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Beta crippled by bugs, lack of info & devs

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Posted by: Ayrilana.1396

Ayrilana.1396

This is not a beta, this is a demo for a) tricking people to pre-purchase the game and b) actually rewarding people who got lured into the trap.

The area to play in is so tiny that there should be no surprises for the QA team, the duration is too short to get any valuable data from the “test”.

Real beta testing is a thing of the past or – in rare cases – some more serious companies than ANet, this is just a teaser for the hype.

Feel free to send feedback, but don’t expect anything to change.

Beta test weekend my kitten…

I have to agree with Kaiyanwan.8521, this is not real beta testing situation. It is just a teaser for the hype.

In real beta testing there should be a document where all testers can read known issues relating to this beta testing. Those issues are what QA team have seen, but Anet haven’t got time to fix yet. When people are testing they can read from that document what issues are already known and that way they can find out what issues are new ones, so they can report only those new ones. That is Beta testing.

So my guess is this, people are sending bug reports what are already known by ArenaNet. People are feeling important by doing reporting and they think that they are really beta testing the game. But infact they are doing same reports what QA have already done before.

So this is not real beta testing situation, it is just try to start hype train again.

No. The current BWE falls under what a beta would be.

Beta crippled by bugs, lack of info & devs

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Posted by: Ayrilana.1396

Ayrilana.1396

I wrote a post on our subreddit about this very topic. The entire subreddit is happy with glee about the beta and verdant brink. After reading everything it was obvious they played for maybe an hour.

It’s broken. It’s unplayable. The only things I can give feedback on are the specializations and the revenant because everything else relies on VB events completing, which can’t be done. VB night is boring as hell because thereis nothing going on.

But since the daytime is so bugged idk if thats bad design or it being bugged.
Is it more exciting if we complete both day chains? The attacks are few and far between, the soldier escorts are so far apart that people won’t do em, even with a commander (I’ve regularly tried to escort, but as i’m alone they dont get far.

I’m using bow on DH cuz I wanna test it out so my damage is insanely low. I gave up once and switched to mace. I melted everything). I can’t give honest feedback on much of anything. I’m going to run CoE on all 3 of my beta toons (its an 80 dungeon that any group of idiots can complete.It’s a good benchmark, at least for me) to see if its just a lack of might/vuln that are making my numbers feel low but I dont think so. But yea.

This is an unacceptable level of bugs. I was expecting bugs, but bugs that make it unplayable? It shows that all they care about is PvP (stronghold is really REALLY bad… But thats for another place), masteries (a lot of detail but I can’t properly test. Luckily I did play right at the “start” aka an hour early, when the events were actually working, at least the itzel one.

Took me about 2 hours to unlock gliding which was awesome), specializations and the revenant. If this is the state of the FIRST map in a POLISHED form than I’m terrified for the rest of the content. It’s easy, super easy. Yes, a few of the mobs have decent mechanics but they will be nerfed because everyone is saying how hard they are.

It’s a start, as it’s harder than base game(I can’t stand afk pressing one and expect to beat a mordrem archer ((that longbow volley tho. OH BOY!) like I can against a risen in orr…So thats a start).Idk. It’s kind of disappointing (on a seperate note, dh F2 is the greatest skill in the game and REv hammer is amazing, so that’s positive).

Ir’s only two bugs which are halting the two event chains. This also is not a polished map. Just because it’s the first players come across, does not mean it was the first completed.

Beta crippled by bugs, lack of info & devs

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Posted by: Ayrilana.1396

Ayrilana.1396

What’s disappointing is that while it’s impossible to progress the south event chain with the two NPC’s, it’s entirely possible to do that with the north event chain.

The map I was recently in found out that it is possible to make the south sniper event progress, even though the snipers don’t attack. Players have to kill the Vinetenders, and they all have to be killed at about the same time, since they respawn pretty fast. Even one of them still alive makes the Breacher invulnerable.

We also found out that it’s (sometimes) possible to make the grub-collection event in Itzel completable. Don’t feed the villagers and don’t defend the baskets. Turns out that the collection baskets sometimes become interactable again if some of the grubs are stolen by the bats.

