You could buy more gems with gold and buy something, even if it’s not ideal. But if you really want to get rid of it, it might be worth doing.
If you don’t mind losing a bit of gold in the process, you could do something like this.
Convert gold into the amount of gems you need to cover the “minimum” of the conversion back from gems to gold. Buy just enough so that the amount of gems you get plus the one gem you have will hit the min requirement, then convert everything back to gold again.
The “easy” way to do it would be to just have your chosen dye combination apply to every outfit you equip, but since some of them have different numbers of dye channels, even that would be problematic.
This is the current behavior. While some outfits only have three channels, the four dyes you select persist from outfit to outfit. Sometimes the combination continues to look good, sometimes you want to change it up because you want the dark/light areas to make sense.
At the very beginning of outfits, they “forgot” your dye choices any time you changed outfits and everything went to default. The current saving of the four, and keeping it character specific, is a vast improvement but it would still be nice to have per-outfit dye schemes for each character.
Shows how often I use outfits, I didn’t even realize they ever changed it from defaulting back to normal. Heh.
It’s already been preloading.
That. There’s already HoT content being added to the game in patches as we speak, its why datamining is a “thing” and can find stuff before its officially revealed.
By the time HoT launches, a pretty large chunk of it will probably already be patched out to everyone, and they’ll just need a moderate patch on launch day to enable everything.
The reason armor can save its dyes is because armor is actual specific items. Its a piece of gear in your inventory that the server has to keep track of, and one of the things it keeps track of is the dyes selected for that particular piece.
Outfits aren’t. An outfit is basically just a “toggle” that applies a static appearance to your character. When you switch an outfit, it just switches which static appearance is being applied.
So there’s nothing to tie the dyes to, because its not like the game actually keeps track of outfits in any way like it does with armor.
Now, they could change it so that the server did store that type of information, but it would require an overhaul of how outfits work in terms of the game engine.
The “easy” way to do it would be to just have your chosen dye combination apply to every outfit you equip, but since some of them have different numbers of dye channels, even that would be problematic.
What's your favourite specialization so far?
in Guild Wars 2: Heart of Thorns
Posted by: Electro.4173
I’m only “counting” the ones I’ve actually played, at the moment.
And with that in mind, my fave is the Reaper. Which is funny, because it was the one I was least excited about based on the previews, but after playing it myself its just so much fun. Love dashing around the battlefield in Reaper Shroud and swinging that huge scythe, and I very much enjoy the overall playstyle of the GS. That’s actually the main reason I’m not really basing anything on the previews, since it took me playing Reaper to get me to love it.
Gliding would break the old maps in various ways, since they aren’t designed with gliding in mind. Glide to cheat jumping puzzles, glide off a high mountain to an area you aren’t meant to reach and thus “break out” of the map, ect. They COULD technically go back and overhaul them, but the amount of work required for such would be immense and thus is very unlikely to happen. So almost certainly, the answer to that is “no”.
Likewise, most of the other HoT masteries will be unusable in core Tyria simply because none of the stuff actually exists there. There are no special Mordrem which require the Mastery abilities, no mushrooms, none of the unique races found in the Jungle. ect.
Elite Specs are a completely different thing, though. Those are simply upgrades to your character class, not “context specific” upgrades like Masteries are. So yes, those will work in all areas of the game.
Will HoT one day be free like the core game?
in Guild Wars 2: Heart of Thorns
Posted by: Electro.4173
Well, since they specifically said they want to keep it so that you only have to buy one thing to “keep up” with everything, I’m guessing that HoT will come bundled with the next expansion (and likewise, any future expansion will also have HoT and every previous expansion bundled). So in a way, it’d be free to people if they were to pass on HoT and buy the next one.
But as for just giving it to EVERYONE for free… I doubt it. They’re leveraging the fact that HoT gives you access to all this endgame content, so if you’re a FTP player and you want that stuff you have to buy HoT to get it. Giving it for free at any point would defeat the purpose.
