Just a heads up; if you are about to fail a gauntlet challenge and go to the character selection screen, you will occasionally appear by the Ringmaster. Sometimes you’ll be downed, sometimes you won’t. It can save a little bit of time if your computer loads the map quickly.
This is possibly the stupidest thing I’ve heard anyone suggest. They should have made the Gauntlet have a separate instance area with a spectator area that can see all six arenas, instead of suspending them over explorable areas where zerging is going on. It’s just ridiculous.
There is a certain beauty to it though. It allows you to do the events and then take on bosses in the gauntlet while you wait for the events to come back (or, alternatively, farm destroyers then go do Gauntlet while you wait for the zerg to finish events).
Traherne isn’t sexy =/
You just don’t have taste.
This won’t end well.
By default she’s ugly because she’s Sylvari.
I don’t like Sylvari.
Sieran was beautiful. >_>
It’s not about the existence of farming – it never was. It’s about the harassment, inconvenience and/or fail states produced by most of the recent farm spots.
1) Deadeye farming (aside from the obvious economic inflation) inconvenienced others who were attempting to do the Gauntlet by increasing queue times and adding players who often refused to res others. A few Deadeye farmers were even noted for trolling and arena claiming.
2) Shank Anchorage farm encouraged failing of an event to make money. The farmers often verbally harassed (or sent outright death threats) to people attempting to legitimately complete the event.
3) Queensdale champ farm and other similar rotations frequently spawns verbal harassment and player abuse towards players who kill champs out of rotation. Sure, some players screw with the zerg just to be kittens, but most of the victims of harassment were simply trying to play the game and don’t deserve said harassment.
4) The new champ farm in invasions decreases the likelihood of winning the invasion (especially on overflows). Fortunately, this makes little difference in terms of end rewards.
Rework to weapon skill cd’s and/or effectiveness so that Engineers aren’t totally dependent on kits to be viable.
New weapon(s) (HAMMER, torch, mace, and/or longbow)
Removal of hobosacks – allow weapons to always be visible – just like every other profession.
Buffs to most non-kit utilities.
Nearly every single male Asura hair option. You know it’s sad when bald is the easiest option to take seriously.
Great news!!
While we may not have any resources working on a fix to the hobo-sacks or legendary/kit issue, we are going to get SAB returned next month with a new world!
Oh, and don’t forget about the new Zodiac weapons!!!
And… if that wasn’t enough…. new finishers!
“higher priority and wider reaching”
Yeah, I like how new finishers is a higher priority than fixing an issue that turns people off to an entire profession.
Mesmer
Sword/Focus + Greatsword / HP regen food
Heal of choice + Phantasmal Defender, Phantasmal Disenchanter (for cripple and weakness), and Blink.
Also Time Warp to speed up the damage process. I learned very quickly to NEVER use Moa on her – her damage shoots through the roof.
About 20-30 tries.
As you can see in his works, Matthew Brenher can act much better than that.
I guess Trahearne has designed dull and monotone on purpose for some reason.
Maybe they found our reactions to Kormir hilarious and they wanted to read more of that.
The guy who acted as the voice (and got his movement motion captured for the role too) was Alan Tudyk.
Trahearne was living alone … in Orr…. for about 25 years, give or take. It makes sense that he’d be unused to communicating with people – which could present itself as being dull and monotoned.
The problem with Trahearne is that he never develops past this point. He’s always this boring and anti-social, even when put into a position of influence.
This just in, Tybalt died at Claw Island!
Don’t you mean Trehearne voice Clawr Island?
This won’t end well.
I agree, though this is one of those things that should definitely be account-bound. \
Also – Mesmer porting is community interaction of a positive sort.
This just in, Tybalt died at Claw Island!