Please test this, and tell more people if they work for you. I want us to get mastery XP!

Yes, that’s how we can reset the larva event although it doesn’t work all of the time.

Which event are you referring to specifically for the south? It usually stalls after you claim the WP and they walk down the stairs. I don’t remember a sniper event there but I could be wrong.

More than two mastery points? [Beta]

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Posted by: Ayrilana.1396

Ayrilana.1396

You can’t reach it with gliding, either. I don’t think we’re actually meant to be able to reach that mastery point yet until the remaining biomes are released, so you have somewhere higher up to jump from.

The jumping spam f method is just a workaround by messing with game mechanics.

You can actually reach that one. You need the 3rd mastery in gliding. The one to the SE can also be reached but it requires the glider and JP skills.

More than two mastery points? [Beta]

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Ayrilana.1396

Without doing adventures, the max you can get at the moment is 5.

Beta crippled by bugs, lack of info & devs

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Ayrilana.1396

What’s disappointing is that while it’s impossible to progress the south event chain with the two NPC’s, it’s entirely possible to do that with the north event chain. It’s just that you have a bunch of people who don’t listen and mess it up as there’s a certain way you need to do it to not have it bug.

Mastery Feedback

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Ayrilana.1396

It appears that the XP needed for the next mastery is just about double the previous. To unlock the 3rd mastery for gliding you needed about 1.1M XP. To unlock the 4th mastery, you need 2.4M. I’m guessing the 5th would be around 5M and the final would somewhere around 10M. That’s twice as much XP required to get to level 80.

Beta Story: Where did Canach come from?

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Ayrilana.1396

Canach is there because he’s a survivor. He’s not “part of the group”.

HoT BWE1: Verdant Brink, Day Events, Broken?

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Posted by: Ayrilana.1396

Ayrilana.1396

The following event is bugged. All baskets are full when clicking on them but the UI isn’t updating.

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RNG as a concept: Discuss

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Ayrilana.1396

Misread your first post seems. End of the week is hard, sorry for that ><

It’s no problem. I’ve done it many times before as well.

when I say unlucly accounts, you should know what I mean by that; rather, unlucky players, people can be unlucky, and what you explained in what I initially quoted is gambler’s fallacy, think if something has a 1/250 chance, by a simple formula you can see that the way to get 99% chance (should you not have had a drop yet) is about 1130~ tries, however, there is no way to get 100% chance, there’s a possibility that one person never gets something that is very common to others, those outliers should be fixed.

Please don’t throw “gambler’s fallacy” around without understanding it or what people are saying.

Mobs difficulty feedback [merged]

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Ayrilana.1396

Masteries will make fighting them easier later.

We’re talking about the enemies in the FIRST story instance. You won’t have any masteries there. That’s kind of the point, it’s not that they are too strong to exist in the game, but they definitely seem too strong for the first HoT mission. They should ease you into it gradually, assume you haven’t even done any Silverwastes or LWs2 content and this is your first experience with Mordrem. It’s just not a nice welcome to the expansion.

What’s the point in having a mastery to help you out when they’re already weak to begin with? This is also endgame content. There’s no need for them to gradually make it easy.

(edited by Ayrilana.1396)

Question about Prepurchase

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Ayrilana.1396

See attached for more details. Essentually, all you need to do is pre-purchase the expansion where you get the serial code before the expansion goes live. This is meant to compensate players who purchased the core game after the expansion was announced but were not eligible for a refund as they did not purchase directly from Anet.

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(edited by Ayrilana.1396)

Why start in Silverwastes?

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Posted by: Ayrilana.1396

Ayrilana.1396

Can’t find an active instance to complete, so cant get in verdant brink.

What was the point of starting here?

Did you talk to the NPC and follow the dialogue/prompts? You don’t need an active instance to go there. Just go to Amber, and if the door is shut, do a defend event to open it.

The eradication of static access nodes.

