Wyverns should be able to fly as you glide
in Guild Wars 2: Heart of Thorns
Posted by: Conncept.7638
Yes, it would be awesome if fly pets also flew with you. But we can’t even get our minis to stay with us. . . .
on the ground.
Broke my slingshot?
Haven’t been on my thief in forever, but the shortbow is my favorite thief weapon and the slingshot my favorite skin for said weapon.
And I noticed on the very first shot, that the unique rubber slingshot ‘twang’ had been replaced with the standard ‘pwiff’ sound of a shortbow string
Not sure when it happened, because like I said, been a while, but in all seriousness please fix it, it sucks.
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The dog that chases two rabbits, catches neither.
They had an audience for this game in players uninterested in the traditional MMO of gear grinding and tiered content and bean counting DPS output.
And they lost that audience while seeking after traditional MMO players, which in the end they never wound up getting.
And at this point, I think it’s years too late to turn things around.
I hope I’m wrong, but I doubt it. This game will go down long before we even have time to see the last of the six dragons.
Most content is still open world content like it always has been. Few people really do raids and most of us don’t think about it much. It doesn’t affect me that it’s there and on a daily basis I forget it even exists in game until I see someone talking about it on Reddit.
What does that matter? Raids are just THE absolute worst example, not even close to the only one.
Open world content does not mean it is inherently made for we happy few that are left. Look at the disaster of HoTs open world areas, map mechanics and enemies designed to force players to either play ANets way or “GTFO my game scrublords”, and the way they intended wasn’t even interesting! The trick to them was minmaxing stats and a tiny subset of mechanics and cheesing your way out of one instant death one-shot attack after another for hours on end.
What matters in the end, is how the developers are spending their time, and hardly any of their time in the last three years has been spent on any improvements for us, but instead on new “shinies” to attract the shallow and easily distracted, who are just as easily lost to the next shiny some other developer came out with.
While anything made to apply to us, is repetitious old hat content with a new coat of paint slapped on, continually smaller with each release, and never with any mechanical improvements no matter how obvious the need.
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The dog that chases two rabbits, catches neither.
They had an audience for this game in players uninterested in the traditional MMO of gear grinding and tiered content and bean counting DPS output.
And they lost that audience while seeking after traditional MMO players, which in the end they never wound up getting.
And at this point, I think it’s years too late to turn things around.
I hope I’m wrong, but I doubt it. Might get in even another couple of expansions, but this game will go down long before we even have time to see the last of the six dragons.
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There was a time I would have said there was no danger, because the games don’t even appeal to the same audience.
But then they added one of the worst gear grinds found in a western MMO, and paid for powercreep in PvP, and then the unholy trinity and raiding content. Refused to even make an attempt at class balance, or fix the stat and dodge systems to give the game any build diversity.
And now I say, there is still no danger, because you can’t lose, what you don’t have; and they’ve already lost every audience they ever aimed for.
Oh and this also makes four instant cast stunbreakers on a single utility skill.
Probably bug
Currently Glyph of Elemental Power has a CD per attunement, allowing you to proc it in each element rather than one, making your attacks proc cripple, burning, weakness, and chill all at the same time.
As someone who has stubbornly played crappy condition builds since launch and only seen ANet make them worse in one crusade against meta builds after another, I think this change is awesome and am hoping its an undocumented or accidentally delivery update to the almost-never-used skill. But I know its probably not, so heads up Eles, enjoy it before they ‘fix’ it.
Spoilers if you haven’t beat the HoT story yet (or watched the video currently sitting on the front page). Ye be warned
Y’know I just realized a day or so ago, that we fought alongside Eir for years (real world and in game time), and not once did we get to see the awesome blood red wolf form she is supposed to frequently take on in battle. It’s a crying shame.
There are multiple Norn NPCs who use their shifted form all the time, wolf and bear forms seem to be particularly common. So clearly there is no technical limitation, and so far as I know there is also no lore explaining why she would not use her shapeshifting ability in battle.
So, I would like suggest, out of respect for, and to round out the character, that we get Eirs wolf form added to her kit. She feels kind of incomplete without it.
