Correction, it made it limiting. You had to choose to use the signets offensively or defensively, which often leads to some terrible choices in fights.
Limiting? You use every skill offensively or defensively. Traited, it gave consistent access to protection, swiftness, and fury. With written in stone, they were always active. It made for a fun build.
Yeah the guys is just blowing hot air out his kitten to save face at this point. Three of the five elementalist signets already have an offensive/defensive use and require such a choice in combat, that not only isn’t bad design, its a common theme to signets across every class that has them.
Air: Escape>Disable and Damage
Earth: Tank>Disable and Damage
Water: Sustain>Disable and Damage
Its how they are designed, it is also how Fire Aura is designed, which defends you through threatening your opponent with damage for striking you. It fits both mechanically and thematically and there is no excuse for its removal. It could have been given an ICD or an AoE limit or a target limit or any number of other things to prevent overpowerd combinations off of the new Powerful Aura. But no, instead, they had to go the lazy route and just remove it.
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Elixir infused bombs is still gone, with absolutely nothing available anywhere that will ever get anyone to use bombs over grenades, I mean nobody expected to get it back exactly as it was, but getting something that will actually differentiate bombs from grenades other than one having superior range kinda’ seemed like a no brainer to most of us!
Depending on the size of the heal, Soothing Detonation could work. Especially with just how many blast finishers we have access to now.
The developers didn’t ask for ‘what works’, they asked for ‘what playstyles are no longer represented’. Soothing detonation may fill the roll that elixir infused bombs did, but it won’t fill the lost playstyle.
Fire’s embrace is gone, out and out killing a playstyle, the ONLY playstyle that ever got any elementalist to use signets, the only one that ever felt even a little bit like an auramancer.
Read.
What it is now:
Auras you gain from weapon skills are also applied to nearby allies.
What it will be changed to:
Powerful Aura: When you apply an aura to yourself, grant that aura to all nearby allies as well.In other words, Powerful Aura got a massive buff. If they add Rune of Radiance to PvP Auramancer might be God tier OP.
Yes, I agree, you should learn to read. Because I don’t know what other explanation there could be for confusing ’Fire’s Embrace’ with ‘Powerful Aura’.
For your education. Fire’s embrace is a trait that grants a fire shield upon use of a signet, powerful aura applies your auras to nearby allies. FE is regularly used for condi-tank builds even now, and was, a long time ago, used with PA for auramancer support, before that functionality was patched out as a bug because PA was only supposed to work with weapon skills.
As for Elixir Infused Bombs, standing still and spamming 1-5 is NOT a good playstyle. It’s a noobs trap and I’m glad it’s gone.
And you obviously never even slotted the trait one single time if that is how you describe it. Do not claim to know how healthy, fun, or unhealthy and unfun a build was that you never even bothered to try. That was the most active, reactionary, manic, crazy fun support build in the game.
I swear I read during the first skills preview that this was baseline now. More than a few of the other baseline things they mentioned in the stream (previous and now) are not in the notes. So, we’ll have to wait and see I guess.
I watched the whole stream and I don’t remember them ever saying that, most of the baseline additions seemed to just be CD traits, but I hope you’re right.
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- DH traitline is not good enough to be considered elite
This makes zero sense. They stated on multiple occasions they were specifically designing elite specs to not be inherently more powerful than their base spec counterparts.
Okay ANet, what you just did is inexcusably disgraceful.
Not the changes mind you, that is your decision as the games developers. But the outright lie to the community that came with those changes, asking for feedback as if you actually had any intention to consider said feeback, when you clearly had no such intention.
“Please get on the forums and let us know if you see any playstyles that you don’t feel are represented in the new trait system.” That was what you said on stream, nearly word for word.
What a sham.
Players did exactly as you asked, half a dozen playstyles were extensively outlined and discussed in multiple thread, and you can still find those threads in the class subforums. And then you completely, unabashedly, ignored every single one of them. There is one single change based on player feedback, AE becoming baseline, that’s it. Was it all a giant shell game just to keep the playerbase distracted while you did whatever you pleased?
And to take it further, you eliminated yet more playstyles in this update!
Fire’s embrace is gone, out and out killing a playstyle, the ONLY playstyle that ever got any elementalist to use signets, the only one that ever felt even a little bit like an auramancer.
Elixir infused bombs is still gone, with absolutely nothing available anywhere that will ever get anyone to use bombs over grenades, I mean nobody expected to get it back exactly as it was, but getting something that will actually differentiate bombs from grenades other than one having superior range kinda’ seemed like a no brainer to most of us!
Coated Bullets is gone. This trait created amazingly fun gameplay with one of the classes most undervalued skillsets, and only needed a little love for the pistol skills or some decent synergy to make an incredibly interesting gunner build. But which now, instead, will never see the light of day.
I don’t know exactly how many other threads there were, but since almost nothing was changed from what you showed us a month ago, I think its safe to assume that pretty much any feedback was also completely ignored and those builds have also been removed without any consideration to the players.
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This is comic gold. Oh the sky is falling right into the guardian forums apparently. You act like guardian will be unplayable now.
Condition builds just might be, we only have one condition after all and it was just hit as hard as Anet could muster.
This was an incredibly stupid decision, just put it back and place an ICD on it like you already did with the other three traits and rune set that do something similar with signets.
Welp apparently I needed one more post than I thought.
Because of the newly customizable defense available as a baseline in traits, weapon skills need to be more specifically tuned in their own strengths and weaknesses, just as the traits have been. As you can also probably tell, some of the above changes to conjures were also made with this goal in mind. Also threw in some balance and quality of life changes to see if they stick.