Let me list somethings you forgot to add:
1. If guardian traits to be a bunker, they do no damage.
2. If guardian traits for healing they do no damage.
3. Their boons are gained via utility, meaning they have lengthy cds.
4. Guardian has no mobility compared to ele.
5. Guardian lacks the diversity of ele.
1. Same for eles.
2. Same for eles.
3. Granted.
4. Guardians have better offensive mobility than Elementalists because of lower cooldowns. Guardians rarely need escape mobility; Elementalists need it all the time because they are sub-par.
5. False. Both classes are fully capable of performing all roles in the same build at roughly the same efficiency – except that Guardian has the same diversity within fewer skills. Elementalist “diversity” is spread out over twice as many skills, with each having about half the benefit.
Oh gosh. I don’t have time to kill these flame legion! I need to get into CoF NOW and go kill other flame legion!
Everything was peaceful in the Fire Nation until the Adventurers attacked!
“Your kidding… right?” – Thief Summon.
Thief summons are also arguably the best in the game.
Ele summons (except for Water) are pretty worthless in a PvP format and none of their summons particularly shine in any remotely challenging PvE content. Actually, Elementalists have the weakest Elite skills in general.
I wonder how the air, earth, and water attunement skills would be for the torch. Fire skills are easy to come up with, but the other attunements…
Air skills – hot air. Firey tornados, etc.
Water – steam, boiling water, etc.
Earth – molten rocks, hot ground, etc.
That’s the fun of the torch. Every attunement is mixed with fire to create a different flavor. It’s pretty similar to using the Fire Attunement of your Trident underwater.
Players who grind are less likely to buy gems with real money. Which means less money for new content.
People who trade gold for gems contribute just as much to Anet’s/NCSoft’s financial success for 2 reasons:
1) The gems in question are still being bought – just by another person. They aren’t getting free gems, they’re trading gold for gems that were bought for real money.
2) More players buying gems with gold (demand) leads to higher gem prices, which in turn leads to more players buying gems to sell for gold due to the higher prices.
There have been several threads in the dungeons forums about this (I made one of them!). But the developers haven’t visited that forum in months.
Unfortunately, they seem to be so focused on creating new temporary content that they’ve given up on fixing their permanent content. Hasn’t that Simin bug in Arah been a problem since the game released?
Let alone the countless path-breaking bugs in AC path 2 involving Detha. She’s so kittened that she makes Togo and Mhenlo from Guild Wars 1 look good.
I’d say that the most important things to take against her are mobility skills (blinks, leaps), invulnerability/evasion skills, condition removal, and healing.
Mesmers are one of the best choices against her because they have all of these – Blink, Blurred Frenzy, Phantasmal Disenchanter, and significant healing. S/F or S/D eles are also a good candidate because of their invulns, condition removal, mobility, and powerful self healing.
I remember for one of the boss I pressed my gs leap button as he was about to die and so was I.
I won the match, but then it brings you out and I leaped off to my death.
Not too happy with the design.
I personally would have laughed uncontrollably for the next couple of minutes had that happened to me.
Well done. You deserve it after taking the effort to adapt your strategy and keep trying, instead of giving up and being a poobutt baby on the forums. Congratulations^^
You realize that most of the complainers actually did attempt to adapt their strategy (and probably several times at that), right?
Hell, when I attempted it, my group was in there for about 2 hours and attempted about 10 different strategies, including the ones on the wiki. Nothing worked – why? Because the wiki page on the dungeon is crap and doesn’t even bother to discuss the specifics on the spider mechanic. How can one expect pug groups to reasonably complete this content (which as a low level dungeon was designed to be regular content) without all of the information available to them in either game animations or on the wiki?
If I go into an encounter, I assume it’s up to me to figure out how to do it. I don’t rely on any 3rd party, and I don’t rely on the other four people in my party. If I can’t figure it out myself, then I assume no one will. There is no rule that just because you’re running in a PUG group, that no one can figure out what is going on by themselves.
And (unlike every other dungeon boss in the entire game) this version of the Nightmare Tree does not have any effective conveying of his primary mechanic. There is little to no indication of what is actually happening, for reasons already discussed.
