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CDI- Guilds- Guild Halls

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Baltzenger.2467

On the editing topic I’ve seen a few things listed.

  • NPCs
  • fixed placement
  • grid placement
  • free form placement
  • upgrading placed things

Assuming everything has a cost:
Some questions with sample answers:
Q: what kind of thing would you be ok with static placement?
A: a giant stone carving of Colin.
Q: What kind of things do you think work fine with grid placement?
A: A theatre where my guild can roleplay how angry we are with the guild hall system in game.
Q: What stuff would you want to have free placement?
A: Statue of Chris Whiteside

Jon

On some guilds I’ve been in, we used to make “parties” after certain events, like for guild promotions, or after a huge success of some sort.
I know many players are familiar with this idea, we can put a banquet down, a barrel of beer (or mead?), some banners, some toys, and people enjoy it. But what if GH could make those kind of events more sophisticated?

I bring this to discussion because of both, what kind of static assets we could put there, and about the instanced vs open world debate.

For this kind of activities, a guild should be able to decide who participates and who doesn’t, not necessarily restricted to who is in the guild or not. → ability to invite guests to your Guild Hall

With this, I think we can mix the idea of instanced and open world, as suggested by some users on this thread, having an “outside” and an “inside” of the Guild Hall, the outside serves the purpose of affecting the environment, showing off, and it’s customization should be (in my opinion) based around presets, can be a lot of variety there, but it shouldn’t be based on a level of customization that could “damage” the visual integrity of the game.
While in the inside, we should be able to arrange, and re-arrange assets inside, we wouldn’t want to have the “party setup” forever, but we could make it for an special event, and change it back later. This assets I’m talking about can range from being furniture, to flags, statues, or elements with some extra utility, like a forge, a crafting station, or anything like that.

In this matter, grid based placement works well when making rooms and setting up the space inside of the Guild Hall, while furniture and such, work better with free placement.

In this example, is easy to guess that, if you want to make a huge event and invite friend guilds and other players, you need a big place. So the amount of available space could be part of the Guild Halls progression too, being able to make a huge event is, in part, a way of showing off, and just as in complicated sociopolitical situations, is a way of showing power to your neighbors.

(just wanted to bring in an example so we can picture better how this things would work on a daily basis)

CDI- Guilds- Guild Halls

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Baltzenger.2467

I wanted to dig into the instanced vs non-instanced debate a bit. Here are 4 questions I’ll pose:

  • What do people see as the benefits of instanced?
  • What do you see as the benefits of open world guild halls?
  • How could we get the benefits of instanced guild halls in a system of open world guild halls?
  • How could we get the benefits of open world guild halls in a system where guild halls are instanced?

Jon

Hey!
I don’t know much about what benefits we could have, because it depends on how the system will work. For example, if we get a very deep level of customization for how the Guild Halls look, and sum to that, that the GH would be on a major city, for example, then I think the “visual integrity” of the game would be affected.
Or for instance, if the Guild Halls are part of an open world map, it could get capped pretty soon, and bigger guilds could have trouble gathering when other guilds also try to do the same, specially if there are, I don’t know, 4 or 5 Guild Halls, and those belong to big guilds, on the same map.

In my opinion, instanced GH just offer a more “clean” presentation for the system, an instance could be very customizable, without affecting other players. It is private, which at some level, is what we want from a GH, a place of our own, that feels that way. But it really depends, because, if we don’t get this huge level of customization, but instead, we work on presets, or even, we get Airships as GH, then maybe those would “feel” better on an open world map, because of the idea of many airships in the sky, or the chance of “parking” many different airships next to each other, for meetings with other guilds, or who knows what kind of activity we can tie to Guild Halls.

In my opinion, and sorry if it’s not very helpful, it depends. Depends on what we get for starters.

CDI- Guilds- Guild Halls

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Baltzenger.2467

Why should blueprints be items? Why can’t they be “building plans” unlocked on the guild after completing a certain task. For example, if you want to have Building Plans for, I don’t know, a Kitchen in your GH, there can be an NPC inside of it, that will request you to activate a special guild mission, and if you complete it, you unlock the building plans for a kitchen and a cook, because why not. It could be along the lines of helping some cook achieve something.

Also, I think that the way of unlocking things, shouldn’t be “everything has an equivalent for any possible way of playing the game”, but rather, if you play sPvP, you can get there, some unlocks related to that activity (be it arenas, halls of fame, etc), or in PvE being able to get unlocks about exploring or gathering resources, like getting a garden, a farm, or whatever.

CDI- Guilds- Guild Halls

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Baltzenger.2467

Part 4/4

@Baltzenger (in reply to this post).

Haha, why does everyone want ‘infographics’ or ‘powerpoints’ to go with all my big posts lol (this is only 2nd time I’ve done a huge post, my first was on my own server’s forum).

Thanks for your compliments. I know, everyone wants things now, but I think you agreed that a ‘really solid implementation later’, is better than a ‘rushed implementation sooner’. I really should be diving into my assignments, buuut I’ll have a crack at your request.

After writing a couple of long sections with the initial intention of answering your request, I don’t think I can really give an order of implementations due to there being a choice of three main approaches for physically expanding your GH.

Instead, I’ll discuss implementation priorities with respect to the concepts/systems mentioned above:


Again, I’d personally prefer everything to be under ‘initially’ so GH’s are introduced in their entirety in one big update. But what I’m listing here is trying to draw out implementation as much as I can as an example. (Gradually introduce different levels of customizability).

1. Initially:

  • An updated guild window (first step in acquiring GH), travel button
  • At least location selection (and GH Theme selection if Approach 3)
  • (A limited GH is available, no customization)

2. Introduce customization:

  • Item shop (some items)
  • Workbench: building items, edit mode (substantial editing tools)
  • Item catalogue (/item wardrobe)

3. Eventually add:

  • More items/rooms to item shop
  • Workbench: build mode (for Approaches 1&2)
  • For Approach 3: GH Theme system to allow upgrading from you ‘very basic GH’

4. Some of the last things you could implement:

  • Multi-storey GH’s
  • High-end items
  • Guild Materials system (plus bank collection tab for them)
  • Large scale ‘opening GH to the public’ system
  • Activity/game roster system

Thank you very much, this is what I was looking for.
I think with this kind of setup, we could have GH sooner, without sacrificing the level of depth we want from the system too!

To this point I think I’ll wait for the weekend and see what Chris can tell us about his ideas and the direction we can take from here.

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Baltzenger.2467

@Huddo (sorry I didn’t want to directly quote you for space reasons)

Your ideas are great man, it’s very well detailed, it makes me want to see the whole thing on an infographic or something.

The only concern I have, is a quite mediocre one, I wan’t Guild Halls in the game soon.

I have conflicting feelings with your suggestion because of this, but I think, in the end, I would want to see something like what you suggest, with that level of depth. Even since I prefer the idea of airships instead of buildings, I think the level of depth you suggest is just what we need. It adds by itself a whole new gameplay goal to the game, if character customization was a thing that kept us going, this? I can dig this for years.

Can I make you a request? just for the sake of discussion, and if you have the time/are willing to do so.
Can you present your suggestion in a way that shows it being implemented in different patches? Like, a more minimalistic presentation for an introduction patch, and then a couple of “expansions” for the idea, like, I don’t know, the introduction of servants as a separated feature that could be added later, and so on. So we can see it more realistically added to the game? I don’t know, I kind of fear we could come up with this huge and amazing idea, that we would totally want implemented into the game right now, and then, we have to wait a long time to see it, because is just too big, and complex.

