They’d probably have to rebalance most of the whirl skills in the game if they did something like this, as most of them create multiple whirl finishers in a relatively short period of time. Getting 8 stacks of Burning from a Whirl + Fire Field in a couple of seconds’ time would be a bit much, especially since it’d be an AoE that would hit everything in the vicinity.
Not to say that I’m against the idea, just that it might be pretty complicated, at least if they went this direction.
When I saw the update for today, I was pretty excited. The snowflake glider is really nice. Definitely considering making it my first glider purchase.
But there’s one thing holding me back from doing so after watching a video of it in action, and that’s the sound effects. Why on earth does it reuse the “creepy, whispering souls” sound effects from the Soul River glider? Its a fitting sound effect for the Soul River glider, but snow? What does snow have to do with creepy whispering? It doesn’t make sense and honestly, even if it seems a bit silly, I’m not sure I would be able to tolerate hearing that whispering every time I pull out my glider. Its pretty irritating.
Is it a bug / mistake, or intentional? Any chance of it getting changed?
The armor pieces are granted through achievements, which are account-bound. So no, creating another Rev won’t give you another set.
Just get yourself a set of exotic armor through normal means and use the wardrobe to change the skin to Mistward.
Combo fields have a limit on how many players can use them. I believe its 5 people that can use any one combo field.
So part of the problem is probably with the sheer number of people and the fact that the combo fields are reaching their limits.
The other factor is that most auto-attacks are only 20% combo finishers, which means each shot only has a 20% chance of proc’ing a combo finisher, not every shot will do it. So if you’re just auto-attacking into a group, you’re not going to be seeing that combo come up every time.
There’s an item called “Rare Flower Seed” that you can get from Passiflora and is a crafting material for Scribe that has no material storage spot (and no wiki entry, for that matter).
I don’t think its too bad for a minor trait. If it were a major, then yah, it’d be extremely undertuned.
It could still use a bit of a buff, though. I’d personally favor a longer-lasting Vuln rather than increasing the stacks per application. 8 seconds perhaps, maybe even 10.
ALL of the devs have basically dropped off the face of the planet since HoT launched as far as forum replies go. This is not something exclusive to Irenio / Ranger. Please stop acting like it is. It seems like we’re getting back to how it was pre-HoT (as in, before the announcement) where dev forum presence is much more limited. I’m sure we were all hopeful that the new interaction from elite specs / HoT was going to be a permanent communication shift, but there was always a chance it wouldn’t be, and that appears to indeed be the case.
And while I agree there have been a lot of unneeded nerfs to Druid, it doesn’t at all compare to Thief steal. Its a single attack on a single weapon that not all players utilize and that has only a small benefit of being non-targeted vs Thieve’s profession mechanic which all players use and has wide reaching benefits. Also, an intended change vs probably an unintended one / bug.
Not only outfits, either.
They’ve also released a whopping 4 Gem Store weapon sets since HoT launched. Which is way, WAY more than they’ve ever put out in such a short time period. Usually it’d be one a month, where since HoT its almost been one a week.
I mean, they did completely stop new weapon sets in the months leading up to HoT, so its clear they were using that time to make a “stockpile” of weapons. I’m not suggesting they’ve actually been able to create a new weapon set every week from scratch. But putting them all in the GemStore instead of in-game as part of HoT… yah, definitely some cashgrabbing going on there too, I think. There were more new weapons in HoT compared to armor skins, but even then the numbers of new stuff was hardly super impressive. Heck, I think at this point we’ve actually got just as many post-HoT weapon skins from the Gem Store as were in HoT itself, if you take into account that some of the in-game HoT skins are just recolors or slight modifications of one another.
I’d rather have a longer immobilize duration than change it to a knockdown. I think that’d be more useful and fit better thematically.
But since they probably aren’t going to increase the immob duration significantly due to the rare chance of hitting an enemy multiple times and getting double duration (their big “buff” was a half-second boost from the first beta)… yah. Make it a knockdown instead, sure. Ancient Seeds synergy would be pretty nice.
Nope. I hate passive movement boosts that cost nothing to take. With as powerful as speed boosts are, no one should get them for free while others have to slot skills or major traits for them (or they should give everyone them for free and make it baseline). Chronomancer’s minor trait movement speed buff is bad enough as it is, but at least they have somewhat of an excuse in the fact that Mesmer has always been really limited in movement speed boosts.
Ele has plenty of movement speed options. Absolutely no reason add a passive move boost. Signet of Air. Boon Duration + speed conduit. Basically anything in the Air traitline. Blast finishers in lightning fields (and conveniently we now have a lightning field with any weapon set via Overload Air). Horn #4 and Staff #4. Elemental Attunement.
