Last time I was in the crystal desert, no Tengu were there. Unless I’ve missed something or they’ve settled there in the meantime, I see no connection between the next expansion and the Tengu.
I reckon the Tengu next to LA will only open their gates if they face extinction and see no other way out. And currently I see no immediate threat for them.
I agree with OP: It’s ridiculous that we always loose all stacks upon switching maps or instances. When the map gets empty and you volunteer for a more populated map, you’re supposed to be REWARDED, not PUNISHED by stripping all your sigill stacks! Who in their right mind volunteers for a new map-instance when at 25 stacks?
And having so many monsters that don’t award stacks doesn’t sit right with me either. You’re supposed to get 1 stack per kill. Not “yeah, you might be getting a stack or not, depending on your circumstances”.
And I don’t agree with Justine that they’re contributing to unhealthy play. You’re tagging lots of mobs for loot anyway. Whether they’re actually dropping loot or not, the tagging mentality is already there. If anything they’re making players try to stay alive instead of engaging groups of veterans Leeroy-Jenkins-Style and making their lava font on downed state part of their damage rotation. I’m even running the sigil in HoT on a full glass-cannon ele and it’s at full stacks 90% of the time.
I’ve just tested it on my golemancer and it still knocks enemies back. You were probably unlucky to meet an enemy with a defiance bar or your golem just missed his attack.
Not everyone likes all kinds of content. It should be possible to unlock all masteries while completely avoiding one type of content (for example adventures) that gives mastery points. So I don’t think we have too many mastery points overall. Rather we have too many mastery points associated to a single type of content (and/or too few associated to other content).
I’m ok with adding a sink for excess points like the vendor you recommended, but please no mastery track that requires the remaining points. Maybe the vendor could offer an exchange? 2 points of region x for 1 point of region y?
I have noticed that there are still several skills that don’t work with active action cam. It’s mostly movement or projectile skills. In action mode they fire straight into the ground instead of at the target or crosshair.
I would love a grass-like hip-long hairstyle for Sylvari. Something nice and straight. Please no more curls.
I agree with the op, but for a different reason. I’ve had it happen to me multiple times, that a player whispered me for getting help / asking a question, but that player (apparently) forgot that he was invisible. Or he just didn’t know that he can’t receive whispers while set to invisible, who knows?
A short message like “You can’t receive whispers while invisible. Change your online-status (z) to change this.” would’ve helped them.
Sadly there are no bags bigger than 20 slots. 20 Is the maximum.
Falling out of them? Sometimes I can’t leave a Ley Line even when I want to!
I really love playing Sylvari characters. Especially the glow is nice. So after several female Sylvari I decided to make a male Sylvari Ranger. I couldn’t find a single chest-armor piece that allows me to watch the glow effects…
+1 for more revealing male armor skins.
From a modder’s perspective the answer is clear: ANet uses “paper” thin parts for their weapons and armor for increased performance and because it’s easier to make. Objects that actually have a substance (thickness > 0) require two layers of polygons, while thin objects only require one. That’s double the vertices, double the dev work and double the workload for our graphics cards. So whenever a designer works on something really thin, they just make it have a thickness of 0.
Didn’t ANet say they would only release outfits via the gemshop and armor skins via expansions? So when the expansions take us to Cantha we might see some armor skins from Factions, when it takes us to Elona we might see some armor skins from Nightfall…
I use it all the time.
My main complaint it that targeting doesn’t lock so it’s easy to lose target, especially if there’s a lot of mobs close together but otherwise I really like it.
If I remember correctly, the action cam used to lock on the first target you’d select. Switching targets was only possible by pressing tab. This was changed because it was too strict and you’d end up not attacking anything at all if your selected target was too far away or behind you. Also there was the bug that the game wouldn’t select the next target after the first one died unless you press tab.
I like the new, dynamic target switching better. Though I guess that’s a matter of personal preference.
I use it all the time. The only problem is, that there are still some skills that are bugged in action cam. Instead of firing at the selected target or the cross hair, they just fire straight into the ground.
Recently I made a role play build as a golemancer and the no3 skill (the one where the golem shoots projectiles from both fists) is one of the bugged skills. It’s so annoying that I always have to leave action cam before using it…
You could try to do Shatterer with an organized group. On the eu servers, gw2ts.de (German community) does Shatterer on a regular basis with this achievement. I’m sure other communities do it as well.