EDIT: It’s been pointed out to me that there is one instance where Eir uses become the Wolf, in a Norn personal story instance called The Championship Fight, which I have never played because I never chose the character creation option that pertains to it.
So… the functionality is even there already, she just doesn’t ever use the skill in the remaining story steps where she appears. Just that one. But why?
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The best thing for 5v5 conquest maps would be to NOT have conquest maps anymore.
Yeah? Remember “Courtyard”?
Yes I do. Do you have any point at all that pertains to my statement? I said it would be better if we have a game mode OTHER than conquest, nowhere did I say deathmatch or any other existing game type should be its replacement.
Anet has never before shown concern about completely and utterly destroying off-meta builds when nerfing the ele meta builds. If nerfs are coming, that is the one thing you can be sure of.
Honestly the ele had more builds that “worked well enough” at launch than it has had in years. And nearly all of them were destroyed in some zealous crusade or another against a dominant meta build.
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They have your money, why should they care?
Because money runs out, meaning they need his money again in the future. And doing a crapshoot job now makes it unlikely they will get monetary support later.
The best thing for 5v5 conquest maps would be to NOT have conquest maps anymore.
ANet have said no capes, too many clipping issues with Charr, so blame them.
No person at Arenanet has ever stated that. Stop spreading misinformation.
These days I log in, collect my daily, then log out. Check the announcements once a week. And every once in a while fiddle with my characters looks or builds.
And I’ve had that expansion less than two months (bought it on sale from a third party retailer at half price). HoT really did contain very little content, only things I haven’t done in what little time I’ve owned it is farm the last tier of a few masteries, HP train the remaining three specializations, and random achievements here and there. All of which are either mindlessly repetitive at this point, or so obscure and complicated and unclear there’s no way I’ll ever even begin them without a droning youtube video guide holding my hand the whole way.
Begging can be a scam if they are lying about the status of their account, like claiming they are broke when they’ve begged their way up to 200g, or asking for an item they desperately need for crafting then turning around and TPing it.
But no player can tell, so report them and let support do their job. Doesn’t take them more than a few seconds to look up the gold/item history on an account and that’s what ANet pays them for.
Couldn’t disagree with you more about the core game, they’ve yet to strengthen the core game where the need has always been most obvious, the combat and build systems.
Still no reason to bring the majority of the games stats in nearly all of the games PvE content. Still enormous disparity between offensive and defensive stats in the PvP game modes. Still mechanics which have no application in one game mode and yet are Nigh-Unto-God status in another. And on top of that, still no build save system!
And worse than not improving the combat to have any skillbar beyond dodge-or-die, they’ve actually devolved the gameplay to an archaic system they themselves labeled as strategically shallow and defunct, the tank-and-spank trinity.
Hope so, the expansion was based almost entirely on player feedback and metrics and it turned out mediocre to terrible in pretty much every area.
On the one hand, ANet wanted this to be a competitive game, add-ons hurt the competitive scene by giving advantages to one player over another, and by altering the play environment in ways the developers did not intend when creating and balancing the game.
But on the other, the developers utterly failed at making this a competitive game in the first place, to a degree the poor game will never ever recover from. So what harm could add-ons really do at this point?
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How does this impact you or anyone else? And what does the change to WvW have to do with this?
While I don’t necessarily agree with the OP, they took the crafting stations out of WvW so people wouldn’t AFK there, just like people do at the end of JPs. Only difference is that JPs don’t require a team that you are taking up a slot of by AFKing.
And besides that point, when is it ever good game design to balance rewards around players effortlessly cheesing rewards instead of actually playing through the content that grants them? Never, that’s when.
That having been said, some of the crap that comes from those JP chests is already player-screwing goldmongering bullkitten RNG that shouldn’t exist, let alone be made worse. So just band-aiding this in would be bad, very bad.
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Of the ~250 devs, currently 6 are working on raids.
120 are working on the “live game”
70 are working on the next expansion
30 devs are floaters that provide art type assets to all the teams.http://dulfy.net/2016/03/05/gw2-reddit-developer-ama-summary/#Schedule
So No the game is not even close to raid centric. The raid team has done a fantastic job with their very limited resources, but the make up only a tiny % of the active devs.