I’m sure it COULD, but I don’t really think it would fit thematically nor work particularly well in practice.
Dragonhunter’s heal trap is enemy-triggered and has always had an effect on enemies (it blinds and damages). Healing Spring is purely ally-based. Allies trigger it, and it only heals and buffs / cleanses allies, doesn’t do anything to enemies.
There aren’t separate “wheels” for elite spec utilities / traits. Its all one wheel found on the bottom of the training menu (“Herald”), and you have to go in order. So even if you don’t want to use some of the skills, you’re going to need to buy everything in the order given to eventually fully unlock everything Herald offers.
There have been plenty of situations where I thought to myself “I wish I had my glider right now” but no, I haven’t forgotten and killed myself. I’m pretty good about remembering where I am and what skills I have access to at any given time.
I meant to ask this during beta when it probably would have had a better chance of actually being seen, but what’s up with the glyph visuals?
All the Elementalist glyphs cast an actual visible symbol / glyph in the air when using them. A nice little touch to differentiate them a bit more from other skill types, I think. I’m quite fond of it, simple but unique.
And it seems like they started to do that same concept with the Druid glyphs, since Alignment has that effect as well. It would certainly make sense if they did, since in functionality they’re almost nothing like Elementalist glyphs, so the visuals should match at the very least. Something has to tie them to the other glyph skills in the game, if not the functionality then at least the visual flair.
But none of the other Glyphs have it. Why not? Most of them do still have the character wave their hand in front of themselves as if casting a glyph, it’d be perfect to just put the visual there as well.
To go into a bit more detail on what vespers said, the light field isn’t tied to glyphs by default. Rather, Seed of Light (the #2 skill in Celestial Avatar form) creates a brief light field before it “pops”. And the Verdant Etching trait triggers Seed of Light on glyph cast. So while running Verdant Etching, yes, you essentially get a short-lived light field when you use a glyph.
Fine with me. Being both one of the most powerful DPS pets AND having extremely high health made it too strong on too many fronts. Nothing wrong with having a glass cannon ranged pet. It still needs to get some darned finishers on its attacks (seriously, its literally firing physical projectiles, why is it not a projectile finisher?) but otherwise its fine. Still very good, just doesn’t completely outclass every other ranged pet at literally every aspect like it did before. You want a tankier ranged pet, take a devourer.
And as mentioned, the vitality listed and amount of health it had were always off. So yes, its a bug fix.
The only potential issue I have with this is that the pets no longer match the enemy creatures, which are also ridiculously tanky. Something that could be fixed by fixing the enemies as well, because I don’t see any reason they need to be so tanky either.
Aw, man. I have 100% Southsun completion on every single one of my characters, but I never got around to actually going there with them after the change to get my rewards. Only went there with 1 of my 6 characters.
RIP 10 free exotics ;.;
I actually like the basic concept of the outfit. A garb made out of parts from animals you’ve killed. Hides, bones, that sort of thing. That’s actually pretty nice.
However, it is ridiculously overdesigned. Spikes everywhere, the gloves are enormous (and what exactly are they even supposed to be?), and that dangling skirt with the metal blades is both out of place and silly looking.
They’re not really my cup of tea, but they aren’t really bad skins for the most part.
I really don’t like the random spike patches on some of the weapons for no reason, though. Like the longbow, and the hilts of the swords.
Also, ’dat pistol. Just no.
The Wiki is missing some stuff, but Sinister ascended trinkets aren’t one of them.
http://wiki.guildwars2.com/wiki/Ascended_trinket
There are 2 amulets, 2 rings, 2 accessories. All rewards from Living Story Season 2.
I would love this so much. Heck, I don’t even need 3 of them, I’d easily settle for a single racial glider per race.
It has certainly been a while since we got new hairs and faces. They were coming out pretty regularly there for a while, but now they’ve seemingly stopped entirely.
Like many others, I assumed it was perhaps that they were saving them for HoT or something, but now… who knows. Maybe they were just so busy with HoT that they didn’t have time for that sort of thing even for a joint HoT release, but that doesn’t seem to have slowed down outfits or weapon skins, so… yah, kind of a mystery. I hope they haven’t reached the point where they aren’t going to add any more period.
The Watchwork and Candy Corn nodes regularly give you 6-10, because each strike gives you 2-3 sprockets / candy corn. My guess is that you’re mistaken and thinking of one of those nodes instead of the Quartz.
Quartz does not and never has given multiple harvests per strike. Each strike gives you 1 Quartz Crystal by default, with a rare chance to give you either a stack of 5 quartz or a single charged quartz as an additional bonus.