- Focus Fire 4, flamewall, has its recharge reduced to 15 seconds.
- Focus Fire 5, fire shield, has its recharge reduced to 20 seconds.
- Dagger Air 4 skill, Ride the Lightning, now has a 25 second RC, unchanged by striking an opponent.
- Dagger Earth 2, Ring of Earth, now instant cast with a delay on effect.
- Dagger Water 1, Vapor Blade will now follow any angle of terrain or objects without being destroyed.
- Dagger Water 5, now heals for (ever so slightly) less
- Dagger Fire 3, Burning Speed, no longer evades, but instead grants retaliation per enemy hit.
- Staff Air 4 skill, Windborne speed no longer clears disabling conditions, but instead applies vigor in addition to its swiftness.
- Staff Earth 1, Stoning decreases the cooldown of eruption and shockwave on hit.
- There should be no weapon in which the earth attunement cannot regularly apply bleeding stacks.
- Staff Fire 4, burning retreat no longer evades, but rolls back for further range.
- Scepter Earth 1 – Stone shards has a significantly lower precast, and an equally increased aftercast.
- Damage and ability to stack bleed will remain the same, all this does is bring the damage to bear earlier for better PvE functionality.
- Scepter fire 2 – Dragon’s Tooth is now ground targeted
- Scepter Water 2 – Shatterstone is now instant cast with a delay on effect.
- Signet of Tectonomancy, the only change to utilities outside of conjures, cantrips, and arcane skills, it is a new elite to replace Fiery Greatsword… err… Flame Axe? You know what I mean. I themed it towards earth because that is the tree which contains the heaviest signet traits. However it would still be very useful with fires ‘threat generation’ condition/power builds, or useful in any other power and support builds for its active. Its passive is also a little on the weaker side, like most of the Ele signets, both to encourage use of the active and because of Signet Masteries ability to make the passive effects permanent.
- Signet of Tectonimancy – Passive: Apply 8s bleeding to opponents who strike you, ICD of 2 seconds. Active: Knock down up to 5 enemies in a 600 radius, grant 3 stacks of 3s stability to nearby allies in that same radius.
Sorry, this turned in to a bit of a train wreck on the last post but thank you both for the feedback, not sure if you want to reevaluate now that I have everything up there. And yeah, I know clones are certainly not the mesmers ‘best’ defensive mechanic, but they are that which is most available, being on every weapon and nearly every trait tree, hence my use of ‘inherent’, not ‘best’.
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In spite of all the above, the elementalist still retains a break between the class theme and its mechanics. If the elementalist builds with a strong theme towards one element, it can seem optimal to never use its class mechanic. And we have seen with such traits as Berserker’s Power that that is not okay, in the case of the elementalist more so than any other class, as its class mechanikittenerally makes up four fifths of its skill bar. This problem can be solved with a revamp to conjures.
- Conjures will now overwrite an attunement when cast, and remain until the conjure skill is activated again to drop it, or until the elementalist goes down. The conjure may not be dropped while you are attuned to the conjure, and when dropped (for any reason) will place the regained attunement on full CD. There is also now a trait for creating conjured environmental weapons as a support function found in the water tree.
Example: An Elementalist is built fire/earth/water, but is built to have earth as his ‘main’ attunement. He swaps in to water and fire for utility purposes such as healing, control, condition clearing and combo fields, but is largely at home in the earth attunement stacking his Geomancer’s Mastery and shrugging off damage and control. Having very little use for the air attunement, he slots Earth Shield on his utility bar, swaps to the Air attunement, and casts Earth Shield. Doing so replaces his Air Attunement with the Earth Shield as a second earth attunement, which will work with all traits, healing, elite, and utility skills as if it is the earth attunement.
Doing so will allow this elementalist to remain in earth attunement while still using the class mechanic and retaining the innate advantages of his chosen elemental path, but also exposes him to the weaknesses inherent to that path choice. For example, the defense from the minor grandmaster traits will not work swapping between the same element, meaning he will lose out on those defensive advantages if he only rocks between his two earth attunements, and swapping out of earth to regain those defensive buffs will cost him all stacks of his major grandmaster trait Geomancer’s Constance, making when and how you swap into and out of your ‘home’ element a very important build and play choice. Such rules would apply to any combination of base and conjured attunements.
There is a slew of other changes to conjures, some quality of life buffs, some so that they mesh better with the base attunement weapon skills, and some as just plain needed buffs and nerfs.
- Earth Shield skill five, Fortify now blocks projectiles and enemies from entering its AoE.
- Earth is meant to be support through defense, and Fortify’s animation always appeared as if you could hide under its earth shield from damage, but you couldn’t, it did nothing for anyone but the elementalist, its functionality now matches its appearance and its theme.
- Ice Bow skill four, Ice Storms damage is decreased.
- Ice Bow skill two, Frost volleys damage is increased.
- Just shifting power around to encourage use of more than one skill from the set, this would however be an overall loss in damage.
- Ice Bow skill five, can now be stunbroken, and the block of ice can be attacked and destroyed to prevent the stacking chill (similar to Entangles immobilize), and its base recharge has been increased to forty seconds.
- Meant to retain the power of the skill, but give it some counterplay and a more reasonable uptime for such a strong control skill.
- Lightning hammer skill one, increased the windup for static swing to 1 second, and thunderclap to 1.5 seconds,
- Honestly with evade, permacripple, permaweakness, and soon to be permachill auto attacks, I don’t think having a blast finisher on auto is anything to write home about, but it does need to be slowed down some to give it a little more vulnerability to control and enemies some more response time.
