth unviable and something needs to be given to thief to make up for that.
“Strong enough that they can fight off a Thief even with their first move advantage. "
But it should have to be an uphill battle for whoever the thief hit while it should be the thief’s job to keep that advantage then disengage if he somehow loses it. The problem with thief being weak is its only viable source of damage is melee with big damage or daze being available from stealth and from behind, which means if you try fighting with shortbow someone could type /laugh and still have enough time to kill you the damage is so weak so shortbow is only viable for its 5 ability which doesn’t even damage and cost initiative. Thus, due to the situational and positional nature of the damage it needs to be high to compensate for the skill required. You don’t have the range or healing of a ranger, utility, AoE, or versaility of an elementalist (who always has something off cooldown), etc., so where does one make up the difference? Thief is simply underpowered and was even before reveal came about.
Maybe a new Elder Dragon can raise up vampire dwarves but because they have free will are a faction that pull a “good” Sheppard and betray those that revived them whereas another evil faction would stay loyal to the dragon who raised them.
Play for free typically means pay to be a pro. Yes it’s free to have the game, but you’d need real life money to increase the chances of your items getting upgraded while decreasing the chances of them downgrading or even breaking. Then some of the items themselves can cost real life money.
I think Guild Wars 3 needs to be based in a world where the main races are mostly vampires. There are no more central governments, the world is dark and mostly in ruins while there are dinosaurs (cool ones not the lame feathered “raptors”) roaming everywhere. The goal of the PC is to rid the world of the vampire curse (he’s one himself) and from a narrative perspective vampires could solve or at least fix many problems:
1.When a character dies it’s quite sad (assuming they’re good) since their death’s permanence is assumed, as in never ever ever interacting with this character again. Thus, we can see Tybalt and others raised as vampires.
2.Fix some of the gameplay and story segregation.
3.Ceramic zombie Jormag would be awesome! :D In Guild Wars 2 you could defeat Jormag, but he fakes his death and while faking is napping. The Inquest would take advantage of it and kidnap him for further research. Because he lost due to the Pact exploiting a weakness to fire forge for him ceramic plated armor, but a high elasticity form of ceramic that’s engineered to be harder than titanium. After he’s defeated the second time he’s a non-factor until the Guild Wars 3 timeline when him and the other elder dragons are zombies because Abaddon (or some other god) used a McGuffin to raise them. He keeps his armor but it’s improved, refined, and repaired since his last defeat.
(edited by Agemnon.4608)
Five revenant, two druids, two engineers, and a necro should work. Or you could switch out one engineer with a guardian so any of those.
Anet worked hard at it. Implemented things like shared mining nodes, eceryone getting his own drops and XP. They made it so that other players are not competitors but cooperators.
Yeah the drama of having a node stolen when you’re fighting mobs near it so you could have access to it them constantly refusing dueling requests (not that a PvP server would help since many would be on the same faction) is gone. It’s like get back here what part of you and me PK don’t you understand if I didn’t wanna beat them I wouldn’t be challenging them.
“And because we are all, actually, proper lovely people.”
And pretty too:
(edited by Agemnon.4608)
I think there should be different kinds of PvP. Alterac Valley and Isle of Conquest are very fun PvP modes and Isle of Conquest and other maps have siege elements. WvW is a nice game mode (could use a radical overhaul in its current state though it’s empty) but lacks structure and is more like open world PvP. Big sPvP maps are needed where armies fight each other 40 vs 40 and hold chokepoints while the opposing team tries breaking through and ends with the defeat of the opposing PvE boss.
I also think there should be achievements for 1v1 deathmatches and raw 5v5 PvP with a complete lack of PvE elements.
Part of being skilled is how to recapture those points. If the opposing team has the advantage it’s time to apply some defensive thinking: how to neutralize their advantage. I prefer runes of the eagle in all game modes on DPSers because if I have an advantage I know there’s a credible chance to lose it, but with 6% extra damage if the opponent is below 50% makes the defender’s task of recovering even harder.
This sounds like some pretty advanced coding tbh. What if, instead, we just allow the top 10% of PvPers to log in to PvE with Legendary Mob scaled builds and attack other players? This would achieve what you’re asking for and be easier to implement…
Phantaram with 300k health and 5k Celestial stats anyone? Nos with 500k HPs and Reaper’s Shroud? Lol
That sounds awesome for special events actually!
