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Silverwastes map revealed it 1,5 year ago – [Lost Badge] White Mantle was teased a long time ago as well as connections between bandits from Brisban Wildlands and White Mantle members from Silverwastes. Just read the notes in bandit camps (Brisban) and notes in Silverwastes they are talking about the same things: unsusual events & further observations.
All story fans should know that.
edit: typo
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It’s only one sentence for cutscene and moreover it comes from personal story. It has nothing to do with raids.
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I know that a lot of people demands raid’s story. But one thing they can make is to improve chatters between the character.
What do I mean here is (example):
1. A completly new person enters the instance.
2. The new player passes through the boss arena (ofc boss have already been defeated).
3. The player’s character asks “What was that?” etc.
4. One of the instance owners gives him an answer/a short description of the boss.
But raids rather or raid already has different difficulty levels.
Forsaken Thicket:
- Wing 3 – the easiest wing, very forgiving,
- Wing 1 – a bit harder than Wing 3 mainly because there is one more boss and Gorseval requires a lot more DPS from players than Keep Construct,
- Wing 2 – the harderst.
I believe Raid Team noticed that people want scaled difficulty so they implemented it in Wing 3.
- First boss is an event without a timer!
- Second boss literally can’t kill a player. If you kitten up with ghosts it’s not even a wipe. Just the fight will be a bit harder.
- And to beat Xera you just have to know how to glide.
At the same time they showed that raiders can expect scalled difficulty in the future raids. Each next boss will be harder. But there won’t be an easy mode. Which I believe is really fair for the players who are raiding for a long time now and for the newbies. Casual raider will most likely kill the first boss and get a lot of experience at the second one, but beating the last boss will require something more. And that’s fine I think.
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Ok now I have a question how much time have you spend in raids so far? In Spirit Vale, Salvation Pass, Stronghold of the Faithful?
I don’t get it… everyone can try out raids. But it doesn’t mean that everyone can make it though the raid. The same thing as in PvP everyone can play it and not everyone will be able to hit the Legendary Division.
Conclusion: It’s not the game mode that is bad, but a player who is not good enough.
You realize that Raids are the endgame content in Guild Wars 2. And finishing main story, expansion story doesn’t mean that you are in endgame already. Endgame in Guild Wars 2 means that you have spent a ton of time in this game and you have nothing else to do.
Just look at the graph: https://gw2efficiency.com/account/statistics
People with higher amount of time spent in game have much more Magnetide Shards than someone with less than 1000h. Because those people know all the mechanics, know how to dodge properly etc. Raids are for those people.
- At the begining you do easy dungeons.
- Then you do fractals.
- And then when you have experience and ascended gear from fractals you can go for raids.
I see a lot of people who just go stright on for raids, wipe a few times (what never happens in dungeons) and then cry on forums that they want raids to be easy like dungeons are. But they don’t get that this content is just not for them.
Limit of characters in the topic title is killing me. The whole title was supposed to be:
Can we get a title for completing all the achievements in Forsaken Thicket?
Hi!
I’ve recently read the last article A Raiding Retrospective and I really like that devs also consider fancy titles as a way to showcase the skill. I was wondering since there is no exclusive title in Stronghold of the Faithful will we ever get a title showing our total progress in the Forsaken Thicket. In other words a title for completing all the achievements in there?
Forsaken Thicket Sadist
edit: typo
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- If any lore information from the raids is relevant to storylines in other content, we’ll make sure that information is also available in that other content.
So if that other content isnt created yet, can we assume it will for the sole purpose of providing lore information present in other content?
:3Not sure I understand the question.
If any plot points or lore information from the raids are relevant to other content in the game (e.g. Living World, WvW, etc.) we’ll make sure that when you’re playing that other content you get the info you need. Does that make sense?
Even tho it was very clearly stated even before HoT launch that Raids would be a completely different separate story from Living World and all other GW2 main story.
I find it shocking, hilarious yet entirely predictable that over the last few months this has now changed into “the story is connected and if you don’t do raids we will add a wall of text to read somewhere else to catch you up”.
Once again in no way shape or form is this acceptable.
