The question is why doesn’t ANET just increase the cost of WvW armor and make it salvageable?
Anyone can give an explanation?The explanation is really quite simple. The economy in Gw2 is controlled by player wants and needs. If Anet released gear that costed x amount of gold and was salvagable, it would set a lowest price point for anything associated with salvaging that gear. Now the market isn’t based on player wants and needs, it’s based on a minimum price point set by Anet. Yeah, you can argue that “Well there’s not a guaranteed chance you’ll get XYZ from salvaging that item”, and while that is true on a basis of individuals, on a basis of the entire population, it’s not true.
They could have just set those types of armor salvage for a fraction of the associated currency instead of normal material, so but karma stuff for karma and badge for badge, problem of economy and salvageable options solved.
Yeah, the melee bosses while using active damage avoidance, relying on team play and coordination of CC and support is really good actually. Thanks for agreeing with me.
I feel like your sarcasm detection abilities need to be discussed and considered. But one thing I do know is you are quite verbose so we can settle that issue right now.
Not sure how you walked into that.
Your post wasn’t sarcasm. It was sounded exactly on point with the others, and fit in with the headless chicken meta crew. If you want it to be effective, you should go over the top with your hyperbole.
I need to remember that both simile and subtly are lost one this community.
Never had too much trouble with that one on any of my characters, but have been doing that puzzle for a while.
Yeah, the melee bosses while using active damage avoidance, relying on team play and coordination of CC and support is really good actually. Thanks for agreeing with me.
I feel like your sarcasm detection abilities need to be discussed and considered. But one thing I do know is you are quite verbose so we can settle that issue right now.
Not sure how you walked into that.
the shoulders from the picture are from the sneakthief one, the rest I would call artistic license.
Haven’t read the whole thread, but why not have a checkbox to allow the sound from backpack from other player that way if you enjoy it you can hear it and if not then it doesn’t hurt those that have it/want to hear it.
And if this solution ‘ruins’ the backpack for you then something tells me that there are greater problems going on here.
Looks like the thread got move countdown until it gets ugly. 3….2….1…..
Portals and Stealth drop flag.
Doh.
Then Mesmers/Thief fall out of that section of the meta, then buff given potential imbalance conquest. A-net have kind of painted themselves in a corner where new modes are concerned.
1: That would be interesting, still not a fan of the third hit being a projectile.
Does this say that just the sword needs improvement or that projectile in general are weak?
Almost as good as the stack in the corner cookie-cutter melee meta.
They have also no hearts, and theyre generally less complex than the maps from the release.
The new maps are set for cap level. The Orr maps also have no heart, kind of a point of a cap level map as the pattern shows.
As for an expansions, I doubt the major feature that many associate with expansion additional race/profession are not really something that the devs seem interesting in working on. Not to mention with the general PvP focus that is the majority of communication received I doubt that player base would want to pay for an additional profession.
How about putting in a report option for leeching?
I can see it now mass banning for false reports of leeching when people report for weapon/skill/profession use that is, in the reporter opinion, leeching. By all means do it the game might be a better place after a while of it.
They’re toxic.
Funny thing here you come into what is basically the ranger’s house, calling for changes, spewing toxins yourself at people that have probably never played on the same map as you.
If you don’t like what going on I don’t know that to tell you beside try to taxi people into a “No Ranger” map if you can, but stop picking needless fights over skills
But if you can’t play nice then:
Be gone Elementalist, I abjure thee. May you cringe in terror, but the nerf that will be inflicted upon you and yours all for the sake of a mode which you may care nothing for.
While your intentions may be innocent the reality is Anet care WAY more about PvE than PvP. GW1 players learnt that a few years ago.
PvE is the majority .PvP is a niche and minority market so no…you won’t get equal rewards because it’s minority complaint and keeping the majority happy and empowered just makes more sense.
It’s Guild Wars…without any actual Guild Wars. Do the math.
I disagree with that statement, how PvP is most of their focus, just because they can’t just throw together a new mode/map as quickly as the releases for PvE doesn’t detrack from the clearly PvP focus of the game. The engine and skills are clearly designed and balanced around sPvP 5 v 5 and any other form of play is squeezed in to have to work around said systems. PvE content is not as resource intensive as the desired content/changes wanted by the pvp community. The current addition to the POI program shows that PvP is something they are continually pushing at the GW2 player base.