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Ayrilana.1396

It looks like you created a problem (static features) in an effort to pass off your suggestions as the solutions. I do not see why any of those should be accessible when in proximity of the NPC. You never specified what you considered an area either. Oh, you’re also not getting rid of dynamic since all you’re doing is changing them from being static at the location of the NPC to being static at a position (area) on the map.

Edit: I will point out that I’m not taking issue with your suggestions. Just the way that they were presented.

(edited by Ayrilana.1396)

Mobs difficulty feedback [merged]

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Ayrilana.1396

It may be better to be more detailed into your issue rather than use a blanket “livibg story mobs are too strong”.

What class/build were you using?
What mobs were you specifically fighting?
Which attacks were you having issues with?
How many were you trying to fight at once?
Average damage taken/dealt?

And so on. The more detailed and specific that you are, the better.

Map bonus reward system for beta

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Ayrilana.1396

I’m wandering about bloodtide doing stuff and I’m not seeing anything that indicates that this is switched on

Are you using a beta character?

Mobs difficulty feedback [merged]

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Posted by: Ayrilana.1396

Ayrilana.1396

Use active/passive defense. Learn the attacks and how to counter them.

How much gold for Ascended weapon?

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Ayrilana.1396

I’ve got many ascended weapon boxes (and armor boxes) from the PvP reward tracks. They may be worth doing (just do the four PvP dailies) while getting your ascended. I can run the numbers through my spreadsheet later tonight if you want the exact cost for each weapon.

RNG as a concept: Discuss

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Ayrilana.1396

Misread your first post seems. End of the week is hard, sorry for that ><

It’s no problem. I’ve done it many times before as well.

RNG as a concept: Discuss

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Ayrilana.1396

it’s not likely to be as “fun” if they entirely remove RNG from the reward system.

For the “unlucky accounts” it would be much more fun without RNG.

Except that there aren’t any “unlucky” accounts; all accounts have the same chances. Play enough, you’ll get good drops and bad ones. If you don’t play often, then it hardly matters.

Luck does play a part. There is a chance of course, that one player could never have an equipment drop, or exotic, It wouldn’t matter how much you play, what you’re saying right now is gambler’s fallacy, there ARE unlucky accounts, and people do quit because of it.

One account is not inherently different than another. The chance of one account getting 10 precursor drops is the same as any other account getting the same. There’s no internal variable or flag that makes a particular account “luckier” than another.

There is no need to have a “flag” on an account to be “luckier” or “unluckier”. RNG being what it is, there is (very few) edge cases where the account almost get nothing. So in theory yup, the chances are the same (and you can count on the devs to try to make it the closest possible). In practice, you’ll have an edge case “10 pre drops” and and edge case “nothing drop”, and a lot of case in between.

The argument was about some accounts being inherently luckier than others which is untrue. Your qualitative observations of one account being luckier than another (in the sense that I believe you’re using it) is based on what’s observered in the short run rather than long run where things tend to average out. You may still have a few outliers due to chance of probability. The chance of any account being one of those outliers is the same as another.

Once again, mathematically speaking, you’re right. Read again, and read the OP of this thread, it’s clearly stated that edge cases (though very rare) DOES happen (on the long run).

That doesn’t mean the accounts doesn’t have the same chances at getting precursors. That just mean they falls in the edge case of the RNG.

In short :
- All accounts have the same chance at getting precursors
- In practice (confirmed by devs), edge cases with very lucky ones and very unlucky ones happen (they still have the same chance at getting precursors, but in practice some gets more)

I was not referring to the OP’s post…

And everything else you said was pretty much what I had already said more or less. What’s your point?

RNG as a concept: Discuss

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Posted by: Ayrilana.1396

Ayrilana.1396

it’s not likely to be as “fun” if they entirely remove RNG from the reward system.

For the “unlucky accounts” it would be much more fun without RNG.

Except that there aren’t any “unlucky” accounts; all accounts have the same chances. Play enough, you’ll get good drops and bad ones. If you don’t play often, then it hardly matters.

Luck does play a part. There is a chance of course, that one player could never have an equipment drop, or exotic, It wouldn’t matter how much you play, what you’re saying right now is gambler’s fallacy, there ARE unlucky accounts, and people do quit because of it.

