You can interrupt him during the windup or evade while the attack is being executed. Mes’s sword 2 has pretty much the same evade frame and cooldown, thus the two skills completely nullify each other. Thief with dd can evade easily. Other classes aren’t as lucky, they can def maybe the first 2 UA but if they don’t kill quick, they will have to take it at some points.
I don’t think there are any other “pale trees” in existent; at least not in the way of the pale tree that we know. The pale tree, as in her mind and her soul, is the way she is because of ventari’s teachings. Malick is a soundless, thus it’s very possibl that his mother tree has no mind of her own. Just a tree that spawns sylvari. HoT doesn’t address the gap in this story but if you can see, only the sylvari with strong adherence to the teachings of ventari and the pale tree for that matter, are the ones that can resist mordremoth. Honestly, loregically speaking, all soundless sylvari should have been under mordermoth’s influence by the time of the story since the soundless are pretty much the true form of sylvari; walking soldiers with their minds waiting to be uplinked to mordermoth. Ventari’s teachings are, in essence, the corruption to the salvari.
(edited by DavyMcB.1603)
Not one bit. The mastery option only promised to give guaranteed access to the precursors. Nothing less, nothing more.
I don’t care what was promised. What I care about is that crafting a pre is more expensive than buying one from the TP, which is bad and nonsensical design.
Check my post above yours and answer my question:
Crafting a legendary is cheaper than buying one from the TP (which is good and sensible design), why should it be any different for precursors?
It is for the people who want to find mats along the way instead of farming raw golds to buy precursors.
You could always do that. You still can even without needing the masteries. The fact of the matter is that you’d be better off not bothering with the precursor crafting masteries and collections and instead sell all your mats that you’d otherwise use to craft your precursor, then use the gold from those sold mats to buy a cheaper pre from the TP.
I said it before and I’ll say it again:
Why would I use those mats I need to craft The Chosen, if I could also sell them, turn them into 1000g liquid gold, the buy The Chosen from the TP for 500g and actually have an additional 500g to spare? I’d be frikkin stupid to waste my 1000g worth of mats on crafting The Chosen if I could just sell my mats and get The Chosen cheaper!
So I’ll say it again: as it is now, precursor crafting is a complete waste of time and money. You’re literally wasting time and gold if you’re crafting your own precursor: that is not an opinion, that is a fact. Which means precursor crafting as it is now is poorly designed.
Plus, the mastery was designed for the whole system not a single buyer’s perspective. In the eye of the system, the RNG elements of the generation of precursors were removed at the cost of something, in this case gold if you want to cheese through it by purchasing mats or time if you want to farm them yourselves. The system compensates for the loss of RNG with increased needs for golds/time. It only makes sense.
No, it doesn’t make sense. It would make sense if crafting the precursor took the amount of time or gold equivalent to getting one from the TP. It doesn’t make sense at all to make precursor crafting more time-consuming AND more expensive than getting one from the TP.
You only look at the golds you have to pay. That’s just one element of the whole equation.
And that one element of the equation is already more than the cost of getting a pre from the TP. The fact that you also have to do a lot of collections and chores on top of it only makes it worse.
You don’t even understand how basic economics works and you refuse to lol Trying to explain to you is a waste of time.
A much expected misconception. Prec crafting is there so people can have guaranteed access to legend wpns. It opens up an option for people to farm and finds mats by themselves without having to go to the eternal bore fest of silver waste. The system was NOT there to make precursors cheaper.
Can people please STOP with this straw man argument? Nobody here is saying that precursors should be cheaper. We’re saying precursor CRAFTING should be cheaper than it is now, because as it stands now, you’re gonna have to pay twice as much to craft a pre as opposed to just buying one from the TP.
For pre crafting to be a viable alternative, the amount of investment it takes should be roughly equal to the amount of investment that it takes to farm gold to buy one from the TP. Right now, that is not the case. Which is a problem.
You’re reiterating exactly what I was addressing in my reply. Do walk through your line of reasoning again.
“We’re not asking for precursors to be cheaper but we’re asking for precursor crafting to be cheaper”
You really can’t see what’s wrong with that sentence?
I knew you would take it the wrong way, which is why I edited my post, but it seems you already replied to it before the edit went through.
So I’ll say it again:
We’re not asking for precursors to be cheaper, we’re asking for precursor crafting to be cheaper than it is now.
I’d be perfectly fine if precursor crafting had roughly the same cost to it as buying one from the TP. But as it stands now, pre crafting is actually more expensive than buying one from the TP (almost twice as expensive in some cases!), which in my opinion is absolutely stupid and does not make me want to touch pre crafting at all.
