i don’t know how spvp is a wasteland when they are making a full new mode for it
You didn’t hear? They confirmed that it is not a new mode, just a new map with different win conditions. It will still be 5v5, still be in the same queue as the other maps, and has nothing special to do with the guild leaderboards that were talked about in one of the previews.
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Little things you would love to see in HOT
in Guild Wars 2: Heart of Thorns
Posted by: Conncept.7638
position in the field of combat means absolutely nothing
Do you even wvw?
Though I haven’t in a very long time, long before they even added the reward tracks, back when I did I would wager I ‘wvwd’ far more than you. It was honestly one of the biggest selling points for GW2 for me, and I really put forth a lot of time and effort trying to enjoy the game mode.
But in the end, I imagined epic battles like the Thousand Orcs and Helms Deep, or the Battle of Five Armies. Instead I got what looks like a game of dodgeball between a bunch of kindergartners, everyone so uncoordinated, awkward, and unthinking that the only course of action is to lump together and ‘spray and pray’ with whatever you have on hand.
Your position on the field does not matter so long as all the good little zerglings stay within the safe confines of the hive. The position of the entire zergs matters to some degree, but that is for no strategic reason but so that mechanics like rez rushing, AoE buffs, siege rushing, and the enemy AoE limit do not have to be thought about over being mindlessly spammed.
Back on topic: Other small thing that they really need to work on, keeping your hair when you put on a hat. I can’t believe with all the work ANet put in to customization that in the near six years this game was under development that nobody thought to make hats and hair two different objects that could work together.
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I mean, specializations themselves make no sense then, not sure why go through the trouble of adding them, if its the same as just changing your weapon.
Logic, there was no need for specializations when you need to get out of combat to change weapons, and specialization, when you could have just directly equipped the new weapon spec.
Logic: Before I gained this specialization, I couldn’t use X. Now that I have I can use X whenever I need to.
More than that, it was also a really important design decision. Specializations give you new content only at the cost of existing content. What is that important? It allows the developers to make way more interesting design choices and opens a venue for balancing a much wider array of mechanics within each class.
Necromancers, for example, have forever complained about not having any stability, but the developers state it is because between their ability to eat disabling conditions, apply those same conditions, and chase opponents, there really is no option but to make the Necro weak to control. But, in a specialization, the developers could, just as an example, take out a lot of the necros chase ability and give them more stability in exchange.
Another example. Guardians have ever complained about their ranged options being overly telegraphed and supporty, but that is so, because guardians have so many responses to ranged damage. But, if everyone’s suspicions are true, the guardian is most likely going to get the Longbow in a specialization, and I would wager they get it at the cost of some of that ability to shrug off ranged attacks.
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Little things you would love to see in HOT
in Guild Wars 2: Heart of Thorns
Posted by: Conncept.7638
Getting rid of stacking in WvW, PvE and PvP too, but mostly WvW.
It has come to the point where I check patchnotes and news on WvW like this:
“Anything done about stacking… nnnnnnnope. Well, then still a worthless game mode that rewards mindlessness over strategy and skill, back to PvP we go.”
I don’t care what new maps they make or reward systems they put in, so long as your position in the field of combat means absolutely nothing, the game mode will have the strategic depth of Tic-Tac-Toe.
PSS: And to the people who say this isn’t a small change, it is already in game, it just isn’t enabled. Check an option in your game menu called ‘Melee Attack Assist’, and you will notice you gain body collision with opponents. They just need to enable that option for anyone in combat.
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Confusion already got buffed not long ago, IIRC it does 33% more damage now in PvE.
Don’t see how that matters as confusion is still just as utterly worthless in PvE and just as antifun in PvP as it ever was.
Because that map has always sucked? It’s basically built like an elongated circle with only two choke points on the entire map where zergs might by chance, meet, on occasion; while mindlessly circling the map flipping objectives and hoping the point gain timer favors them more than their opponents.
Now this map certainly doesn’t fix all of the game mode’s problems (not even close in fact…) but at least the mindless zergs are more likely to meet each other in combat whether by accident or design.
I am 100% on board with this whether it was on purpose or not, it has been absolutely ridiculous for years how difficult it was for a lowbie chararacter to participate in events of their own level when a downscaled 80 is nearby.
And the OPs alternative suggestion makes no sense. If they buffed mobs instead of changing downscaling, whether per mob or per event by spawning more difficult mobs, that would make them harder for people of the appropriate level to tag, which would bring us full circle back to the original problem and increase the overall difficulty of the lowbie areas.