On to the topic at hand the general fear of bots/cheating they have will ultimately hinder any attempt at placing better rewards into the PvP environment. Secondly I doubt they would make the PvP rewards ‘better’ than the PvE rewards as they would rather (in some fantasy world) have people enter PvP and play it because they enjoy it not just for the shinnies are better, fast (not harder though). At best you could hope for is some type of equal reward basis, but that is difficult to gauge as PvE rewards vary quite a lot depending on activity/time spent. (Slightly offtopic would PvP be subject to diminished returns as farming an area is in the open world?)
Looking at a lot of the hair style on the Asura it seems at least to me that they are likely bald or have very limited option with what to do with the hair they do have and with better living thru magitech have constructed wigs/implants.
I am more confuse on the warrior war horn can have 1200 range on it’s skills.
Maybe it would be best for you then to try to find 1 a different version of the map, (because they are not going to change Point Blank Shot to suit you or it they do then you will be in the mesmer forum wanting Illusionary Wave changed and so on.) 2 Play something else for a while if this causing enough distress to come to the forums to complain.
Honestly this seem more of a targeted attack on the ranger class as you seem to have no issue with a mesmer knocking back/pulling away upto 5 targets or guardian playing hammer golf.
This tread is not going any where near constructive and should probably be closed.
Would never happen, but I would rather see them diversify the animation more between the already existing races and make the existing armors better adapted to non-human characters.
Easiest solution add more family heirloom environmental bundles everywhere as that is basically what Caladbolg is.
I would like to see real numbers on the PvE/PvP’s they talk about being a larger group than we think. Not just the ones they bribed with the rewards.
You don’t think dungeons bribe with rewards?
Perhaps, but they never tried to link increased dungeons rewards to state that increase in dungeon participation justifies further dungeon development.
They increased dungeon rewards significantly twice. Once with champ bags and once with adding the gold for each dungeon.
But also if you go to any thread that talks about getting gold, dungeons are one of the most recommended ways to get gold fast.
Increasing the reward isn’t really the issue.
You missed the point of that entirely, there was an entire dialog on the idea that they only thing keep numerous player from doing PvP was the fact that it did nothing to advance the goals of the other modes of play. So increased rewards, increased number of people playing PvP, justification of keeping most if not all balance centered around the mode of play that more than likely did not lead to the box sell.
I would like to see real numbers on the PvE/PvP’s they talk about being a larger group than we think. Not just the ones they bribed with the rewards.
You don’t think dungeons bribe with rewards?
Perhaps, but they never tried to link increased dungeons rewards to state that increase in dungeon participation justifies further dungeon development.
So let me get the straight. you are comparing professions (often the first in dps), when if I recall that is almost always a no-no when the warrrior’s trait/skill/what have you is superior as “profession are different”.
So if am understanding this correctly if you do not want elementalist’s dps reduce you are welling to settle for 2nd place PvE dps.
But why are you kidding yourself, PvE related balance changes, highly unlikely.
I would like to see real numbers on the PvE/PvP’s they talk about being a larger group than we think. Not just the ones they bribed with the rewards.
Just had to whip out your Woody, didn’t you Zero
Jerus, unless they have taken a different stance more recently then dungeons are not even on the table, but that is probably a discussion better placed in the dungeon subforum.
As for WvW I have no idea what their plans would be, personally I think the whole mode is a mess as they are trying to force massive combat into their spvp based engine.
As for me I would like to see more equality among the modes are far as attention goes, I think that it would go far in the area of trying to get a total gw2 experience, but right now it feel like the pvper are unhappy that all the shiny new toys (which are really just an extra set of legos) are for pve and the PvE’r are stuck with skill/trait changes that made seemly without thought of there is more to the game beside node conquest.
But that is just my two cent.
I really don’t think getting conditions to work in group content is even remotely on the design teams’ honey do list.
@acidbubble: When it comes to stat balance, I think the game is in a pretty good spot right now, with the exception of condition damage still being marginalized in most areas of the game. I think it makes sense that taking the most risks (no defensive stats) yields the best results (optimal dps) if played correctly.
I mean, why should people not be rewarded for taking these risks, let alone be punished for it?Also, it astonishes me that a lot of people still do not understand that support in GW2 is not just “healing and tanking” and that support is hardly tied to gear stats. It is almost completely irrelevant which stat set I am using when it comes to things like damage nullification (blinds, blocks, reflects), damage mitigation (i. a. protection, weakness), passive healing (i. a. regeneration), endurance regeneration (vigor), damage increasing via boons/conditions (might, fury, vulnerability) and other means (traits such as spotter, empower allies and skills such as warrior banners, frost spirit, time warp), CC (i. a. stuns, interrupts, immobilizes), condi removal, CC mitigation/immunity etc. etc..