I bought The Chosen yesterday for 470g. Saved myself ~500g that way, because crafting it would have costed me ~1000g.
You don’t see anything wrong with that? You don’t see how that’s incredibly dumb?
Not one bit. The mastery option only promised to give guaranteed access to the precursors. Nothing less, nothing more. It is for the people who want to find mats along the way instead of farming raw golds to buy precursors. Plus, the mastery was designed for the whole system not a single buyer’s perspective. In the eye of the system, the RNG elements of the generation of precursors were removed at the cost of something, in this case gold if you want to cheese through it by purchasing mats or time if you want to farm them yourselves. The system compensates for the loss of RNG with increased needs for golds/time. It only makes sense.
The one 420g chosen you see on TP might come from 1000g worth of thrown rare shield from other 5 players. Do you get it now?
You only look at the golds you have to pay. That’s just one element of the whole equation.
(edited by DavyMcB.1603)
A much expected misconception. Prec crafting is there so people can have guaranteed access to legend wpns. It opens up an option for people to farm and finds mats by themselves without having to go to the eternal bore fest of silver waste. The system was NOT there to make precursors cheaper.
Can people please STOP with this straw man argument? Nobody here is saying that precursors should be cheaper. We’re saying precursor CRAFTING should be cheaper than it is now, because as it stands now, you’re gonna have to pay twice as much to craft a pre as opposed to just buying one from the TP.
For pre crafting to be a viable alternative, the amount of investment it takes should be roughly equal to the amount of investment that it takes to farm gold to buy one from the TP. Right now, that is not the case. Which is a problem.
You’re reiterating exactly what I was addressing in my reply. Do walk through your line of reasoning again.
“We’re not asking for precursors to be cheaper but we’re asking for precursor crafting to be cheaper”
You really can’t see what’s wrong with that sentence?
A much expected misconception. Prec crafting is there so people can have guaranteed access to legend wpns. It opens up an option for people to farm and finds mats by themselves without having to go to the eternal bore fest of silver waste. The system was NOT there to make precursors cheaper.
lel RIP Lingering Light. You won’t be missed.
Look at these druids trying to defend it. -cue laughter-
Looks at all these people losing their minds because Ranger became useful. -cue pity-
Yes, a cheap kitten kind of useful. Might as well make pets do 50k base damage and run at 100% speed to be “useful”, no?
1 step ahead, 1 million steps back Anet. Why does this trait exist just now when you nerfed ele’s blind a few weeks ago? lol
#Logic
That’s how I’m feeling too. The thing about masteries, at least conceptually, is that they should give you access to contents which are otherwise inaccessible. And those contents should be solid and worthwhile. But the problem is, a lot of contents can be easily circumvented. Beyond gliding2, itzel2 and exalted marking, there’s only like 10% stuff left maybe and that makes the rest of the masteries completely pointless or at least, not that exciting to look forward to.
Plus, gating contents through unlocking specific abilities render the game obsolete very fast because once you have the abilities, you have them forever. The challenge is pretty much a one time experience.
Why are you insisting anet? Make the stance one-handed already. My daredevil, which is supposed to be a swift brawler, looks like he can barely hold the staff. The change to auto attack animation is very nice…
Please… better staff stance -
/15 cookies
Definitely a PVE king for me now. The only HP champ I can’t solo with my reaper so far is the vampire champ.
Stuck at last stage in story instance. Can’t jump off cliff to die. Don’t want to restart over. What to do?
SUICIDE!!!
Anyone having trouble where sometimes during the cutscene, the game eats your GPU and makes everything lag (graphic wise) tremendously? This is also sometimes coupled with disconnection after the cutscene ends. I failed the Rata Novus part with this problem 2 times now.
I have seen a lot of negative threads on this forum and I think that’s because a lot of people who enjoy the expansion is busy actually playing the game instead of ranting here. Anyway, I figure I want to do a little positive thread.
The things I like the most are the new maps. They are everything I have been looking forward to since I first bought this game 3 years ago. After I played the vanilla gw2 for a year or two, I always had thought in my mind "it would be nice if maps have more details and vertical details. And today I finally see it come into fruition. I really love the new maps. The details feels right, the complexity feels right, even the scale feels right. I decided to do a blind map exploration by myself for 2 days and it actually felt enjoyable. I lost the sense of direction, I found random majestic places, falling into random pit and faced millions of chaks. The sense of exploration is real and it has been so much fun. I felt like I really have to thank the map designers.
