Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
While we’re at it where is the “complete a path of x dungeon”?
:)
Considering the QQ at the “lack of pve build diversity” ( or something to that effect) I doubt there will be many players supporting further lockdown of what builds can be used.
Nice attempt to force people out of running meta builds though.
its not really about builds at all, its basically about making a challenging encounters, and variation. That type of mode would be really limited anyhow, it wouldnt shift the meta at all since gear wouldnt matter there.
if they did add something like that, it would most likely be like SPVP which has much fewer build options
So your saying RNG selected predefined builds isn’t about forcing people to play with a specific build?
and/or
With all the QQ about lack of diversity, you want to reduce the number of stat options?
You want to remove zerker so people have to go and find the next best gear of what is available, only there will be QQ about that meta instead. Until one day there is only one stat option and then no stats on gear at all. Which is also ultimately about forcing a specific gear type. <— I suspect this is a better understanding of what you’re saying.
Whut?
Considering the QQ at the “lack of pve build diversity” ( or something to that effect) I doubt there will be many players supporting further lockdown of what builds can be used.
Nice attempt to force people out of running meta builds though.
From what I understand:
“level up” past 80 will work much the same as now, with one exception:
Mastery point instead of skill point.
How it will determine which regional mastery point ( eg hot vs vanilla) isn’t known. I suspect it may be determined by the region you are in when you level up).
You can also slot a mastery line in place of your old exp bar.
Then experience you gain will progress(train) that mastery line.
Each mastery line will use X exp to train. N will likely vary from mastery to mastery, and from tier to tier of the same mastery.
Example tier one of gliding may require 1 mastery point, then 254k exp to train.
Tier 2 of gliding may require 2 mastery points, and then 508k exp (there may not be a direct correlation between number of mastery points and exp points required to train however).
I expect exp granting consumables will still grant the same amount of experience points they do now ( in the case of ToK, 100% required for current level up, or 254k at 80).
One feature of hard core mode would be randomly generated builds (or at least a certain build in a list that is then randomly chosen for you) that it locks you into for the duration of the challenge.
I think part of why people feel the game is too easy is because they always take the path of least resistance. Sometimes you just have to do unorthodox stuff. Yeah it’s not “hard” but it can be fun to make a build work and do what you want it to do.
So you are saying:
Am I understanding you correctly?
(edited by Artemis Thuras.8795)
One more note about “rewards”. Sometimes recognition is reward enough.
Maybe some kind of heroic music when you finish a hardcore mode dungeon for example?
Something like that?
People do like to get item rewards, but by giving people too much rewards items, you’re sort of conditioning thema little bit into becoming greedy, I think.
recognition would have to come from other players.
Thus would be bound to achievements and/or rare/expensive items.
Perhaps new legendaries will go some way to address this.
The problem is the replay value is low.
Do it once, get achievement, back to repeating the profitable stuff.
Like LS2 – I wont be going back to redo anything there. I wont be bothering with SW since my lumi armor is done. Even though SW is highly profitable – it’s also boring, reliant upon a zerg ( which I have zero control over), and easy. ( I just checked, no taxis, and dead map, typical state every time I check).
There needs to be fair challenge, and fair rewards. If the two are not in good balance then the content will be overused ( old cof p1 days, prenerf sw chest farm; coiled watch) or largely ignored (aetherpath).
(edited by Artemis Thuras.8795)
People throw the aetherpath card whenever saying people dont want challenge they want rewards. To an extent this is true.
However, consider:Typical completion times for my guild groups:
arah: 1/2: 20-30 minutes each.
Reward: 3g each.
Aether: 40-60 minutes.
Reward: 2g + ( miniscule chance of rare skin).Granted speed clear dedicated guilds have gotten those times down to 10 minutes for arah, and 20 for aetherpath. However the ratio of time is still pretty similar. 2 paths of arah to 1 aether.
So in similar time, do I want 2g, or 6g?
In terms of difficulty/learning curve, I don’t think there is much in it at all. If anything aetherpath has a longer learning curve due to unique mechanics.
