I know I should read the patch notes more carefully, but can someone tell me if all the boss events start exactly on the timer now, so you know exactly when and where every boss will activate, or are these rolling “windows”?
My understanding is that they are spawning on a strict timer/schedule. They don’t fully list the schedule in the patch notes, but this is where they talked about it.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-April-15-2014/first#post3896033
The short version is that the pre will run even if the world boss is not ready to spawn. You have to wait until the appropriate time, then the pre will spawn the boss. I don’t know why they did it this way, but that’s how it seems to be working.
I admit I don’t know didly about programming, but why only one at a time? Why not, for example, 3 at a time: 1 low level, 1 medium level, 1 high level? Or a rolling offset schedule? Or even 2 at a time with both having a rolling schedule so it’s not the same ones each time at that time period?
Off the top of my head, there shouldn’t be a programming reason for them to not spawn multiple bosses at one time. I would think the reason is elsewhere.
Unless i’m missing something. But you can do the same with those 4 traits as you could with those 15 traits… It even helps you as there’s less chance making dumb mistakes.
Traits not trait points. A level 51 does not have master traits and has less minor and major traits open than before the patch. The only time they equalize is at lv80. Before then, a given character has less they can do and less customization.
Ele’s was like that too. The only one that was really different was Aqua Benevolence. That one to find a Great Chest in a sunken ship in Straights.
The potential is there, but the current execution sounds like it’s was a lot of copy/paste stuff.
Untrue. Builds that were not based on critical damage are no more viable now than they were before. The numbers generated by those builds did not change, ergo their viability is the same.
That’s not completely true, but what changed for those builds has absolutely nothing to do with ferocity. There are now 4 sigils that are on-hit instead of on-crit. It is possible to get added damage out of them (sigil of fraility + piercing shards + lightning hammer). Hopefully there will be more as time passes.
I expect that it is working as intended.
I’m not sure, but I wouldn’t be surprised. I did notice this on my affected items.
Transmuted
Aurora Garb
Or whatever the original name was. I can’t say I’m happy about that. I would rather have them reversed because the stats are far less important than the looks, and the name should reflect that.
I think the idea of playing content and doing challenges to get traits as you level is in essence a great idea; especially as there’s an alternative of money/skill points.
It’s a bit hit or miss. How good the idea is is directly related to how good the content is. All the good and bad a particular piece of content is now directly connected to any associated traits.
Also.. skill points may be plentiful at late game, but early on they’re a bit scarce, and requiring yet more of them if you want to get traits ‘the easy way’ is a bit of a screw job.
They are and they aren’t. I have an alt that tries, with mixed results, to be heavily/only map completion for leveling and the like. She had tier 3 utilities by like lv15 or 16 and has a 30 point elite at lv40. I still have more points than that implies. The points are there, but really scattered about.
Overall, what do you think of the patch?
Not good? I wouldn’t say it’s as bad as NGE was said to be, but… it’s not good either. I can’t really say it’s improved my overall enjoyment of the game. There’s some alright things but many meh or bad things too.
Old news, but I can sorta see what you mean by “be careful what you wish for.” The only problem is that I never wished for them.
Now, the Caledon wurm? THAT was a fun fight. Got the wurm down to about 50% at 8 minutes with 15 people fighting him, guess what, we didnt kill the first husk fast enough. Know what happened? Wurm said “kitten you guys, I’m healing back to 100%.”
Wait a minute. ~50% hp recovery from one husk? What!? I could understand strengthening the healing some, but that’s insane.
I’m not sure there’s too much more I can add. I honestly do not like the schedules at all, and I said as much prior to this patch. That has not changed. The only real note is Karka Queen’s schedule is problematic if someone wants to fight it for the trait unlock. I suppose I’m repeating myself at this point though.
As for SB when it’s working, I do not like the changes to the fight. It does have a new attack, but it’s really hard to see where it’ll hit. If it has a telegraph, I’ve never seen it. Since it happens while the portals are up, I don’t have the camera pointed downwards then. The portal phase is repetitive. It’s a fight that will get old fast as a result.
As for bugged SB, I’m rather baffled how that kind of bug keeps happening. Didn’t tri-wurm have that exact same issue? Something from the last fight gumming up the next fight. Weren’t there other events that did that? I remember mentions, but I don’t remember specifics. It seems like something worth heavily testing for new or updated bosses.
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I ran a test. So far, I found a thread saying tooltip so I started there. I haven’t tested actual damage. Tested with level 80 Fine, Masterwork, and Rare Rampager’s Iron Daggers. Also, the numbers are for the 1 skill(s).