Yeah I can imagine the coding challenges. In 1v1 you could write things like, “Autoattack-CC at this interval-Player catches on so pick from a randomized time pool under 30 seconds-charge-top priority for interrupting high CD utilities(abuse fake cast like shadow refuge would be a problem though but players wouldn’t have that inside information but would catch on with experience eventually)” and even ancient fighting games from Master System and arcades could be super hard and the world champion in chess lost to a computer way back in the 90s. So yeah 1v1 isn’t the problem it’s applying that to big groups and accounting for all the permutations and combinations as classes and potential utilities vary wildly. With adaptable AI however the need for human input is minimized:
http://www.ercim.eu/publication/Ercim_News/enw57/spronck.html
There’s already research into dynamic scripting so it’s a good start.
The bundles are fine, it’s about marketing and discounts. In general, with bundles you can buy more products, cheaper as a whole.
Possibly they could earn more selling them separately, or probably not.
I am confident in the marketing team for making statistics on how is best to sell their products. So I am sure the bundles (as they are now) represent the best decision.the $60 monocle in Eve say “Hi!” (As I recall, that was met with a less than enthusiastic reception by the players.)
In other words, marketing people are capable of making mistakes, just like any other person.
I think the top hat is way underpriced considering that it’s traditionally associated with rich people. Maybe not $60 much but maybe an achievement reward for having 10,000 gold in your bank?
In other words, you think the marketing people made a mistake by underpricing it. ^^
The top hat yes. 350 gems correlates to around a cup of coffee in real life.
The bundles are fine, it’s about marketing and discounts. In general, with bundles you can buy more products, cheaper as a whole.
Possibly they could earn more selling them separately, or probably not.
I am confident in the marketing team for making statistics on how is best to sell their products. So I am sure the bundles (as they are now) represent the best decision.the $60 monocle in Eve say “Hi!” (As I recall, that was met with a less than enthusiastic reception by the players.)
In other words, marketing people are capable of making mistakes, just like any other person.
I think the top hat is way underpriced considering that it’s traditionally associated with rich people. Maybe not $60 much but maybe an achievement reward for having 10,000 gold in your bank?
“•Skills need to be aimed or ground targeted
This forces the player to be focused when fighting”
The problem with forced manual aiming is the forced part. Other huge cans of worms include those of us who bought the game did so with the understanding it has certain mechanics, take away those mechanics then it stops being the product I paid for. It would also make aiming far more awkward because if I’m using my mouse to turn then its camera functions are already being taken up and it’s awkward enough at times using ground targetted attacks. Normally I’d go on autorun to free up my mouse but it’s only for a few attacks for the times I’m not standing still.
“If skills are animated properly players can know how to react to certain skill
•Skills need to have counter play”
Any skill worth countering already has a telegraph. That’s why there are “fake cast” strategies so enemy interrupts go on CD.
And…passives and runes…seriously? Other players have access to those same mechanics we do so it levels out. It isn’t “skill less” play and passives aren’t a crutch or substitute for skill but rather augment it.
I’m no story writer but my take away on Eir is this.
Eir much like Trahearne had to go. They had complete stories that left no room for other characters to live/breathe without being a shadow. Eir also suffered from the problem of being too strong if left unchecked. A master level strategist who helped in taking down 3 Elder Dragons (1 1/2 successful kills, but 3 different dragons) ? This leads to a stale plot where we the PC must always seek out her advice, now with her gone we get to step into the light as the strategist/director and make more meaningful choices without the burden of having to feel like someone else is/was better suited. In the end, she got to overcome and be a mother in ways she never saw possible, patched up bonds with Braham generally met a warriors end which leaves me as a critic pretty much okay with the outcome. Had she not perished, it would have more likely left a sour taste in my mouth with yet another deus-ex reason for saving her.
Doesn’t mean she had to die though. What makes a good story is in the details. From a technical narrative perspective lots of comics and anime are terrible, but because the artwork, expressions, details, voice acting, and interactions get us emotionally invested they’re good. Plot “holes” are typically so subtle we don’t notice or care about them, they’d have to be huge or things so irredeemably contrived for them to bother us, and to get that bad you have to do it on purpose.