As of hero points and class unlocking, those things seemed unnerving at first but once I got lv2 gliders and mushroom jumping, things drastically became more flexible. I don’t quite understand the frustration behind it. I think if people spend time trying to explore hero points instead of fixating on the ones they see but can’t get them, they will realize that there are just enough soloable Hp to unlock all skills. I unlocked all my traits and skills after maybe 20 hours of gameplay. Granted, I have base 200 points from central tyria. The level of difficulty feels right. It’s hard but it’s not as binary as the old maps where you either win everything half asleep or can’t win anything. The events are scattered and dispersed. I don’t feel the need to follow zergs and I can have my own adventure. So second appreciation for that.
Haven’t had time to check the story yet. But I am loving the expansion so far
If you eat the bacon, your hp is refilled. If you look around, there’s a bunch of adrenaline mushroom which refreshes your skill. There’s a mastery that gives you immunity to poison haze and another mastery to let you consume those mushrooms.
See the dots? Connect them before ranting.
I can’t count how many times I got screwed up over the auto-canceling when my char’s feet touch something for 0.000000000000001 nano second. It’s annoying. It’s useless and it’s hindering the mechanic.
Thx
Trahearn succumbs to mordry’s control and becomes his champion. Players get to kill trahearne. Trahearne breaks free at the end and survives (of course, it has to be cheesy). Pale tree gets some massive powerup and engage in mind battle (the Dream would be an ideal arena) against mordy to weaken him and let players kill mordy. She might possibly absorb mordy’s magic at the end and ascends into godmod tree (would be fun to watch). Screen rolls with narration talking about peace and the rebirth of sylvari.
#fingerscrossed
(edited by DavyMcB.1603)
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: DavyMcB.1603
How about stop complaining about people complaining about their own complaints? It’s not like the complaints or the lack thereof are going to make any difference.
i find self-appointed opinion police like this thread much more annoying than the complaint threads.
I run my necro in f50 everyday. Full dire condi. Here’s my observation.
1. Perma weakness increases team survival rate dramatically. Basically if i get caged during hammer, my team often starts to get wiped. I know that shouldn’t happen but the point is, my nec has significant influence on the run. This on top of of vampiric aura and good control over life transfer.
2. There are many occasions when the team has bad class combo like 2 theifs, a ranger and a mes. My necro was always the last one standing or kiting bosses while the rest of the team was reentering the fight (rezzing, healing, etc) such as in lava stage. With that, the team could finish the fight instead of failing the whole thing.
3. I’m almost 100% tank uptime in fotm. Hammer boss always fllows me, the trio in harpy always follow me, I can face off against mossman etc. while the rest of the team was focusing on dmg. Or I can turn to plague and pull half of mons during Ascalon last stage, then spam weakness and blind so team can clear mobs quickly in 2 waves.
Those are just some observations I see everyday during my runs. If you’re talking about setting up the “most” optimal team, yes nec isnt the right choice. But it is still an effective class within reasonable scope when played right. Maybe it just depends on the person who plays the necro. But I always form my own fotm party with pugs. And I never ever tolerate the meta poopheads because I seriously don’t care about them. I had so many perfect runs without guards wars and ele before and I’m sure I can do it again and again and again.
It’s the player, not the class For example, the class that makes me cringe the most when forming fotm party is thief. Most often than not they just become rallybots and that’s bad because it basically makes everything 4-manning. Their range sucks and they can’t do melee cuz they’re gonna get one shot. Their only team support is stealth which is super one dimensional and often get nullified by boss AoE. But do I kick thieves? No. Not until it’s apparent that they are really holding the team back. Being downed all the time also increases the chance of teammates getting killed. I was with many zerk GDs who mocked others and praise zerk build while he was literally dead on the floor, getting eaten by grawls in under 3 seconds while the rest of the team was still fighting (I know, the self awareness in some people is very hard to find).
Again, player not class and Dire necro carry ftw
(edited by DavyMcB.1603)
Elite specs deserve their own stories not HP
in Guild Wars 2: Heart of Thorns
Posted by: DavyMcB.1603
Each one of them deserves to have a unique story that brings players to different zones/lores. Imagine getting traits/skills for a chrono and you have to travel to meet people and face different events/npcs/challenges to gradually learn about chrono. Of course I’m not talking about the infamous trait unlocks through irrelevant events. I’m talking about real stories/quests.
Imagine going to the first NPC and he says “so, you want to master the magic of time?”
Why? why? why? why? are they gated behind vanilla point grinding?
You mean one must unlock every previous Elite Specialization before any new ones? I suppose….
If the Devs are just going to increase the worth of HPs each time, that still allows one to unlock a whole trait line or set of skills after only a few Hero Challenges, as time goes by, whether they are Elite or not.