Good Luck
I’m running a modified raid build in open world myself. Changes I did include:
- Get some condi cleanse. I’m using a Superior Sigil of Cleansing for that.
- Get some stability / stunbreak. Harmonious Conduit has saved my life more often than I can count. Though it was included in the meta build, so it’s not really a change.
- Try out different heal skills. Personally I prefer Arcane Brilliance, because it’s a blast finisher and has a really high heal effect if you’re surrounded.
- Glyph of Storms cast with Earth Attunement basically makes big blobs of monsters completely unable to harm you. In PvE this is probably the strongest protection you can get.
- Learn your combos. In open world you don’t have buffers running around with you. You have to provide your own might and fury. Even generating just a few stacks at the beginning of combat can make a huge difference. In mid-combat you might want to blast some water fields for an extra heal.
- Elementalist IS fragile. So don’t get hit. Most of the time it’s better to cancel a spell that is currently rooting you, than to pay for it in hp.
I don’t understand people who ask for stat progression. I used to play a mmo that had gear progression right when it released. I ran some dungeons and got pretty good gear. The difference between my gear and the theoretically best gear was about as big as the difference between exotic and ascended gear.
And then an update came with new areas, new level cap and new gear. At first I was like “yeah, new content”, but when I hit the new level cap and realized I would have to do all the grinding again to get good gear, I just “temporarily” quit. Currently I’m waiting until the devs have implemented their final level increase and final gear increase before going back. Until then the community probably left and I won’t be playing longer than a week.
Gear progression can work both ways. It can keep players occupied and it can drive players away. I believe the difference is in the player’s mentality. Players who seek gear progression see progression as their primary game content. Players who loathe gear progression on the other hand see it only as a means to access the content they really want to play. So grinding for gear does not count as playing and is not fun. The fun starts once max gear is acquired and it stops with the next level increase.
For a beginner, exotic (orange) gear is the go-to. Exotic gear is only slightly worse than the best gear in game (ascended or legendary, which are equally good) and is rather easy to get. With the level 80 boost you should’ve gotten exotic gear, since that boost is supposed to give you everything you need at lvl 80.
Imo the problem with the boost gear doesn’t lie with it’s quality, but it’s stat combination. Most people you see running around probably wear a combination of 3 offensive stats. Watching them kill stuff in seconds, you probably feel that they are way more powerful than you. On the other side you can currently take way more damage than they can. You can get most stat combinations cheaply on the trading post. In earlier times I would’ve suggested you run some dungeons to get the stat combinations you want, but since dungeons are dead…
Once you have a complete exotic set, you can go for ascended trinkets. You can get the amulet from the laurel vendor, rings are cheapest if you do some low-level fractals and buy them for pristine fractal relics, and accessories are best aquired via guild-tokens. Look for a friendly guild and join their weekly guild-missions, and you can get about one accessory every two weeks.
When you have familiarized yourself with your class and you’ve gotten the ascended trinkets, you can look into ascended crafting. Crafting is still the most reliable way to get ascended weapons and armor. However it’s also really expensive. I suggest you start with an ascended weapon, since that will have the biggest impact on your combat. Then you go for an armor. As the last piece you can look for an ascended backpack. Last time I’ve checked, backpacks had the worst stat-gain / money-spent ratio. You don’t need to bother with an aqua breather. Even playing without one is completely viably, since ANet has given up on underwater content and combat.
One last tip for rings and accessories: You can only wear the same ring (or accessory) once! For example you can not wear two “Ring of Red Death” at the same time.
Joystick support… Are you sure you mean this?
If this is another controller support topic: It has been discussed to the death and ANet hasn’t said a word. It might be coming, it might not be coming. The point still is: It’s difficult to map all the keys we have to a controller. That’s 17 buttons for skills + weapon swap you’d need to map alone (also counting the special action key). And ANet might add new keys at any time, which would potentially require a complete re-mapping of the controllers.
Yup, often enough I try to rez someone after the end boss is dead, but that person just teleports to last checkpoint and takes longer to get his chest, than if he would’ve just stayed there.
Is there any possibility that your last party member was still infight? Because that’s the only thing I know of, that could’ve prevented you from spawning at the last checkpoint.