So, why then should people not go for berserkers/assassins gear if they can handle it? They can still be supportive to their group and on top of that dish out a lot of damage, which will result in fights ending much more quickly (which could also be considered a form of support).
One problem there is rampager is just as offensively designed as berserker/assassin, but is not even close to the effectiveness, but the game wasn’t designed to really do large group content well.
They are too strong. You shouldn’t be surviving without all of your active defenses.
Clearly the most important and key aspect of the active defense system is the dodge system.
Passive stats should help but not as much so that people can make do without dodges.Regarding the game design issues – there’s a lot there you have to look at.
GW2 sells itself as a casual game for casual people. Casual doesn’t necessarily mean bad but usually it means less invested, less knowledgeable, less competent players. I’m sorry to say it but that’s the way it is.
A guy putting in 2-3 hours a week will never really be better at a game than a guy putting in 20-30 hours per week.
GW2’s “wait for it super mega heavy hitting attack” strategy is designed to make the encounters more approachable by the casual player base.
The entire encounter system in dungeons is made not very hard because the golden rule seems to have been " everyone should be able to complete regardless of how clueless or bad they are".And it is working.
Problem one not every profession and build will have the same total number of active defenses. If dodge is to be basis for the combat then there would not be a big a difference between the extremes on the professions (all) necromancer(s) being on one end and (some) thief builds on the other.
Not sure if the ‘casual’ game will ever have the challenge you desire out of it, but make that its own argument.
Doesn’t effect me at all, I play the game as a partial substitute for the lack of table top rpg groups in my area as my normal groups have gotten to the too busy to get together anymore (work, kids, other hobbies etc).
However I still find your argument lacking and the ‘passive stat are too strong because they are too strong’ backbone of the discusses is boring me and is complete invalidated by the fact that nearly every balance change in the game is centered around a complete different mode of play with completely different concerns.
Now everyone get off of Wanze’s lawn.
Not sure how much it would help as the forums are a secondary means to lose privacy, I’d had a formally very vocal member of the community send me a “I am blocking note” after I fact checked him one too many time.
The whole Bubbles thing was mostly sarcasm, I think they have given up on underwater combat in general and the only reason it hasn’t been completely removed is it would be too much work in the open world.
Mod if you’re out there please close this thread, for it has lost direction and flames are everywhere.
Since they removed underwater combat from sPvP, I am convince there will be no update for it at all, unless some random code issue get through that breaks it or Season 3 is all about Bubbles.
Real issue, trying to squeeze large scale combat, into a 5v5 conquest engine.
This is flawed. See the Arah no dodges video – where people in full defensive gear unbind their dodge button and faceroll one of the most challenging dungeons in the game without much effort.
Tanking is already that strong in this game. Why would we want more of this faceroll easy mode situations?
Slightly flaw argument there as other active defense were used in the video so, is there a no dodge, block, blind, weakness clear video out there you’d like to share.
No – and do you know why?
because this game was designed around the concept of active combat and active damage mitigation through prevention.
This game was not designed to be a “take those hits and tank them” game.
If that’s what you want this game to become – I’m sorry but I’m against it and I hope the devs don’t go down this route.
The whole point of GW2’s combat is to actively manage yourself, and use active measures to defend yourself.It rewards smart and active gameplay not getting hit and asking for more.
So be it, but dodge is yet another one of those active defense (by definition) so that ‘no dodge’ video remains a bad argument for stating that the defensive stats are too strong.
Take this with a grain of salt, but in my opinion the entire combat system was designed around spvp 5v5 conquest and rest of the game modes were not fully considered within this system.
So against player the defensive stats have a place, but with the systems in place in PvE (favoring high hp total/‘object’ bosses, large ‘I am going to kill you now’ attack.) the stats kind of break down.
This is flawed. See the Arah no dodges video – where people in full defensive gear unbind their dodge button and faceroll one of the most challenging dungeons in the game without much effort.
Tanking is already that strong in this game. Why would we want more of this faceroll easy mode situations?
Slightly flaw argument there as other active defense were used in the video so, is there a no dodge, block, blind, weakness clear video out there you’d like to share.