So I’d say its fair to call aetherpath rewards poor.
Mostly lends support to the “don’t want actual challenge” statement. So not that it’s wrong or right, but a discussion on challenge in gaming must be paired with reward or most players will write it off as uninteresting and not worth the time.
If the ones asking for “more challenge” would take the challenge without the carrot dangling on the end, that’d be a different story, but I find it very rare that someone does something in a game just for the challenge.
Something equally challenging should be equally rewarding.
Cof p3 is actually much easier than it used to be. I’d agree a small buff wouldn’t hurt, but it can be done very quickly (almost as quick as p1). I see the “extra reward” for coordination being that its faster, and more interesting than p2 for the same quantity of gold.
People throw the aetherpath card whenever saying people dont want challenge they want rewards. To an extent this is true.
However, consider:
Typical completion times for my guild groups:
arah: 1/2: 20-30 minutes each.
Reward: 3g each.
Aether: 40-60 minutes.
Reward: 2g + ( miniscule chance of rare skin).
Granted speed clear dedicated guilds have gotten those times down to 10 minutes for arah, and 20 for aetherpath. However the ratio of time is still pretty similar. 2 paths of arah to 1 aether.
So in similar time, do I want 2g, or 6g?
In terms of difficulty/learning curve, I don’t think there is much in it at all. If anything aetherpath has a longer learning curve due to unique mechanics.
So I’d say its fair to call aetherpath rewards poor.
Downed state is the most fun thing about GW2. Also, you can really play anything in the dungeons, it doesn’t have to be a zerker, but you should still provide decent amount of damage.
Of course zerkers are most effective, something always has to be. It’s much better that they make us bring full dps build instead of having to play frustrating tank builds-
I strongly disagree with you, I think tank-healer-dps is way more interesting and diverse than dps-dps-dps. Unreasonable hate on holy trinity is pointless, as it been tested many years to be the best way to design an MMO, lack of holy trinity simplified GW2’s dungeon . Yeah sure tanking and healing might not be fun, but is stacking and mashing buttons any better than holy trinity?
Not really, a tank-healer-dps is way less interesting and less diverse than what we have in Guild Wars 2. Hate on trinity is reasonable. Lack of trinity didn’t simplify GW2 dungeons, it made them better.
There are other threads around that proved that trinity is garbage gameplay and that in this game there is no “dps-dps-dps” but people are actually supporting and controling just fine.
Just because you haven’t played in an organised group in your life (or you lack the skill to do so, missing your dedicated healer maybe?) doesn’t make the game’s gameplay any worse.
Trinity is for lazy people who want to be carried by their gear. As for button mashing? Really? In Trinity games you don’t need to button mash, you make a long and complicated macro and just use it.
Did you just said lack of trinity made GW2 dungeon better? I mean just look at current state of GW2 dungeon, they are not difficult and interesting encounter, they are just gate way of farming gold, it’s a fail. Also why are you mentioning macro? it’s so offtopic . Weather you like it or not, trinity would make dungeon better as it had been examined by countless mmo. You only hate trinity because you are playing GW2 and you are used to mindlessly mashing buttons in dungeon , trinity requires way more coordination and tactics than all dps dungeon of GW2, that is just fact. And please don’t you dare tell me dungeon in GW2 requires high skill level and deep tactics, cause that is just not the truth.
skill and tactics required:
to complete? no.
To complete fast? yes.
Leo – you post this all the time but have no concept of what support is given – I can assure you it is not all about max DPS. You are asking for a different game design again.
Lol, right. You act like I’m not listening. When someone says “You don’t understand” I can laugh because I do stop and learn. I know what support is given and how it affects the game. That’s why I think it’s too strong for the investment we put in. I don’t think everything is all about max DPS. What I’m asking for isn’t a change at all because the game won’t change, at least not by much (if at all if the players are always at each other’s throats when discussing stuff on the forums).
You (or maybe just people who tend to argue a lot on the forums) tend not to listen or ‘get’ what people post or simply dismiss their posts and label their opinion as lesser than yours.