:)

CDI- Guilds- Guild Halls

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Baltzenger.2467

How I see this proposal after this discussion:

Guild Halls

What are they?
They can be either a building on a floating island, an airship, a building on an separate instance, or a building on a main map instance (building plots idea).

How are they?
The wish of many, as stated in posts, is that guild halls should be customizable. We don’t know the extent of possibility for customization, but it ranges from being able to “upgrade” your guild hall through various methods, to completly build it “block by block”.

What is certain, is that we want this to be a new form of progress for guilds, that should be attainable by various methods, and very diverse, just as how diverse guilds can be (from small to big guilds, from pve focused to pvp focused guilds).

Who should be able to acquire one of those?

The opinions vary a lot in this matter, some, I believe, thinking about small guilds, want Guild Halls to be tax free, with no maintenance cost, or without a cost on merits. Others want this to be a long term, organized effort to achieve, with things like having to gather resources from different places and gamemodes (like the idea of using pvp reward tracks to gather resources), should have a maintenance cost and be a way to show others the power, organization and dedication of a guild. Guild Halls could also be prestige things.
I personally believe that the range, and the idea of progression for Guild Halls could embrace all that was stated before, ranging from “easy-to-obtain”, “small” guild halls, to hard to get, more advanced and costly ones.

What else should Guild Halls add to the game?

What is more commonly stated, is that Guild Halls should add convenience apart from the idea of a meeting place, adding things like a guild bank access, armorers, repair, etc. Some doubt that GH should have crafting stations, because we want to avoid the risk of depopulating major cities, so some services should remain exclusive to those places.

There is also the idea of adding more complex systems, like arenas for duels, mini games, new guild activities related to Guild Halls. And that the addition to this systems, should be optional, taking into account that guilds are different, and have different needs.

Good summarization I think. Reading it I only miss two things.

1 Some people suggested zeppelins.

2 Guild-halls, like you say, should create goals and so but in addition to that should also make guilds more part of this game. Give guilds more a place in this game / the world. Not this separate entity it is now.

Side note:
About the taxes. I don’t think anybody really said they wanted taxes but it was mentioned as one of the ways (among others) to prevent guild-halls (if in the open world) to become ghost-houses when the guild would go inactive.

Thanks

About those points:
1.- To me zeppelins are airships, so there’s that.
2.- About the way Guild Halls help fit guilds into the GW2 universe, I think it’s a given? I mean, unless you have a proposal to achieve this goal, what I understand from the thread is that, Guild Halls by themselves serve this purpose. Of course, the part where we put them as part of maps, or as airships in the sky, etc, is related to that concept too.

edit: Oh and thanks Chris, I’m trying to be helpful

(edited by Baltzenger.2467)

CDI- Guilds- Guild Halls

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Baltzenger.2467

Proposal Overview
Guild Hall maps with pre-defined layouts, where the function of each room can be selected. What can be placed in the room will depend on the function it is set to.

Goal of Proposal
Without requiring the creation of an overly complex system, to allow people to decide what the parts of their hall are used for. This may become especially important if guild halls become part of any future PvP.

Proposal Functionality
Each guild hall has a pre-made map showing the layout of the rooms. Each room will have a few to several options as to what function it will serve. Options could be such things as “Crafting Room”, “Trophy Room”, “Barrier Room” (for obstacles in PvP), “Barracks”, “Gate Room”, and “Vault” (a target for PvP, required for use in PvP).

The option selected for the room will determine what kinds of objects can be placed within it, and along with the size of the room will also decide how many of those objects it can have.

Associated Risks
This will limit what can be placed where more than just “does it fit” rules would. However, it will also work to prevent confusing layouts and clutter, as well as give guilds reason to press forward to bigger and better halls. People may complain that they can’t put a crafting station right inside the front door and now have to walk to the station.

(I plan to expand upon this idea some when the GvG CDI is made.)

This idea is great, it mixes a lot of the suggestions, but puts them on a nice system. It reminds me of games like Rune Factory, where you gather resources, and “contract” an upgrade for your farm/house/etc, and you get this kind of additions.

Were we having such level of customization (and room) on Guild Halls, I think your idea is the best way to implement it.

The only thing I’m not quite convinced yet, is the idea of doing PvP inside of Guild Halls.

This, modules, add-ons, and upgrades are all variants on the same thing. Whichever flavor of these kinds of systems people prefer I think it may be the best solution for including GvG/PvP. If guilds don’t want GvG then they don’t build a GvG field. If guilds don’t want PvP then don’t build an arena.

This way, those that do want it can have it and those that don’t, won’t have it. If the GvG/PvP is limited to those rooms and doesn’t impact the rest of the hall then guilds with split populations that like/don’t like will have a means of satisfying both crowds.

The thing with me is, I love the idea of doing GvG, but I think it would be better tied to sPvP rather as a part of GH. The same with the idea of duels, I love that idea, but I don’t really want it to be tied to Guild Halls either. To me the best scenarios for GvG and duels, is, well, GvG as a part of sPvP, and duels as a thing we can do anywhere in PvE.

Is not a matter of “who wants it can have it”, but rather, “since we want it, lets have it in the best way possible”. Also, maybe is better to leave open the possibility and focus on Guild Halls as a system itself, rather than moving the discussion towards pvp modes, even if those can be tied together, they need an own separate CDI for them.

CDI- Guilds- Guild Halls

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Posted by: Baltzenger.2467

Baltzenger.2467

Proposal Overview
Guild Hall maps with pre-defined layouts, where the function of each room can be selected. What can be placed in the room will depend on the function it is set to.

Goal of Proposal
Without requiring the creation of an overly complex system, to allow people to decide what the parts of their hall are used for. This may become especially important if guild halls become part of any future PvP.

Proposal Functionality
Each guild hall has a pre-made map showing the layout of the rooms. Each room will have a few to several options as to what function it will serve. Options could be such things as “Crafting Room”, “Trophy Room”, “Barrier Room” (for obstacles in PvP), “Barracks”, “Gate Room”, and “Vault” (a target for PvP, required for use in PvP).

The option selected for the room will determine what kinds of objects can be placed within it, and along with the size of the room will also decide how many of those objects it can have.

Associated Risks
This will limit what can be placed where more than just “does it fit” rules would. However, it will also work to prevent confusing layouts and clutter, as well as give guilds reason to press forward to bigger and better halls. People may complain that they can’t put a crafting station right inside the front door and now have to walk to the station.

(I plan to expand upon this idea some when the GvG CDI is made.)

This idea is great, it mixes a lot of the suggestions, but puts them on a nice system. It reminds me of games like Rune Factory, where you gather resources, and “contract” an upgrade for your farm/house/etc, and you get this kind of additions.

Were we having such level of customization (and room) on Guild Halls, I think your idea is the best way to implement it.

The only thing I’m not quite convinced yet, is the idea of doing PvP inside of Guild Halls.

CDI- Guilds- Guild Halls

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Baltzenger.2467

How I see this proposal after this discussion:

Guild Halls

What are they?
They can be either a building on a floating island, an airship, a building on an separate instance, or a building on a main map instance (building plots idea).

How are they?
The wish of many, as stated in posts, is that guild halls should be customizable. We don’t know the extent of possibility for customization, but it ranges from being able to “upgrade” your guild hall through various methods, to completly build it “block by block”.