Maybe they shouldn’t be using damage as the sole determining factor in event participation.
This I also agree with, very very much… especially in World Vs Spam, er Door, no wait… versus mindless lagblob? What was that game mode called again?
But really, what other measure could they have that would even be available to lowbies? Conditions? Don’t work in a group. Control? Doesn’t work in a group. Support? Depending on your class, doesn’t work in a group, or doesn’t even exist.
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It would also be nice to have settings per weapon (though we don’t even have per character yet). I have a necro that uses daggers and a staff, and, finally, after two years it is possible to actually aim my AoEs at max range because of the camera height and FoV changes. But the problem is then I have to take the time in combat to zoom in, and I still get crazy distortion from FoV and most of the combat going on in the bottom third of my screen.
EDIT: Then again, maybe a combination of two simpler options would fix it; the ability to map FoV like you can map zoom, and the ability to zoom in and out significantly faster.
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I am 100% on board with this whether it was on purpose or not, it has been absolutely ridiculous for years how difficult it was for a lowbie chararacter to participate in events of their own level when a downscaled 80 is nearby.
And the OPs alternative suggestion makes no sense. If they buffed mobs instead of changing downscaling, whether per mob or per event by spawning more difficult mobs, that would make them harder for people of the appropriate level to tag, which would bring us full circle back to the original problem and increase the overall difficulty of the lowbie areas.
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This looks much more like a redesign of the MH dagger than a new weapon.
I organized them by element and grouped the chain attacks together.
Fire
[&B1lpAAA=] Dragon’s Claw
[&BxBqAAA=] Flame Slash(Chain)
[&BwltAAA=] Unnamed(Chain)
[&B7JpAAA=] Unnamed (but reads exactly like Drake’s breath)
[&B5JqAAA=] Unnamed (but again, reads exactly like burning speed)
Water
[&B2RtAAA=] Vapor Blade
[&BzJpAAA=] Frost Strike(Chain)
[&B+JuAAA=] Ice Slash (chain)
[&B6FvAAA=] Cone of Cold
[&B15oAAA=] Frozen Burst
Air
[&B5FvAAA=] Lightning Whip
[&Bw5rAAA=] Flaying Shock (Chain)
[&B8VsAAA=] Static Whip (Chain)
[&BzdsAAA=] Lightning Lash (The only replacement, shocking aura previously)
[&B29rAAA=] Lightning Touch
Earth
[&B2NrAAA=] Impale
[&B6ZvAAA=] Rock Slice (chain)
[&B8ZoAAA=] Rock Slash (chain)
[&B41tAAA=] Ring of Earth
[&B7tqAAA=] Magnetic Grasp
I’m wondering if they actually datamined something that has nothing at all to do with specializations, but are instead improvements to the base class.
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then why come on the forums and complain about it?
Why complain about a product flaw in the place where the makers of said product are most likely to see it? Golly gee I wonder!
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There were several faces that had this problem at launch, so I assume it’ll be fixed.
Then again, many of us also assumed that the last few sets of hair added to the game would receive the physics animations that all the rest of the hairstyles have, and instead they are still completely static unmoving geometry even months after their release, so who knows these days…
Make the attribute settings character bound if possible, what works and looks great on my Norn has me looking mostly at the ground on my Asura. Not a major issue, but I’m an altaholic that switches characters really often and it’s a minor annoyance having to remember the attributes for each character (and I only have eight, imagine those altoholics who’ve reached the max character limit) and adjust them accordingly each time I log in to each characters..
Other than that, they’re awesome and good work.
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Still waiting on the mini willowheart for my willow themed Sylvari… don’t know why that is the only druid form that hasn’t been made in to a mini yet.
Why Anet? What’s the point of it being called WORLD completion, if they don’t even have to explore the entire world of the game anymore?
The WvW map is in the mists, it is literally not a physical portion of the world of Tyria in any way, shape, or form.
Plus, it’s a PvE achievement and WvW is a PvP game mode, nobody likes being forced in to content they don’t like for rewards for content they do. Hence all the reward content that has been given its own acquisition method for each game mode through the WvW vendors and PvP tracks. The game has obviously been headed this direction for some time now and most of us are glad to see this happen.