The whole point of active defences is to avoid damage.
The game design is such that each player is (for the most part) responsible for their own well being. If you die – usually its your own fault.
The design is such that the best players, with the most knowledge, the best reflexes, the best preparation for the content they tackle – complete it faster.
By completing it faster they can complete more in the same given time span.
Completing more content means more loot.
Thus better players get more loot. <— this should not change.
Demanding that active defences be tied to vitality/toughness would force good players to have to take those stats ( because an active defence that has %chance to work is not reliable, and if its not reliable, one has to dodge anyway – so why bother taking it? may as well take more dps focused utils). I’m sure most of us are aware that trying to run full glass cannon with nothing but dodges would be extremely difficult.
Forcing all players into defensive gear then means there is little or no time advantage to being able to use active defences. I’m sure we’re all aware aggressive gear = higher dps = faster kill times.
So how do you plan on rewarding the better players for being better if they cannot complete something faster?
Mossman I go with Zerker becouse he is so easy and I can’t remember him hitting hard enough to kill me even as Zerker.
What fractal level and class are you running?
what traits are you running on that class?
In my opinion Anet needs to implement more attacks for bosses that dont require use of the dodge function or stacking but rather intelligent responses from the player.
An example: Boss telegraphs a huge aoe attack, the only way to avoid its damage is to jump up on a platform.
Or….
Boss telegraphs an attack, based on the telegraphed attack from the boss; players must either move to location A, B, or C to avoid damage.
Currently their is not much intelligent responses required from the players which is what makes these “bosses” seem so simple and easily defeatable with the meta zerk builds. If their were more intelligent responses required then builds could become more diverse as a toughness / vitality build could become more useful in situations where dodging or avoiding damage is not required, allowing them to dish out more damage during times zerk builds would not be able to.
so timing a dodge isn’t intelligent? as opposed facetanking..
Your suggestions.. You mean like VineWraith champions?
Yeah.. Anet already tried it and frankly those bosses are FAR TO EASY. But they have to be because open world = zergs in nomads gear.
You think not needing to dodge or avoid damage will make non zerker gear able to put out better dps? lol. I suggest you go and think that through a bit more.
Put those mechanics in (new) dungeons?
YES PLS!
I would love a mordrem filled dungeon!
A mechanic that allows skilled players to defeat content is a good mechanic for an action based game. This is by design to allow actual skill to play an important role in fights instead of relying on gear.
But then from what we see here Skill in playing is overpowering the effect of gears (which is something people want i guess) BUT the skill needed isnt much. Hence any player with limited skill in dodging and using his other skills well is currently able to nullify effects of wearing pure zerker gear.
Limited skill in dodging? Are we talking about general PVE now, world bosses, or actual content that requires intelligence? I guess it’s because of the limited skill in dodging why so many people that do Arah in full zerker gear go in a group with someone that will solo Lupi when they get there because they will be on the floor there.
I would like to think that many people have improved over the years
Neway its peoole who have good gameplay skills that set the trend……they use the dodge mechanic and their other skills well and are hence able to use play well with the zerker gear. The remaining population emulates these good players (who tend to post builds on websites and stuff) and hence use zerker gear too (irrespective of their success in using the same)And then they fail, so they use more defensive sets to adapt to their skills. How is that a problem with dodging or zerker?
There is no ‘problem’. Am giving you all, a reason for the zerker meta. It exists because through skill in playing and utilising the dodge mechanic you can make the zerker build perfectly viable in almost every existing scenario.
And no they don’t adapt. Most people keep trying to use the zerker build hence all the fail pug squads….. As long as people know that with skill you can bypass the need for defensive gear stats, there will be no variation in good gear builds in this game.
Now whether you want variation in gear builds is upto you…..am just highlighting the fact that being heavily skill based is what has made all other gear stats in this game less attractive than zerker.