What is certain, is that we want this to be a new form of progress for guilds, that should be attainable by various methods, and very diverse, just as how diverse guilds can be (from small to big guilds, from pve focused to pvp focused guilds).

Who should be able to acquire one of those?

The opinions vary a lot in this matter, some, I believe, thinking about small guilds, want Guild Halls to be tax free, with no maintenance cost, or without a cost on merits. Others want this to be a long term, organized effort to achieve, with things like having to gather resources from different places and gamemodes (like the idea of using pvp reward tracks to gather resources), should have a maintenance cost and be a way to show others the power, organization and dedication of a guild. Guild Halls could also be prestige things.
I personally believe that the range, and the idea of progression for Guild Halls could embrace all that was stated before, ranging from “easy-to-obtain”, “small” guild halls, to hard to get, more advanced and costly ones.

What else should Guild Halls add to the game?

What is more commonly stated, is that Guild Halls should add convenience apart from the idea of a meeting place, adding things like a guild bank access, armorers, repair, etc. Some doubt that GH should have crafting stations, because we want to avoid the risk of depopulating major cities, so some services should remain exclusive to those places.

There is also the idea of adding more complex systems, like arenas for duels, mini games, new guild activities related to Guild Halls. And that the addition to this systems, should be optional, taking into account that guilds are different, and have different needs.

CDI- Guilds- Guild Halls

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Baltzenger.2467

The more I see ideas about “sandbox building” and “plots on cities” the more I feel inclined towards the idea of Guild Airships. It would be unique, it would feel part of the current(right now) universe of GW2, which makes sense, since most “heroes” (aka, players) are commanders of the pact, and airships are a thing, etc.

I don’t think we should expect something super customizable and complex, because when will we get it? in 3 years?
Airship models already exist, for various sizes, allowing you to have different tiers of airships (related to how big your guild is), we even have the example of the “private” airship you can board with the gemstore pass you got during scarlet final invasion. It works.
I think it should be simple, as a starting point, with some services, with some stuff that is useful, and after, if it works, we start thinking on airship battles, or exploration, or whatever your beautiful minds can think of.

As for now, I would like to see airships, on the skies of tyria, representing the guilds, the playerbase. Maybe, for the sake of variation in landscape, we could be able to choose where to “park” the ship, just to have a different background.

Edit: Btw, I think havign to pay a tax or a fee is necessary. We need gold sinks, and encouraging guilds to organize, and be rewarded for doing so, is good for the game. As much as I would like to have my “personal” guild hall, and have it forever, it would take away the value of having one. Don’t be cheap guys.

It’s not that I dislike the airship suggestion but like you say yourself it’s not very customizable and looking at the the other MMO’s have to offer on the part of customization you can’t really ignore that. How hard it might be to implement it. The customization part would however indeed be what would take a lot of work so lets hope that they have already been working on a system for that. Anet must also have been seeing what the market is doing and understand that they can’t stay behind.

The thing is, customization is great, but we haven’t seen anything at all like that on the game. The team probably have some tools that allow them to make things like that, but are those integrated enough to players be able to use them?
At this point of the game, I feel as a player that I wan’t to start having the cool things now, I don’t want to wait many years for something like that…
And the idea of Airships can embrace customization too, new models, new bridges and bays on the airship can be added in the future or in the release.

CDI- Guilds- Guild Halls

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Baltzenger.2467

The more I see ideas about “sandbox building” and “plots on cities” the more I feel inclined towards the idea of Guild Airships. It would be unique, it would feel part of the current(right now) universe of GW2, which makes sense, since most “heroes” (aka, players) are commanders of the pact, and airships are a thing, etc.

I don’t think we should expect something super customizable and complex, because when will we get it? in 3 years?
Airship models already exist, for various sizes, allowing you to have different tiers of airships (related to how big your guild is), we even have the example of the “private” airship you can board with the gemstore pass you got during scarlet final invasion. It works.
I think it should be simple, as a starting point, with some services, with some stuff that is useful, and after, if it works, we start thinking on airship battles, or exploration, or whatever your beautiful minds can think of.

As for now, I would like to see airships, on the skies of tyria, representing the guilds, the playerbase. Maybe, for the sake of variation in landscape, we could be able to choose where to “park” the ship, just to have a different background.

Edit: Btw, I think havign to pay a tax or a fee is necessary. We need gold sinks, and encouraging guilds to organize, and be rewarded for doing so, is good for the game. As much as I would like to have my “personal” guild hall, and have it forever, it would take away the value of having one. Don’t be cheap guys.

2nd edit: And please, if the idea of airships pass on, please! mind the camera angles. Some airships on the game have horrible camera angles that diminish the aesthetic value of actually being on an freaking airship.

(edited by Baltzenger.2467)

CDI- Guilds- Guild Halls

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Baltzenger.2467

Yeah, that sounds awesome, at the same time they could add the image of airships in the sky on major cities.

Imagine guild missions like the fight against zhaitan (but this time, it could be like killing a Jhen Moran on Monster Hunter Tri, where you lose the mission if your ship takes too much damage, you man the cannons, and ballistas, and a huge spike that tackles the monster)

I imagine this to be similar to the guild challenge where you defend a hill with cannons and such, but this time against a boss similar to the Maw mechanically…

One can dream.

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Baltzenger.2467

The idea of airships instead of guild halls is actually quite interesting.

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Baltzenger.2467

The idea of competition against fellow guilds from the same realm/world/server is good, but doesn’t fit with GW2 model in my opinion. At this point, to improve the wvw competition, we need stronger communities, and having guilds hold grudges against other guilds from the same server because “they got the plot they wanted” doesn’t really help to this purpose.

And in regard to Arzo’s comment, I agree. If you leave small guilds out, when this is not a competition of who has the biggest guild, then you are hurting the community. Small guilds are very important to the game, starting with the idea that many “big” or “highly competitive” guilds, start as small guilds that didn’t want to expand at first. GW2 is great in the idea of having small communities cluster around the idea of your “world”, and being able to participate on more than one.
Guild Halls should vary depending on the power of the guild, yes, but at the same time, small guilds should be able to afford at least, some version of it that fits their needs. (which are different from the needs of bigger guilds)

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Baltzenger.2467


Proposal Overview
————-

Guild Halls similar to the idea of player housing. A building with services and room for guildmates to hang out, that will serve as a meeting place for guild related activities.


Goal of Proposal
——————-

Following the idea of a social game, offering guilds a place for meeting, personalized, that will strengthen their group identity and allow them to bond better with their members.


Proposal Functionality
——————-

An instance will serve its purpose. It should be in the shape of a regal building with at least two ambients, where guilds could contract services related to guild activities, like guild armorers, guild bank, a butler, etc.
It will function similar to pvp private arenas, with a password and will require a monthly payment for maintenance. It could be acquired on major cities, making your Guild Hall to be different depending on the major city it was acquired on, also the exit and entrance of this instance should be located on the specific city it was acquired on (should not be possible to guilds to have more than 1 guild hall)

If it’s possible, the butler could be customized to resemble the theme of the guild (as seen in the ps2 game .Hack//G.U. or the series related to that game, also novels), which would be a nice feature, we could be able to choose what race we want the butler to be (and have it dressed on a certain way, for example, not just a naked quaggan like in the rest of the game).
The amount of rooms or space it will have, should be upgradeable with the guild system, a small guild should be able to get a small room for their players, where a huge 200+ members guild should be able to get an instance similar to forts or towers we see on wvw.