And this is perhaps the only mechanic in the entire game in which one person failing to dodge (including a Ranger’s pet) can directly hinder or even screw over their entire team. Now multiply that by every person who hasn’t yet figured out the incredibly vague mechanic in the dungeon (that is indeed so vague that the Wiki had no information on it) and you have a bad experience for a large majority of groups – THAT is why there are so many TA F/U threads.
One strat I heard was to have at 2 1500 range classes (traited ranger for e.g.) and attack at max range. Have the rest of the party pick on the spiders that spawn and defend the ranged classes.
For some reason, Anet thought that the (still difficult) strategy of attacking him at max range from a defensive position was worthy of a patch to take it out. He regens after hitting 90% health every time.
Well done. You deserve it after taking the effort to adapt your strategy and keep trying, instead of giving up and being a poobutt baby on the forums. Congratulations^^
You realize that most of the complainers actually did attempt to adapt their strategy (and probably several times at that), right?
Hell, when I attempted it, my group was in there for about 2 hours and attempted about 10 different strategies, including the ones on the wiki. Nothing worked – why? Because the wiki page on the dungeon is crap and doesn’t even bother to discuss the specifics on the spider mechanic. How can one expect pug groups to reasonably complete this content (which as a low level dungeon was designed to be regular content) without all of the information available to them in either game animations or on the wiki?
You’re new here aren’t you? Not to sound rude, but this has been discussed to death. You are not even beating a dead horse; you’re beating the patch of hammered-flat dirt where the long since rotted to nothing dead horse used to be.
Also it has been confirmed that Arena Net is working on giving every profession access to every weapon. So there is that.
What…Where was this confirmed? ;O
That sounds horrible.
Personally I’m looking forward to it.
See, it’s there in the MMORPG article, but I never saw it in the actual blog post on the Guild Wars 2 site.
I WANT every class to be able to wield every weapon (or at least way more weapons than they can use now), but an MMORPG.com article alone just doesn’t do it for me; I have an extreme distaste for the site and its community and don’t consider them a strong source.
i think it will be boon duration or condition duration. there is also the two other magic find sets. i think the power/precision/mf set will get switched to just a straight berserker set.
This, though Power/Precision/Vit is also a highly demanded stat combo and may be selected for the Pow/Pre/MF set.
How do you know it isn’t working as intended? Has a dev made an official statement like they did for Cliffside fractal? Why, exactly, is it wrong for at least one of the paths to have a somewhat challenging encounter? Why, do you contend, that the appropriate difficulty level of f/u is to be on par with the other paths? Isn’t it possible that the devs intended for it to be more difficult?
The devs intend that if you don’t kill this your first attempt, you’re not allowed to kill it at all. That’s why the spiders don’t despawn, obviously.
If the devs intended for it to work this way, why does no other dungeon in the game function like this – not even elite content (Arah, high Fracs, etc.)? It has to be a design oversight – because a standard (even rather low level) dungeon with a one-attempt-only mechanic is both inconsistent and kittened design.
Especially given that part of the game’s design philosophy is experimenting with new strategies to overcome challenges that proved overwhelming with the last strategy. “Hold on guys, that last attempt wasn’t so great. Let me change over to x. Oh, and if our Mesmer equips these skills, it might work better.”
The entire system was ill-conceived. The travel can at least be circumvented by having someone there to res you when you die, but the queues are a constant reality for any larger server or any popular play hour.
It’s like they didn’t learn their lesson from The Mad King’s Clocktower at all – people don’t want to be forced to wait several minutes to reattempt challenging content that just handed them their kitten . Most of them want to get right back in there and give Liadri or that stupid tower what for.
(And this is coming from someone who successfully completed both).
So would you like a female voice saying “Please dodge in 5 seconds… Please dodge now”? Think GPS in cars.
No. More like said vague headshake involving the tree shaking off pheromones to attract spiders to players they hit or something along those lines. Just an obvious cause and effect correlation that the average player can work out.
