Pistol shot damage is very low. Pathetically low.
These developers seem to think that creating a product, applying a price tag on it and selling that product on their online store isn’t a good business model. Spending money for the unknown chance to obtain the product makes more sense.
A free gear treadmill.
Hey at least you’re not paying money for running on a gear treadmill right? LOL!
Hopefully not. oO I don’t have any ascended items so far and my agony resistance is at 0.
You can get 6 ascended items for your character right now. This is almost the equivalent to another piece of gear.
+60
+32
+32
That gap will get larger when weapons and armor are released. If you factor in the +4 stat infusion items that’s another +48 to a defensive or offensive stat.
This might not be important to casual gamers who don’t care about pretty much anything but; hardcore players do care. Hardcore players analyze; discuss builds and designs their characters to be at optimal efficiency.
(edited by Calae.1738)
What I find interesting is that the Thief’s condition removal tool Shadow’s Embrace is now less effective when revealed by a trap. Not only they can’t stealth but, they can’t remove conditions either.
For those of us who are intelligent enough to not participate in this nonsense; it doesn’t change a thing.
Some people will play the lottery without being able to calculate risk. It’s just the way it is. A fool and his money are soon parted.
I think the biggest problem in the story telling is the characters. I don’t care about any character in Guild Wars 2. I don’t feel their pain, love, anguish, hatred, jealousy or greed. The characters don’t feel important. I don’t even see them in game. They have no personality and they have zero impact within the world.
Stories are forged by characters. Without characters you have no story.
What they need to do is decrease all food buffs from 40% to 20% and increase the effect of the secondary stat from 70 to 100.
Imagine a zone where players have to control and defend strategic locations on a map wide scale. Failure to defend and control certain locations would make it impossible for players to navigate freely and access certain areas. NPC’s are attacking these locations with foot soldiers, ranged casters, archers and siege weapons.
Sigil of Fire is activating an average of twice per NPC in Cursed Shore. Granting an extra 2,000 to 3,000 damage. Sigil of Battle doesn’t come close to this in short duration encounters.
Casual gamers can spend 8 hours a day playing a game. It’s what they do in the game that makes them casual. Playing the game on the easiest setting and never failing at any obstacle is a pretty good example.
That’s where you and I differ.
You want to make the show amazing enough to watch and get sponsors? You need superstar athletes. Without them; there’s really nothing to see.
I don’t see how we differ. I agree, but like I said in a post above (or maybe it was the other thread?), we do have these pro atheletes. What’s stopping them from being superstars is awareness. We don’t have much of a community yet due to the lack of self-promotion and tools. It really starts with each of us willing to get into serious tpvp play. Get a team, together, learn strats, participate in tournaments, and get engaged in the streams. If you look at the list of Coaches from last night’s SOAC tournament, they rep each profession’s high tier play.
The tools we lack is a freaking universal HOTM. Pretty sure it’d look a lot more pack and it’d be a lot more lively to bring a good flavor into tpvp. Also, having a lfg system that shows your rank, wins/losses maybe, and a profile of what your chars/builds are.
I mean, if you don’t think it’s worth it, then agree to disagree, but can’t say that I didn’t try to get you hyped again.
You can be a superstar at hopscotch doesn’t mean it’s going to draw a crowd.
It has to be awesome to watch.
I believe the downed state not only makes no sense what so ever but; it’s boring to watch someone rubbing someone else; unless genitals are involved.
Whine whine whine…. you don’t need stunbreakers….
If you play in Queensdale and RP all day sure; you won’t need stunbreakers.
If you drop downed state, another skill layer would disappear. The game doesn’t need to be dumbed down even more. Balance it a bit more? Why not. But drop it? Nah.
Are you kidding? The downed state is what dumbs this game down. It turns everyone into healers. Bad play is covered by someone healing the downed player.
Bad play? If 4 people coordinate a focus fire on you down, more than likely you’ll die, no matter how good you or bad you are. And tbh, I am not sure whether tpvp is in the scope for being ‘serious’ for solo-queuers which seems to be the majority of criticizers; but atm it’s perfectly fine for premades and organized 5-man teams.
If 4 people focus you down; it’s up to you to use your toolbox to survive and your allies must also use their toolbox to save your life.
Rubbing a downed player is the most ridiculous mechanic I have ever seen.
I’ve been in 2 vs 1 and 3 vs 1 plenty of times and laugh my head off when I take one of them down. Watching the other players use invulnerability while healing the downed player in mid fight is hilarious.
