1UP.
This kind of content should always be available as a minigame for those who want it.
It’s already one of the best cultural armors in the game – Humans have the best culturals in general. I’d say the Norn light armors and most of the Sylvari armors could use some buffing first.
Elves are lame and cliche.
If the title wasn’t self-explanatory, I suggest adding in claws as a weapon type. The Wolverine-style weapons would be usable by Thieves, Rangers, Mesmers, and Necromancers and take on widely different roles based on class, but would always include great gap-closing abilities.
Ranger GS is more consistent with more utility than the Warrior GS. Warrior GS is countered by stunbreakers and dodging more readily than Ranger GS is.
Also, the damage of the pet needs to be factored in to the equation to make any real comparison.
Yes, nerf quickness and leave the trait at 2 seconds on swap. That effectively halves my already abysmal DPS.
They need to stop nerfing things because of lack of imagination. Oh PvE was becoming too easy for SOME people, lets make a sweeping change for ALL people! How about selective changes? Ranger’s did not need another nerf by association.
They should have increased the trait duration or buffed Ranger damage output. That’s a given. But these changes can still come – and probably will… eventually.
My point was – and is – that the quickness blanket nerf was a necessary change to establish a proper balance foundation that should have been implemented in beta. Even in the early phases of the game, it was blatantly obvious that quickness was causing issues in its pre-nerf form.
Longer duration, lower power quickness synergizes better with the Ranger’s role as a sustained damage class, as opposed to a burst class, anyway. The catch is that they actually do need to have longer duration quickness… or, because they already have the highest quickness up-time of any profession, an overall base damage boost.
And we might just see Ranger weapon dps brought up to compensate for dps lost to the quickness nerf. Hell, the Greatsword buffs were enormous. Like …. Godzilla piggybacking on King Kong huge. The new Ranger GS may actually compare to the Greatswords of the Guardian, Warrior, and Mesmer. Hell, it has a higher utility value than any of the other professions’ greatswords (with the possible exception of the Guardian’s).
Overall, I’m happy with the patch.I like the greatsword buffs, I really do. But I still have a few issues with the ranger greatsword. First off, maul does great damage, but only to three targets. Where’s our big five target AoE greatsword attack that guardians and warriors have? Hell, all of the guardian’s greatsword attacks except for the auto attack hit five targets. Swoop is a nice gap closer, but I would also like to see it hit more than three targets. Hilt bash doesn’t seem to apply its stun consistently, even when you’re always behind your target. I find that it only sporadically interrupts skills, regardless of where I’m standing in relation to my target.
So yeah, Maul and swoop need to hit 5 targets, and hilt bash needs to be more consistent in applying its stun. In fact, I would argue that hilt bash should stun regardless of orientation to the target. Daze and stun at the same time is a bit redundant.
I can definitely agree on Hilt Bash. May as well make it always stun considering that the duration on it isn’t terribly long. As for hitting 5 targets….. I rarely find myself caring. If they want to make Maul a larger, 5 target skill, that’d be swell.
The big problem I see with the class right now lies in traits. Everything except for Beastmastery and Wilderness Survival (with the exception of some of the Skirmishing Line) is kind of hilariously crappy.
Honestly, quickness as a mechanic was horrible and needed to be nerfed – too many builds and channeled abilities were useless without it and overpowered (or at least pub-stompy) with it. It made the whole game more difficult to balance from a PvP stand-point and played an integral role in W/G/Me speed runs of dungeons. Nerfing or removing the mechanic was a requirement for ensuring a stable balance base for the game to move forward with and build on.
Now that quickness is brought down to a reasonable level (being pretty much exactly the same as the standard 33%, which was actually 50%, attack speed buffs in Guild Wars 1), skills can be rebalanced in a healthy way. We might just see Hundred Blades rescaled to be useful without quickness and not overwhelming with quickness. We might just see Rapid Fire not suck kitten without quickness and not be slightly underwhelming with it.
And we might just see Ranger weapon dps brought up to compensate for dps lost to the quickness nerf. Hell, the Greatsword buffs were enormous. Like …. Godzilla piggybacking on King Kong huge. The new Ranger GS may actually compare to the Greatswords of the Guardian, Warrior, and Mesmer. Hell, it has a higher utility value than any of the other professions’ greatswords (with the possible exception of the Guardian’s).