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Actually in one of the ladr week’s interview Colin directly confirmed no new weps and no water weps ill come to ground. The staff on the reveal trailer was also, by Colin admission in another previous interview, devs having fun/trolling.
Sorry.
Still you are free to hope all you want…hey maybe they are double trolling us, who knows XD
Ah okay, I am far from watching every interview. But people have been citing this as fact since the first post PaX inteview, which has just been untrue, as we had no idea whether ‘new’ included underwater weapons or not. I just don’t like the circlejerk that goes around the forums claiming their assumptions are fact to crush any chance of discussion or creativity. Those types seem to rule these forums more often than not.
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there was talk of spears on land in the expansion, is this happening? i want to phalanx!
No. Revenant is getting Melee staves.
Role play it as a Polearm.hopefully another class also gets melee staves as specialization.
This claim has no proof.
There is likewise no proof that we are not getting water weapons on land, the subject of the thread in the first place. The only thing that has been stated is that no new weapons are being added in the expansion, however by pretty much any interpretation of that statement, harpoon guns, tridents, and spears are in the game and as such are not new weapons.
That said, I think it is incredibly unlikely we are getting spears or any of the other underwater weapons on land, but all the same, no developer has stated we are not so you can hold out hope for now if you want.
Well…. I see what you’re saying, except that what you seem to think is skill, is really just “you must turn autoattack off to avoid getting one shotted by mesmers now”
Also, where do you cut off? If a mesmer is going to keep applying confusion to you, do you let them and wait to do anything while they wale on you, or should you clear it quickly (like maybe with an auto attack?) before it stacks high enough to do real damage. The better option is probably to just ignore the confusion all together which leads to the second point.It would just make it a hhhuuuggggeee pain in the kitten to use because it would either be stupid OP or you’d have to CC someone and stack up enough confusion to actually be noticeable. In the end all you would have achieved is more time that a person spends controlled because if they’re smart they just don’t do anything. If you’re a condi mesmer and your main source of DPS is confusion, you’re screwed.
You didn’t read the entire description, I stated, unlike other conditions confusion would curve upward in its scaling. Meaning that doing nothing would never be a better option against consistent confusion application because low stacks would be no more higher consistent DPS than a middling auto-attack. Doing nothing and dropping back would, however, be an option with higher stacks, however, that is an option now just the same, so that is a non-issue really.
Confusion as it is now works because it can just sit on a target and they tend to ignore it while it deals damage to them. It eats away at your enemy without them even really noticing,
What, how? How thick do you have to be for that to happen? Your head blows up in a flourescent pink mushroom cloud for cripes sakes. I can’t think of any time that has ever happened playing on or against a confusion build. Plus, even if that were true, which it may be for the most very unskilled section of the playerbase, that lack of clarity is not a feature, it is a design flaw.
but if it were changed to how you suggest it should be it would only ever be important passed a certain amount of stacks, at which point you would halt dps for a few seconds while the mesmer cries because they blew their “burst” (which was getting all that CC on you and all those stacks of confusion) and then nothing happened.
Again no, every thing you are claiming will inherently be a problem is due to your own assumptions about both uptime and scaling, neither of which I have even given a single number for. Why can’t anyone on these forums operate under the assumption that the developers actually know what they are doing and would not without exception break the game with any and all changes?
Not to mention that anything with a stun break or anything like arcane blast that you can use while stunned would kinda invalidate that because you could clear stacks while being CC chained.
Is it so terrible that bringing multiple anticontrol and anticondition skills would naturally give you resistance to a combination of conditions and control? You seem to be missing that the very first point I stated about this change: to give confusion more counterplay, everything else is secondary to that goal.
That also isn’t even touching resistance. Only thing worse than a person doing nothing, would be them getting resistance and laughing as they completely ignore your confusion.
I did mention resistance actually, and think it would be a great addition to alongside this change, proper timing could negate the confusion condition entirely. But at the same time knowing an opponent is going to pop that confusion in that window of opportunity gives you the play option of preventing it.
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I disagree.
Self rooting melee skills is for the high risk and high reward which is needed for skill based games.
The problem is in a game where you can move while using nearly every ability and everyone has a regularly available dodge mechanic, there is never any chance of ‘reward’ with these skills. That isn’t true in most games, there are tons of channels and self-rooted skills and most classes have no evasion, especially among the squishier magic themed classes, but none of that is true in GW2. And because of that, for those few rooted skills there are, unless you manage to find a completely immobilized opponent, they are basically empty slots.
