The best solution imo, would have been to list the gold equivalent prices right next to the gem prices of every item in the gem store, then at the top somewhere, list the gold to gem conversion ratio for whatever it is at the time.
Some people would get mad because they wouldn’t be able to straight up buy gems with gold, then save those gems to convert back to gold for later. However, this would have avoided having a separate tab forcing you to convert gems first, and would have avoided almost every player related issue with the gem store from the start.
I would rather it was set up so we can get a full set by 18K instead of having to get helmet, shoulders, gloves for both sets first. Reason its not is probably because the last three pieces weren’t ready at the time, and setting achievement points that way would put our religious grinders at a bit of a disadvantage.
Bubbles is already awake, I thought?
Well what if both attack at the same time then? What if it was bubbles turn to awake in the cycle, but since scarlet awoke modremoth early, there would be two dragons to deal with.
Deep sea dragon awoke hundreds of years ago. A lot of people think we see Krait, Karka and Manatees running around on land because the dragon drove them out of their homelands.
Rune of the Pyromancer
1) +25 Power
2) +10% Burning Duration
3) +50 Power
4) +15% Burning Duration
5) +100 Power
6) On weapon swap, equip a Conjured Flame. (15 charges, 60 second duration)(90s cooldown).
Rune of the Aeromancer
1) +25 Precision
2) +10% Stun Duration
3) +50 Precision
4) +15% Stun Duration
5) +100 Precision
6) On weapon swap, equip a Lightning Hammer. (15 charges, 60 second duration)(90s cooldown).
Rune of the Geomancer
1) +25 Toughness
2) +10% Protection Duration
3) +50 Toughness
4) +15% Protection Duration
5) +100 Toughness
6) On weapon swap, equip an Earth Shield. (15 charges, 60 second duration)(90s cooldown).
Rune of the Aquamancer
1) +25 Healing Power
2) +10% Condition Duration
3) +50 Healing Power
4) +15% Condition Duration
5) +100 Healing Power
6) On weapon swap, equip a Frost Bow (15 charges, 60 second duration)(90s cooldown).
Rune of the Conjurer
1) +25 Power
2) +10% Condition Duration
3) +50 Power
4) +10% Boon Duration
5) +100 Power
6) Conjure weapons with 10 additional charges.
Rune of the Siege Breaker
1) +25 Power
2) +5% damage to Siege
3) +50 Power
4) +10% damage to Siege
5) +100 Power
6) +100% damage to Doors when not using siege.
Totally thought this would be like skill skins depending on the region you use your skills in. THAT would be probably the coolest addition to this game. I love games that pay attention to the little details.
Can you say….Geomancer?
IDK….. If playing the game is a grind then why play? A new dungeon path was added to TA and nobody plays because its not rewarding enough and too hard but the people who complained about harder dungeons I thought they asked for that because of the challenge. Guess they might not know exactly what it is that they want. People who wanted gear treadmill got fractals/ascended gear. How do you define grinding?
There is a fine line between Difficulty and Length and people confuse the two way too much.
Still going to have to say I don’t like the idea very much. It would be cool to see Rangers with attunements and see our skills change as a result, but its only going to be just that. Its going to be a copy of the Elementalist, just with a nature theme. I don’t want to be a copy of another profession, and on top of that…We have 4 seasons to manage, 4 pets to manage, 2 weapon sets to manage that change depending on the 4 seasons. That’s kind of a lot of stuff to squeeze a class mechanic into.
So, you want to add a completely new F1-F4 mechanic, and keep pets to the side….why? This mechanic does nothing to fix the current problems that pets have. If you remove their damage, then, due to the lack of and proposed/implemented fixes (or any fixes at all), they end up even worse than they were before. so have them still?
Rune of Immunity
1) +25 Vitality
2) -25% Poison duration
3) +50 Vitality
4) 25% chance when struck to remove a condition (30s cooldown)
5) +100 Vitality
6) When you remove a condition, grant immunity to that condition for 10 seconds.
Rune of Extinction
1) +25 Precision
2) +35 Toughness
3) +50 Precision
4) +65 Toughness
5) +100 Power
6) When you kill an enemy, gain a 3% damage bonus for 25 seconds against that enemy’s type. (stacks up to 5 times)
(edited by Chrispy.5641)
We haven’t even gotten to the point where each weapon for each class is viable. Let alone traits, or even classes overall! Without a balanced product we’ll see some classes getting new weapons to expand their gameplay while others get weapons merely to fill in holes out of laziness.
The only way new weapons would be justified at this point were if they dramatically changed the way classes played.
Ranger getting a staff to turn it more into a Druid. A Thief getting a Scepter to turn it into a Dark Magic user. Elementalist getting a greatsword to make it a melee enchanter. Things like this.
We don’t need ‘just another weapon’ for classes that overlap with current ones or are introduced for no other reason than because ANet couldn’t be bothered to make existing weapons work.
I have to agree with this. Giving the Ranger Pistols, Rifles, Crossbows, Javelins, etc. is going to be pointless unless the weapons can actually be different enough from longbow/shortbow/axe to be worth making (otherwise, we get unjustified nerfs again that try to make weapons more different from each other)
(also, giving Thief greatsword and turning them into something similar to the Dark Knight from other RPGs would be awesome! I would gladly take that over getting a “dark” heavy armor class that was made for the sake of having an opposite to Guardian.)
Rune of the Lone Wolf
1) +5% Movement Speed
2) +35 Power
3) +8% Movement Speed
4) +65 Power
5) +12% Movement Speed
6) Gain bonus stats for each enemy targeting you. (25 to Power, Precision, Ferocity, Toughness, Vitality, Condition Damage, and Healing Power. 5% Condition and Boon Duration. -5% incoming Condition Duration. Can stack up to 5 times.)
Rune of the Avenger
1) +25 Toughness
2) +1% Boon Duration for each downed/dead ally in range (1000 range)
3) +50 Toughness
4) -2% Condition Duration for each downed/dead ally in range (1000 range)
5) +100 Toughness
6) Gain bonus stats for each downed/dead ally in range (30 to Power, Precision, Ferocity, Toughness, Vitality, Condition Damage, and Healing Power. 6% Condition and Boon Duration. -6% incoming Condition Duration. Can stack up to 4 times.)(1000 range)
(edited by Chrispy.5641)
Guess I’ll do one since I’m bored enough. I’d say reasonably balanced.
Rune of Simplicity
1: +1% Damage
2: +2% Damage
3: +3% Damage
4: +4% Damage
5: +5% Damage
6: +10% Damage; Whenever you gain a boon, remove all other boons and all other previous stacks of that boon.
Its so simple a new player can understand it!