Overall, I’m happy with the patch.
Currently, there are only a few hats in the game, (mostly Medium, with one Light armor hat), and there is something I’ve noticed about them – they all go out of their way to hide your hair:
The Lionguard-style tricorn puts a bandana over your characters eyes and the back of their head. This one admittedly works and looks okay. It’s the only decent hat.
The Pirate hat resorts to some hideous flap that hides your hair.
The Guild Wars anniversary town clothes cap and the Human Light Cultural t2 hat both render your character as being bald.
Etc.
As such, I’ve come to a conclusion: the Guild Wars 2 engine is currently incapable of combining hats with customized hair, or if it can, the results of this were less than satisfactory with a considerable number of styles. This carries over to the vast majority of headwear, with the only notable exceptions being masks and other face-only head armors.
So why resort to an ugly cop-out? The current hats are (with few exceptions) basically worse than no hats at all. Which is a shame, because tricorns, fedoras, and other headwear can add a lot of personality to a character’s appearance.
Is there anything stopping you from taking a more … visually pleasing approach – perhaps using a basic, set hair style with hats? This could just be a part of the hat – a dye-able location that would hopefully look a hell of a lot better than that Pirate monstrosity.
Likely something coming later with the DSD. But, Drakkar is another possibility maybe?
http://www.guildwarsguru.com/forum/drakkar-lake-ice-creature-screens-t10201206.html
I’m 90% sure that the “Leviathan” from the trailer is Drakkar.
I would rather see redundant stat gears.
Like Power/Power/Power.
Or Power/Power/Precision.Would provide a way for some fringe builds.
I would totally roll a Power/Power/Power Ranger.
We already have that stat combination. It’s just has a different major/minor setup on it.
I would like to see magic find, magic find, magic. No, just kidding. I would like to see Power, Precision, Vitality, and all-stat rounded gear added to the PvE nomenclatures.
Any combo, that doesn’t center itself around “Abyss” dye, is terrible
Midnight Ice is the cheaper, less boring version of Abyss dye.
Mesmer gets dull once you realize how bland their skills are when you look past the illusions. It’s definitely the more viable class and I recommend having one….
But overall, I’d say Engineer is more entertaining. Learning to properly alternate between kits and their main-hand weapon gives them quite a bit of depth and allows for more interesting play than the Mesmer is capable of.
I like the new Tengu. They have a distinct, instantly recognizable culture and their new physique looks more lean, wary, and polished.
I do, however, hope that the animations are up to par with Talon Silverwing’s from GW1. That would be fantastic.
“But you called it a dungeon RUN!”
Yes please. The Wolf light armor worn by npc’s is 1 billion times better than the hideous norn light culturals.
Rangers can currently use the K key to open a menu to name and swap out their pets. A similar interface could be utilized by Engineers to customize their kits, which are currently hideous “hobosacks” that can’t be hidden and can’t be modified.
Pressing the button would open up an interface with the following features:
*Show/Hide backpacks when kits are equipped.
*Color customization.
*Model customization – including several models of backpacks, some heavy and some sleek, pouches/satchels worn at the hip, etc.
*Flamethrower/Elixir Gun conform/don’t conform to currently wielded Rifle skin.
This should make kits less of an eyesore and more of a legitimate aesthetic choice if implemented.
Which enemy types do you hate the most? You can include reasoning if you want.
Mine;
5: Harpies
They make annoying sound effects, fly away when you close the gap on them, and knock you back just to waste your time.
4: Canyon Spiders
Yo dawg, I heard you like immobilize, so I immobilized you while I immobilized you so you could be immobilized while you were immobilized.
3: The Krait
High damage output, large numbers, knockbacks off of ledges, and underwater combat does not a fun foe make.
2: The Risen
You knew this one was coming. Large populations, high movement speed, high health, high damage output, high crowd control, and annoying shouts make the Risen a nuisance.