One account is not inherently different than another. The chance of one account getting 10 precursor drops is the same as any other account getting the same. There’s no internal variable or flag that makes a particular account “luckier” than another.

There is no need to have a “flag” on an account to be “luckier” or “unluckier”. RNG being what it is, there is (very few) edge cases where the account almost get nothing. So in theory yup, the chances are the same (and you can count on the devs to try to make it the closest possible). In practice, you’ll have an edge case “10 pre drops” and and edge case “nothing drop”, and a lot of case in between.

The argument was about some accounts being inherently luckier than others which is untrue. Your qualitative observations of one account being luckier than another (in the sense that I believe you’re using it) is based on what’s observered in the short run rather than long run where things tend to average out. You may still have a few outliers due to chance of probability. The chance of any account being one of those outliers is the same as another.

RNG as a concept: Discuss

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Posted by: Ayrilana.1396

Ayrilana.1396

it’s not likely to be as “fun” if they entirely remove RNG from the reward system.

For the “unlucky accounts” it would be much more fun without RNG.

Except that there aren’t any “unlucky” accounts; all accounts have the same chances. Play enough, you’ll get good drops and bad ones. If you don’t play often, then it hardly matters.

Luck does play a part. There is a chance of course, that one player could never have an equipment drop, or exotic, It wouldn’t matter how much you play, what you’re saying right now is gambler’s fallacy, there ARE unlucky accounts, and people do quit because of it.

One account is not inherently different than another. The chance of one account getting 10 precursor drops is the same as any other account getting the same. There’s no internal variable or flag that makes a particular account “luckier” than another.

masteries info on ign.com

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Posted by: Ayrilana.1396

Ayrilana.1396

Maybe you don’t understand that this is common in expansions?

I guess I don’t. In my (admittedly limited) experience, CONTENT is locked behind the barriers, and QoL things that improve the game as a whole are not.

I’ll try to remember to lower my expectations when it comes to this game.

Sarcasm aside, it has nothing to do with lowering expansions. Expansions are not strictly content only and can include other things such as QoL updates.

In a normal game, they’d put the QoL updates for the whole game out at the same time as the expansion, but for the whole game. Not just for those that buy the expansion.

However, I’ve forgotten something important. The goal of putting the QoL stuff out for the whole game is to make the base game more appealing, so you can get more people trying it and hopefully buying the expansions as they get into the game. ANet’s not going that route, they’re making it so all new players will have the expansion anyway. So, I guess they don’t see the difference. There’s a flawed but understandable logic to that.

It still locks the QoL improvements away from veteran players that do not buy the expansion. And telling new players that they have to get to max level and THEN grind to unlock the improvements really defeats the idea of the journey to 80 being important and enjoyable.

It’s just auto-loot though. Hardly a big deal. Veterans players who do not buy the expansion miss out on a lot of other things and there’s absolutely no reason why QoL cannot be part of an expansion.

They aren’t normally locked behind an ingame progression grind though.

It’s not a grind. The auto-loot that he’s so focused on is part of a single mastery track that is unlocked on your account forever.

masteries info on ign.com

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Posted by: Ayrilana.1396

Ayrilana.1396

Maybe you don’t understand that this is common in expansions?

I guess I don’t. In my (admittedly limited) experience, CONTENT is locked behind the barriers, and QoL things that improve the game as a whole are not.

I’ll try to remember to lower my expectations when it comes to this game.

Sarcasm aside, it has nothing to do with lowering expansions. Expansions are not strictly content only and can include other things such as QoL updates.

masteries info on ign.com

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Ayrilana.1396

By auto-loot, do they mean a feature where you no longer have to ‘AOE Loot’? Because right now, despite having my auto-loot feature in the options ticked, you still have to interact where said loot is, to pick it up (which, to me, isn’t really automatically-looting).

And don’t even get me started on the inability to pick up any loot surrounding your dead characters (see pic attached).

I’m hoping this auto-loot mastery feature will mean that any loot that comes from said enemy is automatically placed in your inventory and you no longer even have to interact with an area or enemy to pick up your loot.