Actually, no, it’s not skill at dodging that has made it so. It is the lack of added value of other stats/builds to a fight. The reason the zerker meta persists is because “why sustain when you can kill”? If you take a cue from pvp you can see that zerker is not meta there and there’s a reason to it. It’s because you cannot reliably kill with zerker (partly because enemy expects that burst, partly because the enemy can counter/sustain that burst).
How can you emulate that in pve? Well, first off you need to make fights slightly more unpredictable (faster attacks, random patterns, less exploitation possibility, shorter leashes, etc.)
Secondly, you can make other stats/builds more viable through increasing the added value they provide in fights. The warrior meta sacrifices some personal dps for partywide dps with phalanx strength and empower allies. <- Still, they are running a zerker meta.
I suggest changing the way gear affects your stats as the best way to make viable other stats than the zerker meta. The way healing power, boons, and condition damage affects encounters also needs to be carefully tweaked to make them more viable.
PvP: I beg to differ. I find (semi-)glass cannon & active defences works better than playing the bunker hero who can’t fight their way out of a paper bag.
PvE:
There are plenty of mobs in dungeons alone with fast attacks. I can provide a list of some if you like.
Bosses already have RNG on attack rotations. But you’d know this if you knew the tells and the active defences needed.
exploits: this has nothing to do with gear.. or the meta really.
Leash ranges? When its much faster to kill most boss’ where it spawns than spend time LoSing it around some corner for no reason since FGS rush has been nerfed for months now? OK.
Do we need more bosses with fast attacks, different mechanics?
Yes.
MORE DUNGEONS PLS!!
Change the way stats work: there will be another meta and you’ll be back to QQ about that too.
Seems like there is some severe L2P issues with here with PvE.
I would like to think that many people have improved over the years
It’d be nice!!
Evidence to the contrary in my experience.
Example:
Been running a lot of fractal 50s lately.
Time to complete: 1-2.5 hours.
On average 1-2 full wipes, plenty of individual deaths.
We started doing gear checks ( omg, some of the gear pinged was horrendous).
After gear checks:
5-10 mins longer to fill 1-3 pugs spots from LFG.
Completion times : 35-55 minutes.
Full party wipes: ~3-5.
more deaths, less time. Moral of the story: gear check pugs
Often people think they can equip defensive gear, or bad gear, kitten the party and think the they won’t notice.
At least those in aggressive gear have the potential to learn to use active defences. Thus becoming more better, more useful party members. not to mention having even faster runs and being able to get more done in the finite time available.
Those in defensive gear tend to just do the headless chicken dance while soaking up hits and trying to heal up ( because if you could actively avoid damage, why would you take defensive gear?).
I’m also seeing people talking about the meta without realising that I as a guardian am constantly: condi clearing; providing stability; providing aegis; providing reflects; grouping mobs; providing swiftness in several ways using several skills, all depending upon the encounter. Always as a priority over the dps. These things are part of the current meta. It is not dps and nothing else. Which it seems some people still naively believe.
Someone in your party using ranged auto ends up knocking off your aegis right before you get hit by hammer and you were planning on just soaking it.
I know your pain. I pretty much have to range archy second fight in pugs because this always happens. I’m not good enough to rely on dodges alone for this fight.
I see huge problems with “player kicked me randomly”.
Eg:
player A,B,C vote kick player D.
Player I didn’t do anything wrong!
Player A: you kept putting defiance stacks on a boss before we could freeze it, even though we asked you not to.
Player I was knocking it down for 2 whole seconds and I use paralyzation sigil!
Alternatively:
Player it was about to do his 1hit ko, and I interrupted it.
or:
Player A wants to use strategy Z.
Players B,C,D want to use strategy X.
Player A begins explaining why strategy Z is better.
Player B,C,D: elitist jerk! /kick.
You’re pretty much going to need judges and juries for this..
And keeping that impartial and uncorrupted is going to be a very difficult task.
its far to wipe open for abuse.
the film filter effect is reduced by turning post processing off. The airplane noises and horrid animations remain however.
Path 4? Destroyers? Gaheron’s Tomb?
