I hope we can level masteries without DE's.
in Guild Wars 2: Heart of Thorns
Posted by: Coulter.2315
in Guild Wars 2: Heart of Thorns
Posted by: Coulter.2315
There’s the new Story content too but GW2 has always been very dynamic event focused. I actually like the way its presented – I really like the open world voice acting and following around Lord Faren and friends trying to live through the night (although some of the “collect X” events scaled up pretty high and took a while if everyone wasn’t running X – specifically the one with the Quaggan group leader)
Take stun breaks, your Spectral Walk can even get you out of a 2nd problem if you’re knocked again in 8sec, also Spectral Armour and Last Gasp can give you an auto proc Stun Break from the Soul Reaping line – both of which can be traited to give you Life Force and generally increase your survivability while pumping up DS.
I don’t mind the enemies being more difficult with better AI but when it’s 5k,5k,5k,5k in quick succession despite dodging, using blocks, running away…. it’s just kind of over the top. Like those Mordrem Snipers during the story and their rapid fire. Or the Vet Shadow things where you cannot run from them. It doesn’t make it fun. It just makes it irritating.
Please don’t nerf them..snipers you gotta keep a eye on and use your dodges WHEN they fire their crazy damage attacks, Vet shadows? i assume you talking about those guys who can shadow step…just keep them out of their mist fields and kill them, simple, learn and adapt.
When there’s multiples of them though and you’re out of dodges and you have no heal skills left it makes it really aggrivating. It doesn’t matter if you’re standing in the mist field either. If you’re out of it, still can’t hit them. I don’t mind them doing the annoying teleport but when it kills half your life in 1 attack, that’s just dumb.
Try using CC. They are perfectly fine you’re just not playing properly.
I think there will definitely be rewards for single player content through the story line, look what they did with LS2 and the challenge modes rewarding special skins or trinkets. I enjoyed that content and look forward to what will be in HoT.
“General sentiment from feedback was that the PULL was what was important to selling Gravity Well rather than the float. "
Noo
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I loved my float
I was doing Tim Curry impressions every time
OH THEY’LL FLOAT, THEY ALL FLOAT!
Dungeon or SW farm and buy it, or wait and see what the HoT mastery track is like.
Because people then pick the most effective title instead of it being a cosmetic or “I’m proud I did this” thing, everyone in game running around with Combat Medic because it gives the best buff is a little meh.
And what’s so bad about changing your build midway through?
Don’t like it, you don’t have to do it.
And when people choose to not do it, there won’t be any complaining from anyone else about us not doing it… right?
Thats up to the people you play with, forums can’t answer that.
in Guild Wars 2: Heart of Thorns
Posted by: Coulter.2315
While you are right that the Mai Trin fight is based around a gimmick, I’m not so sure that makes it bad. I kind of like that fight to be honest (which I know makes me a weirdo). I actually think that gimmicks can make the fight interesting and unique (Thaumanova Anomaly or Dredge Powersuit, e.g.). Gimmicks can certainly be overdone, but they aren’t all bad.
As for the Molten Bosses, I’m honestly not sure what you see in it. It isn’t a particularly interesting fight to me.
Mai Trin fight is handled all wrong. Mainly because it provides a massive problem (Mai Trin is immortal) and only a single solution. There is absolutely no reason to harm Horris and honestly Horris and Mai Trin don’t act like a team.
Horris doesn’t buff, shield or even interact with Mai at all. Mai’s immortal shield isn’t some gadget or ability Horris is using, it’s just an immortal shield.
That is why it’s gimmicky, it exists not for challenge but because it’s to easy without it. Forcing players to take damage before engaging with Mai Trin. Instead of having players fight both boss while they work together and play against their advantages.
Kinda sounds like you have a lore problem with the mechanic more than anything.
If say the shield was generated by Horrik but it overheats requiring electrical discharge to clear it every so often and that discharge channeled out his rocket launcher would you dislike it then?
Same mechanic.
Gimmicks are required to keep boss fights fresh – otherwise you’re just dpsing the boss avoiding its attacks until it dies (I’m not saying there isn’t a place for this fight just not EVERY fight). Having some little extra thing to do to make the boss vulnerable or prevent it wiping the group needs more team play (Mesmer focus pulling Mai into the discharge after the thief dropped here defiance stacks) because theres this extra thing you need to play around besides “just don’t die and keep hurting it.”