Unless you’re really, really lucky getting that bonus 5 every day.
There IS a limit to how many “bouncing chests” you can have waiting for you at any given point, though I’m not entirely sure what that limit is.
However, if you go beyond that all that happens is that the game starts dumping the items into your inventory automatically. So its not like you can ever really lose them or anything.
Probably not. Too much effort they rather spend on elite specs.
I believe this xpac, they made a new profession. Next xpac, they will likely add Tengu as a playable race.
They said making a profession was easier and more productive than making a race, which is why they didn’t.
Would be nice if they’d at least add tonics like the Watchknight.
They didn’t say anything about being easier. All they did say was that a profession allows them to add meaningful gameplay mechanics while a race is basically just aesthetic (since the racial skills are intentionally underpowered to avoid having one race as the “best”). So they value a new profession over a new race because it actually alters the gameplay and gives people new meaningful options.
For that reason, I’m pretty pessimistic about ever getting a new race. If that’s their stance now, it’ll probably continue to be in the future, so they’ll probably continue to value new professions and elite specs over races. I mean, in theory they’ve now laid the groundwork for all these new systems so that should make the next expansion a bit smoother, which would allow for more time to develop something like a race. But it would likewise allow more time to develop a profession or elite spec, so…
But I would love a playable Tengu. They look awesome (HoT especially outlines just how much variety they could have) and have some nice lore behind them. So I’ll be happy to be proved wrong at some point.
I’m guessing the recipes for the Keeper’s items ARE available from the Pact Supply Agents via that BS RNG page, just that no one has seen them yet (or perhaps more likely, no one has bothered to update the Wiki with that information). I mean, said wiki is still missing half the exotic Zealots recipes even, so it seems feasible that the Ascended ones could be in there and just exceedingly rare to the point where the info hasn’t made it to the Wiki yet.
If they actually aren’t available through that avenue, though, then I agree that they need to be. And even if they are, they shouldn’t be so darned rare. Its a RECIPE for an ascended item, not the item itself even, so there’s no reason for it to be so ridiculous.
Gliders in Tyria .. will it ever happen ? [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Electro.4173
I’m of the opinion that its never going to happen.
Its not just because it trivializes jumping puzzles. That would actually be easy to fix if that was the only problem, since in the grand scheme of things there aren’t that many jumping puzzles. The bigger issue is that the maps aren’t created for it, and you could break parts of the maps in so many locations by gliding over things you aren’t supposed to get past. An issue that would be a colossal undertaking to fix, since they’d pretty much have to go through every inch of every map checking for any possible angle at which a player might be able to glide over a gap they shouldn’t be able to and break out of the map, reach spots normally inaccessible that might not be built for players (many games have areas that have textures, but no physical structure, for instance, because players can’t get to those spots anyway, and I’d imagine core Tyria is no different), and so on.
That’s not to say that I wouldn’t love if it did happen. I’ve found a lot of times journeying around central Tyria where I say to myself “man, it’d be great to glide here”. But the sheer amount of work that would need to be done just makes it completely unrealistic. In some ways it would almost require redesigning the entire game world, looking at it from a completely different perspective than what it was originally designed for.
It was never meant to make legendaries cheaper anyway. Don’t know what gave everyone that impression. They’re still legendaries, meant to be a highly sought after long-term goal that’s difficult to achieve, and quite frankly they’re already common enough as it is, any cheaper and literally everyone would have one. It was simply meant to give players a “quest” to work towards their legendary rather than just mystic forging thousands of weapons and praying for the best.
And the precursors for the new legendaries aren’t going to drop at all, so even if you’d argue they’re “pointless” for old ones because its just as cheap to buy the precursor, they have a definite purpose for the new ones.
What would be the Christmas version of Nightfury?
Something that engulfs you in a blizzard of sparkle glitter like turning you into a giant snowglobe, perhaps?
I’ve always felt like a floating snowflake (or perhaps a snow cloud) akin to the Toxic Spore back item would be pretty awesome, too. Though hopefully that wouldn’t be Nightfury levels of costly, or I’d never get it >.<
I was pleasantly surprised by the amount of new stuff during Halloween. I mean, all the events were the same, but new weapons and skins were nice and rather unexpected with HoT launching at the same time.
So I have high hopes for Wintersday.
There aren’t that many people who want the gear either. Maybe a few more with raids around, but it was one of the least desired stat combinations prior to HoT and even then the prices of the Zealot’s gear were absurd. They’ve never NOT been absurd, even when they were first introduced. I should know, as I was one of the players who actually liked the stat combo on introduction, so I’ve always been watching the price of it.