If it is an exploit, then Anet’s going to close and delete this thread from the history of GW2 that’s been meticulously hammered into the great stone tombs under their offices by their 200 allegedly missing employees not working on Living story. Then the 100 people that do work on the living story are going to have to cut Christmas content and spend time to fix this problem (Taimi wont get her presents now. I hope you’re happy you monster!!!) . That should happen by morning when they wake up.
If the threads still here, then maybe its not an exploit? still wont know….We can’t talk about exploits on the forums so I cannot say if it is or isn’t, instead (betting it is)
(edited by Chrispy.5641)
Rune of the Sentinel
1) +25 Power
2) +10% Protection Duration
3) +50 Power
4) +15% Protection Duration
5) +100 Power
6) +20% Protection Duration. When under the effects of Protection, gain 200 Power and 200 Vitality.
Rune of the Tethyos houses
1) +25 Precision
2) +10% Fury Duration
3) +50 Precision
4) +1 second Stealth Duration
5) +100 Precision
6) +375 Ferocity (25% critical damage) when under the effect of Stealth and Fury.
After all the dragons are dead, there ends up being an overflow of magical energy across tyria. The chaos can’t be contained. All hope seems lost but suddenly the human gods return to tyria. They absorb all the overflowing magic, and it turns out that was their original purpose for coming to tyria to begin with. They found out they couldn’t kill the elder dragons because the elder dragons would just absorb their pure magical bodies. Turns out that Abaddon was good all along and the other gods were evil! He planted the seeds of destruction by giving the world magic, and it turns out that we’ll be using that magic when we fight the ‘human’ gods that have literally become more powerful than actual gods.
There’s the story of GW3 right there!
After all the gods are defeated, new heroes absorb their powers. With Tyria in Chaos due to the death of the elder dragons, the new gods leave tyria with their people to find a new world to settle….or are they? Maybe these new gods are just as greedy as the old gods and want even more power! Thus the cycle begins anew.
I got this Oontz’s necklace of the Cat from a ToT bag and it has a curious upgrade:
Poly-Liminescent Undulating Refractor (Black)
when equipped it makes your character much darker.
Might these upgrades be the new items? (Black) hints at other colors or even effects that we can have based on the upgrade.Also you can salvage the Necklace probably giving you the upgrade but i’m too scared to salvage it :P
Ah, I was wondering how to get those refractor items that that_shaman datamined.
[&AgEqBwEAAA==] Poly-luminescent Undulating Refractor (Green)
[&AgEsBwEAAA==] Poly-luminescent Undulating Refractor (Orange)
[&AgEvBwEAAA==] Poly-luminescent Undulating Refractor (Black)
Hopefully more get put on the TP as the event goes on. I’ve been having ‘bad’ luck with getting anything good out of the ToT bags
.
Wonder if you can use the mystic forge and upgrade that amulet to ascended, And also wonder if the Refractors can be combined to make something….totally not related to whatever this new item is I bet, but still something to think about.
Rune of the Tank
1) +25 Toughness
2) 10% chance on hit, remove a condition (30s cooldown)
3) +50 Toughness
4) -25% Immobilize, Cripple, and Chill Duration
5) +100 Toughness
6) Gain Toughness equal to 5% of your other stats (Power, Precision, Vitality, Ferocity, Condition Damage, Healing Power)
Rune of the Gamer
1) +25 Precision
2) When disabled, Drop a Mini Bomb (30s cooldown)
3) +50 Precision
4) When struck below 90% health, use a Health Potion(10s cooldown)
5) +100 Precision
6) When struck below 10% health, turn surrounding enemies into Monkeys, Snakes, or Spiders for 4 seconds. (90s cooldown)
(edited by Chrispy.5641)
Because I’m working on the assumption that they don’t want to disappoint the thousands of European players who have reasonable hope to be able to play the update today rather than tomorrow.
Obviously it’s not an “official” delay, but given that they have the option of releasing it in time for players to be happy, or not, I’m giving them the credit of assuming they prefer the former.
What about the Oceanic players then? It is already the 22rd over there, and yet I have never actually seen anyone there complain about releases.
They are a company based in the US. They will release their updates around THEIR time schedule, not PART of the player base on a different continent. Simple as that.
You also seem to be under the impression that they are not releasing it early just to spite us, which is extremely unlikely. It is way more likely that it simply isn’t ready for release just yet.
Given the time periods that relate to ANet’s business hours, Oceanic players will predominantly be asleep, and then at work, so the launch time doesn’t affect them.
Releasing the patch a few hours later for Europeans is the difference between playing it today or playing it after work tomorrow.
That said, where on Earth did the spite comment come from? I specifically said I wondered what the delay was… :S
White Knights will be White Knights.
Rune of the Liar
1) +25 Power
2) +5% boon duration
3) +50 Power
4) +10% boon duration
5) +100 Power
6) Appear to enemies as if you have all boons.
((When an enemy player is targeting you, he sees you with all boons, but with no durations or stacks, thus is unsure of what you actually have))
Rune of the Deceiver
1) +25 Precision
2) -5% condition duration
3) +50 Precision
4) -15% condition duration
5) +100 Precision
6) Appear to enemies as if you have all conditions.
((When an enemy player is targeting you, he sees you with all conditions, but with no durations or stacks, thus is unsure of what you actually have))
Rune of Nature (ranger specific)
1) +25 Vitality
2) +5% Boon duration
3) +50 Vitality
4) +10% Boon duration
5) +100 Vitality
6) +15% boon duration. Passive effects from Spirits are 50% Stronger.
Rune of the Alchemist (engineer specific)
1) +25 Vitality
2) +5% Boon duration
3) +50 Vitality
4) +10% Boon duration
5) +100 Vitality
6) 15% boon duration. Elixirs apply 5s of regeneration and remove an additional condition when used.
Rune of the Righteous (Guardian Specific)
1) +5% Boon duration
2) -5% Virtue recharge
3) +10% Boon duration
4) -10% Virtue recharge
5) +15% Boon duration
6) Virtues remove a Condition and apply an additional Boon when activated
(edited by Chrispy.5641)
Rune of the Dragon Hunter
1) +25 Power
2) +4% damage against Dragon Minions
3) +50 Power
4) +8% damage against Dragon Minions
5) +100 Power
6) Immune to Conditions and Control effects from Dragon Minions when health is above 90%.
Rune of Deflection
1) +25 Precision
2) 25% chance when Struck, gain Retaliation for 5s (25s cooldown)
3) +50 Precision
4) 25% chance when hit, gain Reflect for 3s (90s cooldown)
5) +100 Precision
6) Take 50% less Damage from Retaliation.