My take on heros in GW2 is this:
- Some NPCs would make good heros. They could be unlocked via story, achievements, ingame currency, etc.
- It could be possible to sell henchman-upgrades for our player characters in the gemshop. This would make it possible to take an alt as a hero into your group.
Areas where heros make sense:
- Dungeons. Whoever claims that there is no need for heros in dungeons may now open the lfg tool and try to find a group for Sorrow’s Embrace path 2 in less than 30 minutes.
- Empty open world maps. Some areas are just sooo empty, it drives me crazy. Even if he doesn’t do anything useful, I’d like to have an NPC who occasionally chatters about stuff.
- Story instances. Seriously, as the pact commander you’d expect us to have some troops at our disposal whenever we require them.
Areas where heros make no sense:
- Populated open world maps. Just auto-despawn them if a certain number of players is within a certain range. It’s ok if the range is huge. I’d even go as far as setting this range to render distance (eg everything you can see).
- Raids. This will most likely never happen, because NPCs need to be worse than a less-than-mediocre player. And you just can’t raid with such a liability in your group.
- Fractals. This is the go-to group content. It would be bad to reduce the number of available players for groups by adding heros.
I haven’t bought a single teleport scroll, because I know they’d use way too much space. A teleport book or folder, where we can “store” all our teleport scrolls would solve this problem.
For raid-builds, dungeon-builds, etc you can just check metabattle.com. They also have detailed guides on how to do your rotation and what skills you can change in specific situations.
Ele is a pretty hard class for raids though and the many nerfs didn’t help in that regard. While ele theoretically can have the highest dps among all classes, reality (and dps meters) show that most eles fall behind their teammates. I suggest you do some training on the golems in LA’s airport. Training your rotation on worldbosses like Tequatl in melee range also helps with maintaining high dps in stressful situations.
Good luck and have fun raiding!
I’d go for Norn. If you ever decide to play a venom-share-build, you can summon an additional frost-worm to share your venoms with.
On the flipside: If you want to make an Asuran-style armor set with lots of floaty bits, you won’t have problems finding a shoulder piece.
I would love a hardmode like in GW1, where all mobs get extra abilities and aren’t pushovers. The amount of fun for veteran players would be immense.
However I doubt ANet will ever include a hm. As you said, it would need to be on a different instance than the normal mode. Thus it would take players away from the already quite empty maps, which would be bad for new players.
At least that’s ANet’s logic. In reality there is currently little to no reason to go back to the old maps, which makes them just as empty and even makes veteran players loose interest in the game.
Ever since the introduction of gliders basically everywhere, the fall-dmg traits lost their value. Making them a fundamental part of each class would free the slot for a new trait.
The mechanic could be: Press ‘v’ while falling and you receive your class’s fall damage trait for 0.5 seconds (20 s cooldown).
@SlippyCheeze.5483 Personally I didn’t have any problems ever since the 64 bit client beta started. But I know enough people who suffer from frequent disconnects, that I decided to add it to my post. Just yesterday a friend of mine lost the connection directly after looting the big chest in Dragon’s Stand. No Capsules or Trasure Mushrooms for him.
“This map is closed to all not already in it.”
I believe this is the message you get, when you try to join a Dragon’s Stand map after the meta event chain is completed. A lot of areas and loot appear then and ANet wanted to make sure, that only people who played the meta have access to these.
Solution: Join the map before the meta finishes and pray you don’t disconnect.
So new sheathe / draw animations for all weapons on all races, a reworked skeleton rig, new UI elements? Sounds like a lot of work for almost nothing.
I agree. The limit of 2 mails is too restrictive. The limit should’ve been increased to 4 mails long ago, so you can send bufffood to each party member. With the introduction of raids it should’ve been increased to 9 mails.
Imo the limit should be removed gradually with accumulated playtime / achievement points / other things that gold spam accounts lack. Because let’s face it: The majority of gold spam accounts (like 99.9%) has low ap, not much time played and most likely lacks a 2 stage authorisation system.
Putting an increase in sendable mails per minute into the 5k, 10k, etc ap chests would also be a nice reward and incentive to actually do achievements.
Another suggestion I already made is, that mails sent to people, who have me on their friendslist, don’t count towards the limit. If they want to stop me from spamming them, they just have to remove me from their friends list.