Fine Hammer – 663 -> 1085
Fine Bow – 181
Fine Axe – 553
Fine Shield – 422 -> 362 -> 452
Fine Sword – 452
Masterwork Hammer – 666 -> 1090
Masterwork Bow – 182
Masterwork Axe – 536
Masterwork Shield – 424 -> 363 -> 454
Masterwork Sword – 454
Rare Hammer – 669 -> 1095
Rare Bow – 183
Rare Axe – 538
Rare Shield – 426 -> 365 -> 456
Rare Sword – 456
They are changing in response to gear level. That does not mean the engi tooltips cannot be bugged.
I noticed that too. I’d rather have the names reflect the looks, not the stats. Especially for named items. I’m not to happy to see my “Light Aurora” stuff loose it’s identity. I picked those items for the name (long story).
It felt like there was “no point” to playing without a level 80.
For me, this feeling has intensified, not decreased. Many of my build ideas revolve around grandmaster traits. Those traits are now inaccessible unless I go all the way to the level cap. So I can’t really enjoy the builds for new alts I make.
That aside, I’m not convinced this new trait learning system is good or not. It sounds good on paper, but I can’t really say it’s good in practice. My sole experience so far was, at best, mixed with some traits being painless to unlock, and others being painful to unlock.
I have to disagree – a game shouldn’t be ‘work’, and grinding through ‘work’ to get to the fun parts isn’t what most of us bought the game for and isn’t what the game is supposed to be about:
I can agree with that. Had* to fight Karka Queen and Risen Priest of Grenth to unlock some of my ele’s new traits. I hate southsun events in general, and grenth is one of the worst temple fights due to the amount of running after death. I feel bad for any new character who has to do those events to unlock even more traits…
*Yes, I know about the book unlocks.
From Rune of the Ranger: “+7% damage while you have an active companion.” Does this apply to summons like Necro minions or ele’s summon glyphs?
Nope, the old traits are locked as well (even on characters created before the update). Either the statement that “existing traits will be available on existing characters” was an outright lie, or nobody in the implementation team was told about it.
I just checked all the eligible alts I have. They all have pre-existing traits unlocked. The only ones I haven’t checked are those that between 1 and 39. Can you provide a screenshot or something?
At both Karka Queen and Megadestroyer, we did the pre-events, but the boss did not spawn. From what I’ve gathered, the events were going when the boss was not “scheduled” to spawn. Is this intentional? Are the events suppose to be going on or not?
Is it really a good idea to have Karka Queen be the unlock for Stone Heart (and other traits I’m unaware of)? This is the same boss you tossed into the same category as Teq and the Tri-wurm. Especially if it’s updated to match, it seems like a poor fit since it’s along side other unlocks like the Aqua Benevolence unlock. That one is just find the grand chest in a sunken ship.
Just fought it and won, I realized the trait thing part way through. Had a moderate sized group. The main changes are more portals, faster recovery and more variety on summoned enemies.
It’s not really that hard of a fight. It’s instead rather repetitive. I doubt it’ll hold much interest after the first couple tries. It leaves me worried for the other bosses; not excited.
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While I find it interesting you’re able to do this at all, I hope you look at more metrics than the ones you want to look at. How this system affects the whole game is more important than just population of a given map.
Now with the update, you will have less spawn times yes, but it could turn out to be good, as having less of them means having enough people (most of the time at least, I would think) to be able to do these events and not worry that there is not enough.
Not likely, no. More people on the maps is more likely to produce that, but that’s not a guarantee. I would expect that most people would just get the boss kill and not bother to return.
In my experience, the problem as describe was never an issue. Most world bosses can be killed with a tiny number of people due to scaling. And getting more people to help the boss could be improved with ingame cross-map information tools.
For me, the main draw of this game was not having to put up with stuff like schedules. If I wanted to skip a boss, I could and still fight a different boss. After the patch? That’s impossible. And that’s not good because that is a big part of what the game has going for it. No amount of “more people” will replace that.
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I would like to see more affordable Vitality main gear. Especially for trinkets and the like. Maybe something like a Vitality knight gear (Vitality power precision)?
- It is not written in stone. We will adjust it as necessary.
While I’m glad it’s not set in stone, the fact that the schedule exists is what disturbs me more.
We felt this was particularly necessary for larger events like the Triple Wurm and Tequatl.
I don’t see why these needed to be in the rotation in the first place (assuming no megaserver). A commander could start them for all it matters. Exactly like the previewed guild system.