Associated Risks
———————

Spreading out the community is a risk, but at the same time, the idea of a stronger guild based community, where players can relate to a guild identity not just thanks to an emblem or a name, but also a virtual place. If guilds are stronger, the community will also be.
Another possible risk is depopulating main cities in the game, causing it to be seen as “empty” or with not many players around. But this, in my opinion, is just a symptom and not the cause of a problem where players see the game as “dead” or with not enough players. Guilds need to recruit and do activities to stay alive, so it is unlikely that people will just stay in guild halls and not go outside. Crafting, mystic forge, karma and token vendors, to mention some, will stay on major cities, so most players won’t leave those places. It is a risk to be evaluated against the benefit of stronger guilds and the presence of a cool feature like guild halls (which the community is asking for).

(edited by Baltzenger.2467)

Solution to fix the population imbalance

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Baltzenger.2467

Let’s call the alliance of those who don’t have guild/alliance “The Freelancers”.

The overall idea is really interesting, kind of give guilds an even more important role on the battles, and kind of makes sense, now nobody would say “it’s called guild wars, but where are the guild wars?”

I would like to add some points I find important about a potential new system:

- The easiear /cheaper is to move around on groups the better. It allows you to be consistent with the groups forming on PvE thanks to megaservers (friends from different homeworlds being finally being able to play together on wvw). It will give the power back to the people, players will make the alliances and not the currency (meaning, deciding which alliance/group you join shouldn’t be based on how costly it is, or if you can afford or not to bring a lot of friends with you). If it’s free with a cooldown all the better.

- Caps and maximums on memberships should be made in order to let as many communities be made as possible. The more alliances, the better you spread the players, the more variety to the encounters. Keep communities, keep “alliance pride”, but seek balance in there too, so we have a more interesting competition.

- Timezones are relevant to the problem. Is easy to say “find a solution for that”, but I know it’s a complicated problem, and in my opinion this should be addressed mechanically on the game rather than by moving players from one side to another. Defending when outnumbered should offer interesting choices, remember as your new AI consultant says in his book “a game is a set of interesting choices”. When at a certain hour of the night you see that you can’t even gather a couple of groups of players, and there is a couple of enemy guilds capping the map, there is no choice, most of the time, the best you can do is flip a couple of towers and make a trebuchet on the door of your spawn (bad bronze tier experience). It is also unfair for those players to never have an opponent to fight. I suggest advertizing or showing somewhere, alliance population playtime, so you can make an informed choice when joining an alliance, at least to suggest joining groups with similar timezones.

(edited by Baltzenger.2467)

Solution to fix the population imbalance

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Baltzenger.2467

Another idea that I find interesting, is making queues for wvw maps integrated. Meaning: you maintain the same amount of players on each side at all times. If there is 1 extra player on side Blue, for example, then the max queue for red and green is 1, until those are filled, no new blue player can enter the queue.

Solution to fix the population imbalance

in WvW

Posted by: Baltzenger.2467

Baltzenger.2467

I would like to suggest something different, related to my opinion directly:

I think that after the introduction of megaservers, server identity is broken. Since then I’ve made new friends and most of the time, I end up with groups of people from different servers. I can’t play wvw with them, I can’t even consider transfering because of how diverse is my friend list now.

I think this change is good, but old systems need to change too with this new setting.
My suggestion is making “servers” (aka Jade Quarry or Tarnished Coast) not be servers any more, but represent “sides” or “factions” on the mists, and we can join this factions with a cooldown that can be a week or a couple of weeks. This way old “servers” won’t be locked on tiers, and if you add a maximum of people to the amount that can join the factions, the sides will start to fill evenly (perhaps…) making more diverse and interesting encounters for each week.

I would also shift the rewards.
Current bonuses for ppt would be personal (depends on your faction), and I would add a permanent “weekly reward” similar to what we have now with the tournaments.
If you would like an even more complex system, this factions could record personal progress that won’t transfer when you change factions. Meaning, you will be rewarded for staying on the same faction. This could mean that current wvw ranks (wvw lvl) could be associated to the faction you earn them on.

I know this might mean a loss on sales of gems for Arena net, but I can’t think of a solution that would have at the same time, playing with your friends from “other servers” and having to pay 1000+ gems each time you want to transfer.

Thanks for reading.

edit: sorry, factions was already suggested, I’m guilty: I didn’t read the entire thread before posting.

(edited by Baltzenger.2467)

It's been done now leave thanks

in Guild Wars 2 Discussion

Posted by: Baltzenger.2467

Baltzenger.2467

On less than 100 words:

Add gambits to dungeons for new skins that can be the current ones, with added effects. Maybe an outfit related to the dungeon, increased gold+bags rewards, depending on the amount of gambits/increased difficulty.

wvw: rewards for defending should be way better than just taking stuff, having a keep/tower/camp should be something beyond valuable to encourage new tactics, defense, massive siege, etc. On low tier servers wvw is just: run with the zerg taking stuff, like in eotm.

spvp: new game mode, GvG style, trying to simulate wvw combat on small scale.
Keep adding reward tracks, I love them.

Misconceptions regarding Level gating.

in Guild Wars 2 Discussion

Posted by: Baltzenger.2467

Baltzenger.2467

Colin, I have a couple of questions I’ve seen on reddit.
I know that the company’s policy is not to discuss things being developed, but is there a chance that we could have a PTS for balance changes and this kind of system overhauls?
Some of us believe that our feedback could be more precise and overall helpful if it were given before a release where most of the community reaction is filled with passionate opinions and a bit of confusion.

Also, this is a bit unrelated, but regarding to overall patches, Can we expect the biweekly advertised patches on a regular schedule next year? I find it to be a huge selling point of this game (and have let me convince many friends to try it out), but in practice, we have biweekly updates for very short periods of time, and is not constant.

and if I’m lucky to have an answer: SAB! revert a bit of warrior changes (bring us RU’s arcing slice please!) and thanks for the good work!

And now we sit broken for 6 months

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

Don’t turn to each other guys.

The idea of comparing mesmer with warrior is plausible, but is wrong.
You don’t need to summon 30 clones to use your shatter skills, we do, that is the issue, if we had to do 3 actions to get our full adrenaline, I wouldn’t mind at all this changes, but that is not the case, therefore, the comparison is just plain wrong.
The problem is not how “less powerful” the class is, but how counterintuitive and broken it is with this change.
We don’t just get to use our F1 skill with adrenaline, the most relevant traits we have as a class depend on having high adrenaline, we lose all of that: damage, sustain, condi cleanse, and on top of that, we can’t use the most crucial skills, which are not in every case “the most powerful” ones.

Warrior change maybe too harsh?

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

Also, this isn’t a black or white situation. “shaving” is acceptable, but this is not shaving.
I can see Anet reverting it a bit, maybe reduce the speed of adrenaline loss, or adding some extra time before it starts decaying.

Also, what I find unacceptable, is that they reworked the one skill that warriors have been asking for a rework since the beginning, they tell us that it will be an “execution skill”, show us tooltips that suggest it will do X thing, and then we get Y, which is in no way an improvement to what we had before, in fact, it masks the great nerf that GS suffered, and that to me is a bit dishonest. I will assume good will tho, I just hope this gets corrected very soon.

Warrior change maybe too harsh?

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

Yes, it is a bit harsh.
Is not unplayable tho, but I don’t think having subpar classes is good for the game. I main a warrior since 2012, so I’ve been through this before, I won’t change class for this, it’s just annoying that they reduce the build diversity. Also, I was excited for the new GS F1, don’t know why Anet failed to deliver there. I just hope a hotfix saying “fixed arcing slice not giving its full damage when target is under 50% health, correcting tooltip too. Sorry.”