Hero Challenge was worth 5….now is worth 25 after time passed. Cost of non-Elite trait line is 60. Can open it with 3 Hero Challenges, where it used to take 15, or whatever number.
Too much exaggeration. A 25 hp per challenge will net like 5000 HPs based on current number of challenges. How many elite spec is that, 20? lol
(edited by DavyMcB.1603)
Would the numbers go up each time new Elite Specializations are introduced?
If not, characters will still run out of HPs.
If so, then, as time passes, it becomes easier and easier for players to unlock the first chosen Elite Specializations, I would think.
I think you can find the balance for it. As of now, with one point per one challenge, the map addition will never be enough to sustain future elite specs. Otherwise they would have to add more challenges to existing maps which is quite unlikely. Scaling the number over time sounds like logical step to me. It would only make sense to have more abundant HPs when there are more elite specs. You can put the “unlock everything else before new elite spec” restriction to prevent the latter problem.
It is only reasonable to assume that elite spec should cost more than core spec in term of hero points. But it’s also over the top to make every character take a whole world tour just for unlocking an elite spec. Plus, with the current number of HP challenge, it doesn’t seem like it will be a sustainable currency for future spec.
Adjust current HP challenges to reward X number of HP?
Consumable Item challenge = 2 HPs
Communing challenge =3 HPs
Fighting challenge = 5 HPs
Do you guys think this is the likely scenario Anet would take? Seems like the only legit way to make a 170 HPs requirement sound reasonable without compromising everything else.
i kinda like it although i am affected by it several times a match. it brings another layer of gameplay into fights. i hate it to miss rifle #4 on my engineer in a crucial moment but then again that person just outplayed me by positioning him-/herself behind me in that short moment to prevent me from doing was i’m about to do.
That’s not outplaying. That’s pure mechanic advantage. A thief can spam AA and troll you around in circle while you have to constantly deal with this 3sec CD. If you run behind its back and the thief misses its melee, it wouldn’t suffer from anything. It makes the game super skewed and it makes no sense.
We have an LoS notice, why do we still have to deal with the annoying 3-second skill cooldown whenever you’re about to cast skills and the enemies go behind your back? It’s so annoying and crippling the fight heavily. It also greatly hampers ranged classes especially the ones with single target casting like necro’s scepter, mes’s scepter etc.
Legendary mastery is a step in the right direction.
If this is grinding to you, OP, then please tell me how the system currently work and do explain how it is currently not a grind fest. Sw days and night and days and nights and days and nights and days and nights to get 1000g to buy t6 and you’re telling me that this is less grinding than the new system?
Don’t be ridiculous.
The lost potential here is that we don’t get anything that shoots bears.
We need bear shooter once and for all.
Everything power/condition related is balanced around these damage modifying traits not functioning for condition damage. Changing that would create a major upheaval that just doesn’t do any good for the game, and so I don’t support it.
mes’s Compounding Power used to affect only direct damage. Then they change it to also improve conditions. I don’t see why they can’t make Close to Death affect condition as well. Plus, everyone here seems to assume that the trait can’t be separated for condi and direct damage. It could be 20% for direct dmg and 10% for condition or something.
Spite is a pretty good trait for condition build if you want to go heavy situational condi dmg spike through might stacking. With reaper incoming, the rest of the trait is in good place except all the grandmasters which have no place for condi outside pvp. Signets of Suffering is good for PVP as is but in open world PVE mobs hardly ever use boons so it would be really nice if Close to Death affect condition as well.
We have chill dmg that scales by enemies’ lower HP. I’m pretty sure you can tweak Close to Death to make other condition works like that as well.
Pretty please?
There will still be a point to run dungeons: tokens. It’s just no longer a mean to get easy gold. And I’m ok with that.
Am I annoyed? Yes, because though not giving much golds, dungeons are the best option for me to farm gold because pve contents are boring as hell. Now I’m just gonna have to go through endless cycle of boring, mindless contents to get golds to buy anything.
Defense, escort, fetching, bla bla we’ve been with these same patterns for the past 3 years. Unless I missed something big time during beta, I didn’t see any real new content, fundamentally speaking. I don’t hate them. I just don’t find them truly new. Raids are good but fundamentally, they are just glorified dungeons with high hp and thoughness multiplier on bosses. With the direction toward trivializing dungeons, are we ever gonna see new types of events at all?
Can we have things like stealth mission, survival event, trekking into the labyrinth where if you die you’re zoned out and can’t rejoin, hide&seek, etc etc.