1: The Dredge
They are durable, attack in high numbers, have mining suits that summon even more of them, high damage, high cc, can knock you off of high ledges to kill or inconvenience you, immune to blind, ugly, make incredibly annoying sound effects, AND they are Communists to boot. I really, really wish my Guild Wars 1 character would have exterminated them when he had the chance.
Every race needs more hair options. I would kill to have a ponytail on my human male.
I question the taste of the community as a whole when black and whites are the most expensive dyes.
What? I happen to love black and white. >_>
A darker blue would have made that a perfectly reasonable combination.
The last thing that Rangers need are more traps which would only serve to limit potential builds even further. I’d like to see a return of the ranger’s preparation buffs to arrows as was in the original GW. I’d like to have a couple seconds of fire condition applied to my arrows, along with the active ability on that elite skill to cancel out the burn being given to the arrows and the next arrow blinds and dazes opponents in aoe from the target.
Now that’s just silly – you can’t limit potential builds by adding more options.
As for preparations, I’d love to see them. Honestly, Guild Wars 1 rangers were far superior to Guild Wars 2 rangers in both fun and effectiveness.
Well, to further my reasoning, elite skills should be tempting regardless of spec. If this new trap elite was considered the best new option I’d think we’d see even more trap builds. Thus, “limiting” build diversity. An elite should be an extra boost, not playstyle defining.
To add to this though, I do believe rangers need easier access to good AoE abilities. Other classes get this as a bonus to their main hand weapon or on a very short cooldown.
Rangers have better elites than most professions – it’s their weapons, utilities, traits, and base numbers that are lacking. In the hands of any other profession, an equivalent to Rampage As One (that worked without a pet) would not only be good, but downright overpowered. Entangle is (albeit situationally) very useful as well. Spirit of Nature is just about the only spirit worth taking, though it could probably stand for a bit of universal spirit buffing.
When you compare that to the downright bad elites of the Engineer (with the sole exception of Supply Crate), the Warrior’s Rampage, the Ele’s Tornado, Basilisk Venom, Renewed Focus, and Flesh Golem, the Ranger elites are actually quite fantastic and wouldn’t necessarily be outclassed by any new options. Smoke Trap would simply make a great new tool to synergize with trap builds and longbows.
My point is that the issue with the Ranger is not in their elite skills, which are mostly solid, even above-average, but with their kitten -poor utilities (with only traps and a few various other utilities even being remotely viable) and poor numbers in general. Higher base damages on Ranger weapons would mean more usage of Rampage as One, whereas better numbers and trait support for Spirits might mean more Spirit of Nature usage.
The last thing that Rangers need are more traps which would only serve to limit potential builds even further. I’d like to see a return of the ranger’s preparation buffs to arrows as was in the original GW. I’d like to have a couple seconds of fire condition applied to my arrows, along with the active ability on that elite skill to cancel out the burn being given to the arrows and the next arrow blinds and dazes opponents in aoe from the target.
Now that’s just silly – you can’t limit potential builds by adding more options.
As for preparations, I’d love to see them. Honestly, Guild Wars 1 rangers were far superior to Guild Wars 2 rangers in both fun and effectiveness.
I can’t play a Necromancer simply because of the horrendous noise they make with almost every single attack, over and over and over…
I agree with you on this. Although I really don’t care for the mesmer sounds either. I leveled a Ranger first and I think because it was just so quiet with the animations that I could hear the background music and kill things lol. I have not found another character that I find like this.. I just got tired of my pet always being dead and my f2 skill not going off
Mesmers are very fun to play though so it makes up for the sounds lol.
Unless you’re a male norn – then the noises are unbearable. Every time you throw an axe the Norn shouts.
Mesmers are powerful in PvP and great in dungeons. A bit lacking in open world PvE, especially before level 40.
Necromancers are traditionally taken for condition damage over time builds with a Scepter/Offhand, Staff combo, but have direct damage builds available to them as well. They have a lot of bad and bugged traits, but still pack a lot of potential in sPvP/tPvP and PvE when mastered. Very durable class with high base health and death shroud.
Elementalists are fun, fast-paced mages that require swapping between all elements to get the most out of their boons, utilities, and damage spells (both direct and condition DoTs). Great in all modes of play when played well.
Guardians are highly durable characters typically played as bunkers, though they provide considerable damage and support as well. Possibly the best class in the game overall.