For example, I faced a celestial DD elementalist in PvP a few days ago, I think I must have kittened her off by beating her in a duel over mid at the start of the game, because she was gunning for me for the entire remainder of the match.
But man, it was sad, she invested so much in to hitting with RTL>Updraft and Churning Earth>Lightning strike, we must have fought several dozen times over the duration of the game, she just kept coming after me, whether solo or in a group. And she never hit me once with either combo, used them at least a couple times each fight. And I’m really not that good of a player, 40ish percent win rate, Dolyak rank, and I play the suckiest builds because they’re fun. That game for example I played a SF build with clerics and max uptime on weakness and chill.
There is a chance.
When you see the enemy dodge twice and know that the enemy had popped up his utilities earlier. That is when you get that chance.
So if your opponent blows all of his defensive skills at the same, and you have a very long duration lockdown setup, that you, conveniently, have not used in a long enough fight for your opponent to have blown all his CDs and both dodges, then you can actually hit with these skills?
Seriously? Does anybody ever see that happening against an opponent that would be even slightly challenging in the first place? Your ‘chance’ isn’t really chance to use the skill, it is a chance to face an opponent of significantly lesser skill, in which case most anything should do and you these skills still are not optimal.
And what on earth would the output of such a skill have to be to be for either that chance (because there is no guarantee those circumstances will ever be met) or that setup to be worth it? We’re not talking about playing Wrath of God here and wiping the board, most of the skills in question are just higher than average damage as compared to any group of skills you can use in the same timeframe, except you can use those while staying in range of your opponent.
Engi and Ele are balanced by…
Engi and Ele are what now?
The Engi had no builds for the entire first year and a half the game was out, until the developers just handed them one after another on a silver platter. And now every build they have is a binary overpowered or underpowered depending on their situation and opponent. And the Ele has been in two states since launch, either having one completely dominant build that tears the game balance a new one, or having no builds whatsoever.
There are no two classes, in any game I know of, which the developers have had a harder time balancing. The Engineer and Ele are likely the exact reason why the Revenant is not getting an extra five skills from weapon swap, they are avoiding the future headaches that come with them.
Call it red tape. Kiel is doing her darndest to devote spending to infrastructure, but the Captain’s Council keep talking in circles about defense spending and tax reform.
And this is why we should have voted for Evon! He’s the Charr that gets things done! The Black Lion Trading Post was working before, during and after the invasion of LA. Clearly it shows Evon’s managerial powers.
If Evon had won, then there would just be no representation for both infrastructure and defense spending, as he would have turned the whole council to just tax reform, tax hikes, taxes, taxes, and more taxes. But at least he would get along with the council better than Kiel, so I guess that’s something.
I disagree.
Self rooting melee skills is for the high risk and high reward which is needed for skill based games.
The problem is in a game where you can move while using nearly every ability and everyone has a regularly available dodge mechanic, there is never any chance of ‘reward’ with these skills. That isn’t true in most games, there are tons of channels and self-rooted skills and most classes have no evasion, especially among the squishier magic themed classes, but none of that is true in GW2. And because of that, for those few rooted skills there are, unless you manage to find a completely immobilized opponent, they are basically empty slots.
For example, I faced a celestial DD elementalist in PvP a few days ago, I think I must have kittened her off by beating her in a duel over mid at the start of the game, because she was gunning for me for the entire remainder of the match.
But man, it was sad, she invested so much in to hitting with RTL>Updraft and Churning Earth>Lightning strike, we must have fought several dozen times over the duration of the game, she just kept coming after me, whether solo or in a group. And she never hit me once with either combo, used them at least a couple times each fight. And I’m really not that good of a player, 40ish percent win rate, Dolyak rank, and I play the suckiest builds because they’re fun. That game for example I played a SF build with clerics and max uptime on weakness and chill.
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So everybody has heard about the stability changes right? Changing it from a catch all duration boon to a stacked boon so that it rewards prediction, reaction, and all around good play while giving the control roll a little more breathing room.
What I don’t understand, is people have suggested this same change for confusion for a very long time, it has always seemed like such an obvious change for the good health of the mechanic and its most thematically tied class, the Mesmer. Heck I remember people suggesting it back in the first few months of the game when most everyone still thought the Mesmer was worthless in PvP.
