lets look at this from the class mechanic viewpoint:
mesmer’s class mechanic is to shatter illusions for extra effects, like interrupts and applying confusion.
warrior’s class mechanic is to build up adrenaline to buff the burst skill, and then use the burst skill.
warrior’s took traits that encouraged them to NOT use their burst skill, and those traits were changed to encourage them to USE their burst skill.
this is the same thing ANET is doing with mesmers. clone death builds (of which i used, by the way, and will no longer be able to use) encouraged mesmers to NOT use their class mechanic skills. so, just like they changed warrior traits to encourage class mechanic usage, Anet is changing traits to encourage mesmers to USE their class mechanic skills.
yes, i will sorely miss clone death build in PvE, but i feel it’s justified. i feel like ANet is being consistent here, and i feel that if Anet were to revert the changes to allow clone death without shattering, then they’d also have to revert all the warrior adrenaline changes that finally brought warrior into balance.
my comments in another thread:
i’d like to see
a) gust apply 5s of torment, since torment synergizes with the concept of control
b) unsteady ground should actually knockdown anyone who runs into it. (this would create more synergy with tempest defense trait)
c) eruption needs to apply bleeding every second instead of only at the end, and then apply 2-5 seconds blindness and 2-5 seconds of poison at the end, due to how difficult it is to land this ability on foes. (and it would finally be worth the name “eruption” since all those particles exploding into the air in such close proximity would be harder to breath, like a poison, and the blast would also naturally cause momentary blindness)
i’m looking for more conditions for elementalist, too. i reckon, that ele’s have access to weapon sigils and armor runes that can proc any condition, so why not add a condition or two to skills that would match a theme? gust is a movement-position denial skill, so why not also apply a few seconds of torment? a real life eruption spews a big cloud of ash and dust into the air, so why not apply short blindness and poison (to simulate breathing in the ash and dust)
these are intended as examples for staff. i’m sure one of two skills in the other weapons could be adjusted this way , too.
i’d like to see
a) gust apply 5s of torment, since torment synergizes with the concept of control
b) unsteady ground should actually knockdown anyone who runs into it. (this would create more synergy with tempest defense trait)
c) eruption needs to apply bleeding every second instead of only at the end, and then apply 2-5 seconds blindness and 2-5 seconds of poison at the end, due to how difficult it is to land this ability on foes. (and it would finally be worth the name “eruption” since all those particles exploding into the air in such close proximity would be harder to breath, like a poison, and the blast would also naturally cause momentary blindness)
making the active become a small (240) AoE would definitely be welcome, and is actually something that the elementalist community has asked for several times on these very forums. They could even add the signet AOE component to Pyromancer’s Puissance to add a little more to that GM trait. many say that PP is weaker than the blind GM or the fire field GM do to it being much more of a selfish trait. AoE chill, burning, and bleeding would add more to a party fight, and would actually make PP compete with the other GM traits in the meta.
lingering elements is one of the reasons i never trait into arcana. evasive arcana is the other reason i never trait into arcana. blasting staff becoming baseline after the update. i have ZERO reason to even consider traiting arcana ever again. imo, fury on attunement swap and elemental attunement are the only traits in arcana that are worth slotting. and i’m sorry, but if i have to take 4 bad traits to gain 2 good traits, it’s not worth it.
keep in mind that i don’t PvP with my ele, and arcana is mostly part of the PvP meta.
i may be in the minority here, but i totally disagree with the assessment of Pyromancer’s Puissance. it may be useless to a d/d ele, but the trait gives an alternate method of might stacking for a staff ele besides being forced to take arcane blast and arcane brilliance.. and honestly? a staff ele doesn’t need longer duration fire fields. As for fury: with the new conjurer trait, combined with aura traits in air, there will also be plenty of fury for a signet build.
fire air earth is much more attractive to me than taking stupid arcana line. and now signets combined with aura traits look much more useful than cantrips, but something tells me that all the old school die-hards will still insist on cantrip-only builds or be kicked.