I don’t think you are approaching this right. If your problem is invulnerability, then suggesting to not allow invulnerability to allow you to res is much better. It seems to me that you cannot get the stomp off in time and that’s when you need to consider, ‘wow, I really need some cc or haste or stability to make sure I land it’. If you just want to shout spvp sucks and kill esports because of your negativity, then go for it, I’m done talking now because I can see quite some ignorance. I’d support you more if the streams that have been going on lately weren’t successful, but they were, and that’s either because 1) it’s fun or 2) people do take it seriously or 3) people are considering taking it seriously due to new interest from watching the stream
Using CC to prevent healing a downed player.
Now why didn’t I think of that? Probably because my CC is used to neutralize one player while I pound on the other? I suppose the same argument could be made when players keep their invulnerability to secure the stomp. Then again; even that can’t be accomplished in certain situations because some classes can prevent themselves from being stomped; buying enough time for his newb friend to heal him.
It’s too bad. It has potential. It’s just throwing it out the window on unbalanced mechanics designed to cover up poor play.
Your scenarios seem like it’s a 1 hero vs all which should not be the case. I assume you do not have a premade—and that is a disadvantage unfortunately because I will admit that spvp mechanics do not support solo-queuers without good mutual communication.
But given that you do have a premade group. What are they doing? If you try to stomp and secure it with invulnerability, but it’s a thief—you can blink to where the thief teleports or just dps him down with your friends. If there is another person coming up to res him, and you don’t have a blink on you to secure that stomp, call a friend to assist you and try to dps the person down during that time or re-stomping if their health still low enough where you can out-stomp the res.
For mesmers, you can actually ‘fake-out’ a stomp which is what I learned yesterday. Most of the time, mesmers will use their skill during your stomp animation. If you mind-game right and pull back before stomping and restart the stomping animation while they cast it, 70% (random number but it’s often) they’ll be within vincinity for you to land it.
edit: unless you have a point neutralized or capped, you should never be running into a 2 v 1 unless you have teammates coming. If it’s a 1 v 1 and an enemy comes, there are ways to secure the stomp depending on what kind of enemy comes to assit them (most of the time stability will work). In the cases of the ‘stalling’ classes such as eles, mesmers and thieves you just have to approach them differently, but the good thing is, they cannot be ressed while using their stalling moves.
That’s where you and I differ.
You want to make the show amazing enough to watch and get sponsors? You need superstar athletes. Without them; there’s really nothing to see.
If you drop downed state, another skill layer would disappear. The game doesn’t need to be dumbed down even more. Balance it a bit more? Why not. But drop it? Nah.
Are you kidding? The downed state is what dumbs this game down. It turns everyone into healers. Bad play is covered by someone healing the downed player.
Bad play? If 4 people coordinate a focus fire on you down, more than likely you’ll die, no matter how good you or bad you are. And tbh, I am not sure whether tpvp is in the scope for being ‘serious’ for solo-queuers which seems to be the majority of criticizers; but atm it’s perfectly fine for premades and organized 5-man teams.
If 4 people focus you down; it’s up to you to use your toolbox to survive and your allies must also use their toolbox to save your life.
Rubbing a downed player is the most ridiculous mechanic I have ever seen.
I’ve been in 2 vs 1 and 3 vs 1 plenty of times and laugh my head off when I take one of them down. Watching the other players use invulnerability while healing the downed player in mid fight is hilarious.
I don’t think you are approaching this right. If your problem is invulnerability, then suggesting to not allow invulnerability to allow you to res is much better. It seems to me that you cannot get the stomp off in time and that’s when you need to consider, ‘wow, I really need some cc or haste or stability to make sure I land it’. If you just want to shout spvp sucks and kill esports because of your negativity, then go for it, I’m done talking now because I can see quite some ignorance. I’d support you more if the streams that have been going on lately weren’t successful, but they were, and that’s either because 1) it’s fun or 2) people do take it seriously or 3) people are considering taking it seriously due to new interest from watching the stream
Using CC to prevent healing a downed player.
Now why didn’t I think of that? Probably because my CC is used to neutralize one player while I pound on the other? I suppose the same argument could be made when players keep their invulnerability to secure the stomp. Then again; even that can’t be accomplished in certain situations because some classes can prevent themselves from being stomped; buying enough time for his newb friend to heal him.
It’s too bad. It has potential. It’s just throwing it out the window on unbalanced mechanics designed to cover up poor play.
If you drop downed state, another skill layer would disappear. The game doesn’t need to be dumbed down even more. Balance it a bit more? Why not. But drop it? Nah.
Are you kidding? The downed state is what dumbs this game down. It turns everyone into healers. Bad play is covered by someone healing the downed player.