Rangers are primarily condition DoT’ers that use their pets to deal some direct damage and off-tank for them. Considered to be one of the worst (if not the worst) profession in the game currently, though they see some play with beastmaster bunkers and trap builds.
Engineers can be direct burst damage with rifle/grenades/bombs, snare/stun locking with Rifle and turrets (specifically Net turret), or condition damage with P/P or P/D and many of their kits. They pack some of the best crowd control in the game and can be a load of fun to play, but are currently in a rather bad state, alongside Rangers and Necromancers thanks to lots of bad utilities, terrible elites (aside from supply crate), and bugged or bad traits.
Thieves are usually played as a burst class (but do have a viable P/D condition build). Tend to be lacking in the support category (as Venoms tend to be subpar and their other support is mostly just AoE stealth), but they put out a lot of damage and can maintain a lot of stealth. Currently overpowered in World vs. World because of culling issues. Often discriminated against in dungeon groups.
The better question is – why would you want this? Mode jumping is fun. Static play is not.
They need more elites from Gw1 haha. Though the engineer one has been brought up time and time again. Some are say that when you put down a mortar that you should be able to pick it up and turn it into the Rocket Launcher kit setup. The thing is so narrow on the things it can do because of the pure amount of gap closers and invsi in this game, any class can run up to you and destroy you/it and be too close for the thing to do damage.
The Mortar really needs to be an automatic Mortar turret to be even remotely useful.
Who would get what?
(You can also just pick one class.)
I would give:
Warriors – “Finish Them!” (shout) – All foes below x health take burst damage.
Guardians – Summon Spirit Army (spirit weapon) – summons 3 random spirit weapons that can be used alongside your regular ones. High CD.
Rangers – Smoke Trap (trap) – deals high damage per second, blinds, and disables movement abilities.
Thief – Signet of Death (signet) – Passively deals x% more damage against foes with less than y% health. Activate to lose the passive and knock the foe down and deal z damage.
Engineer – Missile Kit (Kit) – Pull out a Rocket Launcher which deals impressive damage. Can be traited for 1500 range. Only Elite with no cooldown, being a kit. Also the only kit with no Tool Belt skill.
Elementalist – Avatar (Cantrip) – Turn into an avatar of your current element for a few seconds. Does not change skills. You remain in this element’s form even if you swap attunements.
Air – 50% Faster Movement speed. All skills cause blinding.
Earth – Take less damage. All skills cause bleeding.
Fire – Gain might stacks. All skills burn foes.
Water – Pulse heals around yourself. All skills chill foes.
Mesmer – Illusionary Champion (Phantasm) – Summon a Phantasm that wields your current weapon and has significantly higher health and damage than other illusions. It counts as x illusions when shattered.
Necromancer – Hell’s Well (Well) – Creates a Well that deals high damage and burns foes with each pulse.
I think if we use a lot of elixirs, we can grant a lot of boons and conditions removals to allies
Shame we can’t dictate which boons are given.
What expansion?
The expansion they’ll announce to counter The Elder Scrolls Online.
It’s an Elder Scrolls game. It will be countered by horrible game breaking bugs that can’t be modded out by the modding community because it’s an MMO. And counting on those developers to fix anything by themselves is just hopeless.
It’s an explosion of flavor!
Ohhhh…that one
No one talks about that one though…right?
Of course not. They’re all focused on the expansion where you can open up your very own Risen Fried Chicken.
What expansion?
The one that wasn’t announced. You know the one where giant Charr-eating donuts take over Orr to enslave the undead and make them build pyramids as a monument to their deliciousness? Yeah. That one.
Middle class, obviously.
I spent months trying to figure out which profession + legendary I wanted to get to best enjoy my main character. All I knew was that I’d keep farming for when I would eventually be able to make that decision. I had always overlooked the Engineer because I was clearly doing something wrong – I thought it was a boring ranged only style.
Now I realize that I was horribly, horribly wrong. With a Rifle, Grenade Kit, Bomb Kit, and Rocket Boots, I have all of the tools I need to make a fun, free-flow playstyle that packs good utility, cc, combo fields/finishers, and damage. Drop that Big Ol’ Bomb, Fire Bomb, Jump Shot combo and watch mobs go boom.