Cowardly Warriors

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

The thing many don’t understand about WvW, is that death there isn’t just “a shame”, you have to actually go back to a wp, and the map is big, you lose time, which is the most valuable resource in there, being able to be on the spot when needed. So if running away lets you live for another battle, that’s a smart choice. The opposite is when some warriors just jump into their death, and stay there waiting for a res.

Warriors tend to be very prideful people (most I’ve met at least), so calling them cowards for using one of the few strengths of the class in terms of tactics, is low.
I’m a more cold hearted warrior, if running away serves me to go back and finish the gank, so be it, even when they whisper me after, I just do my stuff and move on.

Cowardly Warriors

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

To brave or to default are both valid strategies.
Don’t let the mental webs make you a worse player, this is a game, the bishop is not more brave or coward because it moves diagonally.

Lets be real.

in Fractals, Dungeons & Raids

Posted by: Baltzenger.2467

Baltzenger.2467

As you sit down at the laquered wood counter. The Gentleman across from you smiles and nods knowingly.

Placed before you is a rosey hued slice of Hamachi, lightly brushed with Ponzu, Atop a perfectly formed Ball of Rice.

but lets be real. He just took a knife to a chunk of dead sea creature and slathered some lemon juice on it and rolled it around a bit in his hand.

Imagine walking up the front walk way to my Mothers house, lap top in hand. opening the door I peer in and see her sitting at the computer I bought for her giggling away. “There you are! come here help me get this vista.” Laughing myself, I drop my bag and come see her screen. noticing her newly purchased top hat from the gem store daintly perched atop her Asura Thief’s head. "HAH! thats cute mom. " " I know right, will you run with me through Twighlight Arbor I would like the Dress for my Ele"

" Sure Mom, poke the guild while i set up and lets get a group going. "

But lets be real, I am a single Chef in his thirties that comes over to his moms house on the weekend to play Video games with her and my Younger Brother.

I step up to a red tape line on the Concrete. Drawing back and taking a deep breath. slowly exhaling making the slightest adjustments needed. A light tap of the finger while remembering to pull back evenly snaps the string forward and pins the Arrow inside of a dime sized mark in the target 20 yards away.

But lets be real. I am flinging aluminum sticks via a modernized version of a bunch of other sticks at paper 60 feet away.

But lets Be real.

as Sit here typing this out wondering why I am lining myself up for an infraction farm. I don’t get angry, not really. So why does this rub me the wrong way? I don’t know. But regardless. here I am and I am going to Sit here, typing into the magic box I call a computer, After a long day at work. And if I am lucky I might be able to find a group for a Dungeon or two. Because you know, I actually like them. But lets be real. I am staring at a screen pressing a sequence of keys in a determined order to achieve a desired result.

I Have not soloed Lupi, I dont even have fractal Level 50. I have a 300 person guild and each and every one of them looks to me for answers to the challenges they face each day in the world of Tyria. Tyria is old. some of us have been around it more than once. and we know it all. but you know.

some of us still find it fun.

So, Lets be real. Syph, you and any other trollish monkeys. Who feel the strange need to come here and Bash either our play styles, Our game, MY game, or my friends. Citing any number of reasons, excuses, or rubbish. As you sit on the comfort of your cushy chair staring at a monitor using a box that more than likely costed more than I make in a month.

Shove it.

You want to make a point. I will personally offer a Sizable Gem purchase to the tune of around 50 dollars or so if you put your big girl panties on and put together a team and “hack and slash” your way to the finals of the DnT speed clear open.

Lets be real. It will be easy.

kitten off.

I don’t know, but I read your post with the voice of Morgan Freeman in my head, is that awesome.
This thread was irrelevant until the point you made it art.

Defiant Stance, reduce the visual cue on it.

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

This skill is very common on MOBAs, but unlike in those games, in GW2 skills doesn’t do that much damage, and damage isn’t that concentrated (both in space and time). Making the skill very bad overall, you won’t get back to full health in most cases, but also, there isn’t a big trade-off for people not hitting you (like in mobas, where abbadon/accursed/etc will contribute a lot in damage, killing opponents).
In gw2 the skill needs to either have its duration increased, a lot, or reworked, to perhaps instead of healing you, reflecting all damage (unlike retaliation) during that short amount of time.

Has skullcrack been over-nerfed?

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

Hi, I use mace.

I think you are right Doon, mace is already hard to use against players that watch what they’re doing. I would increase its range a little bit, and rework mace 2, I mean, the adrenaline is okay, but I would change that for a knockout on counter, and add the same effect of sword block (blocks all projectiles until cast ends). I think that would make mace viable with the upcomming nerfs.

Open Letter to ArenaNet

in Guild Wars 2 Discussion

Posted by: Baltzenger.2467

Baltzenger.2467

You are right Amnariel (Except about the cover letter lol), I’m pretty sure there are many capable people on the community, but I found that WP also had made a lot for the franchise itself, with his work, I don’t know if I speak only for myself or if someone else would agree, but his work has made the GW2 experience more interesting, specially in terms related to lore and what the Anet team is doing with the living world.
There are many interesting and talented people that gathered around this community, an special mention to the showcaster Blu (on TwitchTV), that has made watching spvp much more enternaining too.

Open Letter to ArenaNet

in Guild Wars 2 Discussion

Posted by: Baltzenger.2467

Baltzenger.2467

First of all, hello everyone, I would like to present a few credentials about myself and explain the purpose of this topic.
I am not a native English speaker (you might notice that perhaps), I’ve been a player of GW2 since 2012 Wintersday, I have 24 years old, my current occupation is university (I study engineering), and I worked 5 years for an private server of another MMO developing content (which I don’t consider by any mean a professional enviroment, but I tried my best to use it as a learning experience).

Today I want to do something I might not be entitled to do, but I hope the person I will speak off forgives me for that, if it bothers him.

I bet many of you know the youtube showcaster WoodenPotatoes, and since I’ve seen the team of ArenaNet recruiting some community members, I would like to speak about WP. Before I elaborate, I have to make clear that I do not know WP personally, have never spoken to him, never seen him ingame either.

Talking solely based on the content of his videos and podcasts, his opinions about content, his research on GW and GW2 content, analysis and conclusions, I must say that he appears to have the most essential qualities of game developing: the ability to watch yourself as you experience content, the ability to draw bright conclusions over game mechanics problems or community reactions toward content, the display of logical and realistic ideas toward improving the game, good memory and extense knowledge of ingame lore, and overall being very resourceful, without mentioning his charisma and ability to present things that are not “the cup of tea” of most players, and yet, making those things interesting to many.

I do not know if WP has any interest at all in being a game developer, but I think that ArenaNet could benefit a lot from his talent, being it by schooling him in this trade or just inviting him to participate more (if not already) into game testing or even taking his advice.

Again, I might not (certainly not) be entitled to say this, but I find ArenaNet the place where “things happen”, they’ve showed us many times that they are willing to rebel against the established, and by doing so, advancing game developing (at least in MMOs) years if not more, so, I think it’s worth the try to say this, and if anyone else agrees with me, to say so too. You never know, maybe if both parts are willing, it can happen.

I hope you can forgive any typo, or missuse of your language, and if this offended or bothered someone, I am very sorry, I just want the best for this game, which has given me hours and hours of fun and learning.