Confusion should act like a stacking version of blind, you place stacks on an opponent, and those stacks ‘pop’ when that opponent successfully uses an ability, both clearing and dealing their damage. Additionally, those stack would scale upward in a curve rather than linearly like most conditions. What this does for confusion is:
- First and foremost, creates counterplay, moving confusions ‘burst’ in to a window of danger rather than an extensive period gives opponents a clear window of opportunity to be taken advantage of to escape, evade, or resist the damage. As well as rewarding not oft used stick-to-it builds that are more reliable in consistently popping the lower damage stacks.
- Opens two methods of use. The first ‘burst’ version, rewards you for daisy-chaining dazes, evasion, invulnerability and other defensive mechanics together while you increase the stacks. And the second lighter but consistent DPS through regular application of 1-3 stacks of confusion, popped by your opponents regular skill use.
- Prevents contradictory mechanics. Mesmers like to daze people, dazed people don’t take confusion damage. Now these mechanics actually work in harmony rather than against each other.
- Confusion can finally be useful in PvE, rather than being punished by the less regular attacks of PvE mobs confusion users can take advantage of that difference to apply heavy confusion damage against mobs, champions, and bosses.
- With the newly available counter-play confusion could and likely would see buffs throughout the game.
- We could see the return of the scepter as a confusion weapon.
- One demerit, this still doesn’t fix the 25 max stack problem. Get on that already…
EDIT: Also, while it isn’t absolutely necessary, I would recommend moving confusion to proc upon skill affect, rather than on cast. For example, currently if you use your heal skill with confusion stacks, the confusion will deal damage before the heal, meaning you can down yourself and never get the heal. Having both proc simultaneously would cause one to take both the damage and the heal, rather than one overwriting the other.
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You sure all graphics are on max? Looks like your FXAA antialiasing is off, if so either turn it back on or install sweetFX or gemFX as a substitute.
I actually had a similar idea for a different game, mine was called Grapple, but I guess it would work as a CC and/or condition in GW2.
Grapple: You and an opponent cannot move out of 200 range of each other and can only damage each other. If this effect is removed from either player, it is removed from both.
Technically it still isn’t right, the butt of the gun goes firmly against the inner curve of your shoulder, not wedged in your armpit.
I report beggars for scamming, to me they are one and the same, people trying to get money without earning it from those who have.
I spend far too much time in the wardrobe and dye tabs.
I too spend way to much time playing around in the wardrobe, especially for a guy with no interesting in clothing or fashion in real life…
Have you actually played with a scepter elementalist? If so, how on earth is Shatterstone not up there as the worst skill in the entire game? It does literally nothing against anything but a stationary target, and still doesn’t do enough against a stationary target to be worth using. In fact using it actually lowers your DPS as compared to just spamming the crappy autoattack.
Shatterstone at least applies long duration vulnurability to the target, which increase the dps of your group (still not sure if it’s worth the time to cast though and it’s not part of the typical scepter rotation). It’s weak, yes, but I still put it above completely broken skills. I chose hornet sting because the leap attack completely fails to hit its target every single time I use it (in my personal experience). It’s one thing for a skill to be weak, it’s another thing for it to be completely broken to the point where it does next to nothing relative to what it was intended to do. O_o
In any case, why do some people always get so antsy in these topics? Lol. I was just stating my opinion and welcome the opinions of others if they feel differently to me. I don’t see why people have to start adopting such a condescending tone. Do you see me asking others if they play their classes just because they chose different best and worst skills to me? XD
Well it was rhetorical for one, and not meant to be offensive, I’m pretty sure you’ve played the Elementalist. :P But honestly this is a sore subject for those of us that like the game enough to want to see more than the 1-2 builds per class like we’ve been stuck with since launch. But that seems impossible with so many unusable skills and traits and most of the players not giving a flying crap about how broken the build system is so long as they have a DPS build to maximize their ‘loot’ gain with.
Also, I don’t understand how Shatterstone isn’t completely broken? You literally have to immobilize or chill a target for five seconds or more just for them to be inside the AoE when it goes off. While the maximum starting chill duration is three seconds and immobilize is two. So it takes 40-60% investment in condition duration and/or 2-3 skills before it, to make this one single work, and then its affect is completely pathetic compared to that setup. Furthermore, during that time, your DPS would be worth more than four vulnerability stacks. If it dropped a dozen or more stacks that’d be a different story, but for all that setup, it is just… well… like I said, the worst possibly designed skill I can imagine.
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Have you actually played with a scepter elementalist? If so, how on earth is Shatterstone not up there as the worst skill in the entire game?