Because vague head shake only means something is happening. It doesn’t suggest that it can be dodged, stopped, or otherwise countered at that moment, nor does it tell you WHEN in said animation you should try to dodge, stop, or counter it. It simply summons spiders because it apparently can and somehow, for no logical reason, successfully dodging something that isn’t actually an attack equates to no spiders being spawned – it’s both illogical and unsatisfying on the player’s end.
So let’s see how the price of materials have gone through the roof since the update, by comparing the prices between August 5 and today :
Charged Core : 96 silver, now 83 silver (kind of a bumpy graph)
Charged Lodestone : 2g64s to 2g35s
Globs : 19s to 24s
Giant Eyes : 73s to 74s
Crystalline Dust : 11s to 15s
T6 Blood : 32s to 34s
T6 Claws : 15s to 11s
Dye : 19s to 21sPoint of this : prices dropped a little for materials that could be found more easily during this event (certain T6, some lodestones). The other materials which didn’t have an increase in drop rates didn’t see their price go through to roof.
Exotics and rare ? Players are getting them by the truckload…that won’t increase their price on the TP…just look at the new weapon skins and how some sellers are eager to cut down the price just to be sure to sell their item. In just a day, Entropy dropped from 400g to 189g and now it’s at 43g…
All of these are the result of the permanent champion loot bag feature that came with the update rather than the event itself.
Though it could also be argued that the toxic ember farm is unrelated to the event, as it’s just a result of that same loot bag change.
It’s since been nerfed as you said. Gambits have also been nerfed and both probably will be again.
Oh, yeah, I’m totally sure that they’ll bother nerfing Deadeye farm when the content will end in 2 days.
Spiders NEED to despawn each time the boss resets and the entire dodge when it shakes to avoid spiders mechanic should be better conveyed. Like have it fire spider hormones at your or something, I don’t know – but a vague shake with no indication that you’ve been hit by anything or are about to be hit by anything is not a good telegraph for a group-destroying mechanic.
Turning the hobosacks into (Batman) utility belts would be awesome. Beyond awesome, actually.
And when you swap to a kit, your weapon should be stowed on your back where the hobosack used to be.
Two things need to happen:
1) Spiders need to despawn after each attempt. It should not be more of a hassle to keep trying than it is to restart the whole dungeon after one failed attempt.
2) The boss’s mechanics should be better conveyed. They don’t need to be changed – just better conveyed. There is no indication that the spiders are a dodge-able attack – yes he shakes his head, but there is no indication of a hitbox or a “dodge now” or even an “I should dodge this” to portray the mechanic. The very concept of dodging an add spawn is just silly – “Oh, they evaded, looks like my spiders can’t get here now. Well, **** me.”
They’re a class all about building things. Hammers can be used to build just as easily as they can be used to destroy. They’re the only non-heavy class that really fit with the hammer thematically (though any class could be expanded in definition to fit any weapon), and I’m sure the Engineer (the class with the fewest weapon sets) would enjoy having this option.
Plus, who wouldn’t want to be able to wield Genesis, Entropy, or The Juggernaut?
What if there is no Queen Jennah and it a figment of your imagination.
There is no Jennah, only Zuhl.
What if Queen Jennah is ….. BATMAN!
If this is true, we’re in for a treat.
Your queen is in another castle!
I’m actually really surprised there haven’t been more eastern styled weapons and armor in the game. Done right, they could probably look really good.
Well they dropped the entire “eastern” area into a gaping pit. Just sayin’.
The Great Collapse was never a Canthan area. It was an arts district.
(Edit: Correction – it was originally intended to be a Canthan district early in development, but was scrapped in favor of an arts district that became The Great Collapse.)
The closest thing to a Canthan area in Guild Wars 2 would be the Dominion of Winds (the Tengu city), as a large number of the residing Tengu are descended from those that immigrated from Cantha after the attempted genocide on their race about 250 years ago. And even that is shaky, as the Tengu were never particularly integrated into Canthan society.