Bad play? If 4 people coordinate a focus fire on you down, more than likely you’ll die, no matter how good you or bad you are. And tbh, I am not sure whether tpvp is in the scope for being ‘serious’ for solo-queuers which seems to be the majority of criticizers; but atm it’s perfectly fine for premades and organized 5-man teams.
If 4 people focus you down; it’s up to you to use your toolbox to survive and your allies must also use their toolbox to save your life.
Rubbing a downed player is the most ridiculous mechanic I have ever seen.
I’ve been in 2 vs 1 and 3 vs 1 plenty of times and laugh my head off when I take one of them down. Watching the other players use invulnerability while healing the downed player in mid fight is hilarious.
If you drop downed state, another skill layer would disappear. The game doesn’t need to be dumbed down even more. Balance it a bit more? Why not. But drop it? Nah.
Are you kidding? The downed state is what dumbs this game down. It turns everyone into healers. Bad play is covered by someone healing the downed player.
Downed State.
A completely unbalanced mechanic designed for bad players in PVE. Somehow this mechanic managed to find itself in competitive PVP for no reason what so ever.
Ask the developers what the design intent of the downed state is for PVP. Why this mechanic exists and why they think it creates exiting game play. A game play so exciting that the whole world wants to tune in and watch.
I would say Pyromancer’s Puissance is a VERY GOOD trait. I’m able to add between 100 to 300 damage per auto-attack and that’s without precision and crit damage stats.
If you stay in fire attunement all the time sure; if not its terrible.
That’s actually a brilliant idea. Maybe too brilliant for these devs though.
I think the bunker is so effective because it augments all our weaknesses. Having the lowest health and armor in the game would naturally make us gravitate towards defensive traits and utilities.
The Water trait line has healing, condition removal and Cantrip augmentations all wrapped together in a convenient package. Cantrips are also our only stun breakers which makes Water go from awesome to mandatory.
Why not spread the bunker traits around a little? Here are a few examples….
Fire traits: Vigor, Healing
Air traits: Vigor, Condition Removal
Earth traits: Protection, Healing
Water traits: Healing, Condition Removal
Arcane traits: Vigor, Protection
Stun breakers cannot be exclusive to Cantrips; these should be available on Signets and Glyphs.
I was contemplating on taking Sigil of Energy and reducing my investment in Arcana but, the extra 10 points into Air or Fire is just terrible.
I have 20 points into Air. With gear, fury and food buffs I’m sitting at 50% crit chance.
I don’t do sPVP.
The AoE burst is really nasty. Blazing Speed + Ring of Fire into 5 people is almost guaranteed to activate an AoE fire blast from the Sigil. Add in a Fire Grab for good measure.
I’ve noticed that Sigil of Fire is getting more popular lately and decided to try it out.
For a Double Dagger Elementalist I can honestly say that Sigil of Fire feels more useful. The AoE burst damage is nasty in PVP. In longer single target fights however, I can see Sigil of Battle being better. With the amount of boon removal and boon steal tools Thieves will have; I won’t be missing Might much.
The biggest difference I’ve noticed is a change in game play.
When I had Sigil of Battle I use to constantly swap attunements to keep the Might stacks as high as possible. When I needed burst healing, condition removal or protection; it wasn’t available because the Water and Earth attunements were always on cooldown.
Using Sigil of Fire no longer requires me to constantly keep switching attunements. Making Water and Earth always available when I need it. I generally stay in Air and Fire for Damage. Water for healing and condition cleasing. Earth for protection and control.
I’m finding myself more effective in PVP and PVE.
The flap in the back of those shorts is hilarious.
Please tell your artists to open a magazine on women’s clothing to avoid future embarrassment.
They’re probably afraid of increasing the rewards since players always find new exploits. Which is really funny because to me it means they don’t do any testing and their team is too small to plug the exploits in a timely manner.
How could a monster be designed to ignore all the players infront of the room and attack directly at Keeper Jonez in the back room, effectively failing the event?
No testing.
They are so few people playing, what do you expect?
Way to thread necro.
As for how strong this is, it’s barely faster than using just swiftness (like 2 meters extra).
I’m not a necro.
I don’t use it if I’m not in combat.
Air Pocket is overpowered. 1200 range teleport on a 12 second cooldown. Let’s be consistent here.
I’m wondering why this hasn’t been fixed already? It’s been almost a week since the update.
They probably don’t think there’s anything wrong. Yet.
Developers save money by making the community test their changes in live environments instead of testing them on a test server.
I think the only thing we can do now is not go to Cursed Shore; which is what i’m doing.
They don’t test anything.