- Lightning hammer skill four, Lightning Storm, can now be cast at 900 range.
- Just so it synergizes a little better with the ranged weapons.
- Conjure flame axe is gone, yeah sorry, I’m one of the few who liked it too, but…
- Fiery Greatsword is no longer an elite skill, but a utility skill, replacing Flame Axe.
- Honestly it hasn’t been worthy of being an elite for a while, slightly lower the power scaling and it has nothing over a warrior with a greatsword. And under the new conjure system it would be both imbalanced and thematically nonsensical to have two fire conjures but one of each other element. I would imagine more elite conjures would be added with other elementally themed specializations, rather than as part of the base class.
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Each tree has also had an amount of its defensive power moved from its major traits to the minor traits. These minor traits take three forms similar to the major grandmaster traits,
- The Minor Adepts give a defensive boon upon swapping to the appropriate attunement, benefitting swap heavy playstyles.
- The Minor Master gives a defensive bonus while in a specific attunement, benefitting swap heavy or light playstyles.
- The Minor Grandmaster gives a defensive bonus in your current attunement, depending on the attunement you came from. These principally reward controlled attunement swapping, be it for swap-heavy or swap-light builds, in the form of specific answers to attack. These further push the idea of a gradient of builds from swap light to swap heavy, as well as facilitating the idea that there should be windows of offense and defense regardless of where your build falls on that gradient.
Example: We have a fire/water/earth condition elementalist. His investment in fire gives him retaliation when he attunes to fire, and deals damage to enemies who get near him while in fire. His investment in Earth gives him protection upon attuning to earth, and extra toughness while in earth. His investment in water gives him of regeneration when attuning to water, and further regenerating health while in water.
However, because the grandmaster traits work dependently, they can vary greatly depending on how this elementalist intends to swap and stay in attunements.
In the case above, let’s say he makes water his ‘home’ attunement by taking aquamancers mastery. He can now swap to earth from water for extra armor, then back to water for extra health. Or he can swap to fire from his home attunement of water for boons and condition clear, the swap to water to continue fire and waters shared condition clear theme.
Specific Notes on Traits
- Renewing Stamina – Because of the higher defensive baseline, renewing stamina has been brought in line the same way similar vigor-granting traits were months ago, and no longer gives 100% vigor uptime all on its lonesome. You can still get 100% vigor uptime, it just takes more than this single investment, the air tree, for example, has new sources of vigor.
- Elemental attunement has been made baseline, sort of. Each Minor Adept trait gives a defensive boon upon attunement. Note, defensive, meaning fire no longer gives might, but instead retaliation, defense through threat. There is a new arcane trait which grants might on attunement to preserve that functionality.
- Conjurer is now in the water tree, and probably makes absolutely no sense to you. It will make sense once you read the skill changes section, which contains heavy functionality changes for conjures.
- Any trait which was nothing but a stat conversion sticker (soothing winds, strength of stone) has been merged with some other kind of effect. Either a new one, or one found in another trait.
- Downed traits have been removed, not saying they are bad for every class, but they are for the elementalist, our key strategy for prolonging or rallying from the downed state is escape, not attack.
- Falling damage traits have also been removed, and those I will say are bad for every class. Put them in a food or wrench buff, or a mastery track, or anywhere else but in traits and gear.
The elementalist has two skillsets which trump all others because of their ability to be stacked and provide regularly available defense which either works with, or regardless of, attunement swapping; these two skillsets are Arcane skills and Cantrips. Now I don’t want to see these go away and my principle purpose here is to open the elementalist class up to more build diversity, and removing build paths is no way to do that. Nonetheless because of the inherent defense now available based on trait choice, the defensive power of both arcane skills and cantrips should be less reliable, in short, increased cooldowns, they will still be just as powerful (more powerful in some cases) but available less often.
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Attunement system at odds with design principle of thematic diversity
Classes in GW2 are designed to fill a much broader range of archetypes than in its predecessor, or most RPGs for that matter. A Ranger isn’t just a ranger, it’s a Skirmishing Marksman brandishing a longbow and a greatsword with a massive beast at its call , or a Nature magic wielding Beastmaster trailed by spirits and a doting pair of pets, or a Skirmishing Beastmaster flanking enemies from the shadows as its cunning pet leads them through a gauntlet of traps.
The class mechanic of the elementalist on the other hand completely defies this design tenet, there are no such interesting combinations and choices for the elementalist as those demonstrated by the ranger above. No matter how you spec, you still use everything your class brings to bear. If you will excuse the pop culture reference, the elementalist is the Superman of the classes; it may be admirable and even powerful, but it always has everything it needs, whenever it needs it, without any compelling or thematic decisions behind when or how it should use any of what it has.
Other classes have the choice to specialize, the elementalists class mechanic takes that away. We cannot choose to be a geomancer, or an aeromancer, pyromancer, hydromancer, arcanist, or any mix of the above. Our class mechanic only functions taking advantage of attunement swapping traits. And so playing as a jack of all trades but master of none through all four attunements as quickly and often as possible is the only viable build path, and while it is powerful, it isn’t ever going to support much if any build diversity.
Okay, so what can be done about it?
The elementalist needs to reconcile two completely different playstyles within a single mechanic, that of heavy attunement swapping and that of light attunement swapping, and of course the area between. There are of course ways to reconcile this by making heavy changes to the class mechanic, but I personally think it can be done with traits and abilities, and have designed trait trees (under the new specialization system) with exactly that in mind. I also did so with the intention of retaining and encouraging existing trait choices and paths rather than removing them, as well as strengthening the theme of those paths. Changes to utilities were also necessary, however these are largely to remove some of the elementalists stacking defense problems, excepting conjures which now work on an entirely new mechanic which facilitates better build diversity and theme.