That’s my take on it too. Loot is automatically placed in your inventory unless full.

masteries info on ign.com

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Ayrilana.1396

Auto-loot should be standard and not tied to a mastery.

Why? It’s a QoL upgrade that you earn.

It’s a QoL upgrade locked behind a pay wall AND grinding. In fact, it sounds as if that whole mastery line is QoL stuff. Some for the player, some for those they interact with.

Is this what we call content now? Locking QoL improvements behind pay walls and grinding? Is that how they intend to sell new people on trying the game?

“You don’t like missing loot? Well, all you have to do is get a character to 80, then use them to gain a bunch of mastery points, and THEN grind out a bunch of extra levels in order to level this mastery, and you can finally have a looting system like any decent MMO has!”

Maybe you don’t understand that this is common in expansions?

masteries info on ign.com

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Ayrilana.1396

Autoloot as part of a mastery? Something that should be a gameplay option, that is pathetic.

Why should it be?

masteries info on ign.com

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Ayrilana.1396

Auto-loot should be standard and not tied to a mastery.

Why? It’s a QoL upgrade that you earn.

100% complete game

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Yeah, that’s what I did to get those achievements. Ascalon fractal is also another decent one or at least for ranged weapons. I only did it with rifle and finished in a couple of hours I think.

masteries info on ign.com

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Ayrilana.1396

So 3 Legendaries is a “handful”? https://www.guildwars2.com/en/news/a-legendary-journey/

From the March 26th blogpost: “I know you’re all dying for more information on new legendary weapons, but we’d like to delve into them more with a dedicated blog post in the future. For now, I’ll say that we’ve been working kitten new legendary weapons, the first handful of which will be introduced in Heart of Thorns, with more to come in subsequent updates.”

So a fourth greatsword, a staff, and a longbow?

It’ll likely be one of the “for fun” legendaries that get a new one first such as pistol and shortbow.

What am I buying?

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Ayrilana.1396

I suggest waiting until more information is released so that you can decide if it’s worth buying for yourself. The reason why I included the link was because they identified what would be HoT only and what would be available to all. It may help in the future at answering your existing questions once more content is revealed as the author appears to been updating it.

Question About BWE1 Banks

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Ayrilana.1396

It’ll likely be made once it goes live and you create your first beta character. That’s how it was for the last beta test. So make sure everything you want is in your bank before you create your first beta character. If you want to be even safer, do this the night before the beta.

Jeweling and Cooking in HoT

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Ayrilana.1396

Nothing yet except for speculation.

What am I buying?

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Ayrilana.1396

http://mmoarlee.com/2015/07/07/everything-we-officially-know-about-heart-of-thorns/

There’s still a lot of info left to be revealed between now and the expansion’s release.

masteries info on ign.com

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Ayrilana.1396

Auto-loot should be great to have.

New use for Luck Request for Expansion

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Ayrilana.1396

I’d rather that they work on new things that would benefit all players rather than find a way for those that chose to rush and cap their MP a means to use excess luck.

Trading Post Speculation

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Ayrilana.1396

Fundamentally changing the economy, supply, demand and prices on many valuable items in the game so you dont have to spend 200 more dollars on legendary sounds like the worst idea ever.

There are people that spend 1000s on this game. A person whos spending limit is 100 bucks arn’t the target market for the gem store. Blew my mind when the first halloween when there was a mad rush for keys came and people were complaining about the 300 dollar max daily limit per credit card. Trust me dude Anet doesn’t need to cap anything to get people to spend more money.

Yeah. If they really wanted to get people to spend more money then they could just have the first year Halloween skins to have a chance to drop directly from Black Lion chests during the next Halloween. It at the very least for a certain number of claim tickets.

Trading Post Speculation

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Ayrilana.1396

I would be bad for a small segment of the community that spends it’s time TP flipping. The reality is that the practice of TP flipping harms the game. It causes outlandish prices. Such prices discourage people like me from buying gold.

No. You’re not focusing on the impact it would have on the entire market if the prices were capped. What you’re seeing with the prices for precursors is not speculation.