I don’t really see the problem with that, unless you are saying that Ice Bow on a non-damage spec would be powerful enough that damage roles aren’t necessary.
I don’t think that’s cheesing. That’s mitigation through denying opportunity.
I may be missing your point completely though(I haven’t played Ele in years so I’m not intimately familiar with Icebow’s mechanics).
Icebows even on defensive characters would likely push through your enrage phases meaning there would be no time limit on the fight, and limitting time so that full defensive teams can’t just soak everything and chip down the boss is most of the point of a classic Enrage timer.
Its there to say “if you cannot kill the boss in 6mins (or whatever you want to set it), you have failed.” Having that changed to “if you can burst X damage every Ymins you can keep going as long as you need” would kinda weaken the concept.
Why not Enrage Phases as opposed to Enrage Timers?
Basically, meaning burn phases, not out of opportunity(because the boss is particularly vulnerable), but phases with cumulative debuffs which the player cannot sustainabley survive but get removed after the boss loses a certain amount of health.
There will undoubtably be those but “Enrage” is just shorthand for time limit before a wipe mechanic activates. They come in many flavours but they just basicly mean you took too long. There will be phases like you describe just the word “Enrage” has a specific meaning in this context.
Yeah, I’m familiar with the terminology. I’m just saying “Enrage Phases” should address the same problems as just an “insta-fail” enrage timer.
Or, “I don’t see the point of Enrage Timers when an ‘Enrage Phase’ could be used instead”.
Its important to time cap fights though – gives more control over the structure of the fight to the devs and enrage phases that you can cancel with damage could be cheesed in some way (icebows I’m looking at you).
I honestly don’t see the problem with unlocked builds(assuming however that they ARE locked during fights). Bring the right tool for the right job. That’s a kind of strategy. It’s unfortunately not part of the game right now, but if runes encouraged use of specific skills combined with unlocked builds should theoretically improve build and encounter diversity, and increase life of content(getting different sets of gear).
I do understand that people like build locking though.
I’d prefer it if they didn’t lock, but I wouldn’t mind terribly if they did lock.
They’ve said for boss encounters in Raids you will be in combat once they’ve aggro’d til they die (or you wipe), so no switching or regen after the pull.
Why not Enrage Phases as opposed to Enrage Timers?
Basically, meaning burn phases, not out of opportunity(because the boss is particularly vulnerable), but phases with cumulative debuffs which the player cannot sustainabley survive but get removed after the boss loses a certain amount of health.
There will undoubtably be those but “Enrage” is just shorthand for time limit before a wipe mechanic activates. They come in many flavours but they just basicly mean you took too long. There will be phases like you describe just the word “Enrage” has a specific meaning in this context.
Yeah but in no other MMO is something as fundamental as raiding xpac only…
You sure about that?
You couldn’t do ICC without WotLK.
You couldn’t do Slaver’s Exile without EotN (while not strictly a raid, comes pretty close).Raiding has been locked behind expacs for quite a while now.
Raiding is content. For HoT, raiding is content that comes with the expansion, just like how new dungeons and raids come with expansions for other games.
I’m not talking about Specific raids… Yes WoW had xpac specific raids but there were also others that could be done without xpacs…
Because they were released as part of the Core game… GW2’s first Raids are being released as part of the Expansion.
How is this escaping you?
There are a few Ways to implement Enrage. The most simple Way is to add a Timer, where the Boss completely snaps after a set amount of Time. But there are also other Enrage Triggers.
The article says that they bosses will enrage if not killed in a certain time, so we’re almost certainly talking about the first kind, not the others.
I agree it will likely be the “times up” kill everyone enrage they mean, that has a few forms itself though – uninteruptable cast that 1 shots everyone, suddenly gains a ticking damage that is unhealable, makes every melee swing a 1 shot with increased attack speed. Some of them you can survive a tiny bit longer to dps that last 2-3% down.
Enrage timers are good they allow the devs to balance the encounter around mechanics and prevents super cheese tactics.