It does literally nothing against anything but a completely stationary target, you can actually walk outside its AoE while CRIPPLED! And even against a stationary target it still lowers your DPS as compared to just spamming the crappy autoattack.
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Augh… outfit? I’ve been waiting for a proper corset for a certain light armor combination of mine FOR-FREAKING-EVER and this was my ONCE CHANCE OF GETTING IT!
Anise is a mesmer, this SHOULD have been light armor, it even clearly fits the light armor seams. But that would have required ANet to put in some work for character aesthetics for the first time in nine months!
EDIT: ’Scuse me, forgot about the SW armor, for the second time in nine months.
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How ‘bout, instead of suggesting changes which will only further limit the class’ already pitifully limited build choices, we suggest ways of improving those build choices so that more of the class’ build content will actually see use?
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Finally, I was just wondering earlier today why they let those other youtubers and streamers post videos just made yesterday at the ANet offices and yet they hadn’t let you post yours made a week ago.
So… very… gaudy…
Well it’s official (though I guess it was with the DBZ haircut and neon dyes, so doubly official), ANet has finally decided to admit the majority of their game community has absolutely no taste. The flashier, louder, and larger, the better, the game will from this point onward be monetarily supported by people with attention needs.
Oh well, maybe with the extra money they’ll filter out some of the BS gambling and actually sell more things for a regular and honest price, buuuuuut probably not.
A developer spoke about this in a thread just after launch, apparently there were a bunch of these and other similar non-interactive nature affects that they decided to remove before launch, however they missed this one and a few others and haven’t bothered to remove them since.
I am eagerly looking forward to playing Heart of Thorns, I will not be looking forward to playing the new Revenant profession because of the lack of diversity in the profession.
Totally wrong.
Revenants have access to twice the number of utilities as other professions PLUS most have no cooldowns. The only currently known exception has an extremely short 5 second cooldown.
What does this mean?
It means that energy permitting you can use or not whichever utilities and or elites that you like.
Build up your energy to 100 on one legend and you can drop your elite twice, switch to your other legend (50 energy refill on swap) and drop its elite. No other profession can do that.
The thing you have to wrap your head around is revenants are less about deciding ahead of time which utilities / elite you’ll use every fight and settling into a rotation you mindlessly execute ad nauseum. They’re more about deciding which utilities / elites they’ll use as the fight unfolds. Of course you’d still have to freedom to settle into a rotation with your revenant if that’s what floats your boat.
The only other GW2 profession which comes close to matching this freedom and diversity is thief.
Revenant’s Utilites/Heal/Elite is the equivalent of normal classes’ Weapon skills.
They get two sets of those 5 skills, and the rest of the 5 skills are fixed.Only difference is which side of the bar the skills are fixed.
Repeating yourself does not make you any less incorrect, it’s already been stated a half dozen times in this thread and many others that the developers have stated no such thing, in fact they’ve specifically stated that it isn’t true, though through future development it could be.
And since it seems to be the only way to get people to stop spreading assumptive bullcrap here’s the ONLY developer quote on the issue.
The skills on the right half of your bar are tied to the legend which you are currently invoking.
Lets see if I can phrase this unambiguously:
When I am invoking Bob the Mighty, will I have a Bob-themed pool of skills to choose from when filling out my right-hand tray, or does channeling Bob the Mighty give me an absolutely specific set of 5 skills without variation from any other Revenant invoking Bob?
I realize the answer may be different for buttons 6 and 0 than it is for buttons 7, 8, & 9.
That is not set in stone yet and something we are deciding still.
That isnt the only Developer statements.
You do realize there been interviews and other statements right?
Yes because you’re completely non-expository parroted statements of “No you’re wrong and I’m right” sound like such reliable sources of information.
And no, that is their only statement concerning the potential launch state of the Revevant, which was the subject of the thread in the first place. The OP specifically stated he was looking forward to HoTs launch excepting this rumor about how the Revenant will work.
Now if you want to grasp at straws, they have had interviews concerning the upcoming expos, wherein the Reverent will be demo’d with set utility bars for two legends. However it has been made abundantly clear everywhere they have talked about this that that function is set in stone solely for those conventions because that is the state in which the class is stable enough to be demo’d at all, not because it is all the work they have put in to the class thus far, or because it is representative of how the class will operate upon the expansion’s release.