What? That’s not how it works.
What he means is that they have six people on the raid team, not implementing the raid content. Meaning six people whose job it is to actively design the concepts and plan the mechanics of the raids, and then that team pulls engineers, programmers, artists, designers, localization specialists, writers, managers and what ever other professionals in as they are needed for whatever time they are needed. It most likely surges up and down all the time and is largest as it approaches a release.
So no, there are not “six people” working or raids.
Could be a cool new way of handling WvW teams, let’s be honest the server-based teams has not worked since the day they allowed free server transfers
Whaddya mean ‘again’? We’ve never had a viable non-bunker build in PvP since launch.
Just last night a guy showed the map I was in an easy way to get T4.
So, I was in the usual map, not enough people, not enough commanders. We lost A LOT of the camps during the defense phase, almost no upgrades, and didn’t even hit T3 before the choppers landed.
This guy pipes up and says to just do the bosses with the minimum amount of people necessary to get them done before the timer ends, and have everyone not on or having completed a boss, doing every event on the ground they can possibly find. We wound up getting T4 easily.
Or, in short, depending entirely on the defense phase to get you to T4, is exactly what screws people out of getting it. Clearing the entire map of veteran mordrem, supply runs, and salvage missions, will easily get you an entire tier up on the map reward scale.
The general rule of thumb is to be 40-50% into tier 2. Then as long as you kill all bosses and either have a ground crew to mop up events, or mop after bosses time permitting, then t4 can be achieved. That has been the case since before the April update.
I’m sure it has but I don’t think most casual players know that, I didn’t until I was told. Nearly every time I do the VB meta event tons of players seem to label the map a lost cause as soon as you lose a single camp during the defense phase, and just stand around waiting for T2 or T3 rewards after completing a boss or two.
As someone who absolutely hates crafting with every fiber of his being, I would love this.
Don’t even care if it costs a little more, so long as I don’t have to sit staring at a boring yellow bar for hours of my play time, waste days worth of my play time farming literally thousands of pieces of meaningless crap, and have to schedule my playtime around whatever inane time gate the developers decided on. I would gladly pay the extra costs for such a mystic forge recipe, compared to having to level up or participate in any more crafting than is absolutely necessary.
Just last night a guy showed the map I was in an easy way to get T4.
So, I was in the usual map, not enough people, not enough commanders. We lost A LOT of the camps during the defense phase, almost no upgrades, and didn’t even hit T3 before the choppers landed.
This guy pipes up and says to just do the bosses with the minimum amount of people necessary to get them done before the timer ends, and have everyone not on or having completed a boss, doing every event on the ground they can possibly find. We wound up getting T4 easily.
Or, in short, depending entirely on the defense phase to get you to T4, is exactly what screws people out of getting it. Clearing the entire map of veteran mordrem, supply runs, and salvage missions, will easily get you an entire tier up on the map reward scale.
I can’t figure out which will be worse, more dodge-or-die zerker content, or more trinity content.
Because I’m just about out of hope at this point that they will ever admit their mistakes concerning the break between the active combat and build systems and add any strategic depth to the games combat by marrying the two systems in some way.
Nah, betting it’s the crystal desert.
Several of the minisodes have been started by or rewarded crystal items, furthermore it’s the only area left with a dragon that had anything to do with the white mantle, the subject of the raids, which is supposed to lead in to the next season to some degree.
I’m speculative, but hoping, that this expansion will be larger, and in facing Kralkatorrik we will creep down south and have some of the content take place in Cantha, hence the developers comments that we are soon heading somewhere we wouldn’t expect.
you can already go tanky melee btw
You could already PBAoE support before the expansion hit yet we still got saddled with the tempest.
Yes, change it.
Lore-wise it doesn’t even make sense for female charr and asura to use female armour.
There is, literally, zero lore that states that with the Asura. The Charr, yes; the asura, that is a cultural trait that is entirely assumed by the forums based on nothing more than asurans regularly only having one armor set, which was a result of time/resource budgeting in the art department having nothing to do with lore.