(edited by BunjiKugashira.9754)
- Skill use on cooldowns
So you’re suggesting that the skill is still usable, but with a different (weaker) effect? That’s almost the same as attack-chains on a single button. GW2’s current system is definitely able to emulate a similar effect as there already are skills with “Press for x effect, press again within y seconds for z effect”. So it’s mostly a question of balance and development effort. If all skills got a z effect, that was just a weaker version of their original x effect, then the question is: Do you make z strong enough to be viable? That would lead to very boring rotations. Or do you make z too weak to be viable? Why go through the trouble in the first place then? The only useful application for this I can see is for classes that use some sort of resource like mana, endurance, etc. The z follow-up could cost inceasing amounts of that resource so you have to consider how often you want to use it in succession.
- Skill add-ons
Isn’t this the same as traits? There are enough traits that improve a specific skill / group of skills with new effects.
- Context Effect on weapon swap
If it’s just effect on weapon swap, we already have that. In the form of traits, sigills and runes. It might not be a full-fleged, animated attack, but there are several effects you can trigger on weapon swap.
If it’s a different effect on weapon swap, depending on the direction you’re moving, that wouldn’t suit GW2’s combat system. In GW2 movement is completely indepedent of your rotation with the sole exception being skills that root you in place.
You might need to give some examples. Currently SAB Blue skins are probably close..
Hero-Tron?
Job-o-Tron?
Ya know the gw2 universe “tron”?
So you’re suggesting a Sword-o-tron, Staff-o-tron, etc?
Balthasar have mercy on my ears…
Interactive itens into the Guild Hall
in Guild Wars 2: Heart of Thorns
Posted by: BunjiKugashira.9754
Yes, diving goggles would be sooo good for our guild hall. We have a JP that leads up to the highest possible point and features a jump all the way down into the water.
I had no issue seeing my SAB dailies in SAB.
Simply select which ones you want to track from the daily achievement panel, like normal dailies, and they display right where they should.
I think OP wants the SAB dailies to be shown automatically.
When you enter PvP you are automatically shown the PvP dailies.
When you enter WvW you are automatically shown the WvW dailies.
When you enter PvE you are automatically shown the PvE dailies.
When you enter SAB you are automatically shown the …
… PvE dailies. Sounds useful to me.
I was hoping ANet would include this as a feature. Currently you can only choose to either show helmet or hide helmet. It would be nice to have more options like show helmet when weapon drawn or hide helmet in major cities.
The same goes for gloves and town clothes (cough outfits). It would be nice to automatically switch to an outfit when entering a major city.
Here’s my Silvari Ele. So what is your theory?
Personally I don’t have a problem with the glider. However I can see why some people might have them. Old habits are hard to kill.
As long as the current method of deploying the glider still remains an option (like suggested by op), I’d say go fot it. More options are almost always good.
No. One of the biggest mistakes ANet ever made was allowing outfits in combat. Undermining class-identity by removing the only thing that keeps them visually apart is the second worst nightmare I could think off. Right after open world pvp.
Why not go all the way and sell the remaining class-specific visuals and effects, too? Elementalist wristbands in fire, water, air and earth only 400 gems each! Get your scrapper-gyro mini now and you’ll get a necromancer scythe-staff skin for free! You hate immersion all the way? Now you can transmute any weapon skin onto any weapon of your choice, bash your enemie’s skulls in with your favourite longbow and shoot them with dual quaggan shields, pewpew!
The fancy winter outfit was being sold just before wintersday and left the shop right before wintersday started. I’m still trying to understand the reason for this move.
“Hey, wintersday is starting, let’s remove the warm clothing from the shop and watch people freeze. It will be hillarious!”
It’s kinda sad: On one hand players complain that the event is too difficult and never killed even one worm and on the other hand orgas, that have a success-rate of well over 80% (for decapitating AND killing all 3 heads) have to cancel their worm events because not enough players show up.
The worm orgas constantly look for new people who want to try the worm. That’s why you’ll get full instructions every single day, even if there is only a single new player. Most communities have already been mentioned in this thread, so pick one and visit their event if you’re interested.
Truth be told: Some of these communities wouldn’t even exist without triple trouble. An event so hard, that it absolutely requires an orga has brought so many players together… Nerfing it would harm the game and the communities on a scale that no expansion could ever fix.