Wherever I read a thread in the word “raid” in the name I find there how much you want “easy mode” for raids and statements that Living World content is not entertaining enough and it’s all a fault of raids… Don’t you think this is a bit annoying?
Raids are so cool because youhave to learn something about every boss. You train it until you know all the mechanics: what to do, when to dodge. In “easy mode” no one would even consider things like that! Players wouldn’t do anything else than pressing 1 because why should they dodge or move away from AoE if it does nothing.
Instead of becoming a better player you want a game to downgrade to your personal level. And this content is not even hard. It just requires time. Wing 3 is out and it’s probably the easiest raid wing so far. I’ve beaten it all in 10 hours with PuGs. 1st event/boss doesn’t even have a timer. It can’t be any easier. Everyone can do it.
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It’s not like I wrote several times:
over 50% of the players registered on gw2 efficiency tried raiding,
I used Arnath’s own data to show him that he’s misinterpreting it. It doesn’t say that only 1% of all players is raiding. It says that over 50% of players registered on gw2efficiency tried raiding and over 21% has some succeses in raiding. I proved him wrong with his own data. That’s all.
Data explicitly shows that 50% of gw2e users don’t have any shards, so your data means that you have more than 100% of them?
Numbers are not additive, people with more than 249 shards are already included in population with 89+ shards and so on.
You clearly have some problems with reading. It says that:
- 50% of the 100% players registered on gw2 efficiency is raiding,
- 21% of the 100% (not 21% of the 50%) players registered on gw2 efficiency is having some succeses in raiding.
No one adds any percentages. In fact I understand whant you wanted to say: 50% has no shards, 29% has less than 500 shards and 21% has 500 or more shards (in that 21%: 10% has less than a 1000 shards and 11% a 1000 or more and so on).
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Retaliation could deal a lot more damage that for sure, but at the same time Retaliation cannot be granted by virtues(AoE). It would make it too strong. So guardian can grant retaliation to allies via: GS#4 (OP), “Stand your ground” and Aegis (when traited).
I wouldn’t mind if all the retaliation traits were scrapped and maybe used later in an elite spec. This just doesn’t work in the current meta.
There was a post on reddit (i wil try to find it) saying that they are already working on the next project (probably next raid).
Here you have it: https://www.reddit.com/r/Guildwars2/comments/4n6nzu/internally_the_raid_team_is_lauded_and_praised/d41ldky
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- If any lore information from the raids is relevant to storylines in other content, we’ll make sure that information is also available in that other content.
Here you have it lore fans! You won’t miss anything. Important things from raid will find their place in LS3. I wonder if anyone even read it before complaining about raid’s lore accesibility?
If any dev still follows this thread I would like to ask about the Greatsword, a rare drop from Vale Guardian. On the release page this GS has a mark, which looks exactly like the mark in the middle of VG’s zone. Is there any reason why the mark is no longer on the Greatsword? This symbol can’t be seen anywhere else in the raid. I wonder if it’s relevant or is it just a minor detai? From wing 2 we can learn that VG was probably created by the first white mantle members who settled in the jungle and there is someone that knows how to restore him/it. We know a lot about other bosses but VG remains a secret.
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True, Banish is a powerful launch skill. Though I would like it do deal some more dmg or even better have this mechanic: https://wiki.guildwars2.com/wiki/Wild_Blow
I don’t have good experiences with Mighty Blow. In 1v1 it’s good, but then it should be even better in team fight. Well not really, random blinds counter it hard.
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Finishing the third auto chain is basically a huge waste of time and should never be done. Protection is not rewarding enough to do so.
Hammer’s chain attack is probably one of the most interesting chain skills. Especially when we have to deal with tons of boon strips. It pulses protection. Even if some necro strips it of you it will be reaplied in a second. I hope hammer’s AA will never be changed (mechanic).
It’s true that most of the damage is concentrated around the 3rd chain skill. Adding some damge to the rest of the skills would be nice, but I don’t believe that balancing anything by enormous damage buffs (like trueshot) is the right way. The problem is that skills #2, #3, #5 are not good enough.