Killed doesn’t necessarily mean “killed off” like Obi-Wan’s ghost being in Empire Strikes Back and Return of the Jedi. Since we know ghosts exist in game the possibility is open.
I think to get away with blues in greens in the new zones you should require OP class mechanics or great situational awareness and skill to overcome it. The new content should assume you at least have exotics whereas doing good in blues and greens is fine for Cursed Shore where freshly minted 80’s are meant to grind so they can acquire exotics by vendoring lots of blues and greens and gathering.
What I miss about vertical progression though is you’d go to a previous area with strong and intimidate monsters. They’re still strong and dangerous soldiers/monsters/whatever that the locals fear, they’re just not dangerous for you since you’ve long since left them in the dust. One of, if not the best things about RPGs is this great improvement you see in the characters. At level 1 a bear was dangerous, the creatures can outrun Olympic sprinters, climb trees with ease despite weighing hundreds of pounds, hunt moose which are even bigger than they are and moose can tank car crashes even, yet dragons make them look like kitty cats, and higher level dragons make those look like kitties. When your character is a high level you can look back and think, “Wow can’t believe those things were a threat to me before!” It also contributes to what makes Dragon kitten a good anime. Frieza was feared and hyped up and an entire arc was dedicated to taking him out…yet he’s shown to be practically nothing compared to other villains in later arcs. Even the supreme kais are able to take him out in a single blow.
When you equip higher tier gear I like to think it’s the character with those attributes not the armor due to how low base stats are and the only stat the armor contributes story wise is armor and stat changing gear I think of as retconning.
I originally liked how most of it was inaccessible because it showed vast potential and the implications of, “You’ll do epic stuff here someday!” We imagine what kind of stuff we’d do there and what to face, like Woodland Cascades being overwhelmingly centaur territory where we’d need mounts to traverse or Far Shiverpeaks being so bleak and cold only Kodan could comfortably be there with lots of steep hills and overwhelming signs of Jormag’s corruption, Crystal Desert being similar to Atacama Desert but more colorful and lots of vicious creatures, etc.
Agreed with this post but I wouldn’t call Silverwaste “brainless” because you have to have situational awareness, improvise, scout for kill priority (mender-small vine-big vine-troll-teagariff-etc. in general but also depends on the situation, tier, and total HP left so obviously kill an almost dead hound before a full health troll), try drawing mobs under the oil bucket despite other players’ best efforts to draw them away, looking at your health at violet since you could think the boss is stunned but is screaming through all those effects and smog…and the minimap to ensure the other teagariff isn’t ganking you, kill pestles, etc.
I just hope Zojja is okay
“Eir Stegalkin, the epitome of a strong woman more than holding her own in a man’s world,”
No, it’s an Asura world, gender doesn’t matter.
They’re almost never able to use Zojja because they can’t get Felicia Day to record, so I won’t be surprised at all if she’s killed off in the near future. I’m half expecting Caithe and Logan to die too just so they can make the entire story going forward the adventures of Diversity’s Edge.
I don’t like Destiny’s Edge 2.0 and apart from Taimi and Canath are forgettable. And Taimi because she’s likable while Canath… isn’t. Just don’t like the guy. Marge and Kashmir just have nothing memorable apart from one of them held a book and rezzed you during the chapter 8 achievement missions and Marge just kinda being there. I hope Marge and Kashmir get killed off next but they probably won’t. I don’t hate them…they just have such a non-impression effect. If I hated them there’d be some overwhelmingly negative thing about them making them memorable to justify it but…there’s just nothing there. Canathe and Trahearne you just wanna punch in the face, Tybalt and the Sylvari mentor…are likeable, Taimi very cheery and upbeat, Zojja sensitive and confident, Logan…not too memorable outside of interactions with Rytlock (leadership tussle?) and the final personal story mission, don’t like Faolin at all but Caithe is nice but misguided, etc.
“To a point, yes… most definitely. Killing off the character that everybody loves is a common trope in storytelling to pull at peoples’ heartstrings. I’m guessing the only reason they haven’t done so with Taimi yet is because she’s a child and they don’t want their game to be known for killing children. The foreshadowing is in place though. It’s just a question of whether they’re willing to be that dark of a game.”
If they kill off Taimi I won’t buy the next expansion.