You’re also making a mistake by basing part of your argument using gem to gold prices which operate entirely outside of the game economy.

Trading Post Speculation

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Ayrilana.1396

No. This would be very bad. You’re also confusing speculation with general demand/supply.

New Legendaries and Materials

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Ayrilana.1396

That is a fair point, they’re extremely fond of finding ways to make saved mats/currency useless for new stuff to prevent people from blasting through it too fast.
So it’s possible we won’t need a lot of the old stuff, though I imagine some of the standard components, like Gift of Metal will be needed, right?

Historically speaking its also normal to add massive demand for existing mats without any thought for how expensive its going to make them without a bump in supply.

My guess is that the Gift of Mastery and Fortune will be required for new legendary weapons. They may still follow the core gifts (wood, metal, energy) for the legendary gift but the other specific to the legendary will probably be much different. I can see them using something else in place of dungeon tokens.

New Legendaries and Materials

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Ayrilana.1396

I don’t think Anet will tell us what is needed for the new Armor/Legendary’s as it would cause a massive market shift, and it would allow some people / guilds to dominate the market prices.

Maybe. Maybe not.

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Season 2 question

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It’s all speculation at the moment. I always assumed the dragon could absorb magic like the Elder Dragons and it could be used as such.

Revenant: More Weapons?

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Ayrilana.1396

Warrior: 9 weapon types and 2 underwater weapons types
Guardian: 9 weapon types and 2 underwater weapons types
Ranger: 8 weapon types and 2 underwater weapons types
Mesmer: 7 weapon types and 2 underwater weapons types
Necromancer: 6 weapon types plus 2 underwater weapon types
Revenant: 5 weapon types plus ??? underwater weapon types
Engineer: 4 weapon types and 1 underwater weapons type
Thief: 4 weapon types and 2 underwater weapons types
Elementalist: 4 weapon types and 1 underwater weapons type

I’d say that revenant is well in line with how the other classes are based on your argument about the number of weapon types relating to a professions versatility.

Edit: Doesn’t account for elite specializations.

Weapon TYPE is different from weapon kits. With dagger mainhand and dagger offhand that still = 1 weapon type but 5 usable skills. Overall usable skills is probably what people are looking for. Not “types” overall.

The OP was talking about weapon types.

Actually, I was talking about available weapons, as in what’s available in each hand. I would certainly like to see a mace secondary or axe primary if it meant adding more choice.

As for thief? they have the dual wielding mechanic to bring a little diversity to their weapon skills, and I would argue that they need more weapons too. elementalist? sure, you got 4 weapons, but also 4 elements, so 4×4 is 16 total weapons in reality.

By more weapons I don’t just mean more weapon types, I mean more weapons available in each hand too.

Ok. Your initial post and subsequent posts did not bring up using the same weapon type as either MH or OH. All I had seen was the sum of weapon types with OH sword being a theoretical addition to the count. With axe and mace being counted separately, rather than one combination, this was how I drew my conclusion.

That’s my mistake then, I would prefer ‘new’ weapons added, but I’ve no objection to reusing what’s available.

Yeah. I’ll always be for more options for all classes. It looks like we’ll get that at whatever rate they release elite specializations.

"Meta" does not mean "Most Effective"

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I see meta builds as being the overall best builds for most situations. There will always be exceptions and ways to fine tune builds to specific encounters.

Verata & Malicious chests

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Likely not as they’re map specific recipes. Can’t you make the insignia/inscription and just convert then through the MF?

Add Chilli Pepper nodes to HoT maps.

in Guild Wars 2: Heart of Thorns

Posted by: Ayrilana.1396

Ayrilana.1396

More chili pepper nodes AND sources of poultry. Make the pocket raptors drop tons of poultry!