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Once, I slowly poisoned a mentally disabled gorilla-man to death, for a Christmas tree.
Yes, please change it to the male model. Look, I can agree with wanting to give female asura and female charr distinctive looks, but I feel this just flies in the face of their established lore.
Sexual dimorphism doesn’t have to be expressed on them in this fashion.
You realize there is literally zero lore that states asuran culture recognizes sexual dimorphism any less than any of the other races right? That’s just something perpetuated by the forums based on assumption about why the asura only have one armor set between the sexes, which is, in reality, just because it makes a more reasonable pipeline for the art department.
In fact, in game, Asurans use sexually dimorphic identifiers (Geniusette anyone? As well as having a male/female naming structure, which two of the playable races do not) more frequently than any other race.
And aside from that issue, how is everyone involuntarily looking male, any more gender-neutral, than everyone looking female? This stance makes absolutely no sense.
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Think it looks great on asura, bout time they got something that actually looks feminine that wasn’t a bloody outfit, sad that it’s something I’ll never get thanks to the crappy endgame content designs that require it, and that it’s something so… overtly female, but not everything has to be subtle, different strokes and all that.
It does admittedly look ridiculous on charr though and I would recommend switching theirs to the male version.
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2) Viable condi spec, not counting gimmicks like Perplexity runes.
ele already has a viable pve condi spec, but what’s this about perplexity runes?
I should’ve clarified, meant PvP (edited the OP.)
I was just referring to how if you wanna play condi Ele in WvW now, it’s probably only possible to do it using Perplexity Runes (not sure if still true, would love to be corrected.)
Honestly there isn’t one for PvE either.
You can run a condition build in most PvE content (and I do), but that’s the same content you can run literally any build (or even no build) through, playing exactly the same with each of them, because the content has no variation, and no skill requirement but dodging, which every build can do relatively equally. Viability is the result of good class design, the games current state on the other hand is the result of substandard encounter design.
And that’s also my opinion on all these changes to class content, no reason fix a car with no ground on which you can possibly drive it. No reason to fix or expand classes until there is actually fulfilling content to play through with said classes.
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Very few of the hero challenges in HoT can be solo’d. And yes, nearly everyone that isn’t on the developer team thinks that was an incredibly stupid decision, but unfortunately that doesn’t mean they are going to change it.
I used a dire elementalist, open world PvE still difficult in a few places (and horribly designed and annoying in far more) but the story was easy enough.
Probably Warrior: is a core weapon for that class which is both useful currently in PvP and WvW roaming and can be used with ANY specialization (Mesmer’s shield doesn’t, and neither Herald shield).
Herald shield also was nerfed, and currently doesn’t have any use in PvE (in which is replaced for axe to break defiance bar on champions and so). Engineer shield was a thing used for condi builds with pistol, but ages ago, and Guardian just doesn’t have a shield (their shield is called focus, instead).
Not sure if you’re confused or just don’t know, but the guardian does have a shield.
Shield. Go down to skills by professions.
I think he’s being facetious. The guardians focus skills are way more like the shield skills found on other classes, and the shield skills much more like the focus skills found on other classes. In fact it was suggested a lot for those two solid years the guardian shield went unused that the devs should just swap the skills around.
The warrior class’ shield is a true shield, it has a really long duration block and a shield bash, basic but very good and combos well with any main hand as well as the warriors multiple block and CC traits.
The guardian shield is a supportive weapon, it heals, buffs allies with Aegis and protection, as well as having a knockback and projectile block as per the shield norm. Procs well off the guardians many aegis and boon traits. Unfortunately does not proc their block traits nearly as well as the focus.
Engineer shield is basically an offhand hammer, two stuns, a daze, and a knockback on two abilities. Also, a projectile and blast finisher, as well as a reflect and a block. The thing is the swiss army knife of offhands weapons. People rip on it in PvE because it doesn’t contribute any damage but its utility cannot be overstated.
Can’t say anything about the other two, revenant never interested me, and I haven’t got to unlocking the chronomancer yet.
It’s been answered a hundred times – The game engine won’t allow it.