Who you like is always different for everybody. I, for one, am more of a Rytlock fan. So it can’t really be based on that.
Also all this Trahearne hate… Sure, he was pretty pessimistic and kinda took away a bit of your role as the great big hero/leader, but that’s nothing to go all crazy about.
He was only pessimistic due to the odds being overwhelmingly against us. I agree though I didn’t care too much for his personality or stealing our thunder.
“I’d rather see both Zojja and Taimi die, they’re both arrogant and annoying as hell, just in different ways.
What I don’t like is how many sylvary died. Sieran and Tegwen in original Story, Trahearne in HoT. Not enough dead grey ears.”
Don’t try to hide it! You like those smart beautiful Asuras just as much as I do! They aren’t arrogant or annoying I find them quite endearing in different ways. Zojja is like a cute best friend whereas Taimi is like a perky and happy little sister and is always so inquisitive.
Quite frankly, I think the idea of these dragons having specific weaknesses is ridiculous. Theres more than one way to skin an apple.
Because of this little point that was dropped into HoT, I feel like every expansion is going to revolve around the same plot trope. “Finding the weakness”.
I would have much rathered the dragons have no weakness, and the only way to kill them is with brute force, like we did with Zhaitan. According to ArenaNet’s lore writers the dragons are described to think, and exist in a way which we could never understand, so why is a concept as simplistic as a “weakness” being applied to these creatures which are supposedly so alien?
Im hoping they retcon or forget about this “weakness” deal. Why are Tyrians trying to progress magic and engineering in order to fight future dragons, if all we have to do is hunt around for their weakness?
All that research is to find such weaknesses. With that said Batman wouldn’t need to find them, he’s mastered 127 different martial arts, ambidextrous, master strategist and in peak human condition as far as strength, stamina, agility, and everything else goes.
…I just hope we run into a dragon whose weakness is martial arts just so we have an excuse to learn martial arts masteries.
I just hope Zojja is okay :(
“Eir Stegalkin, the epitome of a strong woman more than holding her own in a man’s world,”
No, it’s an Asura world, gender doesn’t matter.
Well, by fashion standards all Asura are males. :)
An Asuran (or any) female can still be beautiful in pants ^_^ Some medium and heavy pant options are pretty, I’m sure there are pretty light options too but most of the pretty light options are skirts, but men have some pretty options with the inquest, devout, and apostle sets. The student and aristocrat sets are beautiful but are skirts on females.
Though I really think the Wintersday and wedding outfits looks great on them.
I just hope Zojja is okay :(
“Eir Stegalkin, the epitome of a strong woman more than holding her own in a man’s world,”
No, it’s an Asura world, gender doesn’t matter.
I’m honestly fine with that, as long as the trait is only available to classes with 11k base HP.
Let’s be real, only Ele’s deserve a trait like this. And it shouldn’t compete with Diamond Skin either.
Makes more sense for guardian though, but it has enough invulnerabilities as it is. Then again so does ele with armor is earth, mist form, and obsidian flesh.
Why not just give all players a set of legendary armor? Why stop at a 50 slot bag?
I just thought about something: even with the smaller UI elements due to me using 4k (it’s really a godsend at 1080p the UI felt so claustrophobic and cramped) I can see comfortably with my inventory open with a bunch of 18 slot bags. If they were filled with 50 slot bags however they’d cover so much of my screen. I think 25 slot bags would be reasonable for the next tier while a 50 slot bag should replace the starter bag after completing a collection quest and gathering the proper resources.
Like I said the highest tier has been 20 slots since launch and the game in those days didn’t have loads of bloodstone dust and dragonite ore eating away at inventory slots so increased bag space should help accommodate that.
To answer the above question because no one can see your bag space whereas legendary armor is supposed to be a QoL and prestige item. It’s basically ascended with swappable stats and (hopefully) kewl particle effects. Since ascended tier stats are the highest it effects gameplay in a way that should be earned. I’m not for “free” bags but understand they can’t be compared to armor since armor has stats that effect gameplay and looks that communicate you’ve done certain things whereas bigger bags just offer more convenience.
Hey I had an idea. Why not give all HoT owners, a single 50 slot bag to go into one of our bag slots?