When they can’t access that content regularly, we have a problem.
This really doesn’t change much. If we clear the event before the 15min is up, we have to wait and do nothing for the remainder. Also, it traps people into fighting only certain bosses because they can only be on at certain times. That’s something the current system has less of an issue with.
The guild events system doesn’t change that. Not everyone is going to be joining a guild with that function unlocked.
consistently provide access to large scale content for players who want to play it
Honestly? For me, being able to say “I’m tired of this boss; I’ll pass and do another” is far more valuable. That goes away with this.
deliver that content in such a way that players can plan and organize to prepare for it
Ok… I’m not fully sure why a grace period, like what fire elemental uses in the final pre event, would not be sufficient for most bosses. Maybe something a bit shorter.
For some reason, this statement makes me wonder if the bosses are going to switch to be “you must be x build to fight or your hurting other people” fights like the assault knights. Either slowly or immediately. I guess we’ll see.
help ensure that there are always enough participants in the content
The scaling system always seemed to do a good job at it. I recall fighting fire elemental with only a few people and it was rather nice. Same goes for other bosses. I think the temples were the ones with the biggest issue, but not so big of an issue it couldn’t be adjusted.
There are still and will always be a large number of meta-events and bosses that are not on the schedule.
I hope these events do not lay abandoned by the playerbase because they aren’t able to see when they’re up.
At some point, we would also like to introduce a messaging system in-game so that it’s always clear what world event content you participate in without having to utilize a resource outside of the game. I have no guarantee or ETA of when we might actually see this though.
I’d rather just have an icon on the map I could check with a sub-window to speed it up if needed. I rather dislike being spammed by the game itself. An option to allow that wouldn’t be bad, but not turned on by default.
But that’s not really possible under the new system. The news post made that quite clear as it would be “cross-map.”
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I am seeing several posts about double WP costs? Where is this coming from? It isn’t mentioned ANYWHERE in the blogs about the megaserver. The only mention of WPs is that if it is contestable it will show up as contested until you arrive in the map. Am I missing something?
If you want to access a contested waypoint, you have to waypoint to the map first then, if it’s open, waypoint again to reach where you want to go. In short, any location that is near a contestable waypoint will require two teleports to reach or one and walking on foot.
- This change seems like it will make the Meta event chains, which is the coolest part about GW2 PvE in my opinion, a lot less exciting.
I was hoping megaserver system would help revitalize meta/chain events, but separating these and their finale boss encounter will do exactly the opposite.
I have to agree. A lot of the downsides on the strict schedule are things in other mmos I was hoping to get away from with gw2.
I think I feel bad about the temples most of all. One map affecting another map was something special, and I hoped would get elaborated upon as time passed. Now it’s… officially dead.
I don’t get why they needed to set the world boss spawns to specific times during the day. Was it just easier to program or something?
If I understand their news post correctly, yes. They could not mix flexible spawn times with the megaservers.
Since I usually solo or do occasional world bosses, it completely messes my play style up. I don’t see how I’m going to benefit from this at all.
I’m rather disappointed. Battle for Lion’s Arch always felt very artificial and constrained. And now this is applied to every major event in the game worth doing that’s not a champ train. Looks like I’ll have to wait a non-trivial amount of time between each fight and can’t fight bosses in quick succession.
The Waypoint restrictions are also disappointing. It is more time wasted trying to get anywhere that may be contested on top of additional loading screens. All that just to do things that may not even be related to why it’s contested in the first place.
All in all, it feels like many things that made this game feel like a world are going away. Even allowing cross-map stuff is basically dead and can’t be added in the future. I think this takes away from the game far more than it adds. It feels like a bandaid for the problem of map population, not a fix.
i just want no one else can use my conjured weapons cause they waste them or bug trying to loot
I know the feeling. I’m kinda torn on it. I like being able to help by providing others with access to skills, but I wish they couldn’t hurt my setup in the process. The latter tends to happen more often.
Well I just don’t see them adding a whole set of Wards (utility and Elite, maybe even Healing one) so that’s why I suggested replacing Conjures as I would like them to eventually move to real weapon choices with all 4 Attunement skills.
I’m not sure what replacing conjures would really accomplish. They already borrowed weapon skills to give them to conjures (Burning Retreat and Ring of Fire). I don’t see why they wouldn’t do the reverse and give new weapons access to appropriate conjure attacks (like a bow ele with Ice Storm).