Then again, most didn’t expect the core game to go FTP either, so there’s always a chance I suppose.
Dulfy says its the Unicorn Finisher, but for some reason its not showing up for people.
They last until you use them.
Not entirely true. They DO have a time limit on them, but it seems relatively forgiving. I’m guessing probably 10 or so minutes. I’ve had one or two expire on me when I was running with a chest farm and the people at the front of the group kept using their own shovels before I got mine.
If you’re just running around an empty map looking for stuff yourself, though, very little chance you won’t find something before the time limit cuts in.
Though it should be noted that I believe you do lose it if you go down / die while using it, so take care around groups of enemies.
I wouldn’t say “perfect”. There’s still a bit of tail clipping with the sash.
But its darn close. A very appreciated effort. Just a shame that they can’t craft everything with this level of care towards Charr.
The fact that its an outfit is probably the only reason it does fit so well, honestly. If they had to do 3x different armor sets instead of a single outfit, they probably would have viewed the extra time needed to fit it for Charr as too much.
People are already trying to predict the next weapons, really? Didn’t you learn from the last batch that you can’t predict Anet’s choices? You’re only setting yourself up for disappointment, especially if you’re predicting a bunch of “most wanted mainhand / 2H weapons”.
Seems like it slipped by, but Mo confirmed during the PAX stream that the upcoming BWE is one of only two more planned before the release of HoT.
So yah, unless they change their plans, one single BWE for Druid and Forge testing.
Daredevil GM Traits should be the Prof. Mechs
in Guild Wars 2: Heart of Thorns
Posted by: Electro.4173
Forcing you to choose one special dodge over the others (or the default dodge) is part of the tradeoff for the elite spec. And really the only tradeoff Dardevil seems to get. Giving all 3 special dodges + the normal dodge would make it a total upgrade as opposed to a tradeoff, which isn’t what elite specs are meant to be.
There will definitely be more via elite spec, but I feel like “core” Revenant is pretty much done at this point.
Its clear they’re tying weapon sets to legends, and we already have one set for each core legend. Getting additional weapons would be out of place with the concept of the class.
Not that I’d oppose more weapons. It just doesn’t seem likely, is all.
Yah, I’m definitely worried as well.
I expect no Elite Spec reveal next week, but rather a POI focused on the BWE itself (like with the last one). And assuming that both Forge and Druid are revealed before the next BWE, that places the first BWE featuring those two elite specs near the end of September if they follow the 1-per-week then BWE the week after pattern. Which, given the amount of time needed for the iterations to occur from the initial BWE feedback, leaves time for maybe one more BWE after the first showing. And that will fall just before launch, which will leave little time for feedback from that second BWE to materialize before launch happens.
Granted, I could end up being surprised. Who knows, maybe they will show Druid / Forge next week, maybe even both at the same time. Heck, I suppose its even possible they’ll reveal them tomorrow, since during the POI they specifically said “You haven’t heard everything we’re going to show” (in regards to the raid / F2P leak). Then they could throw them in as surprise features of next week’s BWE. Or maybe they’re close enough to launch that they’ll be able to get the changes from upcoming BWE’s faster and have them more frequently, thus leaving time for 4+ before launch. Its certainly no guarantee they’ll be undertested, but its definitely something I’m a bit anxious about at this point.
I believe that all the “personality” choice ever did during character creation was give you an initial boost to said personality bar. I don’t believe it ever affected the actual story or locked you into anything, as you could always alter your personality by making certain choices in dialogue later.
Nowadays, it literally does nothing, because the personality system itself is completely gone. Not that it ever really did much to begin with, all it ever did was open up a handful of unique dialogue choices if you had a high enough value in a certain personality. From what little I’ve read, they originally intended it to be more meaningful prior to launch but cut back on it during beta, and then a future patch (well after launch this time) just removed it completely.