I have no issue with raids having its own set of unique rewards, including a legendary gear set. I am; however, peeved that raiding is the only way to obtain a legendary gear set.
You don’t know what 2 of the words in this sentence mean. (unique and only)
You don’t know what 1 of the words in this sentence mean. (a)
the guy says there should be rewards for the content u can/want to play. should be a set of legendary gear for wvw. should be a set of legendary gear for pvp.
etc etc
It can’t be unique to raids if it is obtainable from other sources.
I do not feel the issue is with raids having unique gear that is unobtainable from other sources. The issue is other sources do not get unique and unobtainable gear of their own outside of PvP.
Open world has unique skins (lumi), Fractals unique stuff, Crafting unique stuff, WvW unique stuff (Mist Hero), Story unique stuff, Events unique stuff. I’m probably forgetting a lot but less than you managed to.
I have no issue with raids having its own set of unique rewards, including a legendary gear set. I am; however, peeved that raiding is the only way to obtain a legendary gear set.
You don’t know what 2 of the words in this sentence mean. (unique and only)
You don’t know what 1 of the words in this sentence mean. (a)
the guy says there should be rewards for the content u can/want to play. should be a set of legendary gear for wvw. should be a set of legendary gear for pvp.
etc etc
It can’t be unique to raids if it is obtainable from other sources.
Of course it can. Imagine if the only way to get twilight was by doing Arah path 1. Legendaries would not be available only by doing Arah. Even Legendary greatswords would not be locked behind arah. But twilight would be unique to Arah.
So what you’re asking for is for them to announce several new sets of Legendary Armour with different art? Righto.
Adorable.
But, back in reality, that is definitely not going to be the case.
In ICC you had to heal a green dragon to full to complete the encounter.
Requiring you to understand mechanics and how to adapt your class to those mechanics gives it depth and is what makes something challenging design. If you don’t understand that then you probably won’t be a raider.
I am all for adapting, but why does it have to be with traits and gear? The point is why does the challenge have to be dependent on what build is viable or not (I know there is going to be more challenges involved than builds but I am focusing on these).
So if the boss was spamming condis you’d feel offended if the raid leader asked you to bring more condi removal than normal?
I have no issue with raids having its own set of unique rewards, including a legendary gear set. I am; however, peeved that raiding is the only way to obtain a legendary gear set.
You don’t know what 2 of the words in this sentence mean. (unique and only)
You don’t know what 1 of the words in this sentence mean. (a)
the guy says there should be rewards for the content u can/want to play. should be a set of legendary gear for wvw. should be a set of legendary gear for pvp.
etc etc
It can’t be unique to raids if it is obtainable from other sources.
I have no issue with raids having its own set of unique rewards, including a legendary gear set. I am; however, peeved that raiding is the only way to obtain a legendary gear set.
You don’t know what 2 of the words in this sentence mean. (unique and only)
Really like the tone of the article, I really hope they stick to their guns on this – assuming it is as good as it sounds. Super excited though.
You can’t really have it so that all builds are viable while having it be a challenge to everyone. Otherwise, you’ll get what we currently have in this game which is little to no challenge.
So switching gear and traits makes it challenging?
Requiring you to understand mechanics and how to adapt your class to those mechanics gives it depth and is what makes something challenging design. If you don’t understand that then you probably won’t be a raider.
Say bye-bye to build locking.
Build roles are what you do at a character level. Things like what weapons, utility skills, traits, and even armor you choose to bring to a fight. Some encounters are going to push you to try different weapons you rarely use, some are going to challenge you to select traits you haven’t considered equipping before, and some encounters may even require a member of your group to dust off that toughness gear to bulk up and tank some heavy hits to protect the condition-build players in the back. This is just a tiny sample of the types of build roles we want to push as a core part of Guild Wars 2 dynamic combat.
https://www.guildwars2.com/de/news/designing-challenging-content/
yeah, unfortunately, time to start crafting a couple more of ascended armours to go along with all the other stuff we’ll have to carry around just to do a raid.
shame really but what can you do.