In addition, I don’t see why a conjurer can’t fulfill this role either. Like a trait that turns the dropped conjure into a ward or makes the buffs a conjure gives aoe.
As for the existing Wards I still think we could benefit from similar Wards we had in GW1 just a bit redesigned for GW2 play.
I’m all for adding more and more skills and I really hope they give us 5man AoE Wards for all slots. I could see a whole new teamplaying Eles emerge.
I’m not really sure why these couldn’t be a weapon theme. Like a sword offhand skills or a longbow 4-5 skills would be wards or similar skills. Would that work?
I’ve been toying with an idea in my mind regarding conjured weapons. What if they functioned as weapon swaps?
Switch weapons in Air attunement, and you get a Lightning Hammer. Switch weapons in Earth, get Earth Shield, and so on. Fiery Greatsword would over-ride that and use the same summoning mechanic we use now. Switching attunements whilst in your “conjured weapon set” would switch you to the appropriate weapon, not take you back to your regular attunement abilities.
What happens if you want Soothing Mist and/or Piercing Shards* while hitting enemies with Lightning Hammer? Or use Elemental Contingency to get retribution with the shield or hammer? Or use Pyromancer’s Puissance to get extra might to prepare for Ice Storm? Or use Stone Heart with the hammer?
In truth, it would hurt conjures more than help. Having all 4 conjures accessible really isn’t as helpful as it sounds, and the conjures are able to draw power from the attunements even if we can’t use the attunement’s skills. Hard-locking a conjure to an attunement would reduce the trait combinations each conjure could draw from.
Also, any time they want to add a new conjure, they’d have to come up with 20 new skills. The odds of them doing that are horrid.
Now, having a trait that lets us equip a conjure as a secondary weapon? That might work.
*We can get vulnerability on-hit after the patch due to the sigil changes.
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Even though I use 2+ conjures, I definitely don’t want to see stuff on activation or pickup. Conjures should not try to compete with cantrips or arcane skills for quick-but-fleeting bonuses. Holding a conjure should mean something on it’s own, and it should not go away until the conjure itself does. Given that, I would like to see traits that…
… makes the stat gains from the conjure be aoe. Maybe with a +10% or so increase to make it valuable if no one’s around.
… adds additional effects to the conjure’s skills. Maybe a chance for conditions or boons based on attunement? The standard “increase damage by x%” or cooldown stuff would fit here too.
… creates an Unholy Sanctuary effect while holding a conjure. An alternative would be to have that be based on attunement instead of a single effect. Like “get x boon every 3 seconds based on attunement” or something.
… have the conjure placed on the ground produce additional effects. This trait may have to lock the ground conjures so random people can’t pick them up and thus ruin the effect; only the conjurer could. Maybe an alternative would be for the conjure to become an elemental that only exists while the ele holds the other conjure?
… allow the conjurer to teleport and equip the ground conjure instantly. This trait may also have to lock the conjure to prevent other people from picking it up.
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I like conjures because they allow me to attack in ways I couldn’t before. Not being bound to near melee range as a dagger ele is rather helpful.
I just tried this and sure there’s some clipping but nothing worse than the current clipping on actual armor. I still don’t see why they can’t simply(I use this term loosely because yes I do programming) remove the out of combat only restriction on town clothes or go with one of the other ideas posted in this thread.
Pretty much what I was seeing. And just (likewise) loosening the combat only restriction is one of the things I’ve suggested.
Edit: Also you say mixing town clothes and armor together and so far we’ve been told only head items will show through but town clothes will hide everything else. So there really isn’t a whole lot of mixing going on between armor and costumes.
Some armor and clothing combinations are fundamentally not mixable, (for more than just clipping reasons)
Not sure how else to interpret this line. :/ It sounds like they tried and failed.
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It’s a skintight top, how the everloving kitten would it cause graphical bugs?
I think it has something to do with mixing town clothes and armor together. That seems to be what Curtis is implying. I doesn’t look like clothes on their own have many issues to deal with. I’ve found all of one bug…
There is a way to test to see how a given town clothes will react. Use utility/elite skills or use a bundle (including conjures). They are usable with town clothes as long as you don’t get hit or hit something. That should reveal if there is any graphical issues with a given town clothes setup. (You may want to hotkey the “Look Behind” command.)
then admit you are wrong and let it go
Being annoyed at people telling me how I’m supposedly thinking does not mean I’m convinced.
But I’m fine with dropping it.
The demonstration APPEARS to show what you wish to, or have convinced yourself is the truth. I get it, your pride is up… you don’t want to now Publically say " I was wrong"
… … What is it with people saying stuff like this tonight? If I am proven wrong, then I am wrong. That’s all there is to it.