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Some dmg should be switched from the AA to skill 2. It´s kinda sad that this hard hitting ability does not increase dps.
You really think that if Mighty Blow will deal 1k more damage hammer will become viable in PvP? At the same time guardian will lose its place in raids because of weak chain attack, which is the only reason guardian is taken into raids – decent damage and protection.
Don’t forget that you can’t balance the profession by looking on it only from PvP player perspective.
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Maybe you have seen this: https://www.reddit.com/r/Guildwars2/comments/49jj6a/datamining_upcoming_features_from_the_march_8/
Superior Sigil of Vortex
- Pull nearby enemies towards you when executing a blast finisher (600 radius). (Cooldown: 10 Seconds)
It would make Mighty Blow and most of the warrior skills insane. Sadly we don’t know if this trait will ever get into the game (even if it might not be allowed in pvp).
My ideas:
1. Now when the number of targets affected by a single ward is limited it could also deal damage to foes, who try to cross it (unblockable). Slight improvement to wards, which wouldn’t make ward skills insanely OP. Enemy player can always wait for ward to disappear, but if he’s willing to take damage it’s his choice.
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Not to sound too pessimistic but Josh said they’ll look into mace, which is on their list of investigation.
Although chances are there, there is no guarantee that other areas of the Guardian will see a revamp/buff.
Honor is at least a decent trait line, a good one (probably the most useful guardian’s trait line) while Radiance is never even considered to be taken… not in PvE/PvP/WvW nor in Raids.
Oh my diddly darn… a Dev has descended upon Guardian’s forum section.
BROTHERS! We have not been abandoned… hope that other Guard’s weapons like hammer, sword and scepter get touched as well.
We even have a whole, huge thread about hammer: https://forum-en.gw2archive.eu/forum/professions/guardian/Guardian-hammer-Feedback/page/4#post6177477
Hammer is meta in Raids with a bit of Quickness you pomp up the best possible dps for guard + protection. It’s a balanced weapon. Slow, but it provides a powerful team support. Maybe it can’t be seen in general PvE or PvP, but in raids you heal your team every second. And if you have Quickness your symbols can overlap and deal more dmg, apply more buring and heal more often.
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Is Radiance finally gonna get some love too?
How would you change Radiance to finally be viable?
Currently it’s the least interesting of guardian’s trait lines. I remember using it three years ago when I was going through the content for a first time, but now when the raids are out I’ve started to realize there is no place for it in PvP/WvW/PvE nor Raids. Basically everything is better than Radiance.
You can easily notice that devs were trying to do condi-retal guard possible, it didn’t work. In consequence we have Healer’s Retribution and Radiant Retaliation.
There is so many traits that will never be used once the (new) player hits level 80:
- Healer’s Retribution – you can get Retaliation from everything; the most pointless boon in the game; why would you like to get Retaliation also from your heal skill
- Perfect Inscriptions – even more Retaliation,
- Radiant Retaliation – your Retaliation deal less damage than normal,
- Retribution & Wrath of Justice – Radiant Fire is just too good to take other trait here,
Right-Hand Strength& Inner Fire & Radiant Power can be quite good in boosting critical hit chance now when ANet introduced 4-stats sets. Maybe with Power-Ferocity as main stats.
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I would like to have an off-hand healing based weapon.
Guardian’s off-hand weapons:
- torch – heavily offensive,
- shield – supportive, ranged combat,
- focus – supportive, melee combat.
Currently there is no off-hand weapon for Guardian which improves healing. It would be nice to have something like that to combo with Mace.
On the other hand Torch/Torch condi guard could be nice as well.
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White Mantle / Shining Blade T-Shirts!
I feel like the amount of reward track points rises too fast. It starts slowly with only +50, but then it’s +150 etc. after 15~30 minutes of playing or even one zerg vs zerg fight it reaches the maxium and then looking at the timer begins. Is it a reward time already?
I don’t want to break your concept or anything, but if it rose by +50 every time. 50,100,150… and at the end 600 it would be much better.
Well it will take more time for players to get there. So once they do they will have some compensation.
Also WvW dailies could reward players with +300 reward track points. Just like PvP potions.