Oh it was a money saving thread all along xD
I get how the mastery system would be beneficial… Especially one based upon progressing within the raid. My issue is Gliding and mushroom mastery can only be earned via HoT. Therefore excluding all core players from being able to progress past certain points within raids.
Core players will literally be unable to walk into the Raid – the door is in the expansion lands… Masteries aren’t their first hurdle xD
Really impressed with the article, fingers crossed it lives up to the image in my head xD
You think its odd that one of the main features of an expansion requires you to buy the expansion.. Weird.
Tixx comes at Christmas, his toys have been available each time he’s come so I guess you’ll be able to get it again.
What about Mesmers though which are basicly tool boxes (they are weaker at most single aspects they can build for but have access to more aspects than other classes), removing their ability to mould themselves to each encounter makes them a worse choice to take.
Mesmers change utilities and weapons many times through a dungeon to maintain relevance, build locking punishes the class.
Build locking also causes issues when progressing and only works after the whole raid has been done with guides up. Imagine getting to the 3rd boss and theory crafting but being unable to test without resetting the whole thing – infuriating.
Build locking is a bad idea, real difficulty should be from the encounter NOT from preventing players to experiment or adapt.
What about everyone else who isn’t a toolbox and don’t get invited ever cause you can do everything with 2 mezmers and 8 elementalists? That’s not really an argument.
Or maybe this time mesmers should mould themselves to be a little less specific and a bit more generic. Build locking punishes nobody. It just makes things interesting and fun.
Good, you can wait for the guides then, if you get so infuriated. I’m sure there will be other content for you to do untill the guides.
Build blocking is a great idea. You’re not build locked when you finish your raid attempt, so you’re free to experiment and adapt the next time around. Gives you time to think and make an informed decision instead of you blindly throwing abilities and traits at the boss wall and see what sticks.
Your counter argument to Mesmers being punished by build locking is without it some people might run 2 Mesmers.. Staggering.
Tell me what you do about getting to boss 3 and needing to reset the raid to try with a different skill – remember you have 10 people to keep sane when you ask to do this.
Build locking is a very bad idea, it will not be implemented and you haven’t said anything except “build locking isn’t for you” which is obvious – its also not for GW2.
I wholeheartedly support build-locking. Decisions in games should have consequences.
What about Mesmers though which are basicly tool boxes (they are weaker at most single aspects they can build for but have access to more aspects than other classes), removing their ability to mould themselves to each encounter makes them a worse choice to take.
Mesmers change utilities and weapons many times through a dungeon to maintain relevance, build locking punishes the class.
Build locking also causes issues when progressing and only works after the whole raid has been done with guides up. Imagine getting to the 3rd boss and theory crafting but being unable to test without resetting the whole thing – infuriating.
Build locking is a bad idea, real difficulty should be from the encounter NOT from preventing players to experiment or adapt.
I really think people make too much noise just to justify their own control obsession.
I really want to know:
Why the gear of the other players is so important?
Is not more important the skill than the gear?
And is not more important the teamwork than the individual skill?Finally:
If all this “perfect team” thing is so important, why to play with PuGs in the first place?
Since you don’t know the person joining you have to make a judgement on skill with little info. If someone has taken the time to get best gear that means they are invested in their character and have done some reading – this can be an indicator of experience and possibly skill.
Its not a perfect system obviously but if you took 100 randomly selected full Ascended geared people with the best stats and runes with AP over w/e you want and 100 randomly selected people with no restrictions the first group will usually on average be of higher experience and possibly “skill.”
I don’t think anyone would argue with that.
Bubbles backwards begins with ‘S’… All hail the great hydra Selbbub!!
You said nothing that means GW2 is anything like GW1 as a game .. and in many ways GW 2 is as different from GW1 as WOW was from WC3 (ignore the MMO aspect of WOW).
Just ignore the important bit everyone, nothing to see here.
Being elite means adapting and still owning and if you pull your team out of the fire your the hero. Being elitist means desperately trying to emulate this and never quite understanding what it means. Creating the highest possible chance for success because you aren’t good enough to carry the team or guide them.
Actually Elitist would be preference for Elites and believing they are better – from your definition of Elite you fall into this category. You don’t just get to make up new definitions of words to suit yourself..