I have two documents for the trait changes, one is an overview and the other a functioning demo of the new trait trees (in the form of an excel doc), you can find both documents here.
- Each trees most influential (grandmaster) traits are separated in to three types: swapping, staying, and stacking.
- Swap traits reward you with defense in the form of boons for swapping in to and/or out of an element and synergize well with the arcane tree, these exist to continue supporting the swap heavy playstyle.
- Staying traits give you certain bonuses so long as you are in the element they pertain to, these serve three purposes:
- To give swap heavy builds windows of power through controlled swapping
- To give swap light builds a ‘second home’ outside of their primary attunement,
- To create the option of an ‘attunement rocking’ playstyle, benefitting from swapping between two or more heavily invested elements.
- Stacking traits, which reward you with continually increasing bonuses for staying in an attunement. These bonuses grow to a cap and can be very powerful, but are also lost when attuning to any other element. They are also made to have clear strengths which can be further improved upon, as well as clear weaknesses, which can be shored up through other trait choices.
Example: An elementalist knows he wants to build fire and air, and is unsure of the third trait path he wants. He can choose Ashes and Embers for disables and might while in fire, and then choose Fresh Air so that his critical hits in Fire will allow him to rock back and forth between the fire and air attunements. Having made this choice, he finishes it off with the Arcane line to further improve his boons and swapping advantages.
Given the same decision of fire and air, that elementalist may also choose to use Pyromancers Mastery, making fire his main attunement through the heavily stacking damage available from this trait. He then takes Airs grandmaster Unstoppable Force for chasing power and the spike damage to finish off opponents. Having a swap light build the arcane tree is less useful, so he chooses water to shore up his defensive weakness to conditions.
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So a month or so ago I started working on an ele trait revamp of my own, what I think needs to happen for the elementalist to finally have some build diversity. And I finally have it polished enough that I’m willing to show it, any feedback is welcome.
Since the release of GW2 the elementalist has consistently been in at or near the worst state of build diversity of all the games professions, regardless of its place in the meta or the leaderboards. Quickly after launch a single build developed, the water arcane bunker build, and oddly enough, pretty much nothing else. And since that time the elementalist has rarely seen anything but constant buffs, nerfs, and slight variations on that one build. This is due to multiple factors found in both the mechanics and the theme of the elementalist.
Low defensive baseline
This is not inherently a problem, after all with a full range of defensive stat combinations somebody was bound to get a combination of the lowest armor and health. However, this has become more problematic for the elementalist than it would have been for any other class, because the elementalists’ class mechanic has no inherent defense whatsoever. The guardian and thief, the two other classes with the lowest base health, have inherent defense in their class mechanic, as well as higher tiers of armor. Similarly, the other two low armor classes, the necromancer and mesmer, have more health and inherent defense in their class mechanics, clones and deathshroud. These all work to establish a similar defensive baseline between the other seven (soon to be eight) classes that places them in an area where they can be balanced against each other.
Without any inherent defense, the elementalist on the other hand has no choice but to seek out active defense in its traits and skills and supplement them with appropriate stat scaling. But why is that an issue? It isn’t, unless you want any build diversity, and for that to happen there have to be a sufficient amount of choices for the elementalist to defend itself with. But giving those choices causes multiple problems in the elementalists overall build scheme.
- First problem, the ability to stack active defense. Given a great deal of defensive options, nothing is there to stop the elementalist from ‘overdosing’ on those defensive options. And with the emphasis GW2 puts on active chosen defense over passive innate defense, it becomes an enormous balance issue.
- Second problem, much of the defense available to the elementalist is inherent, or even locked, in to a certain element or gameplay situation. While offense is only obtained through use of skill combinations which cross elements and take advantage of attunement ‘cycling’ attack patterns. Using most of the elementalists available offense, locks you out of nearly all available defensive responses. So the only choice is to use defense which either benefits from or works regardless of frequent attunement swapping, or to only rely on one element for offense, a playstyle the class mechanic just can’t abide by.
Both of these problems intermingle to create a state where the elementalist is rewarded for building attunement-centric defense over any other option, narrowing build choice down to an incredibly small amount of traits and utilities. Even if better traits were to reward players with more powerful but less attunement-swapping-centric options, those would still come at the cost of all offense, not an option for a class with no innate defense. Look at the current Stone Heart trait as an example. We have a trait which literally makes us completely immune to the games highest power steroid and condition proc, being critical hits, numberwise it is the most powerful defensive trait in the game. And yet hardly anyone uses it, because it is tied to a single attunement, and even a defensive advantage that massive is not worth the offensive disadvantage of staying in one attunement for a significant amount of time.
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Problem is, neither race has the sexual dimorphism of humans. With the way most female armor is designed in this game, there needs to be female human like breasts for them to work.
This is incorrect both culturally and anatomically, Asura are live birth mammals complete with breasts according to the developers, and they actually use gender-specific pronouns and titles more than other races, such as geniusette. If anything clear and proper gender definitions may in fact be more important to them than other races, possibly because their gender isn’t as obvious at a glance. The ‘lacking gender dichotomy’ thing is something people have assumed and perpetuated since launch solely because of how Asura only have male armor, which in all likeliness has nothing to do with lore and is just the result of time and resource budgeting in the art department.
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Revenants have only 5 skills for each Legend?
in Guild Wars 2: Heart of Thorns
Posted by: Conncept.7638
If this is true, I don’t think I’m going to play this class, and I’m not even sure I’ll buy the expansion.