This not only hasn’t been said a hundred times, it’s never been said once, at least not by anybody who knows what they are talking about. Maybe a hundred times over again by the same group of bandwagoning forumites.
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The expansion was basically 99% player feedback and metrics, and it performed horribly in sales, and I’d wager, if they released the numbers, just as badly in player retention among those sales.
Went with Eternity’s Guard. It’s the name that sounds most like a sequel to Destiny’s Edge to me.
Dragon’s Watch just sounds too on the nose, just like the Dragon Hunter name the forums once went up in flames about.
And The Unbroken sounds like an emo band.
The old trait system provided for just as little build diversity, the problem isn’t the trait system.
Maybe not, but just about as close as you could get and still keep the doors open.
You’re comparing apples and oranges here. One is an elite spec that grants access to a new set and two different class types.
They blatantly stated the elite specs were NOT supposed to be an upgrade in power or utility from the core specs. But it just was not true, some of the scaling with the elite specs (particularly with boons and power) are just ridiculous when compared to even the most similar abilities found on the core classes.
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They should rework sword to be a hybrid weapon.
We have enough power based weapons.
Mace=power based high dps
Hammer=power based high dps
Greatsword=power based high dps
Scepter and Longbow=powerbased and focused on dps
Staff=Lootstick focused on triggering lootable mobs, no other uses
sword=? what? It has no role/niche to fill.Its niche is its speed, mobility, and ranged, considering you can make it faster with traits and no other weapons are just as fast I’d rather just see it buffed and reworked some, not completely changed.
The trait doesn’t make it faster, it just gives it lower cooldowns, but if the sword’s trait did, instead, make the auto-attack faster, I think would see much more use.
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Yeah there are a couple traits like this throughout the game, the Engineer’s soothing detonation is another one that comes to mind. And so far as clarity goes it is kind of a big deal, I used SD for quite a while, logically assuming, that it worked on me as well. They need to standardize a way to say ‘allies other than yourself’ in the game text.
Everybody has their problem baddies, Saurians have always been easy for me, even solo, meanwhile I’ve constantly had problems with the bloody mordrem itzel assassins and shadowleapers, which I don’t ever see anyone else having trouble with.
But all in all HoT really is loaded with enemies that are poorly designed like this. Instead of having you use your repertoire of skills excellently against a variety of mechanics and rewarding you for specific build strengths, they require you to repeat a single skill over and over to address a spammy near one-shot mechanic repeated eternally on a rote cooldown, and totally ignore your build save for its DPS output, making the only skill bar discerning and memorizing a mechanic obfuscated by the game engine.
This thread is two years old.
hahahah and you see people seriously replying to it
So? It’s far more sad, that two years later, and after dozens of pithy as-little-work-as-possible attempts to fix this problem, that this thread is just as applicable as it ever was.
This problem is never going away without major changes to the fundamentals of the gameplay system, they started expanding this game on a broken foundation and have only ‘fixed’ it by denying it was ever even broken in the first place.
Encounters need to be designed around a regular and constant damage output rather than cheesing burst damage rotations with no thought put in to their mechanics. Dodge needs to be brought in line to be a part of the game, rather than a mechanic entirely removed from the remainder of the game’s systems.
But it’s never going to happen, the developers are going to let this game burn before they ever admit their initial design goals were flawed. Pride comes before the fall, as they say.
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All I can say about this thread is… what? You guys sure you’re thinking of the right set of elementalist skills? Because, let me see if I have this right.
Glyphs have 20 different activations, 12 of those activations apply a condition, two more apply two conditions. That’s 70% condition application. And yet they are “not condition skills”.
They’re ‘core’, something meaning they are necessary and common to the general strategy of the class, even though they have never been commonly used in any game mode in over three years of gameplay. Glyph of storms had a place in dungeons, glyph of renewal had the briefest stint in PvP of any skill ever, only lasting two weeks before being nerfed. Cantrips are core, the water tree is core, the very thought that glyphs have ever been core is laughable.
And did someone seriously suggest, that a class that has never had a single condition build that could survive against anything with even one condition clear, have the conditions removed from an entire set of skills in favor of ripping off a necromancer mechanic?