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- Sky hammer cannon should deal less dmg but it should knock the enemies off the point… yep, right into those sweet holographic plates.
- Sky hammer cannon should have recharge time, about 30-60s. In other words no more spamming.
- There are parts of the map that are useless. Mainly: the area under the central point and the area between two other points (I don’t really remembet which of them is A, B or C).
- After a Sky hammer cannon’s attack the whole map (besides sky hammer cannon’s platform) should shake and it would cause a short knockdown effect for everyone without stability.
Those ideas are more about introdusing something new in PvP. Not only brute force but a battle between stability and CC effects. And ofc you can’t remove holo hexagons. It make this map unique.
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I have watched the last episode of Guild Chat the one about guild decorations. Do you consider adding a ball to the arena decorations so that players could play a modern version of asuraball???
Edit:
And maybe a box with hammers.
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Q: How will Hunter’s Determination (Aegis and Trap when controlled) function when Retaliatory Subconscious (Aegis and Retaliation when controlled) is traited at the same time?
Will they collide or will we be able to, say: get CC -> proc one of traits -> get aegis -> get aegis removed -> get CC again -> proc second trait OR will both be on cooldown straight after the first CC and we should make sure we never pick both traits at the same time?
Both traits should proc at the same time. The idea is that when you take Hunter’s Determination you take it instead of Retaliatory Subconscious. Isn’t it better to pick Hunter’s Determination + Unscathed Contender (+20% more dmg while under the effect of Aegis)?
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Greetings all!
Wings of Resolve: This ability now removes Immobilize at the beginning. Cooldown has been reduced from 50 seconds to 30.
-Karl
4000+ HP heal every 25,5s when traited… gimme, gimme!
Please, remove the beam of blue light from traps. It doesn’t look good.
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Last time I made a post about lack of achievements in recent event, but it also misses some lore based stuff. You (ANet) added a new blog post about “Mordrem Guard”… there should be another NPC or even many of them – a whole reserch team. The more Mordrem Blooms players would gather and spend the more dialogue options would be avaible with NPCs and the more we could learn about Mordrem: their physique and behaviour.
And all of sudden event could become more interesting.
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Besides all other stuff about this event being not rewarding enough it misses the achievements!
- Finish 1, 10, 25, 50, 100events during the invastions (1, 1, 1, 2, 3AP).
- Repel the Mordrem Invasion in Kessex Hills (3AP).
- Repel the Mordrem Invasion in Brisban Wildlands (3AP).
- Repel the Mordrem Invasion in Diessa Plateau (3AP).
- Spend 10, 50, 250 Mordrem Blooms (1, 2, 5AP).
- Kill 50, 250, 500 invading mordrem minions (1, 2, 3AP).
- Successfully repel 1, 3, 10, 15 invasions (1, 1, 5, 5AP).
- Build 1, 5 catapults (1, 2AP).
- Complete at least 5 out of 7 achievements (10AP).
Achievements in total: 56.
Meta achievement reward: Cool skin for gloves, pauldrons or helmet + title (cool thing especially for a new players with lack of titles).
In GW2 players value skins!
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Before Karl posted some changes comming to Dragonhunter in the next BWE this trait was really weak, but it will become better… in the future:
- Spear of Justice passive will apply 1.5s of Cripple,
- Whenever you Cripple a foe you apply a stack of Vulnerbility(8s).
Core game is for free? Does that mean everyone can get 30 of these accounts and get the daily log in rewards (165 T6 mats/28 days)? Or are the login rewards only for those who have paid. Because that would crash the T6 market, if true.
Kitten, it’s so true. There will be a better way to sell gold than stealing accounts. Just creating 30 of them getting free laurels, exchanging them for T6 mats and getting profit in $$$$$$.
When you can apply cripple with every thrid attack + on traps + on autoattack if it bounces… it will stack a lot. But for me longer duration seems better than more stacks. Mybe not with longow but with weapons which attacks are faster: GS, Sword.
Grandmaster – Heavy Light: Merged the aspect of Hunter’s Determination.