Don’t put your hopes on a new class. Now that we have 3 classes of each armor type, I don’t think we’ll ever see a new class in GW2. I could however imagine an elite-spec for Warrior specialize in brawling. In GW1 we had a pair of daggers that looked like knuckles, which could happen here again.
I’d really like to see the long overdue overhaul on underwater combat, a playable Largos race and an underwater city. But that’s more likely to happen in expac 3 or later. Expac 2 will be about Primordus and Jormag.
Usable diving goggles please!
We got this super sweet jumping puzzle in our guild hall and a pair of diving goggles at the end would make it perfekt.
I like the idea of a Hero-System for dungeons and story content. It should be optional though. If you want it, use it. If you don’t want it, just leave the Hero-Slot in your UI empty. Also it should be limited to 1 Hero per player. Actually I’d like to use one of my other characters (skills and gear included) as a Hero.
I think Heros would also be a good addition for old open world maps. Some of these maps feel so lonely, that I sometimes cast a fire-elemental just to have a companion. As an additional restriction for open world heroes I would add: Despawns/hides if more than 5 players are within a certain radius.
I think what OP actually means is that we would equip 2 weapon sets:
- One, that is invisible and determins our skills and stats, like our current weapons do
- One, that is visible and determines what our weapons look like
The shown set could be something completely different from the actually equipped set. We could show a shield and mace, while in reality wielding a 2h sword.
If I understood this correctly, then let me add: I’m against this.
The skills in GW2 are designed to add a certain feeling to the weapon they’re assigned to. Hammer skills are designed to feel slow and heavy, dagger skills are designed to feel quick and agile. There are a lot of weapon skins in this game, yes. However you can always tell what weapon someone is wielding and what to expect from their build. In PvE this expectation adds flavour to the class. The armor weight in combination with the weapon set tells us almost everything we need to know about a character. Isolating the skin cathegory from it’s mechanics removes a big characteristic trait from the game.
In the competitive gamemodes WvW and PvP these characteristic traits are not only flavor, they can decide over victory or defeat. Knowing the skillset your opponent is limited to can give you the advantage you need to win an even fight.
I’m still grumpy about the fact, that you can wear outfits in combat. At least the amount of outfits running around is vastly outnumbered by the amount of real identifyable characters. Taking away the weapon’s identity would be another push away from optical clues towards an increasingly ui-focused game.
The only problem with MKS is the range. You can be doing something else near it and get tossed for not typing the right thing.
I didn’t test it, but does MKS still go all the way to the crafting stations? I remember that last year my crafting of 2000 mythril ingots got interrupted because I suddenly took a dip in the mystic forge.
Sigh… People were only complaning that the JP was part of the meta achievement (and gave AP? Not sure about this one) so they felt pressured to complete it. In my opinion the perfect solution would’ve been to make a repeatable achievement like the one for the wintersday JP. A few ToT bags every few completions…
I agree with @Malediktus.3740. Every class has a certain feel and aesthetic. You look at a necromancer, mesmer or elementalist and immediately know: ah, that’s a mage. You look at a thief, ranger or engineer and know that it’s an adventurer type class or you look at a warrior, guardian or revenant and see the sturdy armor befitting a fighter class.
The armor weight is a big part of a class’s identity. Taking this away means taking away the only visual distinction between classes.
Imo making outfits work in combat was one of the worst decisions ANet ever made. Right after the decision to replace the town clothing system with outfits.
Wow, this is the first time I saw someone at ANet take notice of this problem. And threads like this one have been around for ages.
Yes, some of the placements are accidental. No one really gets agry over a bank golem in a gathering node or vendor. But no one can tell me that a huge amount of cheap food trays are “accidentally” spawned around one expensive tray, or that a pilot box and a wobble head laboratory “just happened” to spawn right next to an event pick-up item. At some point naivety has to stop and you have to realize that this is deliberate grieving.
TT Wurm is propably the most grieved event in the game. Besides the fact that it’s easy to grieve and sometimes even fails, personal feuds and rivalrys between organisations make this a popular target. You just have to open your eyes to see that TT grieving happens on a daily basis. From small-time trolling like placing a pilot box in front of the end chest to obvious sabotage like the one shown in stale’s picture, something like that happens all the time. I think it’s sad that this is seen as a minor issue. For me this is one of the biggest issues the game currently has.