The problem is entirely based on Sprocket drop rate and the sheer number of the things you need to create anything. Want a Rune that needs Sprockets? 100 a pop, 600 for a set. Sigils? 250 a piece, 500 for a set. Weapons and armor? 500 a pop. Full set of armor? A whopping 3000 sprockets. Jewelry? 600. Another 3000 for a full set of that (and not even available in Ascended for jewelry). Even when Sprockets were actually dropping from mobs during Living World, you were still looking at about 10+ gold per piece of gear. Sprockets even at that point weren’t the type of thing you could amass thousands of like nothing. 10g seems like a pittance compared to what they run now, but it was still 5x the price of any other stat combination at that point.
The only way Zealot’s ever becomes reasonable is if they reduce the costs or introduce an insane sprocket faucet. The costs were just poorly implemented right from the start, needing hundreds to thousands of the things just to craft a set of gear. Sadly, neither of those is likely to happen.
They aren’t big enough to glide on in their current form.
I suppose they could make a larger version as a glider, but hopefully that would apply only to the glider and not to the already-existing back item. I use the non-shattered wings on one of my characters and I think they’re sized perfectly as they are. If they become gigantic like the bird wings I’d be annoyed.
I completely agree with this. My engineer no longer has an orbital cannon, and now my guardian angel of light is more a guardian angel of flashlight. The code infrastructure is in place for those who need a clearer option. Use that. There’s really no excuse here.
The infrastructure doesn’t appear to work properly, is the problem. The effects slider has never done much of anything, certainly not enough that it eliminates the problem in large encounters. So instead of fixing it, it seems their new fix is just to go through and manually tone everything down as “needed”.
Egads, that’s pretty nasty.
A raid lobby seems like an easy solution to the problem. Have the entrance to said lobby where the current portal is now and let everyone wait around in there for raids.
It’d be a win-win, really. People trying for the VB meta wouldn’t have to worry about people waiting on raids reducing their chance of success, while people who want to raid would have a dedicated area to put groups together, chat, and tweak builds without having to put up with the VB meta chat.
Wurm Slayer or something. It’s just a re-skin of the ascended armor, with some edgelord glow effects. Check the armor tab of your bank and it’s listed in there. Helm, gloves, and shoulders.
That’s not legendary armor at all. Its a rare ascended drop from the Triple Trouble bosses.
Its probably not even in the game yet considering no one would actually be able to craft it until all the raids are in the game anyway.
They removed the tomes and replaced them with Signet of Courage (replaced Tome of Courage, took its general functionality of healing) and the “Feel my Wrath” shout (took the general function of an offensive buff tool). The tomes weren’t very well-liked in general by most players as they were considered clunky and mostly ineffective, plus the devs wanted to categorize all skills (stuff like Meditation, Consecration, Shout, ect) and tomes really didn’t fit with any of the existing categories.
They mentioned that they may revisit the tome idea for a future Elite Spec, however.
If you just feel like browsing what the tomes used to be, the Wiki still has the pages active, though they of course now say that its content no longer available in the live game.
http://wiki.guildwars2.com/wiki/Tome_of_Courage
http://wiki.guildwars2.com/wiki/Tome_of_Wrath
Likely an older version of the Scrapper’s ascended hammer that doesn’t exist anymore
This. The hammer is shown as the icon of fix-r-upper. I think they changed the skin as they decided to scrap the old scrapper concept and gave him a electric theme instead. The new fix-r-upper just fits more for electric attacks.
But I hope they will implement the old version some day too. It looks really well and I would like to have it.
I really have to wonder why they shelved the Forge concept so late in development.
cause it probably worked…and we cant have that on the engi class…
Based on the old hammer strings that were added way back, I wouldn’t be too surprised if the mechanic was moved to druid and F-Gyro was cobbled together at the last minute. They suggest the spec revolved around building heat with hammer skills that fueled gyros. Would fit the name “Forge” and explain why they were both added so late.
I really don’t know where the whole “hammer skills builds fuel” idea came from. It simply wouldn’t work, because it would require you to exclusively use the hammer in order to use gyros. No elite spec is outright required to use a single weapon in order to function (some would argue Druid / Staff, but while staff does compliment Druid nicely, it isn’t actually required, and certainly not for utilities), and it would be a poor design choice to do so. Restricting all scrappers who wanted to run Gyro utilities to need Hammer as well would be greatly reducing options.
I don’t remember any mention of fuel in the old datamined stuff anyway. I recall a mechanic where auto-attacks would build up heat and eventually cause an explosion, but how that = fuel I don’t know.