This is one of the reasons I’ve stopped playing. I have well over 50% of my T6 mats, all but two of my gifts…but I need to level both an amorsmith and an attifacer on an alt to get them. All I need is a guide and some gold? I’ve never had more than 200 gold, ever. And I STILL need to buy a precursor (last I checked about 3-400 gold, not huge demand). As a primary WvW player, and mostly a support ele at that, I don’t have any income. The impossibility of getting my Legendary even after thousands of hours of gameplay, plus the wasting death of WvW to terminal neglect has driven me from the game. And I decided this week I won’t be buying HoT either. I’m not interested in yet another grind.
WvWers have no income? So the hundreds of top tier bags you get each day don’t count as income? The non-stop loot for ranking up? The badges you can turn into siege to sell? None of this is income to you? It isn’t anets fault that you spend all of your gold on other stuff and don’t want to invest it into the legendary.
It’s really not much, per hour, compared with dungeon running.
Yes, you get a few gold every day, but not the 10s of gold you get from dungeons.
Not sure why it is that way? But still.
The point is, it would be nice to have equal choices.
Do the content you prefer for x amount of time, for x amount of reward.
Some people would choose to do all one thing, others would choose to do a few different things, or a little of everything; but it would all provide roughly the same rewards.
The very point of Legendary weapons is you have to do ALL the content, not just 1 little bit – in concept anyway. Due to most players being PvE focused that has skewd the gold requirement a bit.
Crafting is part of getting a Legendary.
This is one of the reasons I’ve stopped playing. I have well over 50% of my T6 mats, all but two of my gifts…but I need to level both an amorsmith and an attifacer on an alt to get them. All I need is a guide and some gold? I’ve never had more than 200 gold, ever. And I STILL need to buy a precursor (last I checked about 3-400 gold, not huge demand). As a primary WvW player, and mostly a support ele at that, I don’t have any income. The impossibility of getting my Legendary even after thousands of hours of gameplay, plus the wasting death of WvW to terminal neglect has driven me from the game. And I decided this week I won’t be buying HoT either. I’m not interested in yet another grind.
WvWers have no income? So the hundreds of top tier bags you get each day don’t count as income? The non-stop loot for ranking up? The badges you can turn into siege to sell? None of this is income to you? It isn’t anets fault that you spend all of your gold on other stuff and don’t want to invest it into the legendary.
I guess you didn’t read my post, so all I can do is just type it again with different words. I don’t have any WvW income. I don’t get bags dropping waters for my commander. I don’t SELL my seige, I DEPLOY IT. I don’t spend my gold on anything except bank slots. I don’t have any income to spend
The issue isn’t crafting then, its being poor.
The OP is correct people should give AP requirements in LFG if they plan on enforcing them after people join.
Just keeps everyone joining parties they will get on best in.
in Guild Wars 2: Heart of Thorns
Posted by: Coulter.2315
Anyway. Easy way to avoid this would have been to offer a discount for Veterans on HoT.
Instead of paying 100$ for the Ultimate, I woulda paid 70$ (current Deluxe price) and instead of paying 70$ for Deluxe, I woulda paid 50$ (current standard price).
Veterans would get Deluxe at the price of standard and Ultimate at the price of Deluxe.
But maybe I’m being greedy and that discount is too big :-)
Yup definitely greed – I just bought the standard package and feel it was £35 well spent – no one forced you to throw an extra £45 at it xD
in Guild Wars 2: Heart of Thorns
Posted by: Coulter.2315
What I want to know is, where were all these posts claiming I was ripped off/cheated/conned/etc when the game went for sale at $10 seven months or so ago? Why weren’t you at least 83% as outraged that someone new paid $10 and you paid $60 back then?
Because they still had to pay for the game and the exp. pack.
People like myself who have been here since Day 1 supporting ArenaNet had to put down 60$+ for the core game and now another 60$+ for HoT (I paid 100$) while people just playing today pay 60$ and get all the same content I get for less than half the price.
I personally don’t care, but I’m guessing that’s the argument.
“Why are they equal to us when we’ve been here longer and paid more money?”
They paid $10 for the core then $50 for the expansion while vets paid $60 and $50. So why didn’t they rage against them getting it for $50 cheaper? Unless that made them angry, their argument makes no sense.