As much as I like GW2s story, I won’t buy the expansion just for it, I can read the story on any number of fansites and even watch it played out on youtube. The story is second to the gameplay, and this revenant gameplay looks lazy and I fear sets a standard for further lazily designed gameplay.
I mean, this would essentially be the same as if they had decided to give the elementalist one single weapon at launch and just excused it with ‘good enough’. It seems as if they are designing this class to meet a certain minimum of playability rather than making it as awesome as they can.
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Don’t worry about him, some people just like to be doomsayers. New is bad, creativity is bad, everything is impossible, nothing will work, simply because they are closed minded and averse to change. Even insinuate mounts would function to any degree and you’ll quickly see the GW2 forums are flooded with such uncreative people.
That said, we still know we aren’t getting centaurs, not because we couldn’t or its a bad idea, but because the developers stated there would be no new races in the expansion. I’d wager people are blowing this whole preview image out of proportion and all we are getting is a lore week on the Maguuma Centaurs, similar to the previous lore week where we got information on the Maguuma Hylek.
You barked up the wrong tree with saying that kitten. You are talking to the person who the moment she saw Charr in GW1 wanted to play them. Has long wanted, and discussed having the Tengu as a playable race in GW2, has advocated many many new features, including the now poorly implemented trait changes, as well looking at the new trait changes and hoping they do it well because it looks good so far. Mind what you say when you dont know said person. Im all for them trying new things, so long as they do it right. Hell, ANET cant even get the armor fitting on the ONE beast race they already have in game, and its a bipedal race at that.
And you just proved my point, not about you being a doomsayer (that wasn’t my point in the first place), but about your comment that ‘Centaur are impossible’. People said in GW1 that the Charr were impossible, obviously they were wrong. Your point that the centaur are impossible is just as unfounded, being nothing more than your own assumption based on your lack of knowledge of the game systems.
Essentially you’ve presented the argument:
“It can’t work, because I personally do not know how it could.”
Which is completely nonsensical. Inability to provide evidence that something could work is not proof that it can’t.
There are few things that the developers cannot get to work in such a broad system as is present in a large scale MMO, and Centaurs as a race are not one of them. Sweeping generalizations against new content such as the one you posted earlier are completely worthless as points of discussion.
Guys. In this game we pretend to be cows in order to train cows to fight predators. We swim while wearing heavy plate armor. We will soon be gliding — through the jungle! No need to watch out for that tree.
I don’t think centaur thieves doing death blossoms is too much of a stretch.
Now. Do you? Really?
Yes. Among reasons why they wouldnt work as a playable race.
But it’s okay that the tiny little necks of asura hold up those big huge heads, and don’t snap like twigs when subjected to inertia. And that sylvari, despite being plants, aren’t appreciably different from mammals in any way. Or that charr, despite being covered with fur, still wear clothing even when not in cold climes, and that so many of them have teeth that would make eating an exercise in not slicing off one’s lips.
That stuff gets pass, but a centaur doing flips? Oh, no, that’s right out.
Yeah.
Don’t worry about him, some people just like to be doomsayers. New is bad, creativity is bad, innovation is a mistake, everything is impossible, nothing will work, simply because they are uncreative and averse to change. Just try even off-handedly insinuating mounts would function to any degree and you’ll see hundreds of them flood any thread in mere seconds.
That said, we still know we aren’t getting centaurs, not because we couldn’t or its a bad idea, but because the developers stated there would be no new races in the expansion. I’d wager people are blowing this whole preview image out of proportion and all we are getting is a lore week on the Maguuma Centaurs, similar to the previous lore week where we got information on the Maguuma Hylek.
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[beta] So, do you think Rev skills justify...
in Guild Wars 2: Heart of Thorns
Posted by: Conncept.7638
Honestly, if there isn’t some selection in utility skills for the Revenant (which I’m not saying there will or will not be, ANet last said it could still go either way), I don’t even think I’m going to even give the class a chance.
As things appear to be now, with an unalterable set of utilities, elite, and healing, one set of unalterable weapon skills, and each legend pertaining to a specific trait tree, that basically gives you a whopping four build choices concerning your skill bar.
Choices 1 and 2: You choose your two legends, which pretty much requires that you take the two trait trees that pertain to them since so many of the traits are shown to be locked to a ‘legendary stance’, as it is put in the trait tips themselves.
Choice 3: Choose your final trait tree
Choice 4: Choose your weapon or weapon set
And, excluding the minutia of trait choices, that is pretty much it, lets compare that to the standard classes.
Choice 1-5: Your utility, healing, and elite skills.
Choice 6 and 7: Your two weapon sets
Choice 8, 9, and 10: Your three trait trees, in which there are generally selections which are not locked to any particular weapon, utilities, or in the case of the revenant, stances.
Not even half the choices of the standard classes. The revenant class honestly looks like it is going to beat out the elementalist in low build diversity, and the elementalist has basically run nothing viable save variations on one sustain/amp bunker build for the last two and a half years. Having less build diversity than them is practically having none at all.
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Aww! But-… Charrzooka! And the Norn transformations!
Most of the racial skills I can see being removed for game play reasons and not really have any effect. After all, not all asura are golemancers or scientists, not all Charr have a warband or engineering skills, not all humans are six-gods devout, and not all sylvari have an affinity for nature magic.
The exception however, is just like you said, the Norn, they are ALL shapeshifters, without exception. Take that away and they will just be big humans, something people already complain about with how little attention the Norn tend to get as a race in the personal and living story.