And are you kidding about not needing a lot of work!?
1. The glyph trait needs to be moved out of the air tree. Glyphs are attrition skills (defensive utility, damage amp, conditions), air is a full on spike damage tree. It makes no sense and completely breaks any attempt to build around them by requiring you to take a bunch of traits that do not apply at all to their play style.
2. The Fire and Earth elementals need to have their speed, attack speed, and range/reach increased so they can actually HIT a non-stationary target once in a blue moon.
3. The Elemental’s activated abilities need to activate when you have a target. I can understand that the developers prevented them from being used out of combat to prevent an excessive amount of OOC boon stacking in PvP and WvW. But it is absolutely ridiculous that these elementals will stare at a perfectly viable target and then waste an ability with TWO recharges for no logical reason.
4. The Glyph of Harmony and Glyph of Elemental power are currently bugged to not function with the CD reduction of the Inscription trait.
5. Glyph of elemental power is redundant when used in the air and earth trees, earths cripple lasts five seconds and ideally procs every five seconds, airs weakness has the same problem at six seconds. They are both worthless with their only applicable stat, condition duration.
6. Glyph of Renewal flat out needs to be replaced, it is never going to be balanced, if it ever becomes viable (which has only happened once, because glyphs really are that bad), it is immediately put on the chopping block, just like when any other resurrection skill has ever become viable.
And that’s just their functionality problems, fix that and they’ll work but they still wont be used or competitively viable. If we actually want to see that then:
1. The OPs suggestion is solid, save for the Elemental Storm the uptime on these skills feels wonky, unfun, and just plain wrong. Additionally, double CDs are a fun mechanic to play around with, nowhere, ever, period.
2. Either Glyph of Elemental Harmony needs to have its boons last significantly longer and have its heal increased, or its CD needs to be significantly reduced.
3. Glyph of Elemental Power needs the RNG proc removed, it should just be a flat uptime. They already addressed this problem in the big run/sigil pass and the same principle applies here.
4. GoEP should also have its damaging conditions increased (because, as the expansion content is proving, support and utility still needs to output a reasonable amount of damage)
5. Inscriptions needs to match the theme of multi-elemental support and attrition combat. Just applying boons feels like a ripoff of a dozen or more other elementalist traits, all of which are better options in nearly any situation, especially given that, again, the trait is placed in a tree which lacks any other support/utility/attrition.
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3 – Split pvp and pve skills (balance) you know like in gw1 ^^
It would be a lot better if they would go the opposite direction, make PvE encounters more like PvP so that they can design for competitive PvP and yet still have the majority, if not all, skills applicable and even useful in PvE.
Make it so…
1. Every encounter has a low damage but regularly used attack (an auto attack)
2. Every mob has a defensive skill of some type (a form of ‘dodge’)
3. Everything can attack while moving (or at least those that can move)
4. Add more varied AI and alter AI per encounter
This would also very likely necessitate, rather than designing mob-by-mob, designing encounters and AI by mob groups, having the different mechanics split between the members of the mob group, giving the player options on how to deal with each encounter.
EX(1) Wolf pack wanders between points, A, B, and C on the map attacking various other mobs through their hunting grounds. Attacking any one of them or getting in range will naturally aggro the entire pack. The beta wolf will immediately leap for and square off against the player. However its job is distraction while the remainder of the pack circles around, and it will dodge backward away from the first attack against it. The Alpha on the other hand, positions itself directly opposite in the rear setting up for a high damage knockdown so that the remainder of the pack can all attack at once. This mimicks how a real world wolf pack attacks a target and this would be among one of several scenarios the wolves could use.
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I already started using the tunneling tool and magic carpet on two of my characters, big improvement.
But I have to say, I still don’t think this is good enough that we shouldn’t, someday, get a wardrobe tab for travel items, along with the other cosmetic items currently not in the wardrobe; tonics, transformations, and toys. But it’s good for the time being.
Also, the re-entry is buggy, sometimes I immediately remount after combat and sometimes I can be wandering around for several minutes before decides to randomly allow me to remount.