Rune of the Disaggregator
1) +25 Toughness
2) On hit, grant 3s of swiftness to allies in Range each second for 3 seconds (30s cooldown)
3) +50 Toughness
4) On hit, grant 10s of might to allies in Range each second for 3 seconds (30s cooldown)
5) +100 Toughness
6) On hit, grant 3s of Protection to allies in Range each second for 3 seconds (30s cooldown)
(edited by Chrispy.5641)
Rune of the Sniper
1) +25 Precision
2) Ranged Attacks have +10% Critical Chance.
3) +50 Precision
4) Ranged Attacks have + 300 Range. (maximum Range is 1500)
5) +100 Precision
6) Ranged Attacks inflict Fear for 3s on Critical hit (45s cooldown)
Rune of the Fencer
1) +25 Power
2) 25% chance to Block next Melee Attack. (30s cooldown)
3) +50 Power
4) 10% chance to Evade Melee Attacks and return 25% of the damage to source.
5) +100 Power
6) +10% damage on your next attack for every attack you successfully Block or Evade. (50% maximum)
Rune of the Geomancer
1) +15 Toughness. +15 Condition Damage
2) -15% incoming Cripple, Chilled, and Immobilize Duration
3) +30 Toughness. +30 Condition Damage
4) +15% Bleeding, Cripple, and Immobilize Duration
5) +60 Toughness. +60 Condition Damage
6) On hit, Create Muddy Terrain at your location. (60s cooldown)
(would’ve used an Elementalist skill for 6th effect instead, but not sure what would work)
The idea I want to add to this is that Critical Healing should benefit from Precision and Ferocity by only half as much as Damage does.
This means that you start out with only a 2% critical healing chance and 125% normal healing on a critical. Through stats/traits/boons, the highest you could feasibly get is 50-55% critical healing chance (though 70-75% could be possible), and 175-180% normal healing on a critical.
I’m in favor of this not affecting self heals (though they should benefit more from healing power baseline anyways), but all other heals should benefit (and I do mean all others)
A Water blast under this idea with best possible stats (with max. investment in Precision, Healing Power, and Ferocity), would then have a 1:2 chance to heal for 3200 health instead of 1800-ish. Even with Monk Runes, Aquatic benevolence, and sigil of benevolence, the heal would be only 4700 or so.
And I think that’s fair for the investment.
I’m starting to wonder if this may have a point considering a simple thread asking " how many people are working for arena net , and what s their work (positions)" was shut down just because “needs to be closed”.
That would be because threads like those tend to go south really fast. At least we know that all the guesses made in its short life were inaccurate!
Thing is though, you’re going to have a very hard time finding a game company that is transparent with even half the stuff they do. I could name dozens of game companies as examples (especially MMO companies), but its not necessary. Just be lucky that Anet is directly communicating with us at all, because most game companies (even makers of MMO’s) don’t do that either.
Rune of Strength and its variants still beats most of these rune ideas and so they’d never see play even if they were added. I love this game. >.>
Wasn’t trying to beat Rune of strength (though I think my Runes of the Forum Troll come pretty close!).
The thing about Strength Runes being as powerful as it is, is because of the synergy between all rune bonuses. It gives +45% Might duration total. Not many duration runes go that high, and the ones that do just aren’t as useful as always having 25 might stacks. Another problem is that many runes don’t have a real 2nd and 4th rune bonus beyond a tiny amount of extra stats, which automatically makes them weaker.
The biggest problem is the raw emphasis that gets placed on damage when it comes to balancing. No one in good conscience can honestly say that Dolyak runes are anywhere near as powerful as Strength Runes.
Rune of Honesty
1) +25 Toughness
2) 15% chance to transfer a condition when hit (25s cool down)
3) +50 Toughness
4) 25% chance to steal a boon on hit (30s cool down)
5) +100 Toughness
6) Attacking an enemy reveals them for 10s (100s cool down)
Rune of Charity
1) +25 Healing Power
2) 15% chance to transfer a condition on hit (25s cool down)
3) +50 Healing Power
4) +7% outgoing healing.
5) +100 Healing Power
6) Copy 25% of all incoming healing and transfer it to original source.
Rune of the Turtle
1) +25 Toughness
2) +10% Protection Duration
3) +50 Toughness
4) +15% Protection and Aegis Duration.
5) +100 Toughness
6) When struck below 50% health, summon a Turtle that will take damage/conditions in your place for 3 seconds (30 second cool down)
Rune of the Forum Troll
1) +250 Character limit
2) Kitten now becomes….Windmill
3) +500 Character limit
4) The first letter of Windmill becomes whatever word you meant to post
5) +1000 Character limit
6) 10% chance when quoted, posts become immune to infractions for 3 hours. (90 day cooldown)
Grawl
cuz Ugg make smashSemblar – Heavy armor class. Uses harmful and beneficial auras to control the battlefield
Aura of the Savior – Allies below 30% health regenerate 500 hp per sec. 1200 range
Reavers Aura – Anytime an enemy gains a boon, they take damage. 600 rangeIMO we shouldnt worry about new weapons, but our existing classes receiving existing weapons. Within the general boundaries of lore.
engi hammer
necro sword
mesmer mainhand pistol
ranger staff
thief mace
guard axe
warrior staff
ele mace?I’m sorry for nitpicking, but why would you put “staff” for Rangers? The most obvious addition for me would be guns and rifles.
Rifles and Pistols would have exactly the same gameplay as our Longbow and Shortbow. There is no point in adding either if you can add something like a Staff that has a lot more potential as it could be made to be another melee weapon (which we need when you consider how our 1h sword works), or Anet could throw a little bit of Druid in the game and give Rangers more support.
On this, I’m still kind of stuck on the fact that for other classes they improved underused skills, but for ranger they didn’t improve the underused weapons, but did that opposite thing.
I don’t wanna think they’d fold to the whining, but maybe they did.
Don’t forget when Shortbow was nerfed to make it ‘more different’ from the underused Longbow, and encourage people to use Longbow more often. A 25% nerf to range, on top of the ‘fix’ to the attack animations which were too fast, pretty much ensured the Shortbow became useless for anything but bleed-stacking builds.
Instead of buffing the Longbow to make it more desirable, the Shortbow was nerfed instead. And guess what? Longbow was still mostly useless (to most people) until it was finally improved, only, the Shortbow remained useless.
I know that sounds kind of a little condescending and there’s probably a worse word for it, but that’s exactly how I saw it when I read the patch notes.
I think this is essentially what I’m hoping ArenaNet are keeping in mind when looking at ‘overuse’ of longbows. If one option is substantially more popular than the others, it could mean that that option is more powerful than it should be, that it’s at about the right spot but the alternatives are weak, or somewhere in between.
Now, the ranger is balanced with the presence of the pet in mind, so we shouldn’t be expecting a ranger to get quite the same sort of numbers as the warrior – but it does need to be kept in mind that if the longbow is being “overused”, the problem may not be with the longbow.