Problem is this is a no-win scenario. Continue mostly silent treatment, loses some players. Announce focus and goals, lose players who do not agree with the direction. So keeping people waiting probably keeps the losses more controlled.
I’d settle for an option turning off the use your heal warning in low level areas, one miss jump at the spiral and suddenly the hud is having a fit at me.
The scope of the issue is much more broad than just Retaliation (and WvW).
In general, rangers don’t handle boon maintaining/stacking mechanics on opponents very well.
It’s actually one of the main arguments I would give for why in a PvP environment, power builds on ranger aren’t top tier in effectiveness. They don’t have the boon handling capabilities of other typical power specs (thief, shatter mesmer) or the tanky capability of a warrior.
It’s easily one of the main things that has always pigeonholed ranger into running conditions in PvP. But conditions in WvW are generally mitigated by foods and by the group AoE cleansing brought by guardians and elementalists.
So the point I’m getting at in regards to the thread is; yes, it would be nice to have some sort of boon removal/punishment available to us. For issues with retaliation and beyond.
Unfortunately that is one of the intended weak spots on the ranger, and unless we can pull a “we’d like to play, boons are making it unfun/unplayable for us” argument that mirror warrior and conditions, I doubt we see any improvement.
The is the option of giving us a pet/or trait to modify pets, to allow them to strip boons for the ranger, but that would be further dependence on the still not up to the challenge pet system.
It isn’t just power creep that is fear. They focus 99% of the balance on conquest based spvp and that creates issues that would (almost) never occur in other game modes or aspects of the game and if/when they finally have to move on from that as the only mode they seem concerned with there will be an ocean of ‘balance’ problems that would come into being just from a change in focus.
Probably not never, but I would be surprised to see the airship pass again in less than nine month or so.
The problem here was when they early in the game started to normalize things then stop to look at the differences between profession. Followed by blanket nerfs to endurance recovery (that strangely missed the passive of signet of stamina)
Is it intentional design for anyone (ally or enemy) to be able to use the items foraged by the pig pets?
To be honest I kind of wish retaliation only affected melee and non-reflectible attacks, but that’s just me as projectiles feel underwhelming compared to other ranged attack option and due to game design (or lack there of) melee stacking being king.
Have it evade on the return similarly to Evasion while swing on Swoop.
I don’t think they would add any additional dodges to the potential of the sword dagger set and Ranger get enough dodge spam (well does to design people think all we do is spam 1 as well.).
I doubt we well see any new weapon until after they get done adjusting the current ones. That being said I would not be too hopeful as they are terrified of power creep so the will probably be situationally useful at best or addition subpar options.
Actually, sword needs only one change – allow dodge to override the chain of #1. Other than that, it’s pretty much perfect imho. I love the fact that you stick to your target like glue with it, and that you can choose to jump around between different enemies if you manually use #1 and time it right.
If I could wish though, here’s my take on the three skills:
#1:
Allow dodge to break the chain instantly, and by doing so, don’t restart the attack chain until you manually press #1 again.#2:
Hornet Sting – activate the evade part of the skill instantly when you press the button
Monarch’s Leap – Change to combo finisher blast (remove cripple if a blast finisher is considered to powerful to balance the skill)#3:
Fine as it is
I think that blast finisher (with certain fields) overshadow the other finishers.
Personally I would like to see the sword remain a sticky weapon and the evades built in are kind of part of the nature of the ranger (unfortunately dodge/evade being ultimate defenses cause issue and any extra make some people scream evade spam). So I would never see an evade on the hornet’s sting to go with the one on monarch’s leap.
Actually I think they found it was also interacting poorly with the game’s security at one time, not sure if it was ever truly fixed, but there it is.
Yeah remove mesmers’ illusionary wave too. That’s about 5x worse but thankfully mesmers are rare.
Or warriors hammer whirly knockback skill.
Or guardians hammer launch, so annoying when trying to stomp.
Or necros fear mark.
Those classes player bases don’t seem to be confused about the appropriate uses of those skills.
Inexperienced players don’t know how to use their class correctly, so you seriously suggest to remove their options.
You must be a pretty awesome player yourself as well^^
I see it most consistently with rangers.
Basically if I see a ranger with a longbow out in a PVE zone I pretty much assume they’re the kind of player the NPE was designed for, just my experience with them.
I’d say at this point with the renewed appeal of ranger that is increasing the number you see, but you yourself might also be selectively remembering the rangers over other offenders.
What’s next lower all damage (for everyone) so no one can burn down a target when they see others coming to engage?