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I’m betting our specialization mechanic is going to be a passive, like a storm that follows us around and changes depending on our attunement, or a passive/active based on our attunement, similar to the guardian virtues. But whatever it is, I don’t think there is any way we’re getting an F5 skill.
That makes no Sense Dante.1763 because I THINK their goal is the casuals…
If they change 1 or 2 hours will be really good for EU + South America.Only USA I don’t think is enough to stress test or to achieve the goals they have in mind.
Sadly we don’t really know their goal.
No, this is stress testing, not content polling. They have no goal to get any particular demographic within the playerbase, they just need to see if the servers can handle the content they have made, and all they need for that is numbers.
“Dyeing” weapons would really make no sense.
As much sense as dyeing armor.
Yehhh 1,000 day
You realise you’ve played this game 7,4 hours per day every day for the past 1000 days.
every day…
EVERY DAY!!!
Wow!
Yeesh, I beat myself up for playing too much and I only average around three hours a day, and that’s with hundreds of those hours afking in the background while I’m working.
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Similified WvW so it no longer requires what? You are delusional if you think WvW has ever required any semblance of organization.
Required is the wrong word.
I think something like " results can be/are vastly improved when there is organization" would be a better fit.
I wouldn’t say that at all. WvW’s ‘organization’ is stacking as many people as possible and staying that way. And even calling stacking organization is like saying cleaning your room by shoving everything in the closet and propping the door shut is a legitimate organizational plan. It doesn’t matter where any individual item is in the room, just that all of it is out of the way.
Similarly, it doesn’t actually matter where each, or even any player is in WvW, just that all of them are in as tight of grouping as possible to take advantage of the AoE limit, spread out any single targeting between as many clipping bodies as possible, allow for rapid fire revive spamming, and fit as many people in the constant stream of AoE support as possible. Pretty much every combat system in the game supports this one overly simple organizational strategy to the point no amount of strategy or alternative organization methods will ever have an advantage over it.
It’s not just affecting the axe power build either, but any build reliant on vulnerability. I run a damage amp deathshroud shotgun build, I used to have around seven might and fourteen vulnerability from sigil procs and the axe-auto when entering deathshroud, and could quickly amp up to 15-18 might and 25 vulnerability in seconds, at which point I’m averaging 4-4200 damage shroudblasts.
I can’t even get half of that with this change. Upon entering deathshroud I have at least one to two less stacks of might and half as much vulnerability, and I average 2200 damage crits. And the extra amp time to get up to my max of 4200 damage crits costs me such a huge portion of my deathshroud that I’m debating if this build is even worth playing anymore.
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Isn’t that what happened?
Isn’t it likely that if Kiel won they’d just give her that dialogue? I highly doubt that the massive “Invasion of Lion’s Arch” plotline hinged on Kiel being the elected candidate.
Not to mention Kiel warned captains council of the attack, and they chose to ignore her warning, at which point she prepared with the PC to defend LA by herself if necessary. Only thing Gnashblade would have done at that point would have been to flee earlier, farther away, and with more of his goods.
Similified WvW so it no longer requires what? You are delusional if you think WvW has ever required any semblance of organization.
Fractals need all the love they can get, to be honest.
Hell, even with the extra incentive I can’t drag myself into ’em most days.
Or, they could actually try making them less of an unfun and unrewarding experience. But I supposed forcing them down peoples throats as the only method for AP gain for three or more months works too… at least if you have low enough standards.
Did you actually participate in the LS event? During the attack Gnashblade insisted on getting his merchandise-laden dolyaks evacuated before citizens, and used up the last moments of functionality of LAs last portal to save his merchandise, leaving people behind to die who otherwise would have been saved. He not only isn’t a hero, he is as responsible for the deaths of innocents as any Aetherblade, Molten or Toxic alliance member, and in a fair and just world he would be on trial alongside them. But much like the real world, monetary power acts as a buffer against responsibility.
He was saving the equipment. That was part of the job, to equip the soldiers fighting against Scarlet. If he let all his goods get destroyed, then the battle would be over, and the game would end. But his heroic actions allowed us to continue buying goods from him, which allowed us to fight the good fight. He even shared hour long buffs if a player purchased it.
So the choice was to save the equipment and fight another day, or let the citizens escape and lose the war. Sometimes, a hero needs to make touch choices. I wouldn’t want to be in Evon’s shoes, because I’m not strong enough to make that choice. This is why people look up to him. He does what others can’t.
He didn’t know that equipment was going to be used to fight Scarlet until days after LA was evacuated, and was literally forced on pain of death to give it up to be used for the fight to kill scarlet and retake LA.
He was saving it, so he could make money off of it, no matter the costs, in lives, to anyone else, and for no other reason. That it was involuntarily taken from him and used for good, is not a sign of his heroism, it is if anything another mar on his already blackened character.
He was being a heartless moneygrubbing murderer according to logic, by his own account, and by that of all present witnesses. There is no room for debate on this subject whatsoever. He is not a hero, he is a criminal and a villain, and hopefully some survivor of the attack can someday identify him for what he did, so that he can be memorialized in the only way befitting him, adding his own nameless niche on an executioners block.
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Did you actually participate in the LS event? During the attack Gnashblade insisted on getting his merchandise-laden dolyaks evacuated before citizens, and used up the last moments of functionality of LAs last portal to save his merchandise, leaving people behind to die who otherwise would have been saved. He not only isn’t a hero, he is as responsible for the deaths of innocents as any Aetherblade, Molten or Toxic alliance member, and in a fair and just world he would be on trial alongside them. But much like the real world, monetary power acts as a buffer against responsibility.