The personality choice during character creation is the only relic remaining of the system, pretty much. Well, that some of the dialogue choices that used to give you points in the various personality categories still showing up (even though they do nothing).
I was going to say they lose access to a traditional dodge in leiu of the custom dodges, but depending on how they function that may not be much of a loss. And I also realized as I was typing it that its entirely possible to just not pick a Grandmaster trait at all.
They also don’t gain all that much, though. So maybe its not so much the weapon but just how much is gained that determines whether its an addition or an alteration.
They were already short 1 slot during the last beta if you wanted to test everything. I’d definitely like to see them increase it, hopefully this time to a number that means you can test every elite spec and Revenant without needing to delete anything.
3 days after Tales of Zestiria, which itself comes out just 4 days after Yoshi’s Wooly World?
Why u gotta do ’dis to me, release schedule? I have nothing new for months and then ALL OF THE GAMES!
Also, pretty much confirmed that Druid and Forge are going to get the short end of the beta testing stick unless we get multiple additional BWE’s in a much shorter time period than we have in the past.
As far as the condition aspect goes, I’m going to assume it changed because all the players were like “This sucks and we don’t like it, its useless, burn is superior anyway, ect” after the BWE. Seriously like 90% of the feedback I saw about the trap bleed traits were like that. It wasn’t “its lackluster, only works on a few traps, make it better” but rather “bleed is useless, doesn’t fit thematically, and we don’t want it”.
Player feedback. Its a thing, for better or worse.
3 trait lines is going to be the number even after HoT releases and elite specs come about, yes. Elite specs aren’t meant to be “better”. They’re simply mean to be different.
Yes, on release there will absolutely be a massive rush for everyone to use the new stuff. But after the initial hype wears off, some will decide the elite traitlines aren’t for them for whatever reason (either because they don’t like the new playstyle, or would simply prefer to use a specific build made up of old traitlines) and go back to the core specs. Heck, I’ve already seen plenty of people state they aren’t going to bother with elite specs for the long haul and that they’d rather stick with 3x core spec lines.
The karma change sucked, and hopefully it was an insight more than an intentional change without notice.
But I see absolutely no problem with them not commenting on IGN’s leak. They have a schedule in place, a specific set of announcements to make. Particularly since said announcements are slated for a large reveal at a major event, I don’t expect them to spill the beans beforehand just because of a leak. Official info IS coming. And its only a few days away.
If the community wants to “tear themselves apart” over incomplete information when they only have to wait a few days for the official word, their problem, I say.
There are plenty of classes that are nearly as lacking in blast finishes as Mesmers are. Necro has one on a rarely used minion skill (and a skill which is mostly used as an escape and not a finisher), one on a second unreliable minion skill, and a single weapon-based Blast finisher. Ranger only has one outside of unreliable pet AI (and even then only two). Guardian has two on weapon skills and one on a summon which seems difficult to properly use the blast on. Thief only technically has two, though the fact that one is a weapon skill and the whole initiative aspect helps. Heck, in general I’d say any class that isn’t Engi, Ele, or Warrior are all pretty close in their general lack of blast finishers.
Which isn’t to say that Mesmer doesn’t need more blast finishers. But saying that “almost every class” has a ton more is a bit of an overexaggeration.
You can get Ascended sinister trinkets from doing the Living Story Season 2 achivements.
Outside of that, no. Crafting is the only way.
In PvE, Chill is mediocre except for a slightly stronger soft CC ability. So yah, if you’re coming at it from a PvE perspective, its not really a “main” ability most people aim for in that mode.
Its significantly more deadly in PvP / WvW, though, because there it also slows down enemy skill recharge. And if you’ve ever been hit with massive chill, you know how detrimental that can be to your own rotations.
I’m sure there will be elite specs that use the Rifle in the future. Just because its not in “round 1” of the elite specs doesn’t mean it’ll NEVER be. If that were the case, there would be plenty of other weapons that are also “abandoned”.