cantrips have to be the most boring skills available to eles. the only way i’d ever use them, is if there existed a GM trait in water or arcana to share the effects of my cantrips with nearby allies (say 900 range). otherwise, the cooldowns are still way too long to be worth it. (of course, in my own opinion)
as for sunspot? yeah i’ve always hated that trait. as a staff ele, i want to be nowhere near my target, so why would i want a melee range AoE spell? the radius needs to be 600… or better yet: make sunspot be a chance on crit against your target while attuned to fire. that would make a decent adept minor, and move the new flame barrier up to master minor. sunspot is really low damage to begin with, so making it a crit proc while attuned to fire makes much more sense.
and for the record: Fire is the power – offense line. i am really getting tired of defense and cleansing traits taking up space in the offense line. you want defense? go earth! you want more cleansing? go water! cleansing fire is acceptable for one reason only: it burns nearby foes. fire aura at least grants might, regardless of where the attacker is, compared to the old flame barrier, which only granted burning against melee attackers.
my assessment of fire line is that new version is far superior to the old (current LIVE) version, and it opens up far more build possibilities than what the current meta allows. the new version is less defense and more offense.
i don’t get what the complaint is? sure, the two traits seem to argue with each other. but think about it… physical skills are utilities. you use physical skills to interrupt your opponents, to disable them. knockback, knockdown, etc. both traits finally allow those utility skills to actually do more damage. i would suggest, that anyone using utility skills solely for the damage component of said utility skill, is doing it wrong.
didn’t they say they wanted to move the shortbow trait out of the GM slot, down, so they could move the might trait up to the GM slot?
if that’s the case, you’ll be able to take BOTH the quick draw GM, AND the +10% damage while moving trait…
food for thought….
minor traits are defined as : the odd point traits… ie the 1,3, and 5 point traits, that we cannot select.
major traits are the 2, 4, and 6 point traits that we DO get to select.
the master traits refer to the second tier. as in adept, master, and grandmaster.
ANET has used these meanings for minor major, adept master and grandmaster, from the beginning
i would actually not mind having selectable minor traits, but under the new system, that does complicate things
now that we have more details about the new system for traits and skill unlocks, i must admit that i saw no category in the screenshots for racial skills.
this inspires several questions:
1) does this mean that racial skills will be auto granted?
2) does this mean that racial skills will be removed?
3) does this mean that racial skills will be given their own category for skill unlock?
and yes, i understand that those 3 questions are mutually exclusive.
reminder: a level 80 character will have 400 hero points. to unlock ALL (core) traits will cost 300 points (60 points x 5 core specialization (trait) lines). to unlock all skills will cost 165 points.
i don’t know about you, but when i level a character to 80, i complete at least 1 or 2 full zones for at least 20 skill points, and i tend to grab more skill points as i’m running through zones just to get to Arah. i think people are blowing this a little out of proportion, considering how many skill points you complete in a normal level up process.
and yes, i am also considering the fact that many people auto level their toons with Tomes of Knowledge from PvP reward tracks. those same people also probably have plenty of skill point scrolls laying around, too, since you earn at least twice as many skill point scrolls per track than tomes of knowledge.
Make Aquamancer's Training a Grandmaster
in Guild Wars 2: Heart of Thorns
Posted by: Forgotten Legend.9281
very well thought out and presented. i would actually support this change., considering that this trait currently is exactly the same functionality as Superior Runes of the Scholar, it should be changed to promote build diversity.
yeah sorry, my PvE (this does NOT mean dungeons. and certainly NOT speedruns, so don’t even start with me on that) staff ele will go 6/6/6/0/0 with signets, fire auras, and fury/swiftness/protection when auras are applied. forget cantrips… their cooldowns are still way too long for me. and now that i get a fire aura when attuning to fire, why on earth would i want to trait into arcana?
no, the traits that i will miss, are +10% damage when endurance is full, and the +10% damage within 600 range. i understand why we lost the under 600 trait, to bring D/D cele eles down a notch. but losing the +10% damage when endurance is full really hurts.
my staff ele takes sigil of renewal for that little bit of sustain, by the way. (to make up for no sustain from the water line) so no need for evasive arcana heal. and besides, when i dodge, it’s to avoid being hit, not to get into combat. i’ve never liked EA because of that.
the only way i would ever trait into arcana, is if i got a new trait that gave me all the master minors from the other elemental lines all in one go, to replace a 3/3/3/3/2 build.
EDIT: 6/6/6/0/0 obviously means fire +air +earth, two offense lines plus a defense line.