Yay for uninformed negative nellys.
Yes, it will return, the developers stated so at the end of LS1 and several times during LS2, there is no if, just a matter of when.
However, the content for season one wasn’t made in the instanced repeatable format we now see in the Living Story Journal, but as huge open world events. And there is unfortunately no way they can make those big open world events available again. So the Living World Season 1 will return, but not as it was, but reformatted to tell the same story, but in the new format used in season 2 and beyond.
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Hi all,
The animation of this ability has changed so that the attacks occur later in the skill, fixing the draw to constantly cancel the ability for an unintended increase in damage. The overall active time of the ability hasn’t moved (remains 1 second flat), so there shouldn’t be any actual loss of damage as long as you’re not cancelling the ability early. The first strike now occurs at ~0.5 seconds in (slightly past it), while the second attack occurs closer to the 1 second mark than before.
There is a bug with the attack hiding your weapon, which was unintended and will be fixed.-Karl
But is the animation final? That animation looks like every single kind of AWFUL. My human female necro looks like she is waving a fan while repeatedly elbowing herself in the side of the head.
We all should be able to use all clothes, regardless of the gender of the character.
I don’t see any legitimate reason to limit clothes to one gender only. Enven less to limit Asura and Charr to only half of the options out there.
Too revolutionary for you? Well, sorry, that’s the spirit of our times.
Uhuh, ignoring your conveniently blind insistence that ‘your’ beliefs embody the ‘spirit of our times’ regardless of any real cultural movement, that isn’t possible because clothes are not actually clothes in a video game.
Clothes are geometry, textures, and maps that replace the geometry, textures, and maps that make up your body. You can’t just apply them between two different models no matter how great or minor the differences between them.
Meaning that for this to be possible they would have to create everything to fit both the male and female models, essentially doubling their workload for all artistic assets. And no matter how much you would like to believe otherwise, that would be doubling the workload for an infinitesimally small portion of the playerbase that are, at best, a minor portion of a niche counter-cultural demographic.
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It honestly looks like you’re fanning the enemy more than swinging an axe, really hope this is a bug.
asura are in fact mammals and therefore do have breasts.
Where?
I always thought asuran were like Echidna and didn’t have breasts but weird milk patches. Charr probably are like every other mammal on earth and are only prominent when nursing.
As for Norn in skimpy outfits, in lore norn produce massive amounts of body heat and don’t require as much clothing as other races.
http://guildwars2.pl/about_lore_and_mechanics_with_eric_flannum_guildwarspl_exclusive,a545
Never saw this until now, but the link above is where I get it from. A developer states that Asura are not only mammals, but are breastfeeding live-birth mammals just the same as humans.
Well according to my Raiment of the Lich Costume, they don’t have nipples. Or they’re super kinky and they’re pierced. That costume alone is why female’s can’t always use male costumes, it’s super creepy to look at that.
Males humans can go completely shirtless, and do not have nipples. Obviously the developers just chose not to model their characters with those details regardless of their gender.
asura are in fact mammals and therefore do have breasts.
Where?
I always thought asuran were like Echidna and didn’t have breasts but weird milk patches. Charr probably are like every other mammal on earth and are only prominent when nursing.
As for Norn in skimpy outfits, in lore norn produce massive amounts of body heat and don’t require as much clothing as other races.
http://guildwars2.pl/about_lore_and_mechanics_with_eric_flannum_guildwarspl_exclusive,a545
Never saw this until now, but the link above is where I get it from. A developer states that Asura are mammals complete with mammary glands and breasts the same as humans, but their breasts do not ever grow, as humans do when producing milk (no idea how that works, logically speaking to contain more material they would need to grow).
There is also another one somewhere where a developer is asked if Asura give live birth and confirms that they do. So while there are mammals which do not give live birth, and produce milk in other ways than with breasts, Asura are not one of them.
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Doubt itll come back soon with all the Zephyrites stranded in Dry top.
We might get SAB before Crown pavilion.
We only know that two ships went down, the Masters and the one he crashed in to, there are supposed to be a lot more.
This patch kicked me from the game right after I finished the final part of the living story. It means I lost my chest with carapace helmet, right? …. Ah, anet.. i didnt ask you to log me out. I dont care about your update
No the chest should still be there in the bottom corner of your screen, unless it kicked you before you completed the instance or the patch has some amount of rollback, in which case you will have to do the instance again. Otherwise, I’d contact support.
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Chill is a good Idea but a bad choice.
easy to clean in spvp/www and useless in pve. Why i have to spend a entire traitline to obtain something that have already a high efficace counterplay meta that fight against it before it’s released?
Chill is easily the most potent of all the control conditions. There isn’t a better option for the class that is all about control conditions really.
Well actually I can see the argument that it is useless in PvE, since so many bosses are already immobile or unaffected by movement impairments. And even worse than that, a lot of boss attacks don’t have a recharge, but a timers in between each use of the skill, a timer which I have never noticed to be affected by chill.
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Really? Mesmers can do nothing? How about having a small army walling you off from your opponent at all times? Or, invulnerability on every single build, or how about the second largest amount of both invisibility and evasion?
When they designed GW2 some brilliant designer decided that immobilize would not stack…. Then about 1 year down the road, another designer, certainly not as brilliant as the initial designer, decided that people not able to move for 20 seconds was “no problem at all” and that immobilize could stack.
Thus the current perma-immobilize stacking was introduced in the game, against strong opposition on the forum, including my warnings, that were ignored by the developers as usual.