That’s a good point. Fusing items for not-aesthetic reasons can’t happen with this new system…
if you really like them, stop playing GW2, delete it and enjoy your time otherwise. I don’t get the point behind playing a game you hate while ’’masterpieces’’ like Pefect World are out there.
Please do not put words into my mouth. All I said is that they are examples of games that have a wardrobe that works as item storage. That is all.
Also, which MMO’s have the system you describe? I’ve not come across it myself but I’d be interested to check it out.
To add a couple of old ones to the list, Perfect World and Jade Dynasty, both over 5 years old, have a “fashion stash” of sorts. I think the former even calls it a wardrobe. Both allow switching looks on the fly with hotkeys and that includes in battle. That said, getting those items in those games is a bit closer to gw2. They’re usually in the cash shop.
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3d models are basically groups of connecting geometric planes. The seam is where one row of planes connects with another. If two seams don’t meet correctly, you can end up with overlapping planes (clipping) or even empty space.
Yeah. Also, I’m doing some animation tests with the basic human female town clothes. There aren’t any animation issues outside of clipping and some conjures being temperamental. Even then, they just don’t animate, but the skill works. The added skills work just fine (yes, I can use 1-5 with a conjure). Given that, I’m doubtful there were major skill animation issues beyond clipping. Granted, I can’t test as far as anet can.
It does look like they didn’t like mixing the armors and clothes together. And I don’t know why they just didn’t enforce that somehow. :/
If the issues are simply clipping, I say let people do it anyway. As many people have pointed out, there are already clipping issues. People can preview items and decide if they don’t like the clipping or can deal with it.
It’s more than just clipping. He makes it sound like there’s large holes in the model or a graphics issue just as bad if they’re combined.
Bonefield has a pretty good understanding here of why some mix and match is not easy at all. Some armor and clothing combinations are fundamentally not mixable, (for more than just clipping reasons)
In that case, my response to Bonefield’s post is applicable. If mixing them is causing so many problems, why do something this destructive instead of simply not mixing the types?
Can you Post the dev post that shows this? because I looked over the video, and the impression I got was..Once you use a transmute charge… changing In and out of an item is free.
I got the opposite impression. If you check the video, the only armors that are marked “free to use” are those that would be free to use under our current system like the Hellfire Mantle or the “Fire God’s Heavy Vambraces.” There is no indication that a transmutation charge will unlock future uses.
In other words, the demonstration does not confirm that one sentence. The demonstration is the system in action so I believe it more than I believe one line.
If ArenaNet has no source control, then I’m the queen of Kryta.
Lol, true. I just don’t know what their policies are on this sort of thing.
Keeping the alternate paper doll and keeping the town clothes non-combat-ready isn’t something that would take weeks to implement, right? (It sounds like it would involve less work, as the town clothes paper doll already exists and can therefore just be kept as an option until town clothes are made wardrobe-able— unless in my ignorance of coding I’m underestimating the amount of work it takes to add a Town Clothes button back into the Hero menu and get the automatic switching and stuff working.)
In theory, yes. The devil is in the details and part of that is if they still have a copy of the code available. They should, but it’s not a guarantee. They would also have to make sure the new wardrobe code doesn’t freak out over non-gear equipables or vice versa and the like. It’s not necessarily an extremely fast fix.
Am I missing something here? Is there a gold fee attached as well? I think most players have well over 100 stones in storage and many crystals as well. Is the gripe about having to use another skin to transmute to?
It boils down to lv79 and below characters having to spend the same amount of charges as a lv80. As a result, people who were wanting to use those stones will effectively loose two thirds of them. The cost to switch their gear will be tripled.
Have they specified on those hats? I think the only promo item they actually stated anything about was the dragon shirt.
They haven’t. No. The faq seems to imply the hats will now be like armor skins though as that’s the only thing it lists. It may be that the hats would have less graphical errors or something.
Ultimately though, that’s likely a bitter consolation for people like BTYM.
Edit:
What will happen to my lovely beach outfit? :O
It’ll likely be turned into a tonic with the current changes. That and it probably will come with changes you don’t want. :/
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The only downside I can see to this is if there’s a technical limitation in what would basically just be preventing the current town clothes paper doll from removing player skills and reverting to armor in combat.
I’m kinda doubtful that there is. They either reused or remade the switching code for outfits anyway. There shouldn’t be an issue there with 1 slot vs. 4 slots that would mess up skills.