A Little question about Speccializations....
in Guild Wars 2: Heart of Thorns
Posted by: Electro.4173
To use an elite spec you need to have the expansion and be level 80 and unlock it using hero points. Since you’re boosted to lvl 80 and everything is unlocked in sPvP you’d just need the expansion for using it there. Here’s a link to the blog post where they discuss that: https://www.guildwars2.com/en/news/specializations-part-two-reward-tracks-and-elite-specializations/
Just read that link again and they lied in it
Some professions will be getting a single main-hand or off-hand weapon, but each weapon should really open up some new playstyles for a given profession.
No profession got a single main-hand weapon if they dont change the engineer to mace instead of hammer and then they lie on the.
The ranger’s druid specialization will allow the ranger access to the staff weapon, while some other lucky profession will finally get access to a hammer.
I believe they’re talking in general for all specializations going forward in the future, which may indeed see some professions getting a single mainhand weapon. Not JUST the ones specifically in HoT.
Its also entirely possible that some classes were originally GOING to get mainhand weapons and then they changed their minds. Heck, based on the datamined Elementalist Sword skills, that may very well be the case.
Pretty sure that’s a bug with all pets in general and not just certain ones. At least I’ve noticed it on quite a few different ones.
And yah, its really annoying and has sadly been in the game for quite some time, so its either a low-priority bug or just something they haven’t been able to figure out a fix for.
I think rather than ask why there isn’t a Pet [F2] command that provides a Stun Break, ask why we don’t have a trait that makes [F4] a Stun Break.
F4 resets your pet completely, so it IS a stunbreak. For pets, anyway.
Unless you’re asking for it to act as a stunbreak for the player as well, but I’m not sure I’d agree with that.
I was running Clarion Bond a couple weeks ago and I swear it was actually working on the pet then, but I just tested it and yah, not working at all now.
If I had to guess, the reason is probably because its proc’ing Call of the Wild BEFORE the new pet spawns, which means all the buffs go to the old pet (essentially nullifying them the instant it actually swaps).
Like I said, I could swear it WAS working before. But maybe I’m mistaken and its always been broken. Either way, its definitely broken now and in need of a fix.
I essentially never use Storm Spirit. Swiftness is, IMO, the absolute most pointless combat buff in the game. I guess maybe in PvP / WvW its probably useful, but seeing as I don’t do those modes but rather am a dirty casual PvE player, Swiftness serves very little purpose for me except for out of combat movement. And since Storm Spirit only works in combat… yah. No. If I’m running a pure Spirit build its always Sun / Stone / Frost.
The pulsing boon from Nature’s Vengeance could have been the one thing that would have ever made me consider using Storm Spirit, as the pulsing buffs essentially mean perma-buffs for your pet thanks to Fortifying Bond. If it was actually something good, I might have used it for that alone. But no, they give it more freaking Swiftness. Now I can get triple perma-swiftness on my pet from Call of the Wild, Storm Spirit’s trigger buff, and Storm Spirit’s pulsing. Woop de doo.
Why have doubloons not been given their own slots in the mat storage yet?
Because they are categorised as upgrade components and not crafting materials.
So are all gems, technically. Yet they all have storage. So I don’t really think that’s much a reason doubloons don’t.
Would definitely like to see doubloons turn into collectibles.
Its a valid complaint, even looking beyond the “But its not FAIR, I want to play my spec NOW!” stuff.
Being available in less BWEs means less time to test and give feedback, which means less polish and improvement.
Hopefully Engie and Ranger still get at least 2 BWE worth of testing, though. Still a lot less than the 4 some others will have gotten by that point, but hopefully enough to iron out most of the big issues.
I highly doubt they’d leave 2 elite specs completely untested via BWEs. And the “proof” of there only being 2 is questionable at best, and more likely just completely baseless speculation looking too closely at the specific wording of the quote.