Its amazing that you think that…But if that’s how you feel, maybe we should….
Nerf Scepter so other weapons become more desirable to Elementalists in PvP
Nerf Daggers so Pistol/Pistol becomes more desirable for Thieves.
Nerf Hammer so Warriors feel their Mace is more powerful
Nerf Staff and Hammer so Guardians use other weapons in WvW
Nerf all weapons so Engineers are encouraged to use Kits more often
Nerf Glamour, Clones, and Manipulations so Mesmers are encouraged to use Signets and Mantras.
Yeah. I like your logic! Nerf instead of buff!
I like how even when people are given free reign to make their own rune sets, they’re still severely underpowered compared to the current crop of runes that dominate the game.
we should fix that problem, shouldn’t we?…nah, I’d rather think of some sort of crazy idea that no one will ever want to use.
Expert Runes
Rune of Pride
1) – 10% incoming condition duration when health is above 90%
2) +10% condition and boon duration when health is above 90%
3) – 10% incoming damage when health is above 90%
4) +15% condition and boon duration when health is above 90%
5) +25% movement speed when health is above 90%
6) +100 to all stats when health is above 90%
Rune of Lust
1) -5% healing. Leech 15 health per second from target.
2) -5% healing. Leech 25 health per second from target.
3) -5% healing. Leech 40 health per second from target.
4) -5% healing. Leech 60 health per second from target.
5) -5% healing. Leech 85 health per second from target.
6) -5% healing. Leech 115 health per second from target.
Rune of Sloth
1) -5% movement speed. +2% damage to enemies moving faster than you.
2) -5% movement speed. +3% damage to enemies moving faster than you.
3) -5% movement speed. +4% damage to enemies moving faster than you.
4) -5% movement speed. +5% damage to enemies moving faster than you.
5) -5% movement speed. +6% damage to enemies moving faster than you.
6) -5% movement speed. +7% damage to enemies moving faster than you.
Rune of Greed
1) -5% boon duration. +20 Power and Ferocity
2) -5% boon duration. +25 Power and Precision
3) -5% boon duration. +40 Power and Ferocity
4) -5% boon duration. +50 Power and Precision
5) -5% boon duration. +80 Power and Ferocity
6) -5% boon duration. Critical hits have a 10% chance to steal Boons.
Rune of Envy
1) +20 Power and Precision if nearby enemies have more health than you
2) +25 Power and Precision if nearby enemies have more health than you
3) +40 Power and Precision if nearby enemies have more health than you
4) +50 Power and Precision if nearby enemies have more health than you
5) +80 Power and Precision if nearby enemies have more health than you
6) Using a heal skill will never give you higher health than nearby enemies. +100 to all stats if target has more health than you.
Rune of Wrath
1) +5% incoming condition duration. +2% damage when affected by a condition.
2) -5% boon duration. +4% damage when not affected by a boon.
3) -5% Max. Health. +6% damage when health is below 100%.
4) +5% incoming damage. +8% damage when being attacked.
5) +5% incoming condition damage. +10% damage when affected by a condition.
6) -5% incoming healing. +12% damage when healing skill is not on cool down.
Rune of Gluttony
1) -4% damage to players without nourishments, +4% stats gained from Nourishments.
2) -10% nourishment duration, +6% stats gained from Nourishments.
3) -6% damage to players without nourishments, +8% stats gained from Nourishments.
4) -10% nourishment duration, +10% stats gained from Nourishments.
5) -10% damage to players without nourishments, +12% stats gained from Nourishments.
6) Nourishments are removed on down/death, +15% stats gained from Nourishments.
(edited by Chrispy.5641)
Their pet’s wouldn’t agree much with the exploding gunpowder from guns, if anything
If our pets had a problem with exploding loud noises from our pistols and rifles, then they’d be whimpering and scurrying away every time one of our comrades or enemies fires a gun too.
….
….(Wait, do we now have the real reason why pets are so ineffective in combat?)
On this, I’m still kind of stuck on the fact that for other classes they improved underused skills, but for ranger they didn’t improve the underused weapons, but did that opposite thing.
I don’t wanna think they’d fold to the whining, but maybe they did.
Don’t forget when Shortbow was nerfed to make it ‘more different’ from the underused Longbow, and encourage people to use Longbow more often. A 25% nerf to range, on top of the ‘fix’ to the attack animations which were too fast, pretty much ensured the Shortbow became useless for anything but bleed-stacking builds.
Instead of buffing the Longbow to make it more desirable, the Shortbow was nerfed instead. And guess what? Longbow was still mostly useless (to most people) until it was finally improved, only, the Shortbow remained useless.
I know that sounds kind of a little condescending and there’s probably a worse word for it, but that’s exactly how I saw it when I read the patch notes.
I totally agree, ranger needs a hardcore nerf and is completely over the top OP…ranger takes hands alot less effort to play succesfully even compared to warriors…who need to take in account stuff like: blind/evade/invuln/stealth/stunbreak and much more in order to succesfully burst…ranger however…rapid fire and 1 spam is full burst entire match…add the near perma evades pets and even some stealth ranger has…..man this is way way way to easy to play and OP…ranger hardcore nerf….yeap…also ranger can have full 12 sec of dmge immunity…..yes it’s true….warrior is ALOT harder to play succesfully than ranger
You should not talk about things you haven’t the slightest clue about, makes you look very foolish and tells everybody how uneducated you are on the topic.
Obvious sarcasm is obvious. Even if its not (based on post history, its probably not), do you have any counterpoints to offer against his opinion? I have several, but I would very much like to hear yours if you have anything to say?
- Rangers have 6 seconds of immunity only to physical damage. “Protect Me” doesn’t protect you from anything if you have any pet other than pigs and bears.
- Signet of Stone (our only “invulnerability”) is on a 20 second longer cool down than Endure pain.
- Endure Pain breaks stun, which is more valuable (in my opinion) than 2 more seconds of invulnerability. And you can trait Defy Pain, which uses Endure Pain automatically when below 25% health.
- Perma Evades aren’t possible on Longbow, and its not even possible on our weapons with evades attached to them. Switching to Sword/Dagger to do several seconds of continuous evades doesn’t do anything for damage. Lightning Reflexes is on a 40 second cooldown. It hardly gives perma evades.
There’s more counterpoints obviously, but that’s enough for now.
(edited by Chrispy.5641)
There’s things that Anet still needs to add that would complete this tier of items before they even think about releasing a stronger set of items in the gear treadmill.
- Ascended Food
- Ascended slaying potions and utility nourishments
- Ascended Runes
- Ascended Sigils
- Finish adding Ascended Trinkets so every lv80 gear stat has an ascended version.