This could help with the lack of inventory.lol! There’s no way they’d give bigger bags to anyone for free. If they introduced them, they’d either be in the cash shop or a “legendary journey” that was a huge materials and time sink.
1.It wouldn’t be free but rather be packaged with the game.
2.I think they should be here but not “given” but rather manufactured like other bags. A sample recipe could be as follows:
2 Superior runes of holding
2 Elonian leather squares
1.Bolt of Damask
I hope they eventually introduce onion head emoticons in the forums
http://emoticoner.com/emoticons/onion-head
and these emoticons in game:
http://wlodb.com/topics/6195?page=1
Because they’re cute and can add tone and mood to what one is typing.
Want cowboy outfits and surfboards.
I see. I think there just need to be fewer revealing effects in the game, especially if suggestion 1 is followed or stealth access in general (PU, trapper runes, the scrapper drone) sharply reduced. Someone waiting to use an ability for SR deserves to see the thief at the least or potentially get it revealed, but I will agree the accessibility of revealed right now for how it functions is too high, especially on AOE’s.
I don’t think a 5% reduction on mug would cut it. 5% of 12k is only 600. 11.4k is still a ton of damage to be dealing out at instant speed. I get that the damage might feel underwhelming for its cool down on a non-hyper-burst build, but critting would put this over the edge without substantial nerfs, which really just begs the question of why not leave it as it is or just maybe increase the healing to keep steal a valid sustain mechanism while engaged in combat to bolster the thief’s skirmishing potential.
For the sake of balance it’s better to keep it as is than reduce % since bonus damage from a crit relies on RNG whereas if extra damage breaks the game it should be held in check. The thing is while critical hits are meant to be a game changing wildcard with its extra damage if an attack is already powerful enough critting can send it over the edge.
Of course it should crit in PvE with no change to the base damage, but that would involve separating PvP and PvE abilities. It’s one of the things WoW actually got right (Sap lasts longer in PvE than PvP for example).
I have nearly 6,000 PvP games and have been playing around since beta.
I must say proudly annoucing a cash prize in an unbalanced and buggy mess is an insult to Esports. Adding more insult to injury is the very small PvP community.
Stop it ArenaNet.
But it is “balanced” when everyone picks the same OP classes and specs ^_^
Yup, EAnet is at it again. Bad enough they no longer make armor sets, but to make outfits in a dumb bundle? And ONLY available in a bundle? Whoever is their economy decision maker needs to be fired or knocked upside the head.
If they had put out the Glider and Outfit by themselves, I would have spent a little cash I saved for things like this and gotten it. I save my Gold for sinking into building my Legendary or anything else shiny I like ingame. But no, gotta spend 2k gems for junk I don’t want or need just to get the outfit. Haha, No. I think I’ll hold onto my money for something else, like Team Fortress 2 or whatever.
On a side note, kinda surprised they haven’t added a 400G=5$ option in their payment list. They’d prob rake in more money from those.
Agree mostly, but John Smith is the economy guy. He brought value back to silk and leather so that suggestion wouldn’t be wise. I think the cash shop guy is a different person than the in game economy guy.
Guild Wars 2 seems to be on the verge on Nexoning and I haven’t played for a week other than logging in and selling a few things.
Amateur.
That looks more like a lightbulb than a sun.
What sword is that? Reminds me of the dragon greatsword from Ash Lake. I really wanna use it but the strength requirements combined with the committal nature of the special attack, no stat scaling on dragon weapons, and with how each special attack consumes durability I’d rather stick with my great scythe, uchi, or black knight halberd ^_^
If you have it, try Electro Lime dye and a Poly-luminescent Undulating Refractor (Green) with that outfit.
Hint: it’s verrrry green
I like full electro lime like that, but personally think algae for the flames is better.
Second picture is full algae.
The dyable flame suit sure is awesome! :D We totes need more refractors ^_^
(ANet staffer reading the forums. Comes across this thread…. and picks up the phone)
“Boss, there’s an outfit out there that needs a nerf.” [sends pictures]. “Tomorrow, first thing? Great. See you then.”
Nnnnnnuuuuuuuuuuuuuuuuu!!! I wanna stay beautiful on all my characters! :D
Have you tried enameled generation with the flames and orange refractor? Seems like the most realistic yet bright flame I’ve found.