I think the word ‘free’ is what brings up the feelings of being shortchanged.
But I mean, the argument ends with this statement:
GW2 Core’s value is DOWN. When I bought it the value was UP. Ergo, I paid more. Supply/demand. We bought it during high demand, they get it during extremely low demand.
That’s business.
My reward for being a Veteran was an extra character slot (needed) an awesome dye (I messed up and picked a bad one
) a heavy armor set (that is ugly to me and won’t be used) and a couple of other things. I think they were boosts. Was it 50$ in value? Probably not. But I wouldn’t expect ArenaNet to give me a refund 3 years later after I pumped countless hours into their game and ate up all the content it had to offer.
My feelings all stem from me paying 100$ for HoT and never feeling confident about the exp. pack content, a lack of confidence that continues to grow the closer we get to release.
Separate issue and mostly on me.
You noticed the problem, “free” is an emotive word and people saying “cheated”, “kicked and spat on when down” are clearly being over run by emotion and not thinking.
3 years of play and updates and still didn’t get their money’s worth? No, they are just overemotional and not thinking clearly.
in Guild Wars 2: Heart of Thorns
Posted by: Coulter.2315
You played the game for 3 years for just $60, thats pretty good value for money (thats barely 2 weekends out with friends). The F2P version will bring in many more players to strengthen all aspects of our game, its a brilliant thing for new players and I am very happy to have more people enjoying Tyria.
Veterans aren’t being cheated; 3 years of play, special events, free LS2, unrestricted access to features.
The thing is nothing is stopping you grabbing an extra account yourself if you want to enjoy some community run “permadeath” or “hardmode” leveling experiences such as the one Wooden Potatoes is working on. You have access to this offer too remember.
My friend used to get me to sit in the party while he got the first 3 invites and they payed then left for the 5th. Can be helpful so you at least get something to have a friend to help.
Dulfy has a guide to make it, might be best checking there if someone doesn’t know here – I can’t remember myself.
If you add all the time you spent writing posts and reading in this thread you probably could have leveled whatever you want crafted by now. You can also buy the time gated end products from TP – the time gate is installed so people can sell and make money from crafting (something that was missing at launch).
I find reading and writing quite easy actually.
Takes no time at all.
Kinda the point, leveling crafting is the same.
“An example to what was promised us, as thieves, 10% heal increase on Withdraw instead they only gave us a 3s cd increase and no heal increase.. This was 2 months ago!!!!!!!!!!!!!!!! Still no 10% heal increase, a disgrace!”
Yes this is definitely a post about communication..
I really don’t subscribe to this “build locking” idea. It will just create artificial frustration. You’ll be forcing people to restart the instance repeatedly fine tuning their team build, you also cannot inspect people in GW2 so if someone forgets or was sleeping while you were explaining what to take you cannot correct it once you’re in.
The main problem I have is that you’re requiring foreknowledge of the raid to set your skills or you’re having to reset the whole dungeon each time you come across a powerful mechanic you didn’’t spec for an hour ago – which will be very annoying.
Its not a good system for this game – I haven’t even touched on the “everyone needs to bring 1 ranged and 1 melee weapon for the whole raid” problem.
It may be an increase in knowledge and strategy setting up a perfect team but so annoying keeping 10 people from going mad when you find out person X forgot skill Y and we’re about to start boss 3 which needs Y – time to reset guys, try not to kill X.
(edited by Coulter.2315)
If you add all the time you spent writing posts and reading in this thread you probably could have leveled whatever you want crafted by now. You can also buy the time gated end products from TP – the time gate is installed so people can sell and make money from crafting (something that was missing at launch).
Leveling crafting 0 to 400 takes about 1hr30mins if you’re slow, its not that much of a commitment when considering how much time a Legendary takes.
Why do you want Withdraw buffed? Kinda shoots your “I really want balance” ideals in the foot.
Its so you aren’t constantly cancelling your trades to undercut everyone, it makes you consider your valuations.
Essentially your GS auto and skills will hit as hard after HoT as they do now, thats the main difference a level cap change makes. The progression is in line with GW1.
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