Enough of your GMPC please.

in Living World

Posted by: Baltzenger.2467

Baltzenger.2467

Good night, again (and happy July 4th to the american players)

I wanted to add something, but is entirely my opinion and I don’t know if others would feel like me.

I do like voice-acted dialogue, but I don’t find it a must at all. To me, a good story in a game is told by playing rather than reading or hearing a dialog. I would be totally fine, as a player, if a more customized branch of “my story” is done entirely without voice acting, as long as the gameplay is good, and I don’t have to face walls of texts (instead of actually living what is told).

Enough of your GMPC please.

in Living World

Posted by: Baltzenger.2467

Baltzenger.2467

Good night everyone

My opinion is that, the issue some of us (players) perceive with the characters of what is called by the community “destiny edge 2.0”, is not a narrative issue by itself, but rather a game design issue.

MMOs are not just about the social and multiplayer aspect of it, it’s also about freedom. That’s why you don’t see many MMOs that follow a single linear story, even if they allow you to play with other players.

When you create such strong characters, and you develop them, like braham, rox, marjory, etc. You take a risk, and that risk is that we, players, are human beings, and while we can relate to them, some maybe won’t, some maybe won’t like them.

Then you have the design problem. If the content on the future will follow a “main story”, that is always about them, then the illusion of choice will suffer, our freedom, will suffer. And I think this issue can be resolved by branching it even more, give us more of that illusion.
Maybe keep your branch where we “follow” the group, keep it as it is, because that’s what we are doing, we are following a group of heroes, and show us that side of the story. But also, make at least one branch (a story branch, not mechanic branch like quest, achievement, etc) where we, as the “heroes”, do something important too, something that give us enough recognition that is not linked to the other group.
Imagine if on the Zhaitan arc, we could’ve have defeated some major villain, a minion of Zhaitan, alone. A task “only us could’ve done”, and as we see the other side of the story (trahearne’s story) it is relevant, but still distant from his point of view. See too, how all the things that we, players, do on the world, are not even mentioned on our, supposed, stories. I defeated tons of bosses, completed dungeons, killed dragons and beasts all over the world, yet, we are treated as equals, or slightly less important characters, by our fellows from DE2.0, which, have accomplished nothing really, compared to us. I would rather that it was clear that I am participating in their story, and be recognized as a great help, rather than this pretend thing were we have to imagine that they are our friends, even if some of us don’t even sympathize with them.

I don’t personally dislike any of our current protagonists, but I do feel distant from them, I don’t know why I’m supposed to run around with them, I don’t need them, I rather have my real friends join me on the adventures of Tyria, and we be the real group that saves the world. And of course, I am curious about their story, I wan’t to follow them, just, not pretending theirs is my story, because I don’t even decide where to go, I feel carried.

Base HP - Why the differences?

in Profession Balance

Posted by: Baltzenger.2467

Baltzenger.2467

I think the base HP and armor are correct.
But one would assume that, those differences would mean a trade-off, and the fact that this trade-off is based on mechanics, makes it too hard to balance.

In my opinion, armor should be tied to damage, and HP to healing power. So if you are on a lower tier of armor, you get an increase in base damage (thus making ele what it should be, a squishy high damaging mage), and if you have low base HP, you should have higher base healing power to compensate (making guardians even more supportive, and giving eles the option to be as supportives too).

Nerfing Warrior regen...why Anet!? WHY!?

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

Warriors don’t cry. We, real warriors, we came from a place where we were called “easy kills”, guess most actual warriors don’t remember that. Or they rolled our prof when it was FotM.

I don’t care about nerfs, or the opinion of other classes, it gives me a great pleasure to kill them after I see their hate on this forums. Warriors should band together, and make them pay!

“Up onto the overturned keel
Clamber, with a heart of steel
Cold is the ocean’s spray
And your death is on its way
With maidens you have had your way
Each must die some day!”

Why does everyone think we're OP?

in Thief

Posted by: Baltzenger.2467

Baltzenger.2467

I main a Warrior in spvp and WvW since december 2012.

My opinion on this matter is that Thieves are not OP.
But they are not UP either.

They need some rework, but their job in battle isn’t the same as other classes, specially, heavy ones. There is some animosity between our classes, but I believe it comes from the fact that our jobs are done in a very different way. As a roamer in WvW, I almost never die to a thief, unless, they play smart and wait for another oponent to face me, then they are a huge threat(and not because is 2v1, but because my attention is divided). But also, to kill a thief, he has to make a mistake, a good thief wont be killed by a warrior (cc, condi, or both).

Warriors work in a very different way, we have good mobility, but when we come, you know what’s comming. While a thief, depends on not being seen comming, that’s its strength, beyond stealth, which I don’t find OP, is the fact, that you need to be more careful to pick when and how you will attack. Duels are a poor way to measure class balance in this game.

Confusion, necro needs it.

in Necromancer

Posted by: Baltzenger.2467

Baltzenger.2467

What necros need is skeleton minions, one with a sword/shield, one with a scepter, and one with a bow. Trust me.

To Taimi's Creators

in Battle for Lion’s Arch - Aftermath

Posted by: Baltzenger.2467

Baltzenger.2467

Thank you Christina.
At times like this, I remember why I fell in love with this game, and the people behind it.
Reminds us what games truly are for us, and what should be, a beautiful part of our humanity, and the result of the greatest gifts of all, imagination.

I’m happy.

CDI- Fractal Evolution

in CDI

Posted by: Baltzenger.2467

Baltzenger.2467

Proposal Overview
Agregar nuevas versiones de fractales a medida que se aumenta el nivel de dificultad, incluyendo más fractales como bonus.

Add new versions of fractals as you increase the difficulty level, including bonus fractals.

Goal of Proposal
Hacer más interesante el progreso en el sistema de fractales, más allá de los premios, apelar al sentido de exploración que muchos jugadores de GW2 compartimos.

Make the progress in the Fractals system more interesting, beyond the rewards, to appeal to the sense of exploration many GW2 players share.

Proposal Functionality

A medida que aumenta el nivel de los fractales, nuevas versiones de los mismos se pueden acceder, versiones más interesantes, o con mecánicas más complejas. Al mismo tiempo, la lista de fractales disponibles aumenta, ofreciendo fractales como bonus, sólo por diversión, como un mapa lleno de tesoros de skritt, o lugares donde se relate la historia oculta de Tyria, que no necesariamente significa obtener más premios.

As you rise the difficulty level of your fractals, new versions of the same maps are unlocked, more interesting versions, or with more complex mechanics. At the same time, you can access special fractal levels, made just for fun, like a map full of treasures from skritt, or mythical places that tell secrets about Tyrian history, which doesn’t necesarilly means extra rewards. (mainly for immersion purposes)

Associated Risks

Mayores costos de desarrollo, y podría afectar a aquellos que buscan completar los dungeons de forma acelerada.

Higher development costs, and also could affect dungeon speedrunners.

sidenote: you may have noticed, not native english speaker, sorry if any mistakes were made.

(edited by Baltzenger.2467)

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Baltzenger.2467

Baltzenger.2467

Dear Jon Peters
After this huge step in communication, by showing us the upcomming changes in the near future, to all classes, regarding of balance. One question keeps striking me, the same question I’ve had after reading this kind of topic, for almost 8 months.
How do you plan to improve the fact that, with every “twist” of the meta, we, as players, can no longer feel safe investing in characters?

I am not an altoholic, I’ve played mmos for the last 10 years, and as many others, I like to make my character, plan it before hand, and use it as my avatar. That is, for me, and many, what mmos are about. But in GW2, a great game, that offer so many things other games lack, while at the same time, having an immersive world, I can’t do that.