This has me pretty intrigued also.
edit: hearing p1 is bugged somehow though.
but…i think the point of this thread is planning (and the lack thereof) for an expansion. It would be be difficult to argue that Anet has planned this well.
Given the progression structure, which is maddeningly vertical then flattens immediately, they had to know the game needs content. Which in itself is frustrating as again the world is already large enough and is lovingly crafted. A shame then that i have no reason to visit these places.
On release dates..it’s fine not to say october 11th or whatever specific day but to not release a schedule of rough dates is a disservice. I honestly have no idea when it’s coming out…next week…6 more months… Is this the way to do things? Goes back to planning…
yeah they have known for some time they would have to make an expansion sooner or later in all that time surely it must have occurred to someone that they where gona need more staff to keep the game going while making said expansion
wouldn’t it have made sense if over the last year Anet had employed alot of part time staff and taught them there jobs to make sure they had a reserve of potential staff for this very moment and could do both
i mean they certainly have the income to to employ these guys after all they have gem sale income and projected profits from the expansion
and no im not genius business man but this just seems common sense to me
and since they don’t seem to have had the foresight to do that them shouldent the now be making efforts to employ more staff in order to meet both demands ?
The problem with your theory about more staff is this:
adding more staff to a software project serves to slow it down more than it will speed it up.
This is due to the time needed to train new staff with bespoke in house systems, get them up to speed with the code base of the game – and get them integrated into a team working on some aspect of the expansion.
Basically throwing more dev staff at it would just push the release date back further.
Hi there,
1) There isn’t really any one OP profession right now. You’ll still find a lot of Ele’s and Warriors running around, as they’re two of the highest dps dealing professions,
Warriors are not a high dps class anymore.
They are a mid range dps class, that is taken for the support it provides ( either via might & PS, and/or banner (str/disc). Also for vuln stacking on several skills.
ele and thief are the high dps classes.
As a side note…does the in-game swear filter turn cusses into ‘kitten’ like on the forums? Because that would be awesome.
This idea is brilliant.
@munki
What are these “profound and epic dangers in the open world” you speak of?
With 4 chars at 100% map complete, killed every world boss many times, I’ve yet to encounter anything with “profound and epic danger”. Care to enlighten an elitist dungeoneer like myself?
Do CM daily. the bags give plenty of poultry. Buy whatever extra you need. Someone else will be running CM and willing to sell them to you.
GLHF pressing 11111 with your boring living story zombie key mashers
- said the dungeon runner.
Sorry, couldn’t resist, the irony was stunning.Anyway, don’t get your hopes up in new dungeon, I’m hoping “challanging” content will be challanging.
Do something harder than ac.
None of them are harder than AC.
Not when you’re getting carried by players far better than yourself.
I remember ( i think in a points of interest) that the UI for it is going to get cleaned up quite a bit before release, thankfully. It is indeed not very clear how it works. Possibly because it also has some of the functionality stripped out ( unlock via exp progress, after using mastery points).
There was a mastery line dedicated to fractals shown in the demo.. ( subject to change of course).
So its fair to discuss what they might bring.
They also said that the masteries in the demo are not a conclusive list of masteries that will come with the HoT release.
So we may still end up with +x% dmg vs <type> monster.
try recording at a lower fps? Recording at 30 fps will look just fine.
recording for 2 hours is gonna be a HHD hog to say the least though.
Try having the party stack at the back of the carrier then plant reflects towards the front – that way the bombs won’t splash past the reflect.
Maybe they are removing it so they can revamp the “traditional borderlands” maps?
I’ve seen far more people say they are bored with WvW than those who don’t want change.
I believe the cannon phase shots can hit you mid projectile arc – the same as horiks cannon fire..
Also misleading aoe circle sizes.
Not a bug. Just annoying as heck.
If i didn’t have better things to do, i’d go item code ping rare ToT bag items every half an hour around there just to wind the trolls up.
The thing is I’ve seen it happen where the maw died before all the jade colossus’ spawned and basically make the fractal uncompletable. So it really only saves you a couple of minutes of (ranged dps/blind field melee spamming) tentacles and waiting for laser to fire so crystal can be thrown.