I’m having a blast (and quite literally at that), and have decided on the Engineer and the Predator as my Profession/Legendary main.
(edited by Duke Blackrose.4981)
I don’t even use grenade kit for the tedious 1 skill. I use it for the utility granted by the 2-5 and tool belt skills and swap over to my rifle and bombs to deal most of my damage.
You could run glassy if you used your dodges properly. Traits that help with your endurance are quite readily available in glass builds. You also have a lot of crowd control should you opt for a rifle as your weapon.
Jump Shot. Do the Mario!
So you want awful Skyrim combat? No thank you.
With the current system, legendaries are P/V/T by default and the only way to change this is by transmuting them onto an exotic with the desired stats – this effectively breaks the weapon by removing its legendary status.
My suggestion is this – add Mystic Forge recipes to combine a Legendary with one material of the appropriate type (such as Blood = Berserker and Passiflora = Shaman’s) to change the stats of a legendary.
I would love to see. Ritualist, assassin (wears rifle instead of short bow) , beserker
Everything the Ritualist had was put into the Engineer and Guardian. The Thief is basically the same thing as a Guild Wars Assassin except with stealth in place of shadowstepping as the primary mechanic. The Berserker role is already contained within the Warrior.
So, you want a refund because you can no longer exploit an overpowered consumable?
BARDS ARE NOT MUSICIANS!
Minstrel = English court musician, no combat skills.
Bard = Celtic Warrior Poet, who would wade in to battle chanting mystical poems, disembowels droves of enemies while doing so, then walk away spinning a rhyme about all the enemies they just killed. These guys were BAs, not lute carrying pantywaists. If you want some real bard stories, look up Finn MacCoul, Oisin, or Cuchulainn.
I would love to have a bard, but if they screw up like D&D and make a bard that is actually a minstrel, I will not be responsible for the harm it causes me to inflict upon them.
I’d also be find having a musician class if they actually call it a minstrel and not a bard! People need to stop perpetuating this stupid mistake, the guys who made D&D were a couple of random joes who put in zero research. And there are so many mistakes in it when it comes to the mythological characters it represents, how they portray bards being one of them.
Umm…. here’s the thing about professions – sticking to older lore is pointless and unnecessary. As the developer, it is your world. You define what something is and how it works. If D&D says that Bards/Minstrels are musicians in their world, they are musicians in their world. If you say that Bards/Minstrels are living potatoes in your world, then they are living potatoes.
guesting isnt the problem;
overly rewarding facerollable open world events on timers are.its time to start thinking guys….
Too bad dungeons now are a joke compared to these events…. Just spam one one one even with 200000ping and after a while get your super rares. This is totally unfair, effort should be rewarded not standing still.
I’m just sad because if Anet ever think this is a problem they will just nerf world boss rewards, which isn’t the solution
Ha. Dungeon speed clears still reward far more cash than these events.
The best implementation of the Bard I’ve seen was in Forsaken World. In that game, each spell had a Note associated with it. Chain any 3 notes together to get a song that passively buffs allies. It could work in this game as a profession mechanic.
Engineers currently have the least weapons of any class – they only carry a rifle, pistol, off-hand pistol, and shield. Few weapons fit them thematically that aren’t covered by their kits. They also lack a non-kit melee option.
My answer – Hammer. The Hammer works with everything the Engineer is – a profession about building and tinkering. What is a Hammer but a big tool that can coincidentally be used to horribly maim and murder things, after all?
Engineers would use Hammers for crowd control and utility (such as repairing allies armor to heal them or provide protection), relying on their turrets or kits to fill in the damage gaps. With a Hammer and an Elixir build, the Engineer becomes a support powerhouse.
Scepter/Torch is amazing though.
All they really need to do is fix the guesting part.
You wanted more loot, and the result is it created a ton of deflation and lowered our income.
Be careful what you wish for next time.
Have you actually looked at rare prices? They haven’t deflated by a significant degree whatsoever. Ectos have deflated, but they were too expensive as it was. The new price of ectos is fantastic.
(edited by Duke Blackrose.4981)