This is my testimony, I am a warrior player, and before others claim that I am a “fotm” player, I’m not. Warrior was my first character, back in wintersday, when I got the game, and since then (when warriors were “trash” or “warrior tier” for those who remember) I haven’t changed class.

I understand that some things, in the good will of bringing warriors up, were overpowered up, but at the same time, I don’t know, for example, in which kind of ascended gear to invest right now (weapons for instance), since I don’t know if my choice of build will be, in the future “temporarily OP” and then, nerfed to nothing, due to the vocal minority of the forums (as many fear). At the end of the day, as ironic as it may sound, I stopped playing when warriors were made “OP”, just because, reading this forums made me understand that the consistent whine of some characters (actually, very few, that like to make threads and threads on the matters they want to influx) I knew that my character will be nerfed.

And I really like this game, but the fact that this situation prevents me from progressing is frustrating. I didn’t even use the “hammer stunlock build”, none of the nerfs presented here affect me, in any way, at all. But I cant feel relieved because of that, I just know that, in every situation, when a class historically UP, gets a little of power, there will be some people that find easier to complain than to adapt, and, the worst thing is, they know it works.

As a warrior, I started playing because I loved the class, but as my own experience grew, I wanted to be more “competitive”, and then I understood the problems of my class, for example, sustain, which now, we have. Yet, people keep complaining about it, mainly players of other classes, and I don’t know it is worth to play the game, or to invest in the builds I want to play, if eventually, it will be nerfed, and my effort, and time spent, will lose all its value.

What I ask now, is something very simple, a statement. Will you nerf our sustain? Yes or No, thats all I need. Or, will you let us “retrait” our gear after this “balance patches”, or is intended that items, like ascended ones, that require a lot of time to get, to not serve you in the way it was promised (I’m not talking about the items changing, but the classes changing making certain items not useful for you anymore) when getting them.

This is very important, you claim that you want to stay away from power creep (in my opinion, you use that term in a bad way in this kind of topics), yet, by having skills and traits changing every 3 months now, you rend some gear useless, for players, even if the items remain the same, is no different from a gear threadmill, if after every patch, you have to get gear again.

Warrior Mythbuster

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

Please, we need this pinned.

Don't nerf. just buff.

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

You kids repeat “power creep” like its something you understand. You don’t.
Bringing other classes up won’t lead to power creep, they are not introducing new gear by doing that (making old gear useless), they are not introducing new skills to do that (making old skills useless), they are not introducing new classes to do that (making old classes useless), you get the idea? That is power creep, and actually bringing old content (release classes) up, to balance them, won’t ever lead to power creep, because you are not leaving the boundaries of the game.
Warrior seems extremely balanced nowadays, there is a lot of build diversity in the class, and each different build explore a different aspect of the game, they are not the kings of dps anymore, they are not the kings of conditions, they are not the kings of support, etc. They are just durable and sturdy, like warriors should be (initial design), since, their counterpart, guardians, are great supporters, at the cost of being less durable (or they’ll be immortal).

Is not the same as it was with past fotm classes, because even if stun lock warriors, or regenerative warriors are really good at what they do, they can’t do everything There are a lot of other classes that have similar trademarks, and need substancial rework, why bother then, asking for nerfs, when we have learned in a year, that the previous state of classes was, already, imbalanced.

Stop being so “sensitive” with changes, people like the ones always complaining and asking for nerfs, are killing this game, a game in which, for months, you couldn’t even invest in your character, because next month, it might work completly different.

Please, guys, stop this nonesense.

Shout build

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

The new coefficient is 0.9 instead of 0.8. With 1350 heal power (about what full cleric’s is) you’ll heal for 135 more per shout than you do now. Um, yay? Sure, the base is going up, but to hit 3000 it would have to be improved from 1190 per shout to 1785 per shout which isn’t happening. And if it does, more reason to run w/o cleric’s because the relative improvement is even less.

You can do warhorn trait and shout condition removal all without doing healing shouts. And then if you do go healing shouts, to top it off by going clerics gear which is horrible for warrior because you only have one group heal (shouts, or banner) is just bad.

The real kicker here is that even as awesome as your condition cleansing is, in real situations you will find that it isn’t that awesome because half of your group will be out of the miniscule range of the shouts/warhorn. How do I know this? Because this is the build I currently run (w/o the lolclerics) and it’s that way in PvE where everyone is confined to a smaller area. Until they massively buff the range of heals and boons (to at least that of offensive attacks imo) this kind of group support will always be less than ideal.

If the leaked notes are correct, the base healing will be 25% higher, and if you go full cleric, I consider 25 stacks of healing power sigil, that left us with 1600*. If you apply that to the formula, that leaves us with 2930 healing per shout. I also consider using healing power food : Bowl of Saffron-Mango Ice Cream.
That leaves us around 3200 healing per shout.

Why go with healing power then? Well, is not just the shouts, is the signet and adrenal health too. Your argument about the range is just a l2p issue, if you want to run support with PUG, it will never be ideal, yet in a more organized setup, it is.

Of course, you can also run healing banners if you care that much about the range, then, going cleric is still a great choice, because regen benefits a lot from healing power.

Also remember that the OP said it is for an organized group. In my experience, the banner is great (I’m just doing simple math here with the shouts, not 100% sure if it will work), but since he will be using the warhorn trait, he will find himself most of the time with regen anyways. I know that banners are really great for their effects, but I dont like the mechanic of banners, having to pick up something on a battle might mean you get CCed while picking it up, or having to run back to pick the banner because the battle moved and then you have to leave your group. In any situation I can not use a banner, I rather not use it.

(edited by Baltzenger.2467)

Elite Shout: Charge!

in Warrior

Posted by: Baltzenger.2467

Baltzenger.2467

Daecollo again…

But anyways, I don’t like the effects, yet the idea is good.

For charge, tho, I would do something like:
Swiftness 10 s
Stability 5s
Cleanse any mobility condition: chilled, crippled or immobilized.
Stun breaks.

With a 60s cool down

Of course the cleanse and boons go for up to 5 people on radius. And the cleanse take effect before the soldier runes.
That to me is an Elite shout, that actually matters for group support. Considering that going on shouts means more boon duration, it is very powerful for a real “charge”.

Tell me, where would you see this thing of yours being used mostly?

To me, it looks like a zerg thing for WvW. Because let’s be honest, no one would take that if they’re going solo or in an organized group. Much less for dungeons.

Exactly. Anything that would be better for solo or dungeons will be OP. The elites the warrior have right now are really balanced in that way, for most PvE, the signet has no rival, unless you are in special need of the revival of the banner. For solo roaming, even if you go with conditions, the signet is still better for its effect. Why would you put an elite that is better in those situations? Now, for group play, the banner is really good, but situational, and on a shout build, a shout elite will be really strong: a heal, almost full condi cleanse, swiftness, stability. Which fits for skirmishes and attacking (instead of the defensive role of the battle standard).

Now, on an organized group in wvw, I can see some taking a shout instead of the banner. Most times, you are on the run, and picking up a banner, might mean your death. The shout fill that gap. I would use it instead of the banner at least, on a shout build, it would be great against the current meta, and maybe, the next (on the opposite function, for the attacking group)

Also, shouts have no cast time. You might not find that amusing, but it is on an elite. With runes of lyssa it would be really strong too, because you get another stun break, that also gives you 10 seconds (or like 14s on a shout build) of stability. Which, fyi, is what a shout build lack.