Though this is sort of a gear treadmill in a way, the introduction of ascended tier wouldn’t really be complete without those 5 things as a minimum. They could go a little faster than they are now though…
you forgot:
- ascended infusions
- legendary armor (and maybe even trinkets)
Working up to Ascended Infusions would require the devs to add Masterwork, Rare, and Exotic Infusions first.
Walk in Baby steps man. Walk in Baby steps. (then again, Babies crawl, so….there you go!)
There’s things that Anet still needs to add that would complete this tier of items before they even think about releasing a stronger set of items in the gear treadmill.
- Ascended Food
- Ascended slaying potions and utility nourishments
- Ascended Runes
- Ascended Sigils
- Finish adding Ascended Trinkets so every lv80 gear stat has an ascended version.
Though this is sort of a gear treadmill in a way, the introduction of ascended tier wouldn’t really be complete without those 5 things as a minimum. They could go a little faster than they are now though…
I present a cleaner version!
Curse – Outgoing and incoming Boon Duration is reduced by 2%. Stacks in intensity.
Better idea, but worse name. Should still be called suppressed. It also wouldn’t have to be limited to Necromancers or Mesmers in this way either (though neither class needs any help dealing with boons)
If traits get added to account for a new condition like this, Rangers could get a trait called Suppressive Fire, which could make all of their ranged attacks have a chance to get a non-damaging AoE aspect that applies this condition to enemies wherever the arrow travels. (http://en.wikipedia.org/wiki/Suppressive_fire)[Rangers are the only class with the equivalent of a machine gun right now…]{and not that Rangers need anymore help with their longbow right now, it just sort of makes sense}
Thieves or Engineers could apply it when they apply another condition, Warriors could apply several stacks when they stun/daze an enemy, which even if stun/daze doesn’t work on an enemy with stability, it starts to eat into that duration a little bit. Its not quite boon removal, but it helps in weakening an enemy, just like vulnerability would.
I wouldn’t say that Ranger is perfect right now. Aside from the bugs that we all know about (which the bugs alone keeps us from being perfect), Pets could still be a little more desirable and be threatening. If its a fact that Rangers can no longer be ignored (Meh, not like I was ignored pre-patch…), then its definitely a fact that the threat of pets is still being ignored be a vast majority of the players that I fight against.
Any DPS or Survival capability we gain from pets doesn’t help us when the Ranger can be focused down and the pet can be ignored (with rare exceptions like spiders and dogs)
I don’t think any of our weapons are the problem. I think its our pets/utility skills that are the problem still, and I would be interested to see what Orpheal comes up with if he hasn’t abandoned the thread.
If they do that, then its good to get some balance changes after 2 months instead of having to wait 6 like last time, even if its just bug fixes and smaller tweaks to the big stuff that already changed.
Dear Anet, a series of questions that are all related:::
- I can understand why ascended gear is hidden behind so many walls and takes a long time to make, but why is some exotic gear hidden behind time restrictions but most other exotic gear isn’t?
- Why do some stats (and runes, and sigils) have to be crafted and are then account bound?
- Why can’t we just buy them off the trading post instead of being forced to craft? (some players don’t like crafting all that much)
- Why aren’t there Masterwork and Rare versions of many Exotic Runes/Sigils?
- Why does crafting Ascended Leather takes less materials than crafting Ascended Cloth? Why does crafting ascended Metal take less materials than crafting Ascended Cloth?
- Why don’t ascended versions of (at least) all lv80 exotic gear stats exist? Why don’t exotic versions of all lv80 gear stats exist (many don’t have weapons or accessories or armors, just one or two of the three)
- Why don’t upgrade components (orbs, crests, etc.) for all lv80 gear stats exist?
- Why does Potion of Karka Toughness give +150 Toughness, making it balanced with other Utility potions (50 more stats could be considered balanced against +10% condition duration), but Sigil of Momentum gives a maximum of +125 Toughness, making it half as effective as other stacking sigils?
- Why do some food items give +40% condition duration for all conditions, but other foods only give +15% condition duration for only 1 condition, making the 40% food up to 32 times stronger than the 15%?
Why is Gear so inconsistent? It doesn’t make sense to me that all this time was spent on a New Player Experience to make things simpler and less confusing if gear stayed the exact same in its confusing state.
Gear(weapons/armor/runes/sigils/infusions/food/potions) is what players start to worry about when they hit level 80. All these hidden rules and exceptions for everything still confuses me, 2 years later.
I don’t mind outfits as long as regular armors also get released on a regular basis. Some ideas that could please everyone (some have been mentioned already) :::
- Make Boots, Gloves, Shoulders, and Helmets available to everyone, separate from the outfit. Those models don’t seem to discriminate between light, medium, or heavy and don’t interfere with the overall style or feel for any armor weight.
- Rig Outfits as an armor. Each time you release a new outfit, rig it as either a light, medium, or heavy armor, preferable so it fits with the style or armor that each weight has. Release an Outfit version that changes everything on any armor weight, but also include the Armor version so people can continue to mix and match freely on the appropriate armor class/weight.
- Since the problems seems to be where the chest and leg pieces meet and clip against each other, do both of the above suggestions. Release a new outfit as a ‘full’ version. Then include the gloves, feet, shoulders, and helmet available to every armor class. Then finally include the Chest and Leg pieces for whichever armor class you specifically rigged it for.
- It would be preferable to rig an equal number of outfits for each armor class.
- This is a Feature I would like to see in the next feature pack. It would be a lot of work to change stuff around and re-rig existing outfits (including the ones that only exist in poiton form).
- Not only does it fix one of the biggest complaint with outfits, but it also greatly expands armor options with less work needed to make up entirely new sets of armor because it can work off both the armor system and outfit system at the same time.
- (as opposed to skill balance which I complain about being included as a ‘feature’ in a feature pack) I would consider this an actual feature because not only does it change the way existing/new outfits and armors work together, but it would greatly expand our options when customizing our appearance.
- (also, it would be cool if we could individually dye Chest, Leg, etc. pieces on an outfit instead of it being so simple like it is now.)
With 100% critical uptime…..
Use signet of stone, goes on 80 second cool down. Lasts for 6 seconds. has an uptime of 7.5%
Each critical hit reduces cool down by 1/2 second and it has a 1 second internal cool down. If you constantly critically hit the targets, it could reduce utility skill cool downs by as much as 33%
It would take roughly 54 seconds of constant critical damage of some form to bring the skill off of cool down and use again, 11 seconds less than with an adept trait, and it would give you a total of 11% uptime with Signet of Stone. This is Definitely worthy of being a grandmaster trait. but lets check the traited version…
If it were traited and had the 64 second cool down instead…..
It would take 43 seconds of constant critical hits to bring the skill off of cooldown. 21 seconds less than the traited version, and with 14% uptime. Doesn’t even double the skill’s uptime.