There are tons of sources of poultry. Just kill Moa which are all over Tyria.

https://wiki.guildwars2.com/wiki/Slab_of_Poultry_Meat

Revenant: More Weapons?

in Guild Wars 2: Heart of Thorns

Posted by: Ayrilana.1396

Ayrilana.1396

Warrior: 9 weapon types and 2 underwater weapons types
Guardian: 9 weapon types and 2 underwater weapons types
Ranger: 8 weapon types and 2 underwater weapons types
Mesmer: 7 weapon types and 2 underwater weapons types
Necromancer: 6 weapon types plus 2 underwater weapon types
Revenant: 5 weapon types plus ??? underwater weapon types
Engineer: 4 weapon types and 1 underwater weapons type
Thief: 4 weapon types and 2 underwater weapons types
Elementalist: 4 weapon types and 1 underwater weapons type

I’d say that revenant is well in line with how the other classes are based on your argument about the number of weapon types relating to a professions versatility.

Edit: Doesn’t account for elite specializations.

Weapon TYPE is different from weapon kits. With dagger mainhand and dagger offhand that still = 1 weapon type but 5 usable skills. Overall usable skills is probably what people are looking for. Not “types” overall.

The OP was talking about weapon types.

Actually, I was talking about available weapons, as in what’s available in each hand. I would certainly like to see a mace secondary or axe primary if it meant adding more choice.

As for thief? they have the dual wielding mechanic to bring a little diversity to their weapon skills, and I would argue that they need more weapons too. elementalist? sure, you got 4 weapons, but also 4 elements, so 4×4 is 16 total weapons in reality.

By more weapons I don’t just mean more weapon types, I mean more weapons available in each hand too.

Ok. Your initial post and subsequent posts did not bring up using the same weapon type as either MH or OH. All I had seen was the sum of weapon types with OH sword being a theoretical addition to the count. With axe and mace being counted separately, rather than one combination, this was how I drew my conclusion.

Revenant: More Weapons?

in Guild Wars 2: Heart of Thorns

Posted by: Ayrilana.1396

Ayrilana.1396

Warrior: 9 weapon types and 2 underwater weapons types
Guardian: 9 weapon types and 2 underwater weapons types
Ranger: 8 weapon types and 2 underwater weapons types
Mesmer: 7 weapon types and 2 underwater weapons types
Necromancer: 6 weapon types plus 2 underwater weapon types
Revenant: 5 weapon types plus ??? underwater weapon types
Engineer: 4 weapon types and 1 underwater weapons type
Thief: 4 weapon types and 2 underwater weapons types
Elementalist: 4 weapon types and 1 underwater weapons type

I’d say that revenant is well in line with how the other classes are based on your argument about the number of weapon types relating to a professions versatility.

Edit: Doesn’t account for elite specializations.

Weapon TYPE is different from weapon kits. With dagger mainhand and dagger offhand that still = 1 weapon type but 5 usable skills. Overall usable skills is probably what people are looking for. Not “types” overall.

The OP was talking about weapon types.

Revenant: More Weapons?

in Guild Wars 2: Heart of Thorns

Posted by: Ayrilana.1396

Ayrilana.1396

Warrior: 9 weapon types and 2 underwater weapons types
Guardian: 9 weapon types and 2 underwater weapons types
Ranger: 8 weapon types and 2 underwater weapons types
Mesmer: 7 weapon types and 2 underwater weapons types
Necromancer: 6 weapon types plus 2 underwater weapon types
Revenant: 5 weapon types plus ??? underwater weapon types
Engineer: 4 weapon types and 1 underwater weapons type
Thief: 4 weapon types and 2 underwater weapons types
Elementalist: 4 weapon types and 1 underwater weapons type

I’d say that revenant is well in line with how the other classes are based on your argument about the number of weapon types relating to a professions versatility.

Edit: Doesn’t account for elite specializations.

Extra account

in Guild Wars 2: Heart of Thorns

Posted by: Ayrilana.1396

Ayrilana.1396

Not sure why it was hard to find as it clearly a topic on the same page.
https://forum-en.gw2archive.eu/forum/game/hot/HoT-Price-Feedback-Base-game-included-merged/page/6#post5156129
“To clarify: $50 is the price of the expansion. We included the core game as a free bonus to make it easier for new players to get into it.”

As I said, this sentence is also confusing
Read my lasts messages plz .-.

It’s not. It’s only confusing to you because you’re making it that way.