(edited by Baltzenger.2467)

Shout build

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Posted by: Baltzenger.2467

Baltzenger.2467

Is not that minuscule if you think about it.

You’ll be able to have warhorn trait on a shout build, meaning you’ll have heavy condi cleanse (plus soldier runs). That means you should (and could) carry 2-3 shouts, and there’s no point on building like that if you don’t go for healing shouts, which means you will abuse healing signet, adrenal health, and the healing shouts.

Since you won’t be suffering from conditions with the heavy cleanse, you don’t really need vitality on your warrior.
The effects from the shouts don’t really benefit going for conditions, so you will rely on Power to deal damage. Meaning your gear/trinkets will carry Power. Now, it depends on your personal preference. If you want to boost your healing (from all sources) you could go with healing power, on a cleric setup. Or if you want to have some crits, you could go knights.

The weapons you’re using suggest a more group oriented gameplay, so since you already go with support traits and skills, I recommend going for clerics. You will get about 420 hps from the signet, plus 130 extra hps from the adrenal health (I recommend you go with 0/0/20/30/20, so you get adrenal on shouts and warrior sprint), plus the extra 150 hps (on average) you will get from the shouts, it can be more, you will have some burst healing there, I think shouts will heal for about 3.2k with full clerics. So even if you go with 2 shouts, thats a lot. Also, if you go for the balance stance trait on defense, to have 3 shouts, thats a huge healing burst, really useful on group play.

Elite Shout: Charge!

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Posted by: Baltzenger.2467

Baltzenger.2467

Daecollo again…

But anyways, I don’t like the effects, yet the idea is good.

For charge, tho, I would do something like:
Swiftness 10 s
Stability 5s
Cleanse any mobility condition: chilled, crippled or immobilized.
Stun breaks.

With a 60s cool down

Of course the cleanse and boons go for up to 5 people on radius. And the cleanse take effect before the soldier runes.
That to me is an Elite shout, that actually matters for group support. Considering that going on shouts means more boon duration, it is very powerful for a real “charge”.

What counters the upcoming warrior meta?

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Posted by: Baltzenger.2467

Baltzenger.2467

As a warrior since wintersday, I’ve tried many, many builds.
At the moment, what I like about the warrior’s meta, is that you can find so many builds, not like ranger, thief, ele or engi, where you could mostly find THE only one OP build every fotm player was using (or is using).

But saying that warrior is the most strong class atm, or thakittendoesnt have counters is plain noob.
If you go with a strong sustain/condition build, which excells at condition removal, any, I mean it, ANY, physical bursty build will break you. Power necros, power thieves, other warriors, crit rangers, etc. If you go with the stunlock build, any build that brings stability, boon removal/conversion, CC, condition spam, etc, can beat you. Because you can only focus on stun locking one character (I know is frustrating, but is equivalent to killing someone, like any burst class can do) if you have your stability removed by a necro, he will eat you, using fear, you can’t even “cleansing ire” it.
If the build is made around sustain a heavy condition spam, then you are extremely weak against burst classes. Healing signet does not make you jebus, it only caps the minimum of conditions that can kill you. Since everyone and their mother is running condition builds right now, it is expected they cry against the warrior sustain, and since anyone ever was able to stunlock other than warrior (which sucked) is expected that they cry because they have to change their playstyle to include some stun breakers.

Counters? Power necro, well played burst thief (not Excalibur), dps guardian, OP spirit ranger. Eles do need a buff, engis do need a buff too. About mesmers, well, they rely on things similar to thieves, that depend more on the skill of the player than on the build itself.

I promise one thinf, tho, guys. Nerfing warrior wont be like nerfing rangers, mesmers or eles. Warrior is the most played class, and warriors don’t forget. Other classes were all happy fighting for the “tier A/B” places while warrior was a joke for months. It would be very bad for the game if Anet decides to nerf warriors hard. So the best course of action is to FIX it, shave it down, how they say, so stunlocks arent that hard to counter, but that’s it. The rest should be solved buffing what other classes lack (and nerfing some too).

Warrior changes I foresee happening...

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Posted by: Baltzenger.2467

Baltzenger.2467

Forum changes I foresee happening…

Forum Balance:
- Daecollo has a max amount of posts per month, the amount is capped at 1.
- Excalibur has been completly revamped, it now can’t post at all. On sPvP, Excalibur has his amount of posts doubled to compensate this.
- Warrior forum has been modified so it nows automatically sends QQ threads back to their original poster’s class forum.

anet, please

Survey III, This time it's personal ! 09/08

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Posted by: Baltzenger.2467

Baltzenger.2467

this poll means nothing. For example, on warrior, if my opinion is that NONE of those options should be adopted, I can’t vote? Why am I forced to choose one nerf? If anything, the only nerf I think is required, is on sigil of paralization. Not on the list. So, I can’t vote, nor can anyone that shares this point of view. Your poll does not reflect the playerbase opinion, because is biased.

Anet's legendary quotes Collective Edition

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Posted by: Baltzenger.2467

Baltzenger.2467

“I can say for sure that we can either they will make the game better,or NOT”, the future of Gw2 is uncertain…

And I am playing other games at the moment. Though it does not mean I don’t love the game from the bottom of my heart. We all want the game better, we all do. If I don’t love the game, I would not put up this post even though I know it is idiot, even though I know it is a risk that I could get ban because of this. But because we have given them so many chances, so many ideas have been given out, NONE was taken. So this is the very last attempt for me because I am not so kittenome of you are.

That is simple entitlement, the bane of this gaming generation. You don’t love the game, what you love is what you thought it would be. You don’t need to love the game to play it. You are not a martyr either, don’t talk like you are. All you DID (what you wanted to do is irrelevant) was making a thread to make fun of quotes of devs on streams. Devs cannot undo what they’ve done, cannot change the past, but the way this industry works is that, you learn. They’ve learnt, and they will keep learning. All you could expect to get by making fun of them for what they say, is that they stop saying things. Is that what you want? Because you are not making them smarter or brighter with your jokes on quotes.

If you truly loved the game, and you think all what you think is smarter and better for it, you’ll be addressing them with respect, trying to convince them that your ideas are good. You don’t bash your head to the door to open it, you don’t make fun of someone to make him agree with you.

I think they’ve been very perceptive of what people ask, and in the past, that made the game go in a wrong direction (fotm builds, nerfs, etc) Now they want to be more conservative on the changes, with the term “shaving”, and that is good for the game. They even give the time to talk about what they think, about what they want with the game, they give the playerbase undeserved respect. While other gaming companies wont even answer to you. If you think they have to do everything the geniouses of forum say, then they should no longer be called devs. Listening to the public is a part of the job, but is not all of it. Your ideas, my ideas, everyone else’s ideas, are just opinions, of people that don’t carry the burden of balancing the game, they can take them if they like them, but they should not be forced to. It’s fine to ask, but just that.

What's with the simplicity hostility?

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Posted by: Baltzenger.2467

Baltzenger.2467

OP, I agree with you. A good game should be simple, not complex. Look at chess, is very simple to play, yet very deep. I don’t think the number of buttons available determine the “skill of the class”, sometimes, with less options to choose from, you have a harder time against your opponents, and you have to use your creativity to overcome those obstacles. Thats why I like simple classes, because the complexity of the game to me, is offered by terrain, enemies, resource managing, etc. If I wanted to play a piano, I have one downstairs.