So basically it just allows to to speed up the fight, not bypass any of the mechanics of it.
So no.. not really cheating.
Not saying confusion is all that great, but cool video
That’s a bug exploit. And even with an exploit it’s slower than some zerker solo kill.
lol?
So confusion is an exploit now? ok then…
I think he was referring to the “not even dodging, moving, or using any defensive skills, but taking no damage” part, not the “I killed the boss using only Confusion” part.
I had thought of that.
That is how alpha was designed though.
So my reply has to be:
Working as intended is now an exploit? ok then..
Not saying confusion is all that great, but cool video
That’s a bug exploit. And even with an exploit it’s slower than some zerker solo kill.
lol?
So confusion is an exploit now? ok then…
Crafting material storage for various items listed above.
Newer currencies added to wallet. Including lockpicks/keys would be nice too
Anything to reduce the quantity of clicking needed to sort loot (such as salvage all white/blue/green/yellow items, outside invisible bags). – right click option on salvage kits?
open/consume all containers ( eg champ bags, mouldy bags etc).
toggle option to auto consume essence of luck.
build/gear templates – likely to come at some point thankfully.
warrior specialization trait: dual wield banners.
It looks to me like the storyline, HoT zone “skill challenges” and possibly some other sources will give mastery points.
I remember hearing that post 80, with HoT you’d earn mastery points instead of skill points.
So my interpretation of that is this:
- at level 80
Two options:
1)“level up” as normal and gain a mastery point
2)select a mastery to train and exp bar becomes a mastery training progress bar.
It sounds like the latter may be something like n*level 80 exp to complete ( say n = 3, you’d need 3 tomes of knowledge to complete*).
Gotta say I’m intrigued by it. I’ll still be hoarding writs of experience and tomes till HoT ( if nothing else, easy level of my rev and nothing else to do with them..) It does just sound like dual grind though (once for mastery points, twice for mastery training).
in Guild Wars 2: Heart of Thorns
Posted by: Artemis Thuras.8795
So there is still QQ that you can’t straight up ignore CC in a choke point post change? I think that was the point of the change ;-)
Turn off auto targeting. makes it much easier to use the cleaving ability of most weapons.
So..
OP is playing a massively multiplayer online game, and QQing at having to play the game with other players?
GG.
I copy/paste this into map chat as needed. This usually helps get a better result..
RED – condi and kite adds away. AoE the bubbles down away from the husk.
Blue – reflect and no aoe
yellow – aoe + poison.
indigo – pop bubbles in front of teragryphs.
*
boss #1 Dodge in/out of the donuts. Take the bees to the honeycomb. This protects you from the lazer. DPS hard.
*
Boss #2 Reflect when he spins. Kill pods for OP buff. When it runs to the vinewraith, CHASE IT. Watch out for aoes later in the fight.
*
Boss #3 Kill flower pods and stand on the flora. DPS hard.
*
Lane defence: stealth/ heal/swiftness carrier. Protect/collect ammo. Light fire/use siege as needed.
Around 50%,75%,95% to breach for the first paragraph. Once during the 3 minute timer for VW for the rest. Possibly once more as each boss is about to be attacked if the map is in need of extra guidance. I deliberately don’t post every detail – because it’d be too much for noobs. Simplicity is king here. It also allows others to feel good about adding useful information to help out a map. Take care with the VW message, pause for a couple of seconds between because it becomes suppressed quite easily.
One of the biggest problems is the majority of players are under the illusion that the husk in the red tower should not be hit with aoe. This is down to people thinking the bubbles pop when killed to heal the husk. The problem is those bubbles pop when they reach the husk even if they are at 100% hp.
Sadly people have now become drilled into thinking they should not use AoEs in silverwastes. I see almost no one using AoE lately.
technically speaking its a free “level up” or 100% of the exp you’d need to gain 1 level.
So in theory its going to be 1 mastery point.
I’m sat on around 160 of them at the moment myself. Suffice it to say the mastery system will need a LONG progression or it’s not going to take some of us long to finish everything..