Granted, its STILL going to suck if Druid and Forge only get 1 Beta for feedback while Tempest / Dragonhunter / Reaper / Chronomancer get 3, but such is the consequences of them “trickling” information to keep hype high.
Maybe there will be 4 BWE to at least give the final two specs two for balance, which would at least be pretty decent.
I kind of see what they were going for, with a more low-pitched “rumbling” sound. And honestly, I wouldn’t be opposed to that sort of sound for some classes (mainly Necro and possible Tempest, though I think even better for Tempest would be different sound effects per attunement… Air sounding like a howling wind, Earth being a low rumble, Fire being a burning hiss, ect). Warrior and Ranger should probably keep the original sound or get something between the current low-pitched one and the old high pitched variant.
But a huge swing-and-a-miss as far as the execution goes. There’s way too much “buzz” to it, which is what makes it sound like a big fart instead of a horn. Horns don’t really buzz like that played properly, so not only does it make it sound bad in general but it makes our characters seem like they don’t know what they’re doing.
I’d say revert it to the old version for the time being, make some new attempts with a lot less “buzz”, and try again.
still not getting why electro blue sells for 1k gold. anyone can enlighten me ?
Probably because it cost them 150 gold to list it originally and if they pull it and relist then they lose an additional 15% of that price. In this case, it might be better for them to wait this out. There are always people who don’t have a char that’s 3 years old but do have the gold to pay for that dye.
i’m just wondering what’s so special about the color ? doesn’t look impressive or special at all to me….
There are a decent though not mindblowing enough amount of people who like it, but the bigger cause for the high cost is just the fact that the supply is very, very limited. There wasn’t a huge interest in most of the colors in the dye set compared to most other “special” sets, so there aren’t a lot of Electro dyes in circulation in general. It also has never appeared in the Black Lion Chests as a random drop (to my knowledge anyway) which again makes it rarer than stuff like the Toxic colors which did show up in the BLC at some point.
I like the basic concept of a lower, deeper warhorn sound effect. For certain classes, anyway. I feel Ranger and probably Warrior should keep the old effects, while Necro gets the deeper one and Elementalist has one that falls somewhere in between (or better yet for Ele, custom sounds that match the element, so fire would have a hissing sound, air would sound like the wind, ect).
But a definite swing and a miss on the execution. The fart…. ‘nuff said. It doesn’t even make sense for a warhorn, a warhorn wouldn’t make a “buzzing” noise like that. It should just be a low, deep horn tone. Probably not even quite as low toned as what they’ve done here, since that’s more a tone you’d hear out of a larger brass instrument. Somewhere in between the new version and the old and minus the fart / buzz would be nice.
(edited by Electro.4173)
Its possible that specific AI change is a sign of them looking at the AI overall, but Ranger pets have never had that particular problem, so its also possible they’re fixing that problem specifically and nothing else, in which case it would mean nothing for Ranger.
Scepter is a 100% viable ranged weapon for PvE. If you don’t like Dragonhunter / Longbow, use Scepter as your ranged option. I don’t see the problem. People like to act like Guardian has no ranged weapons at all, but its only PvP that leaves Scepter lacking.
Both scepter and staff can function just fine at close range, and Elementalist has the tools to quickly get in and get out even if you want to use overloads and still fight mainly at range.
Plus, its a fact of the game that some weapons / utilities are going to work better together than others. Elite Specs are just another layer added that will work more with some options than others. I don’t see why they need to work with everything.
I’m still fuzzy on how outfits are supposed to work. Can they be used in battle? Can they be left on and worn forever? I ask this because frankly if I’m going to spend $20 so my Sylvari can finally have a new pretty flower dress (Seriously? I only get 4 whole armors to pick from??), I want to make sure I can wear it during standard gameplay.
Yes, you can wear it during battle.
Outfits are functionally the same as armor, except that you can’t mix-match pieces, they aren’t treated as actual equipment in your inventory, but rather just “overlay” their appearance instead of your normal armor.