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I am eagerly looking forward to playing Heart of Thorns, I will not be looking forward to playing the new Revenant profession because of the lack of diversity in the profession.
Totally wrong.
Revenants have access to twice the number of utilities as other professions PLUS most have no cooldowns. The only currently known exception has an extremely short 5 second cooldown.
What does this mean?
It means that energy permitting you can use or not whichever utilities and or elites that you like.
Build up your energy to 100 on one legend and you can drop your elite twice, switch to your other legend (50 energy refill on swap) and drop its elite. No other profession can do that.
The thing you have to wrap your head around is revenants are less about deciding ahead of time which utilities / elite you’ll use every fight and settling into a rotation you mindlessly execute ad nauseum. They’re more about deciding which utilities / elites they’ll use as the fight unfolds. Of course you’d still have to freedom to settle into a rotation with your revenant if that’s what floats your boat.
The only other GW2 profession which comes close to matching this freedom and diversity is thief.
Revenant’s Utilites/Heal/Elite is the equivalent of normal classes’ Weapon skills.
They get two sets of those 5 skills, and the rest of the 5 skills are fixed.Only difference is which side of the bar the skills are fixed.
Repeating yourself does not make you any less incorrect, it’s already been stated a half dozen times in this thread and many others that the developers have stated no such thing, in fact they’ve specifically stated that it isn’t true, though through future development it could be.
And since it seems to be the only way to get people to stop spreading assumptive bullcrap here’s the ONLY developer quote on the issue.
The skills on the right half of your bar are tied to the legend which you are currently invoking.
Lets see if I can phrase this unambiguously:
When I am invoking Bob the Mighty, will I have a Bob-themed pool of skills to choose from when filling out my right-hand tray, or does channeling Bob the Mighty give me an absolutely specific set of 5 skills without variation from any other Revenant invoking Bob?
I realize the answer may be different for buttons 6 and 0 than it is for buttons 7, 8, & 9.
That is not set in stone yet and something we are deciding still.
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From a dev post i read earlier, it seems that the customization capacity of the Revenant will be the players ability to choose 2 of 5 “legends” and that is about it.
There is no such dev post, the only developer post on the subject states that the decision has not been made yet, and as such it is still open to feedback.
I know the devs have said they’re revisiting abilities in existing professions to spice them up with the new tech. So I have no concerns on that front.
Where have they said that? This entire thread has been asking about that for over a week, and all we’ve got is that the they’ll ‘do their best’ to balance the older classes regardless of whether or not their older tech completely outmodes them.
Then NCsoft pulled the plug saying they didn’t like it for complelely prejudiced reasons.
Fixed that for you. Unfortunately ‘polling’ shows that there is a common (petty) opinion among the Asian public that mixing of korean/chinese/japanese/the other 30 some-odd countries in Asia no one knows about, is offensive, because they are’unique’ cultures, in spite of the fact that Asians and everyone else (including us!) do exactly that with western and European culture in fantasy and fiction.
Here for example, is an interview where a developer admits that they removed the completely finished Cantha district from Divinity’s Reach because of the above-mentioned polling. There is another interview where they state the human opening storylines were replaced from canthan/elonan/krytan to poor/middle class/noble for the exact same reason.
I mean, does Kryta look like any one particular medieval European country to anyone? No, it draws inspiration from dozens, does that offend anyone of European descent, anywhere? No, it does not, in fact the very idea that anyone would be offended by that sounds ludicrous to most of us.
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Frankly, I would rather see this class utterly suck and have some build diversity than remain any longer with one single dominant build.
What does the prefix of the gear you wear have to do with build variety?
That’s a load of bullcrap and you know it.
It makes as much a difference as your choice in utilities or weapons or traits, since it decides the efficacy of all the previously mentioned and more. Put dire gear on your warrior and run through any dungeon without a bow or sword and then come tell us that armor choice made no difference. Or better yet, put dire gear on a whole party, then go ahead and clear a dungeon with as many condition based abilities as you want. Stream it if you can, we could all use a laugh.
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So you basically want to limit their ability to play the game because they limit your ability to play the game?
Yeah…? That is how any justice system works, you do something wrong you get appropriate punishment for it. Being disallowed from playing the game for preventing others from playing the game sounds as fair and appropriate as it gets.
What makes you so sure that it is deliberate? Maybe he just have the same line of thinking as you? Maybe he just wants to kill mobs for materials. It is rather unlikely that they knowingly does this after all.