With Protect me….
60 second cool down with 6 seconds of uptime. 10% uptime
new cooldown would be 40 seconds, 8 seconds less than the traited version, 15% uptime.
Traited it has a 48 second cooldown….
cooldown would be 32 seconds, 18 seconds less than the traited version, 18.75% uptime.
(with both skills used one immediately after the other…)
untraited total uptime for invulnerability (not really an invulnerability though, just no physical damage) is 8.2%
Traited total uptime for invulnerability is 10.1%
untraited (but with this grandmaster) total uptime for invulnerability is 12%
Traited (but with this grandmaster) total uptime for invulnerability is 14.8%. This requires THREE traits, all in different trees to work.
This hardly makes you immortal as it barely doubles the uptime of the invulnerabilities. If you’re concerned about it being used on a bunker build, only Magi Gear has precision and defensive stats, and its not used all that often (due to the lack of power)
trait would reduce the cool downs of traps, but since the trap cooldown trait is a grandmaster, it wouldn’t work. Trait could work with spirits, shouts and survival skills though, the most extreme version probably being “Guard”
12 second cooldown traited. It would take 8 seconds of constant critical hits to take skill of off cooldown. Since a traited guard already has over 100% uptime for every effect except for stealth (some of those effects requiring its own grandmaster trait), lets look at stealth, which is pet only.
untraited, total uptime is 66%.
Traited, total uptime is 83%
Untraited, but with the grandmaster, total uptime is 100%
traited, and traited with the grandmaster, total uptime is 125%. If you want all the effects of Guard, you need 3 traits across three trees, two of which are grandmaster.
That’s not really anything to complain about either. I think this grandmaster trait could work, and it sounds a hell of a lot cooler than the entirely passive Strider’s Defense.
(edited by Chrispy.5641)
I like that idea. Definitely needs lots of adjustment and balancing to avoid power creep and ridiculously low skill cool downs.
dude…. get a hobby this scares me… and no
boredom is scary!!!
Also, I would rather have the variety of skills and utility that pets give us now than to see it get replaced with a more boring set of skills. The obvious best thing for Rangers would be if pets were fixed to be more reliable and not useless in most situations. (hitting moving targets without stopping to execute attack animations is a good first step)
(edited by Chrispy.5641)
TRAIT CHANGES
There are some Changes to the Trait trees for this to work right, and beastmastery doesn’t even exist with this idea. The reworked trait lines and stats are as follows ::::
Marksmanship – Power; Critical Damage
Skirmishing – Precision; Condition Damage
Wilderness Survival Toughness; Healing Power
Nature Magic Vitality; Boon Duration
Expertise – Expertise Skill Recharge (30% total); Condition Duration
Marksmanship
Alpha Strike – Summoned Allies have Opening Strike
II – Pet’s Prowess – Pets do more damage on Critical hits.
VI – Beastmaster’s Bond – Gain Fury and Might when a Pet of Spirit’s health reaches 50%
XII – Predator’s Onslaught – You and Pets deal more damage if target is crippled, chilled, or immobilized.
Skirmishing
I – Expert Focus – Critical hits grant Focus.
V – Companion’s Might Critical hits grant Might to Pets.
VI – Agility Training Pets and Spirits Move Faster.
VII – Main-Hand Training Sword and Mainhand Axe damage is increased. Sword and Axe attacks have a chance to grant Vigor on hit. (This is to counter/ add on to the awful Primal Reflexes trait, the worst vigor trait in the game, and also that we no longer have a vigor trait in beastmastery with this idea.)
Wilderness Survival
Companion’s Defense – Grants Protection to you, Pets and Spirits on Dodge Roll.
III – Shared Anguish – Incoming disabling conditions are transferred to a Pet or Spirit instead
V – Entanglement – Dodge Rolling reveals Entangling Vines that Immobilizes foes that run into it. (10s cool down)
XI – Empathic Bond – Every 10 seconds, each Pet and Spirit takes a condition from you.
XII – Bark Skin – You, Pets, and Spirits take less damage when below the health threshold.
XIII – Poison Master – Poison Damage is increased. Pets inflict poison on their first attack after summoning.
Nature Magic
Fortifying Bond – Any boon you get is shared with Pets and Spirits.
Bountiful Hunter – You and Pets deal more damage when you have a boon.
II – Concentration – Focus builds faster when affected by Regeneration.
IV – Vigorous Spirits – Pets and Spirits have increased health (50% for pet, normal 100% for spirit). Spirits have a greater chance to trigger their benefits.
XII – Nature’s Voice – Summoning Spirits and Pets applies Regeneration and a special boon/effect to Allies depending on pet or spirit.
(Frost Spirit – Frost Armor; Fire Spirit – Stealth (or Fire Aura); Earth Spirit – Magnetic Aura; Storm Spirit – Light Aura)
(Fern Hound – Vigor; Ravens -Fury; Turtle – Aegis)
(Nature Spirit – Removes 2 conditions on summon; Bear – Stability)
Expertise
Focused Attacks – Damage increase for each unused Focus Charge is larger. (2%)
Focused – Grants a 4th Focus bar for Expertise Skills.
Under Fire – Increase Damage for each condition on you (1%)
I – Storm Chaser – Expertise Skills grant Swiftness and Fury when activated. (5s)
II – Comfort Animal – Pets and Spirits are affected by your healing skills.
III – Primal Synergy – Pet Damage is affected by Focus.
IV – Always Prepared – Throw Dirt has a 50% shorter cooldown.
V – Stampede – Bestial Fury(RaO) affects Pets and Spirits.
VI – Under Pressure – Attacks grant twice as much focus on hit.
VII – Druid’s Defense – Expertise Skills Grant Aegis when used. (5s)
VIII – The Calm – Tranquility and Dryder’s Defense affect allies.
IX – Focused Healing – Doubles the effect of Focus on Healing skills.
X – Hunter’s Expertise – All skills recharge faster when Focus is full. (3%/6%/9%/12%)
XI – Escape Artist – Doubles the Duration of Escape effect.
XII – Hunter’s Precision – Critical Chance is increased when Focus is full. (7%/15%/22%)
XIII – Extreme Focus – Grants a 5th Focus bar for Expertise Skills.
The way I saw it, the Expertise Tree would reward you the longer you were in combat, which is mostly the opposite of Marksmanship, which gives you all the advantages at the start of Combat. I changed a majority of pet/spirit traits to affect spirits and pets. Other than that, mostly unchanged.
Any suggestions or changes? I know people hate petting zoos, but its all I could think of for now to replace shouts that wont do anything without pets…
BEASTMASTER (new skill type, replaces Shouts)
- I don’t want to completely get rid of our pets.