It’s sad to see MMO developers destroy their own game with untested experiments. It’s happened time and time again and they just keep repeating the same mistakes over and over again.
11 unique conditions. Hundreds of players on screen. Thousands of conditions with each their own duration and stacks to report to every single client. I’d be curious to know how bad the servers are getting hammered by this.
What a major design oversight.
There are some really good points here, but my original intention was to talk about what the real world gets from us participating in this game economy, rather than what real world models were used in game economies.
In essence what can we learn here from the GW2 economy that we can have application outside of GW2.
An example I might think of is: Does players selling to highest buyer instead of waiting for a better offer show that people are not “Profit Maximizing” entities as basic economies assumes?
It all comes down to how people measure their time. I know some people that can’t translate time into money or money into time. It just doesn’t compute for them. Maybe they don’t care. Who knows.
Champion Risen Chicken hits you for 22,783 with Shoot Egg,
Can’t see the eggs and can’t see the chicken. Even if culling was removed, the chicken and the egg is so small that it’s almost impossible to see.
Who designs this nonsense?
Carrots and Slabs of Poultry meat have more than doubled in price recently. Rosemary Sprig is starting to climb. Interestingly Bowl of Herbed Poultry Stock is currently selling for less than the materials to make it.
You people have a very serious problem.
You’re throwing your money away. You’re throwing it away for nothing in return. If you don’t know the probabilities of winning you can’t calculate risk. Why would you invest your money without knowing the risks involved?
It’s stupid.
Even though resources are theoretically infinite, they are limited by the number of players and the time they can play. Resources are infinitely available and limited by the time it takes to collect them and use or sell them.
In a virtual world; with a click of a button you can create an unlimited supply of anything even if the population is zero.
Can’t do that in the real world.
and monthlys completly. they feel like a chore… and it’s not fun anymore.
You can’t stop doing it. You just play the game and it’s doing it.
They can’t nerf that stupid dungeon fast enough.
MMO’s generally place arbitrary values to items because they control the amount of time it takes to acquire. A good illustration of this is 2 currencies within GW2.
Karma versus Laurels.
The developers did not accurately predict the rate at which the average player would accumulate karma. Diminishing returns on this currency resulted in a massive community backlash. The currency kept inflating. Community voiced complaints of lodestones being too rare. Karma is now used to convert to lodestones or gold. It was a good decision to keep this currency valuable.
Laurels are a more recent currency idea. They’re much more controlled. They know precisely the maximum amount of laurels 1 person can accumulate over X amount of time. As long as the developers can create an environment that stimulates demand; the currency will always have value.
Which is brilliant.
Free markets without regulation tends to put our selfish genes into the spotlight.
We’re hard wired to survive. We will be greedy, we will be selfish. Create a virtual environment without regulation, without controlling inflation and just watch as this virtual economy eats itself like a cancer.
Well in games like this, the control is in the creation of items (ie drops, increasing resource node spawns, etc.).
In the real world, demand is infinite and resources are finite.
In a virtual world demand is infinite and resources are infinite. The only thing that has any real value in a virtual world is time. Each person values their time differently than others.
Free markets without regulation tends to put our selfish genes into the spotlight.
We’re hard wired to survive. We will be greedy, we will be selfish. Create a virtual environment without regulation, without controlling inflation and just watch as this virtual economy eats itself like a cancer.
I agree.
If you can make more dungeons like this you’ll be the best MMO on the block.
I like the idea of using jump to avoid damage and knocking enemies out of protection fields. It’s innovative and demands smart play.
Boss encounters should have healing abilities that demand interruption as well.
Good luck using arcane shield vs a zerg.
That needed to be nerfed.
Even I was doing that. Running into a zerg, aoe, mist form out and heal. The main idea was to have an “oh crap” button and be able to heal while invulnerable. Arcane shield now provides this.
Mate… Arcane Shield blocks THREE attacks.
Blocking more means you’re getting pummeled by multiple targets. This promotes bad play. Run into zerg, lay down aoe, mist form, heal. No other class can do this. No class should be able to do this. It’s bad design.
Good luck using arcane shield vs a zerg.
That needed to be nerfed.
Even I was doing that. Running into a zerg, aoe, mist form out and heal. The main idea was to have an “oh crap” button and be able to heal while invulnerable. Arcane shield now provides this.
Just take arcane shield. The devs don’t know what thier doing.
That trait is insanely good. It stacks additively with all other condi removal and reduces any cripple and immob to basically nothing!
I had a feeling this was the case.
Runes of Melandru + Bowl of Lemongrass Poultry Soup + Dogged March = immune to cripple, chilled and immobilize.
I am unstoppable.