HoT unplayable without 3rd party resources.
in Guild Wars 2: Heart of Thorns
Posted by: Electro.4173
From what I hear, you can buy extra recipes that you need to craft for the legendary precursor stuff from vendor (the ones you originally bought the collection unlock from) once you unlock them via the collection. Its one of the alternate tabs. So that’s not really a problem unless I’ve heard incorrectly.
I don’t see why they’d need to go back and include the weapon in old sets rather than just putting it in new sets.
I mean, it’d be nice if they did, but I hardly think its absolutely required.
An NPC wielding a weapon has little to do with players doing the same, regardless, though.
Its an area related to Halloween. Even though it wasn’t present this year, last year and the year before that, players had a short story instance related to battling the Bloody Prince. Which is what that chamber is for.
Interesting that its actually persistent in the game world.
The reason for the pose is to allow them to transition smoothly between their glide animation and their landing animation / run animation.
If they held their hands out to the sides when gliding like other races, then when they landed their arms would have to suddenly “snap” to the front, which would look choppy.
Logically it makes sense too, for the same reason. They want to land in such a way that they land on all fours (since they’re top-heavy and it would probably be difficult for them to land from a height on just 2 legs), so they want to maintain a posture that will allow them to do such.
The current hammer throw animation is far from the best, but the spear throw animation would be much worse. You can’t throw a hammer like a spear. Spears (or javellins, more specifically) are aerodynamic and shaped to allow throwing them point-first. Throwing a hammer head first, on the other hand, is a terrible idea. Not only would it be difficult to accomplish, but it wouldn’t be particularly effective either.
The only animation I can think of that might work for a hammer throw would be the greatsword throw animation that Mesmers and Warriors have. But seeing that repeated over and over again for an auto-attack would likely look clunky and awkward.
Yah, the linseed oil requirements for simple exotic gear are pretty insane. Requiring over a thousand of a single material for one set of armor is just way overboard. I really don’t understand the reasoning for it at all. Even if Flax was dirt cheap on the TP (which god knows its not, and likely won’t be for quite some time if it ever is considering how much of it guilds are going to be consuming at a constant rate), the sheer numbers are just off the charts.
I mean, I get the guild hall requirements in terms of Flax / Linseed, as those are meant to be long-term goals for groups of players. Doesn’t necessarily mean I agree with them being quite so high, but at least it makes some amount of sense to me.
But the individual gear… that I don’t really understand. They already have ascended gear for high level, expensive and time gated crafting goals. And raids are going to encourage more players to look into crafting those. Exotics are supposed to be the cheap, “easily accessible to all” alternative. But in the case of the new combos, they’re anything but.
Unfortunately, at this point its not going to change. I can’t recall a single instance of Anet ever adjusting a recipes’ crafting materials after release, probably for fear of backlash from people who actually went and crafted said materials at their original insane price. Zealot’s gear is in a similar boat of being off-the-charts silly to craft compared to anything else, and that’s remained as such for something like 8 months now if I’m not mistaken. So sadly, I think we’re stuck with these
Mastery points don’t come from experience, they come from various tasks.
For Central Tyria, they are 100% tied to achievements. Look though your hero panel > achievement tab and you should see a bunch of red mastery point icons. Clicking on the categories with icons next to them to view individual achievements and you can see which ones give a mastery point.
You didn’t need to do “anything special” for the first points because you had probably already done some of the achievements that give you mastery points prior to the HoT patch, and any achievements done in such a way gave you mastery points retroactively. But now that you’ve used up your stockpile, you’ll need to start looking for more achievements to do to get more mastery points.
The HoT patch specifically changed the wording on Persisting Flames to “Fire fields from weapon skills last longer”. Obviously the reason for that tooltip change was to exclude Fire overload, which isn’t a weapon skill and is the only fire field we have that isn’t.
So definitely not an oversight.
Not sure if Persisting Flames does or doesn’t work with Wildfire now, though. I know at some point it didn’t. If it still doesn’t, then THAT is a bug / oversight.
I would guess its intentional for them to be stiff, because if they were “floppy” then they’d clip all over the place due to the fact that they’re very compact and close to your character’s body. Its not like the bird wings that are large enough and far enough away from your character that they have plenty of room to move.
A little bit of movement at the tips would be nice to at least give the illusion of movement, though. I suppose.
I know there’s a lot more to the topic at hand, but all I can think of after reading the original post is the fact that you apparently consider 25 gold a day to be simply a “reasonable” amount. Because to me, that’s a crapton of money to be making every day.
And wondering what exactly you need to buy that’s worth 5+ gold every day that makes it so that you can’t ever build up any more gold beyond that.
And what you spent the apparent thousands upon thousands of gold you made beforehand on.