Something that’s more engaging than pressing auto attack for 15 minutes (ahem wyvern)
(edited by DavyMcB.1603)
There are only two classes that have access to reveal on base spec so far: ranger and engi. Each of them has 1 skill to reveal an enemy. Engi has traits but that means pigeonholing. Dragonhunter and Heralds have 1 each and again, it requires pigeonholing. Scrapper is the only spec that seems to be designed to counter stealth.
When a “mechanic” is so integral with the class and used abundantly, that means it’s time it’s important enough to REQUIRE a counter not be kept in an ivory tower deep in the nowhere forest. lol simple logic.
If anything we need MORE reveal. Every class should at least has a reveal. With a class that has plenty of shadowstep, blinds and dodge, relying solely on stealth for offense and defense is so passe and one dimensional. That playstyle needed to go 3 years ago.
Stealth is as much of a mechanic as bursting or conditioning or bunking and so on. Complaining about enemies having better cards with stealth is like walking to a condi necro and has no condi cleanses on you.
Stealth is fine as it is. We just need more counter. Every class should at least has some counter to it.
Ever run sic’em on ranger? I can guarantee you it’s almost 80-90% death sentence for stealth heavy spec esp. thieves.
And when they don’t do that, you’re still gonna complain about how devs don’t care. Seriously….
Actually spirit is better for team fight now. Running nature will passively keep your pet at 15-20 might stacks all the time and also perma/near perma protection. Team gets 10% dmg buff and bosses get almost 100% uptime 25 stacks invul. It losed mobility but it def got something else.
Seriously though, pistol whip is like the cheesiest abomination in game and then they put mobility into it? It’s just… Lol. Honestly, 15 burns stacks hurt a lot but it’s still manageable. Even pistol whip still have some counterplay woth a bit of mobility. UA still homes you even if you already dodge or move away…. The fact that this skill exists really baffles me.
This should be a thing only if anet really wants to full steam it into esport. Imagine a team joining a match, a window pops up where each of your teammate picks a class, then pick one out of maybe 10 pre-customized builds for that class. I can see it happening and I can see it significantly improving game balancing and steering pvp into esport but… Will it happen? Dont think so. At least not any time soon.
That’s how it works. It’s called auto balancing. There are criteria on who will be picked but it’s normally the one with least to somewhat high contribution to the team. The lower time you spend on the team also increases your chance of getting picked. If you’re in the team for just one or two mins, you will almost always get picked.
Fallacy. The game doesn’t know how ‘premade’ your team or the other team is. 3 people who happen to be in a party does not instantly make it premade. The parameter is not implementable in the first place. Parameters for high mmr players who also happen to be in the same team, though, are something worth being looked at. It’s only logical to assume that this is already incorporated into the system. Otherwise this is a pretty massive oversight.
(edited by DavyMcB.1603)
Because it will promote avoidance mentality. People will quit instead of keep trying and learning. It will be like what hotjoin is, cycling through team rotation til you find proper carriers. Game will be reduced to slot machining to win. Think about it.
(edited by DavyMcB.1603)
New elite specialization: the shinigami.
Weapon: death note.
This doesn’t even have to be a bloated discussion lol It’s simple. Pets are ranger’s allies. They are separated entities. If a ranger is lying down there, he can still command the pets to help him. They are independent from each other. Pretty much intended (otherwise this is probably the oldest bug ever, most likely not)
I want to fancy the thought that it’s more than just reused skin :P The exalted look like anomaly/mf creature covered with golden armor. It makes more sense since all of them are “energy” beings.
Do you guys think they are connected somehow?
Allowing thief to switch gm traits on the fly would be so over the top. Just give an F3 that allows us to switch between normal dodge and traited dodge is enough.
Aside from the elite…I’m generally for such a change. Would be great help at least as I don’t really like running spirits and forget they don’t do anything if they die.
You should check it out. Spotter + frost + storm + double warhorn(through -CD swap) increases group dps TREMENDOUSLY.
Now that activating spirits will kill them anyway, please make it so that they auto activate when they die. We don’t have any real timer and it’s super clunky to gauge when we have to kill them to make the most use out of spirits.
Surely this can be implemented right away.
Make crossfire baseline bleed. The bleed-from-the-back is so clunky, unfitting to the combat system and wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy outdated.
ohhh. LOL they nerfed it already? hahahahahahahahah I knew that wouldn’t last long.
Where’s the patch note? I’m seeing people saying it’s been nerfed but why haven’t they made an announcement? Where’s the Dev communication?
This is completely ridiculous and proves every Ranger critic right.
I can’t find anything – what change have they made?
In wiki & in game