(edited by Damarus.5938)
Showing Posts For Damarus.5938:
The purpose of this suggestion is to highlight that some traits across all classes, do not include specific detailed (mostly numerical) information about the traits effectiveness whereas the majority of traits do.
Example Good Trait Description
Fiery Wrath – You will do 10% more damage against burning foes.
Example Bad Trait Description
Stick and Move: Get a damage bonus when endurance is not full.
It should say “Get a 3% damage bonus when endurance in not full”.
Trait description inconsistencies do not give players the feeling of trust – not knowing exactly what the full impact from the trait is makes it a bit harder to judge if it is working correctly when trying to view its effect, instilling a thought that the trait may not totally be working. Combine with this with the public knowledge that some classes have a number of traits that are not working, it really makes players, especially casual folks, have a harder time making a build.
Below is a list of traits by profession that do not have detailed descriptions, along with the % of their total traits in which their descriptions do not have details (to see some of the worst offenders).
Caveats
- Some skills scale with level. Usually those traits specify “up to x number”, which is fine solution for these traits, as it gives a relative number for users to compare to the max vs. their current level.
- I understand that some of these descriptions have more difficult details to outline. In addition to my last bullet point, some scale with stats (mostly in the scenario of healing power). I’m not suggesting what the middle group is between no details and a gross amount of details, just that there should be one.
- Some of the skills that have somewhat detailed descriptions could use more, I’m not calling those out here. Only the worst offenders.
- Some that grant multiple stacks of boons/conditions do not call it out. I’m not included those out here. That would, however, increase the list and should be improved as well.
Guardian (~20% of traits do not have detailed descriptions)
Symbolic Power: Increases damage of symbols.
Zealous Blades: Greatsword attacks heal you.
Radiant Power: Deal more damage to foes inflicted with conditions.
Perfect Inscriptions: Signet passive effects are improved.
Altruistic Healing: Applying a boon to allies heals you.
Monk’s Focus: Using a meditation skill heals you.
Selfless Daring: The end of your dodge roll heals nearby allies.
Elusive Power: Deal more damage at low endurance.
Writ of Exaltation: Symbols are larger.
Pure of Heart: Aegis heals on removal.
Writ of Persistence: Symbols last longer.
Writ of the Merciful: All symbols heal allies.
Power of the Virtuous: Deal extra damage for each boon you have.
Elite Focus: Elite skills last longer.
Warrior (~13% of traits do not have detailed descriptions)
Reckless Dodge: Damage foes at the end of a dodge roll.
Building Momentum: Burst skills restore endurance.
Stick and Move: Get a damage bonus when endurance is not full.
Powerful Banners: Banners do damage when summoned.
Adrenal Health: Regenerate health based on adrenaline level.
Vigorous Return: Increases health on rally.
Stronger Bowstrings: Increases longbow range.
Vigorous Shouts: Shouts heal.
Warrior’s Sprint: Run faster while wielding melee weapons.
Adrenal Reserves: Burst skills cost less.
I think it is a fine idea. I have a hard time imagining your mailbox gets cluttered with guild mail with the assumption that guilds are not credit card companies (joke about how much mail I get from them ) and also people keeping the mail around without deleting (just like you would delete any of your other mail).
Though, it is still a good point, because their are exceptions.
I do agree with Seyo though, that getting the message of the day in the text box would be a great start!
Dear Team,
Since I started to operate as a guild leader recently, I have ever raising concerns about the guild management system, implemented in Guild Wars 2. To say the least, the tools that are available to manage guild members, track and control guild bank deposits and member activity are outdated, or straight up useless.
I hereby wish to list these concerns to raise awareness, in hopes of future fixes. The list goes as follows:Problem #1: The game does not offer any kind of method to track the last login times of the guild members, wich causes the leaders to suffer greatly when they wish to root out inactive members.
Suggestion: On the guild panel, where the members are listed, make a column with the last login date next to every guild member’s name.
Problem #2: Informing guild members about basicly anything is near impossible. The guild message of the day is only visible when people actually take that precious 2 seconds of their time to open the guild panel after every login. Wich they don’t. Because they are lazy.
Suggestion: Make guild message of the day appear after every login in the player’s chat window.
So some response would be nice, what can we expect and what not. And people if you also found this system unmanagable please post some positive feedback, also enlighten me if I’m wrong in something.
Nice work! I agree on both problems and solutions. Furthermore, I would even take on to the second problem that managing the guild message is a pain, as every time you attempt to change the message, it does not show the previously saved text so you type the message from scratch. I’ve grown accustom to just keeping a notepad file that I edit and then copy/paste. But really, both are very true, and very standard.
One small note though – what’s with the title? This seems like a massive cry for a small wolf
I still judge this feature in comparison to the overall difficulty of how difficult / time consuming it is to accomplish leveling – of which I do not think there is some. In fact, if there was an agreement that casual folks leveling alts did have a difficult time (which I can get on board with), then I would like to see increased rewards for doing something.
For example, you said it could help folks with frustration of getting outleveled in a zone. The game is so easy to jump around, and so many zones at each level, that I would be concerned if they were given some sort of out to learning how to do something as simple as walk in and out of LA.
I also see that this adds to the spirit of having a weird non-existant middle group between starting a character and hitting 80, which we see a lot of dead space is already.
In short – I love the spirit of the idea. Helps both casual players and those that already have some 80’s. Though, I would like to see increased rewards for actions completed if you really think that leveling gaining / progression through game is not quick enough already.
Have an option in the hero panel to disable it. Have it enabled by default. Thus, the only people who would ever have to enable it again already know where it is because to be in that position they had to disable it to begin with.