I don’t think I’ve ever done this fight with my Ranger, but it seems to me that if you just switched pets and put them on passive (or used a ranged pet) while you were standing on the flower, your pet would also stay up there and survive.
Then again, that’s just theory. Now I kind of want to go test it…
I don’t even use finishers as I don’t do content that uses them (aside from fighting the odd Toxic Alliance member here and there) but I still support this wholeheartedly. It would definitely be nice to be able to pick which ones the random selection will actually choose rather than all or nothing.
Granted, half of the reason I want it to happen is because I’m hoping for a “randomize mini” option at some point and I would really want that pick-and-choose functionality on that, but still… +1
I do want to point out that while we like to think of pets as unique entities from their Rangers, that should have unique attribute numbers, why do we not hold the same standard to Minions, Illusions, and Turrets?
Minions and turrets DO have their own stats separate from Engineers and Necro’s (well, other than turrets strangely using Engie condition stats, which is more an oddity than anything else). As do Spirit Weapons, Elementals, and basically every other “normal” summoned AI.
As for illusions, thematically it makes sense for them to inherit the Mesmers’ stats because they are basically magical copies of the Mesmer himself.
It won’t become gift-able for the same reason no other account upgrades are. There would be various issues raised by gifting something to someone who can’t actually use it on account of already being maxed. Plus its a once-per-account thing, which again would create problems if you bought it for someone who already bought it themselves.
Since its the exact price of a Gem Card, just buy a card and give the person the gem code to let them buy it themselves.
Most classes have more offhands than mainhands. Ranger has 4 offhands compared to 2 mainhands. Mesmer will now have 5 offhands with 2 mainhands. Engie has 1 MH and 2 offhands. So that’s really nothing out of the ordinary at all. If anything, Ele was the odd one out for NOT having more offhands.
As far as being the only class without multiple 2H weapons… while true, I don’t really see it being a huge problem. A new 2H for Ele would mean 20 different weapon skills, which would be pretty crazy, so I honestly wouldn’t be surprised if Ele never gets another 2H option.
IKR, what were they thinking when they typed in that boon duration for Might? I actually would love to know the reasoning behind that. It should be Fury.
It should be anything but 1 stack of 1s might lol
Yeah, its seriously the absolutely worst effect of any trait in the game. You need a utility skill and a GM trait to gain the “advantage” and it is, on average, an increase of 10 power and condition damage… So, 0.5 damage per second added to a bleed stack or 0.07% more damage on RF haha!
W . T . F?
I’m guessing they were thinking more of the effect on pets via Fortifying Bond than anything when they put that in. Yah, players get a totally pathetic amount of Might from it, but thanks to FB (which just happens to be in the same traitline) pets get 12 seconds of Might from each proc minimum thanks to Lingering Magic, more if you run extra boon duration. Granted the ~4 stacks of perma-might you can get on your pets isn’t exactly mind-blowing either, but if they made it, say, 5 stacks then that could get pretty crazy from just a passive action like summoning a spirit.
So yah, if they want it to be more meaningful for players they probably need to change the boon given rather than just upping the might numbers. To Fury I would guess, since that would fit with the offensive nature of the skill.
They definitely need to give pets a substancial boost to condition damage, because pet condition damage is absolutely laughable since the patch which changed the condition formulas. Which is funny, because at the same time the condition patch also made it so that having a condition pet is more desirable since they’ll no longer override other players (or your own) condition damage. So you no longer have to worry about pet conditions “ruining” full condition players’ damage output, but now the pet damage is so bad that there’s no reason to ever run condition pets in the first place.
It could be done either by making Expertise Training a much bigger boost or giving pets a baseline condition damage stat. Or a combination of the two. I’d probably go for that approach, personally.
Give pets, say, 500 condition damage baseline, and then have expertise training give another 500.
Aw, man. Warrior last week and Thief this week means that both classes I don’t play are being done in a row. Bad luck for me I guess.