- Beastmaster skills summon different animals to fight by your side. They stay until they die or you die.
- You can summon up to 5 pets with these new Beastmaster Skills.
- Pets stay alive until killed.
- They attack your Target.
- Like Spirits, they have an Active skill that you can use at any time. Unlike some Necromancer Minions, this does not kill them.
- Focus works with all Beastmaster skills by reducing their Active skill cooldowns by 10% for each level of Focus you have. I accounted for the healing pet to be affected by Focus for both of its skill types.
- Attacks also count as your own attacks, so their attacks will fill up Focus charges as well.
- Most traits that affect pets will also affect these pets now too, with minimal changes, except for the beastmastery trait line, which wont exist anymore.
- All stats are based off of your own, but scaling is going to be rather low because you can have up to 5 out at a time. These pets would also have much lower attack and hp than our current pets as a result. The exception would be the elite skill, which would have similar stats to what it has now.
HEAL SKILL
Call of Healing (1 second activation)(20 second cooldown)
- Summon a Fern Hound to Heal Allies.
- Lick – Heals you or an Ally for 1000 hp. (0.5 coefficient)(4 second cooldown)
- Symbiosis – Transfer a Condition from ally to self(pet) (10 second cooldown)
(Will always prioritize the Ranger that summoned it over itself or allies) - (active) Regenerate (instant for ranger, 1/2 second activation for pet)(25 second cooldown)
- Howl to Heal and Grant Regeneration to Allies.
- Heals Ranger for 4000 hp (1 coefficient)
- Grants Ranger and allies 10 seconds of Regeneration.
UTILITY SKILL
Call of the Flock (1 second activation)(20 second cooldown)
- Summons 2 Ravens
- Slash – Slash your foe to deal damage
- Quickening Screech – Grants swiftness to nearby allies
- (active) Blinding Slash(1/2 second activation for pet)(25 second cooldown)
- Damages and Blinds target for 5 seconds. once for each bird. Summons a new Raven if one of the birds is already dead.
Call of Protection (1 second activation)(20 second cooldown)
- Summons a Turtle
- (Has 2 Passive Skills)
- Bite – Bite foe to deal damage
- Defy Pain – Prevent damage for 5 seconds (45 second cooldown)
- (active) “Protect Me”(1/2 second activation for pet)(70 second cooldown)
- Takes Damage in place of the Ranger for up to 6 seconds or until pet dies.
- Grants Ranger 6 seconds of Protection
- Breaks Stun
- Prevents capture point contribution
ELITE SKILL
Call of Power (1 second activation)(60 second cooldown)
- Summons a Bear
- (Has 3 Passive Skills, same as regular bear skills)
- Slash
- Bite
- Defy Pain
- (active) Fierce Roar (1 second activation for pet)(35 second cooldown)
- Roar fiercly, inflicting a number of debilitating conditions on surrounding foes
- Inflicts Chill, Cripple, Weakness, Vulnerability, and Fear for various durations
- Unblockable
(yeah there’s only 4. there should be 2 more utility skills, but I’m not sure of what they could be)
(edited by Chrispy.5641)
UTILITY SKILL CHANGES
Traps
- Tier 2 – Traps have an additional Pulse of damage
- Tier 3 – Traps have an additional Pulse of damage
- Tier 2 – (Spike Trap) Cripple and Bleeding last 1 second longer.
- Tier 3 – (Spike Trap) Cripple and Bleeding last 1 second longer.
Spirits
- Tier 2 – Effects are 10% Stronger.
(Frost spirit gives an 11% damage bonus. Earth Spirit gives 3.3 seconds of protection, etc.) - Tier 3 – Effects are 20% Stronger. (30% total)
Signets
- Tier 2 – Signet effects are 10% stronger.
(stone gives 198 extra toughness, hunt gives +27% movement speed, Wild gives 10% more health regen) - Tier 3 – Signet effects are 10% stronger. Signet of Renewal cures an additional condition every 10 seconds.
(stone gives 216 toughness total, hunt gives +30% total movement speed, Wild gives 20% more health regen total)
Survival
- Sharpening Stone (works with Keen Edge trait too)
- Tier 2 – 1 additional attack cause bleeding. (for 6 total)
- Tier 3 – 2 additional attacks cause bleeding. (for 8 total)
- Muddy Terrain
- Tier 2 – Lasts 2 seconds longer. (pulses 2 more times)
- Tier 3 – Affects twice as many targets.
- Lightning Reflexes
- Tier 2 – Removes Cripple
- Tier 3 – Removes Chill
- Quickening Zephyr
- Tier 2 – 1 more second of Quickness
- Tier 3 – 1 more second of Quickness
ELITE SKILL CHANGES
- Changed Rampage as One around…
- Bestial Fury
- Gain Fury, Swiftness, and Stability
- Focus is at maximum for the duration of this skill, allowing you to use any Expertise skills that are off cooldown.
WEAPON SKILL CHANGES
- I am showing suggestions for changing Skill 3 and Skill 5 on every weapon set as that was the original idea. It is possible to have it for every weapon skill, but that might be complicated.
- There are bonuses for reaching Tier 2 and Tier 3 of Focus.
- Tier 2 of Focus requires 2 full Focus Charges, and Tier 3 requires 3 full Focus Charges.
- There is no bonus for having just 1 full focus charge.
- No bonus for reaching Tier 4 or 5 since you only have 3 charges by default.
- Focus Bonuses Stack.
Examples
Greatsword
- Swoop
- Tier 2 – Swoop has 100 more Range and applies 2 seconds of Cripple on hit.
- Tier 3 – Swoop has 100 more Range and applies 2 additonal seconds of Cripple on hit. (for 1300 total range and 4 total seconds of cripple)
- Hilt Bash
- Tier 2 – Stun your foe from any direction.
- Tier 3 – Stun lasts 33% longer (for 2 seconds total untraited).
Longbow
- Hunter’s Shot
- Tier 2 – Grants 1 additional second of Stealth on hit
- Tier 3 – Grants 1 additional second of Stealth on hit. (for 5 total seconds)
- Barrage
- Tier 2 – Barrage attacks Inflict 1 second of Weakness
- Tier 3 – First wave of Barrage Arrows Immobilize targets for 3 seconds
Shortbow
- Quick Shot
- Tier 2 – Grants 2 seconds of Quickness on hit
- Tier 3 – Grants 2 additional seconds of Quickness on hit. (for 4 total)
- Concussion Shot
- Tier 2 – Stun your foe from any direction.
- Tier 3 – Deal 100% more damage on hit.
Dagger
- Crippling Talon
- Tier 2 – Applies 2 stacks of Torment for 8 seconds on hit.