Thats funny because last i checked a cleric guardian can facetank fractal 50 bosses that would otherwise 1 shot a zerker player TWICE if he has two lives.
Think you might be exaggerating that a bit.
Fractal 20 maybe but 50 ? Most bosses & a decent number of the mobs there tend to r@pe you there no matter what gear you have on unless you evade most of their attacks.
Not exaggarating, my speedrun guild has ran one cleric guardian on many occasions to make the zerkers life easier. The guardian can pretty much stand in front of mossman or archdiviner and facetank every single hit.
One of our strategies for Mai Trin is to have a cleric guardian out there tank and burning off the shield stacks and keep aggro during barrage phase while the rest of the party stealths on the other end to wait.
This (block tanking Mossy/Archy/Mai) can be done on a zerker guardian also with mace/focus. Which they are probably using even on cleric gear.. I find archy/Mai significantly easier to do it with than Mossy mind you.
Not that its easy with a boatload of particle effects.
There is a lot of Guild QoL fixes i would LOVE to see in a little under 2 weeks. I can dream..
Then anet would lose money from those who want to buy gold.
What would I do with leftover gems?
How would the gold → gem ratio be defined? (presumably set value)
Personally, I wouldn’t mind too much though.
I keep wanting to call it “the defiance bar”.
I doubt the existing players will have any difficulty figuring out what I mean when I say defiance bar.
It’s entirely plausible that ripping off Defiant to score a DF is still going to be a thing, and it might be even easier since a 3 second stun hurts the Defiant bar a lot more than a 1 second stun. It’s hard to say without better information. How long will the Defiant bar be “down” when you strip it completely, for instance? Maybe this will remove permanent Stability from some bosses so that we can interrupt everyone equally (ie. Korga)?
They confirmed on Reddit that when the boss’ bar is gone there will be a predetermined effect regardless of what CC pushes it. So if the bar is gone and you blind the boss it will have the same effect as if you Deep Freeze.
Well that wasnt confirmed for the basic version. And if that is for the basic version then thats seriously messed up. It means all unique types of CC are completely useless. We can no longer pull, push, launch or fear bosses.
They stated in the article they wanted to give us more options. If we cant choose how we CC bosses then thats doing the opposite.
https://forum-en.gw2archive.eu/forum/game/hot/The-New-Defiance-Article/first#post4828851
My interpretation of “broad reaching solution” being the basic version that gets rolled out across existing content. I’m leaning towards that meaning when the defiance bar is depleted ( by whatever means) something will happen. Even for the “basic version”
I bought mine when it was 100g just before the price went up. The trade-off for the price increase was it’s now an accountbound feature.
There’s nothing really special about it atm unless you wanna do a Pied Piper impersonation.
eotm first week.. mass base jumping was the best
use it on lupi if you want to see the “aura” easily.
He looks adorable with those huge flowers.
…I’d like some clarity in what happens to mobs when you deplete their defiance bar….
I believe we’re still balancing the broad-reaching solution but yes, a significant stun will be applied. Pretty sure we’ll be releasing more details through our channels real soon.
I have some questions for you.
1. How will traits like “while target is CC’d, deal 20% more damage” interact with bosses? Or they won’t at all? If if it’s the later, is it possible to have bosses’ cc immunity work similar to the new boon, resistance, where effects are still applied even if they do not work? If so, this could make “while CC’d” traits more meaningful in PvE.
2. Now that defiance will also be available on players, is it safe to assume that professions are going to have traits that directly interact with defiance? It would certainly be a lot of fun if control builds could sacrifice damage traits for something like “Your CC makes defiance bar deplet 10% faster. You gain X boon or apply Y condition if bar is fully depleted”. Is Anet considering those options?
3. Are there any plans for bosses designed around CC applying its intended effects? Like, fights designed around immobilize actually immobilizing, or blind merely blinding?
I expect the traits like +20% damage while foe is CC’d will apply to the “significant stun” a boss gets when the bar is emptied.
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