Sound idea – having it enabled by default would make sense and those that choose to disable it should have a bit of background when they go to enable it before My only suggestion (and really, very neutral), is to locate it in a spot where it is instinctual to turn it back on (e.g., Options panel ).
Really like the defend the dolyak idea! Sounds like a very classic push the part mode with a GW2 twist…
I think you first sentence is key – new modes (whatever they may be) not necessarily following the sPvP structure they setup, much like the Halloween and Wintersday modes we had (expect a more permanent version of some of these!).
The things I liked about those modes is that it brought non-sPvPers out for some PvP fun, as they were a tad more casual and available right in LA which made it appear more friendly (e.g., going to a new map that changed your armor/skills is already intimidating to people who are not as interested in sPvP).
Your proposed modes could fit right into that idea.
The ideas of the original post are great. I think a small amount of tokens each time someone does a story run would be great. They already added a couple other items to the drops their (kara and silver for the boss kills), this would just add a bit on top of that. Some of them are more difficult than others, and can be more time consuming than their explorable counterparts.
I don’t see a reason to dabble with dailies in story mode, just random facts people have to now know. Just give a little bit of tokens…
Real pumped to see the break out events. I am curious as to the number of players needed to start it.
Just voted!
I was quite surprised to see that they were this close (and that walking dead was even beating GW2 by a %).
For those wanting to see the whole bracket:
http://www.g4tv.com/vgdm/best-game-2012/
As someone who is out there a lot (and a commander), there is a number of things I like to do my Guardian, but I do stick with the central theme of being pretty darn sturdy.
For weapon sets, I tend to use Mace+Shield/Scepter+Shield and Greatsword/Staff.
Mace + Shield works best if I have a few other study folks up in the front lines with me, mashing a team, as this weapon set has probably the most healing/defensive capabilities, but requires you to melee. It also pulls off decent healing on those around you.
Scepter + Shield works best as a very standard weapon set as you can pull off decent damage, have a ranged aoe you can cast on walls (to kill enemy players and siege), and have a root for enemies attempting to run.
Greatword is great for getting up in the faces of some enemies and and just being a bit more intimidating, ESPECIALLY with skill #5. That is a great skill to wrap up a few kills, and just disrupt movement (especially if you have a guardian buddy to do this with).
Staff is real nice for being more supportive in the backline. It has some nice heals and buff capability.
As far as general build (utility + traits), I play very sturdy. Of course, this depends on the types of groups you are in, but as a commander, when I have 15-20 people running around with me, I find it works best to be able to actually stand up in the front line. This includes skills like “Retreat!” and “Hold the line!”. Also, paired with the trait that heals you when you place a boon on an ally, you get tons of extra healing with those supportive skills. This lets me use weapons like the greatsword to do solid aoe damage while still being sturdy.
Just tried it to see if there was an issue introduced… seems to be working. You can really just double tab 5 to test it, you should even see an extra shield bubble animation burst out.
If that does not work, unsure how it could be user error.
It is really great. Nice work.
Human
Guardian
No speed boost.
Was a fun one!
Enjoying and relaxing in act 1 – now curious to see what will be coming upon us in the future acts. Def. think the post was a little rushed… hopefully you will get what you are looking for.
Just tagging along to give a huge thanks, something I feel we do not do enough getting caught up in our want for some instant gratification Real nice work so far, and real excited to see what is coming in the future acts.
How to SOLVE WvWvW Queue - Death kicks you from WvW (5 minute rejoin penalty)
in Suggestions
Posted by: Damarus.5938
There is no other way to solve the 1 hour queue times besides swapping users…
there are 3 options.
1) Kick players who are idle for longer than 2-5 minutes
2) Kick players who are dead
3) Kick players who are dead IF NOT rezzed in 2-5 minutes
1. Allow players to see their position in queue and estimated time
2. Allow players to queue for multiple zones, to go into the first one available
3. Allow players to see the WvW map outside of WvW to make informed decisions about where they want to zone in
4. fix the current issue where some people cut in queue line before others (this really screws up the time)
5. Increase zone player cap
6. Increase number of maps
While i can’t comment if any are feasible or will ever happen, all are things to help people ease into queues, and hopefully work to reduce them. Kicking people out and ‘ruining it’ for those that did wait is not the only way
How to SOLVE WvWvW Queue - Death kicks you from WvW (5 minute rejoin penalty)
in Suggestions
Posted by: Damarus.5938
I do not agree with this idea. I do not think it would rid WvW of zerging, assuming players will want as large a force as possible to do anything (minimize chance of risk) as well as many people around them to bring them up should they ever die.
This is also just an incredibly awkward punishment your bringing to a player looking to WvW. It would just be incredibly unsatisfying getting booted out for taking any sort of risk.
This would also prevent strategy, because if a member of your group dies, you will no longer be able to execute any long term strategy that was planned.
Same issue here. Got the error on startup, launcher sat at 0% and closed. I made no change to my system or my network between yesterday and today; there was a game patch though.
I am fine with downloading files, so i tried a fresh reinstall, and it is still happening. I tried the 7 steps above, and still happening.
l had been playing fine for 2+ weeks.
Attached is my GA file.
Attachments:
I’ll throw my love in here. An incredibly enjoyable and satisfying game. Quaggan entertain me all day long
I disagree with the OP. I have staff as a switchup set and use in every dungeon run, with great success. Based on the post, I think it seems anything short of a weapon with 4 heals is not what your looking for, though the weapon is great support.
15 Stacks of might with skill 4 and the virtue. Another example, as you mentioned, is skill 5 which causes enemies to continuously fall down. That is absolutely great in many ways, offering your team time to damage enemies before they can reach you.