Player support has tools to mark and watch accounts that are suspected of misconduct, and can figure out if a player is purposely griefing or merely the victim of circumstance. Report them and let support do their job.
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Anets stance is that any program that gives a gameplay advantage or alters the game code is not allowed, I don’t see any gameplay advantage but if this pulls stats from the code without using the API, it most certainly alters the game code to do so, in which case using it is a bannable offense.
EDIT: Actually scratch that first, I can definitely see an advantage in exposing any portion of your enemies build in PvP, in fact I’d say that’s a huge advantage.
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The point would be to get some kittening variety.
I don’t think you understand that words “optimal” and “variety” are oxymorons.
I don’t think you understand what the word ‘oxymoron’ means, since what you are attempting to describe is not oxymoronic but mutually exclusive. An oxymoron is the use of two contradictory terms in conjunction to represent abstract thought or be purposely contradictory, mutual exclusion is the principle that two systems cannot operate simultaneously.
And ‘variety’ and ‘optimal’ are not mutually exclusive anyway. Something can be optimal for some content and inoptimal for other content, creating variety.
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I could see this if jumping puzzles were actually rewarding but other than a paltry amount of account bound mats for ascended armor (which you may or may not even need) they give absolutely nothing of value. And even worse is that the most difficult ones give the same rewards than the simplest and easiest.
It’s not pay to win, because PvE is entirely non-competitive in GW2, and there is no winning without competition.
However, that said.
I’ve thought this since day one, no idea why the playerbase puts up with this crap. It is the exact same story as the Diablo auction house, except Blizzard players were smart enough to boycott that crap and even the game until it was removed, because it is a flat out, indisputable, con of a monetary system to run a game on.
The conversion option makes it so that players are more likely to support Anet and GW2 the less rewarding the game is, just like the debunked D3 auction house.
If it goes like the D3 auction house did, GW2 becomes better for everyone who plays for rewards, customization, exploration, and progress. When the Diablo auction house went down, every single reward in the games drop rate was increased, some by as much as 40%, and they found other honest methods of making money off the game. So it turned out better for everyone, as will the removal of the conversion system should the players ever choose to take a stand against it.
There’s a HUGE OVERSIGHT you’re missing.
d3 auctionhouse sold items for REAL CASH back to your BATTLENET ACCOUNT. You could use this to pay for games, and other merchandise etc.
THAT’s the reason it shut down. Because people were hoarding the best items and selling them for absurd amounts of cash, and people were buying them, literally turning it into a pay to win.
d3 was gated by gear, just like most dungeon crawlers were, but even more so due to the removal of skill trees from d2.
gw2 has 0 pay to win features. 0.
Do some research before you spout nonsense.And people aren’t doing exactly that here? Precursors, mystic forge skins, T6 mats, BL weapon skins, all things only available for horrendous drop rates compared to similar items in any other game, and ALL of them horded by players to sell for exploitative prices.
It is exactly the same system, the only difference is, as I said, GW2s PvE is non-competitive, meaning you aren’t ‘winning’. But that does not change the fact that each players loss is Anets monetary gain. The less players get what they want, the more appealing converting gems to gold becomes to get it.
Did you even read his post? He said PLAYERS were getting RL MONEY back from the auction house. That doesn’t happen in GW2.
Yes I did, and as I said, the system is doing here exactly what it did there, the fact that GW2 prohibits players from trading items for real world money and D3 allowed it is entirely beside the point. The problem was that the system was causing exploitative economic conduct by players and opening a venue for exploitative monetization to the developers.
What weapon you DONT-WANT? (Specialization)
in Guild Wars 2: Heart of Thorns
Posted by: Conncept.7638
I want the sword for elementalist, but I am debating whether I want to like the elementalist sword skills or not…
Y’see I have a molten sword sitting on a mule, it is possibly my favorite skin in the entire game, and I bought it years ago specifically hoping that the sword would eventually be added to the elementalist.
But at the same time… good crap has that thing gone up in value! A small part of me is hoping the sword skill suck and I can cash in on it. >:D
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Wait, did he cross off height adjustment?
You mean, I can finally play my Norn in over-the-shoulder camera mode and see what I’m attacking instead of a nice big closeup of his back and shoulder? Oh happy day!
Have you ever read the text for defiance? It already treats blind as a control mechanic, reducing it to a 10% chance of missing an attack, and the blind is still removed in the very likely event that the attack hits.