Longbow arrows knock back enemies that are within the range threshold (10s ICD). Gain stability quickness (2s) when you knock an enemy back in this fashion.
As I said on the previous site stability, which occurs here is pretty useless. Quickness on the other hand sounds cool but might be quite OP.
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I propose:
When you successfully knock back an enemy (not only with an arrow; just knock back; you can do it with shield #5 and then swap your weapon to longbow, because only arrows will apply it) your next arrow will apply Burning Arrow.
Burning Arrow or Blazing Arrow - similar to Paragon’s skill
- Damage,
- Burning(3s); 1 target.
- When blocked it explodes and applies AoE Burning(5s); up to 5 targets.
What is important:
I propose when blocked, so when reflected, destroyed, absorbed or whatever the AoE burning wouldn’t occur. Also when the enemy is invulnerable it would not explode.
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Master – Zealot’s Aggression: Deal extra damage to crippled enemies. Damage bonus increased from 7% to 10%. Justice’s passive effect cripples enemies (1.5s).
Hell yeah! We can keep the distance while wielding longbow even without cripple from traps and when we fight 1vs1 so the arrows don’t bounce.
Hunter’s Fortification is now one of the best defensive traits for Guardian. Especially Bunker Guards. It’s just additional condi removal.
(T.T) Now I can be proud of you Dragonhunter. (T.T)
One thing Karl… why do you need stability when you probably interrupted your foe whatever he was doing and you pushed him back? I mean this stack of stab will go to waste. No complains here Overall I am satisfied. It’s always a free stab.
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Am i the only person that got mad on this?
I believe it should not remove conditions… If you are berserking you have no time to remove condies.. you focus on dealing damage.
Plus removing condition on torch skills is guardian’s advantage, warriors shouldn’t have it…
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I played trapper ranger lately when I noticed that when rangers die and then respawn, their pet will appear near the place they died and then pet is moved/teleported to the spawn point.
It is a problem when you put your traps, or marks on the ground. Pet will appear there for a 1s only and pop those skills up.
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This is sick guys! It pierces and deals hell of a lot dmg. It cannot be unblockable.
While the changes listed are the ones you’ll be seeing in the next beta weekend, we haven’t stopped making changes as we work to improve the Dragonhunter specialization. Here’s a few more changes we’ve been playing with for the longbow.
Puncture Shot: Arrow velocity is slow! We’re looking at increasing it so that it’s less strafe-able. What we’ve got it at is ~66% increase, putting it at around Hip Shot (engineer rifle) velocity. We’re also looking at the base and bounce functionality.
True Shot: To make this ability more rewarding for stopping you in place, we’re looking at further increasing the damage.
Deflecting Shot: We’re looking at increasing the damage values of this ability, so that it has a bit more impact to it.
Symbol of Energy: It’s really hard to place this in a position on allies/enemies without them being gone by the time the arrow gets there. Upping the missile velocity by ~60% and allowing it to be fired behind you.
Thanks for your constructive feedback, everyone. I’ve got to head out for now. We’ll be back with more stuff, like traits, soon.
-Karl
Cool changes! Especially to #1.
What about True Shot grants you 2s of Swiftness after you successfully hit a foe. Great for repositioning, you are root in place for 1s but after that you can easily change your position and channel this skill again and again. Ranger has Hunter’s Shot which allows him to get in stealth and repositon himself. Guardian needs it even more since #2 roots him in place. I mean it doesn’t need to be Swiftness. It can be Vigor or directly an Endurance.
#EDIT
This can be even added to the True Shot trait (the major master trait) – Hunter’s Determination.
If you really don’t want to give DH any Swiftness you can always borrow sth from Warrior’s trait line.
Hunter’s Determination.
- Stability for each foe you struck.
- Gain 3% increased damage for 5s after you successfully cast this skill. (stack up to 4 times).
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Symbol of Energy still needs its tooltip updated. It actually isn’t described as a symbol, it doesn’t have a skill type. Although it takes benefits from traits which afftect symbols.
Also Longbow #5 Hunter’s Ward should be a Ward or at least have another second tooltip which would describe only fences created at the end of this skill as Wards.