Wow. Savior complex much? You and a few other people on the forums complained, that must mean you’re some kind of Godsend. It doesn’t matter that there was just as much support on the forums for the changes, or that the forums are an infinitesimally small portion of the playerbase that in no way represents the opinions of the majority.
The game is better off for the immobilize changes, it now rewards a coordinated team effort, a specialization in disabling conditions, or just superior numbers, instead of punishing all that and any strategic use it as it originally did.
And ratio of conditions to condition clearing is a problem the whole game over regardless of the condition type, the class, or the game mode. My elementalist has one build path that, the if he doesn’t take, he is almost guaranteed to die to any condition build under any circumstance. And most classes are presented with similar choices, or no choice at all.
Plus, there are two 4s immobilizes in the game, and one is flurry, a melee skill that also immobilizes the caster, not even counting that one. The other is Bola, and the majority of the remaining aren’t even 3, but 2 or 1s duration.
So, even assuming you have 100% condition duration, which isn’t even possible in PvP since it requires food and wrench buffs, and taking in to account the fact that immobilize only stacks three times, that would mean the only way you could possibly be immobilized for 20 seconds would be if three warriors simultaneously pegged you with the Bola skill. The majority of the time immobilizes, even stacked in threes, max out at 4-6 seconds. And if you are being focused by three or more different opponents, logically you should be at a heavy disadvantage.
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So we get both? regular dark shroud and reaper shroud, depending on staff or greatsword?
No if you take the new Reaper trait line, you will only have access to the new Reaper Shroud, you cannot choose or swap in any way.
I tried making a 100% chill uptime ‘chase and execute’ Necro build a long time ago, only really worked with the human Reaper of Grenth skill, which means it really only worked every two minutes thanks to the racial skills ridiculous recharge. Might take another crack at the build once the reaper is out.
The revenant can indeed use sword and shield, here are datamined skills: http://i.imgur.com/SjX7u2A.png. Those could all have changed radically in the mean time though.
Any one of those weapons could also be part of the Revenants specialization instead of the base class.
If you have a spare character slot you can also get them by doing full map discovery of any of the racial home cities on a new character. Rata Sum is fastest from what I know, I can complete it for a transmutation charge in at or under ten minutes.
Frankly conjures would fit on ANY class better than they do on the elementalist…
I’d suggest the name Griever.
Appropriate for Marjorie’s mourning of her sister but sounds menacing enough on its’ own. Plus it would fit the spec if they give it banshee styled shouts that sound like someone wailing from grief.
Banshee is a good name but it translates as “Woman from the Barrows”, so it isn’t gender neutral. Otherwise I’m calling my Necromancer a Manshee. Not to mention that Banshee is a little generic and expected while Griever is the same thing but a twist on the concept.
It also has a slight similarity in sound to the word Reaper.
I like the Griever idea.
But wouldn’t you call yourself a Banhe? Or Banhim? A Manshee just sounds like you’re both genders at the same time.
Lol, you’ve got it backwards, in old Celtic ‘Ban’ means woman, ‘Shee’ (more properly spelled Si) means mound. And I never realized until just now how confusing that is in English. XD
EDIT: Actually I think it would be Fershee, since I know Fergus means Man of Virility, and looking it up it does seem to actually be a real name, albeit uncommon.
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They could easily fix this by just making it scale off the bonus of the attribute, ignoring the base, and then increasing the portion appropriately to reach similar levels.
Looks like it is going to be the Necro this week. Guess there really is no order to how they are doing them, a lot of people assumed it would be a medium armor this week because the previous two were a light and heavy.
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Anyone else hoping for Revenant power S/S?
in Guild Wars 2: Heart of Thorns
Posted by: Conncept.7638
Well you clearly haven’t read all the news regarding Heart of Thorns, because condition builds aren’t going to be weak for much longer, the condition cap is either being greatly raised or possibly even removed at or before the release of the upcoming expansion.
I read that, but conditions will still need some time to get decent dps, and most of the time it’s enough for the target to be dead by some power builds. Raising the cap would not fix the issue, especially in World Boss Events or the crappy damage against structures. For all these reasons and many others I don’t like conditions on a warrior.
Actually I’d suspect from the live stream that they are looking at decreasing amp time while they do the full pass over conditions, those conditions from the kitten hunter had way lower amp time than traditional conditions. Besides, it really isn’t even that bad on a warrior, you should try playing a condition Ele…
Need to get to earth attunement, here we goooooo, aaaaaand now…. yyyyyyyyyyyyyyyyy… am I laggi- nope, there we go, in earth attunement! Here come the bleeds, get me some rocks, these’ll do, no wait that ones a dirt clod, okay NOW we got it, little magicky jig and they’re on their way… sloooowly… slow and steady, just a little bit further, bit more, tippy tip tip tip, aaaaaand almost theeeeeeeeeere, any second noooooooooow…
Anyone else hoping for Revenant power S/S?
in Guild Wars 2: Heart of Thorns
Posted by: Conncept.7638
Well you clearly haven’t read all the news regarding Heart of Thorns, because condition builds aren’t going to be weak for much longer, the condition cap is either being greatly raised or possibly even removed at or before the release of the upcoming expansion.
A signet and a shout.
Removing the tome animations leaves me sour, are people really okay with ArenaNet throwing these away?
Personally I’ve always thought they should add tomes as a new caster weapon anyway, we really only have three, compared to over a dozen martial weapons. And while for the most part retrofitting martial weapons to casters has created some really interesting ‘battle mage’ caster mechanics (LOVE my DD ele and DW necro), it would be nice to have some more design space for more traditional magic use.
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