- Tier 3 – Applies 2 stacks of Torment for 8 seconds on hit. (for 4 total)
Torch
- Bonfire
- Tier 2 – 3 additional pulses of damage (for 12 total). Bonfire lasts 3 seconds longer.
- Tier 3 – 3 additional pulses of damage (for 15 total). Bonfire lasts 3 seconds longer.
Harpoon gun
- Feeding Frenzy
- Tier 2 – Applies 5 seconds of Fury
- Tier 3 – Has a 100% larger Radius
- Ink Blast
- Tier 2 – Retreating backwards also evades attacks.
- Tier 3 – Ink Blast dazes foes in the area for 1 second.
HEALING SKILL CHANGES
- Nothing too complex. I was thinking that Tier 2 gives 10% extra healing and Tier 3 removes a condition on heal.
Chrispy’s Half-baked Ranger Idea # 47
So….yeah. Its Saturday(Sunday[er….Monday night]), and boredom is setting in. Normally it takes until Sunday to set in, but without an Assassin’s Creed game to play until next month, I’m burned out of GW2 and other games already. Out of that boredom, I have thought of an alternate Ranger Class Mechanic that doesn’t revolve entirely around the pet.
No, I don’t want Anet to replace the pet. I really want them to fix all the bugs associated with the pets. For this thread, I’m just brainstorming on what a Ranger without pets as a class mechanic might look like.
EXPERTISE
Expertise is a Mechanic that increases damage the more you attack. As you attack, you’ll fill up a Focus Gauge, which increases damage you can do, and opens up options for existing Weapon Skills and Utility Skills. You also have access to F1-F4 Expertise skills that use up Focus Charges as a method of survival, but drastically lowers your damage output for a short time until you can rebuild focus.
Details
- Focus Bar has 3 Tiers/Charges.
- Any Attack will fill up 1/3 of the first charge, then will fill up 1/4 of the second charge, then 1/5 of the third charge.
- You can Trait for a 4th and 5th charge that takes 6 and 7 attacks to completely fill up.
- 12 Attacks total from any source is needed to completely fill the Focus Gauge.
- When fullytraited, it takes 25 attacks.
- Traits can also be used to fill the gauge faster.
- Damage increases by 3% for each filled focus charge. Traits in the Expertise trait tree can increase this amount.
- Focus steadily declines when not in combat.
- F1 – Throw Dirt (1/2 second activation)(20 second cooldown)
- Inflict Blindness to Surrounding Foes (5 seconds)(300 Range)(5 Targets)
- Requires 1 Charge of Focus
- P.s. The Throw Dirt downed skill should have its name changed. It bears no resemblance to the original gw skill, and it really doesn’t matter if the skill is called throw knife, throw rock, throw stick, etc. (personally I prefer the down skill be changed to Throw Gerbil, the whole close to nature/animals and all).
- F2 – Dryder’s Defense (Instant)(30 second cooldown)
- Grants Protection (5 Seconds)
- Reflects Projectiles (5 Seconds)
- Requires 2 Charges of Focus
- F3 – Tranquility (Instant)(50 second cooldown)
- Remove 2 conditions and grant immunity from incomming conditions for 5 seconds
- Breaks Stun
- Requires 2 Charges of Focus
- F4 – Escape (Instant)(60 second cooldown)
- Gain Stealth, Super Speed, and Invulnerability (6 Seconds)
- Breaks Stun
- Requires 3 Charges of Focus
- p.s. – Forget you Thieves. Escape is supposed to be a Ranger skill and deserves better than being tacked on some smelly old aquatic weapon!!!
(edit-done!)
(edited by Chrispy.5641)
What’s this 11/13 nonsense? when 11/11 comes around I have 2 Assassin’s Creed games to play. Then there’s several finals I have to study for, and other things I have to juggle around.
GW2 isn’t going to be one of those things. Generally the only thing that gets me back into an MMO (or any game really) is new content, but not just any new content. Its specifically new ways to play, whether its a new map with new mechanics, new weapons, new skills/traits, new runes/sigils, new classes/subclasses/trait lines, etc.
We already know that when it comes to GW2, only one of those things releases outside of feature packs, and its usually not even the entire map, or its temporary. We also know that we have yet to see new weapons, or anything that expands any of the professions in any significant way. So….yeah.
No new content(ways to play) = no time spent from me. There’s more to Video Games than MMO’s (and other games) that fail to at least attempt to add new ways to play every year.
I don’t hate GW2 or Anet, and I will go back to playing it much more often whenever the hell Anet decides to release the kind of content I like (that I already described in the second paragraph of this post). Until then….Meh, there’s a lot of better ways to spend my free time.
Living World isn’t a bad thing, but if it was advertised to have expansion style content, then it should have expansion style content (or is that what the Feature pack is for now…what has thus far, failed to give any expansion style content, instead opting to rework and redo many of the game’s underlying systems without any significant expansion of any system?)
(edited by Chrispy.5641)
It strikes me as that place where your dad knows he’s lost but keeps driving ahead. This is Anet.
I recently re-installed and the TP was removed from Queensdale, uhm, why? Probably because the new TP layout is rubbish. Why is selling to bids the auto choice? This will lose new players money because they’ll assume that the game has their interests at heart.
Eg. New player get’s an exotic, bid of 1 copper is there…gratz new player you just lost a ton of gold.
Maybe I’m wrong but if I am it means the new TP is more confusing than the old one. You see my point? Lose lose, WD Anet, WD. Slow clap.
New TP isn’t more confusing than the old one and the overwhelming response to it has been positive. Even with all the people who enjoy pointing out flaws in the game,. the response has been overwhelmingly positive.
Admittedly it’s hard to change from one system to another but that’s something that new players won’t have to worry about.
I’m relatively certain this is better for new players than the last one.
You should define overwhelmingly positive response. 1 person typing overwhelmingly positive posts on every thread does not mean that the response to the change was overwhelmingly positive. That doesn’t mean the response to the change was particularly negative either, but just because the response wasn’t negative doesn’t automatically make the change an 11/10.
When I say overwhelmingly positive, in every single thread that people posted negative stuff in,. more than 80% of the posts on those threads were positive. You can go back to any thread complaining about it and check that if you want.
Do you even read the forums?
You have, on many occasions, pointed out, when people point out that the forum response to something is overwhelmingly negative, that such is not representative of the response of the player base as a whole because the forum represents a tiny fraction of the player base.
You have also stated, on more than one occasion, that what is easy to understand, not confusing, to one person might be confusing to another and that no one can state absolutely what is difficult or confusing for others.
And yet you completely contradict your previous comments on these subjects with this post.
Pretty much what I wanted to say. Also, I’m pretty sure that 80% of this thread isn’t positive. Counting individual posters instead of posts themselves, there’s about 50% positive and 50% negative, which is exactly where it should be.