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Absolute Resolution has 1200 Radius. So you will probably remove condies from allies anyway since it’s more than F2 max range.
Good changes, especially to traits. They seem much better now.
But! F1 has often the same problems as longbow #1 / scepter #1. It will most probably miss if enemy is in move even in 600 range. Making it 1200 range doesn’t change anything.
And about bow skills. #5 needs more dmg on impact and maybe less final dmg to balance it. Enemies don’t stay in the ring long enough to be hit by the final impact of this skill.
It would be nice seeing that Fragment’s of Faith apply AoE Daze(1-2s) when activated to buy some time, pick one of the fragments.
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Trait changes make me happy, but we still need reduced recharge on bow skills and GM trait, which increases attack speed or projectile velocity while wielding a bow.
I don’t get one thing though. F1 has the same problem as bow #1 and scepter #1. It just doesn’t hit (obstructed) the targed in many cases even from 600 or lower range. What is the point in making it 1200 range.
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All of the traits that currently affect Retaliation are pretty boring, it’d be nice to see something like “Heal when struck while under the effects of Retaliation” or “Retaliation you apply also applies Regeneration” tacked onto Radiant Retaliation, or in the Dragonhunter tree.
I don’t see any sense in adding traits which grant Retaliation (like Healer’s Retribution), since it is probably the least useful of boons in the entire game, other than future Guardian Spec would be strongly relying on it.
Right now no one cares if you have Retaliation on yourself this boon is just too “common” and too weak. I believe those are the right words. For me it should be at least twice stronger to invest in those traits. But I would like to see Guardian Spec, which makes Retaliation really useful.
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Gravity Well
Massive knockdown 1-3s at the end would fit the name of this skill.
Or the knockdown could be caused by leaving the area of Well of Gravity when you do it without any stability. It would be caused by a difference in gravity and air pressure, all that things (losing consciousness).
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There should be a new champion after last one was kittened by naked necromancers. After this I don’t feel proud for my Mini Liadri.
So the Living World Season 3 will take place somewhere in Maguuma Jungle and HoT is required to participate in it as I heard. I would like to know if it will be possible to unlock particular episodes even without HoT, just by logging into the game during their release (just like season 2) and play them later after we buy HoT? Or we will have to buy them from gemstore then?
What is the exact Dragonhunter’s class / subclass mechanic?
For me it appears to be controlling an area mostly with the help of Cripple.
Reaper gets access to Chill and further traits improve this mechanic:
- striking chilled foes gives him lifeforce, might,
- chill lasts longer… etc.
Same with Chronomancer, he gets Alacrity and his traits improve it:
- alacrity lasts longer,
- you gain alacrity when you shatter.
- besides that, more spec themed traits which grant Slow and Quickness.
And DH gets tons of Cripple… but his traits don’t improve this effect at all! Maybe besides one:
- you deal 7% more dmg to crippled foes.
DH’s traits are a complete mess… And there is nothing (7% dmg is not a “funny” trait) to improve this condition. Instead there are weird traits like:
- your F1 passive recharges when you block,
- you apply protection in an area around you when activating a virtue.
I don’t really know what this class is good for…
Instead of that there could be added more theme based traits (yea but what is the exact theme???):
- when you cripple already crippled foe you immobilize(1s) him instead – ICD: 10s
- if your arrow / #1 bounces you gain might(8s) (you feel strong / enraged) if it doesn’t you get swiftness(5s) instead (for chasing the prey) – ICD: 5s
- when you hit a crippled foe with an arrow you apply 1 stack of Torment(1s) to him; your attack speed while wielding a LB is increased by 15% – GM trait instead of applying prot in an area.
For real ANet do sth with DH’s traits, please.
After looking at this screenshot … Please remove that beam of blue light… it looks terrible almost as bad as the Signet’s of Courage effect when you have it equipped (and it looks like you walk without touching the ground; not mentioning how it looks underwater).
There is a cool looking “emblem” on each trap and it gets ruined by this light…
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Shield of Courage:
Aegis Refresh increased to 60s.
Cooldown increased to 120s.
What????!!!!!
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