Canthan descendants in Tyria are pretty much a rare and scattered group by the look of things.
(edited by Duke Blackrose.4981)
Her big reveal is that Logan is pregnant
And Mr. Sparkles is the father. But no, that’s not for this reveal. Countess Anise will reveal that to the masses at a later date.
The mystic forge pre-cursor gamble isn’t a good idea for the same reason why no decent financial adviser will advise buying lots of lottery tickets in hopes of winning.
For most, just buying the precursor is better for your time and sanity – a few may have struck it lucky, but you probably won’t.
Also – just throw dungeon token exotics into the forge for that chance at a pre-cursor. It’s free and if you fail, you get an exotic that you can actually sell; you win either way.
Is that she was really Zhaitan all along and the one killed by the Pact was nothing more than an illusion. It was all part of her nefarious plot to bring important heroes and representatives of all races together to eliminate them. This spirals out into a chain of events:
1) Logan’s Quest
Sexually confused over his attraction to Queen Zhaitan, Logan Thackeray questions everything and runs away again. Rytlock seeks to find him and snap him out of it.
2) Minister Caudecas is revealed as having been a hero all along
Siding with the Separatists was nothing more than an extreme and necessary method of opposing a ruler who he knew to be evil all along. Help him thwart Queen Zhaitan’s plans at the speech.
3) Scarlet is a member of an underground faction seeking to put an end to Queen Zhaitan’s reign. You must help her hunt down and burn the disguised undead among the Krytan populace before the clock ticks down and time runs out.
4) Tybalt, Sieran, and Forgal are revealed to have survived Claw Island thanks to the help of Livia and the Scepter of Orr. You gladly accept their aid in slaying Queen Zhaitan.
5) Trahearne saves the day through his remarkable powers of prediction.
“This won’t end well.”
Can we get less direct gold and more trade-able loot? The champion loot bags were a great idea as were the dungeon reworks, but they also served to bring more gold into the economy, resulting in inflation. Deadeye farm is a particularly bad case of this – as his (high) rewards are almost exclusively direct gold payouts. The addition of more trade-able item rewards would actually take gold out of the economy through TP taxes, countering inflation.
A higher focus on materials, rares, exotics, and trade-able miniatures with less new gold production would probably be better for the ingame economy in the long run.
A good example is the Crown Pavillion, as (with the exception of time-rotated champion loot bags and the occasional, normal money drop) nearly all rewards are materials, bags, junk, or weapons.
(edited by Duke Blackrose.4981)
There is no ETA on them, other than that they were in the 2013 plans.
1. Male. 21.
2. Since launch. Other mmorpgs since approximately the age of 10.
3. Male human Elementalist. Circus storyline then Vigil. He’s a character who starts out frivolous and becomes an expert tactician.
4. Everything. Dungeons, open world play, pvp, WvW, jumping puzzles, you name it.
5. Only that he is male. He’s a pompous, yet likable genius with a flair for sarcasm. Leans towards the effeminate side, if anything.
6. N/A.
Gee, I would have loved to be playing Guild Wars 2 a decade ago. That would have been really great.
I talked to an officer in my guild about it. He stated that the path became more difficult (next to impossible) because of a change or bug that caused more spiders (including powerful recluses which he said were not there before) to spawn.
Sure enough, in the dungeon guide video in the stickied thread, there are significantly fewer spiders and no recluse spiders at any point during the boss fight on the video walkthrough. When I attempted it today, the group was almost immediately swarmed with them, even on the first attempt – that’s a significant difference in difficulty as opposed to what was shown in the guide.
I’m convinced that there is a bug (or really stupid change) that’s making the boss more difficult than intended.
At the very least, the adds should despawn after each party wipe / time the boss resets. It’s downright ridiculous that they stick around to make consecutive attempts more difficult.
You want to change Gale to be point blank? or would this retain its range?
It retains the 900 range 2s knockdown (with a push added) on your target while gaining a very small point blank aoe cone that pushes foes away.