(edited by Forgotten Legend.9281)
New traits current orientation PvP? PvE?
in Guild Wars 2: Heart of Thorns
Posted by: Forgotten Legend.9281
my ricochet thief got hit pretty hard, no longer being able to take both Ricochet and Invigorating Precision any more. i guess she’s gonna have to heal while stealthed from now on for her sustain, which of course means she’s gonna be doing less damage ):
here’s my current solo landscape build: 6/0/6/0/2
fire: adept: more damage when attuned to fire
master: reduce cooldown of fire skills
GM: gain might when you use a skill while attuned to fire
earth: adept:+10% damage when closer than 600 to target
Adept 2: reduce recharge on signets
GM: written in stone (passives stay passive even when the active is on cooldown)
arcana : blasting staff
my new build under the current iteration of specializations.
fire:
adept: conjurer (gain fire aura when someone picks up conjured weapon or you use a signet, +10 charges to conjured weapons)
master: pyro traiing: fire skill cooldown + damage when attuned to fire
GM: gain might when casting spells while attuned to fire
earth:
adept: elemental shielding (gain protection when you gain an aura)
master: geomancer training (reduce cooldown of earth skills and reduce duration of chill, immob, cripple)
GM: written in stone (signet passive affect always, + signet cooldown)
air:
adept: auras grant fury and swiftness
master: tempest defense (gain shocking aura when disabled
gm: bolt to the heart (+20% damage against foes with less than 33% hp)
how my build will change with the specializations
i lose +20% damage from earth line (no more +10% damage under 600 range, no more +10% damage when endurance is full) but the following makes up for it:
i gain fire auras when i use signets or someone picks up a conjure
i gain protection, fury, and swifness when i gain auras
i gain might from fire auras when i’m hit
i apply vulnerability on crit
enemies within 600 range of me do 20% less damage to me
blasting staff is no longer a trait, but is now baseline for all staff users.
(for someone who thinks this gives too much defense… someone could take arcana gm trait elemental attunement for boons upon weapon swap, while still taking air and fire GMs, and would receive a good amount of defense.)
and we still don’t know what the new Tempest “elite specialization” will bring yet.
conclusion: as a staff ele running around in silverwastes (with a very small health pool due to zerker gear) i finally feel like the low HP pool is justified, in that i’ll finally be able to use use protection, and take less damage in melee range.
my current pistol build has ricochet and invigorating precision. those are now both GMs in the same line, meaning that my build no longer functions as i planned it.
i also am a little skeptical about the new unlocking method. on the surface it looks great compared to the “go kill so and so” or “find the treasure hidden under the sea in brisban wildlands” type stuff. on the surface, you pick a specialization (trait line) and then spend points to unlock the traits IN ORDER. for a lot of my alts, i didn’t bother earning any traits that i didn’t plan on using in the build. for example, my dual wield warrior has unlocked exactly 9 traits. 7 of them were intentional, as they were for the build. the other two happened to be rewards for content that i did. my point, is that for that warrior, i bought 1 adept major, 1 master major, and one grandmaster major trait for each of two lines. i didn’t get all 13 traits for each of those lines. under the new system, it appears, that if i want the grandmaster traits, i have to unlock ALL the adept and ALL the master traits first, THEN i can unlock the GM traits. ugh. i could be mistaken, but that’s the impression i get from the screenshot.
my Q is: if i already have certain specific traits unlocked for my dual wield warrior, will those specific traits be grandfathered in to the new system, or will i have to unlock all the traits in order, (ie unlock trait 1, then trait 2, then trait 3, etc) for each specialization all over again, instead of having my already unlocked traits available when HoT launches?
Please don't reward retroactive MasteryPoints
in Guild Wars 2: Heart of Thorns
Posted by: Forgotten Legend.9281
Where is everyone getting the information (or why are they assuming) that any MP earned from the core game wouldn’t be spendable for any mastery line?
from the official Anet Blog: https://www.guildwars2.com/en/news/reimagining-progression-the-mastery-system/
Each Mastery track is tied to a region of Tyria—they must be unlocked with Mastery points gained in that region and can only be trained in that region. With the launch of Heart of Thorns, there will be two Mastery regions: the Heart of Maguuma, encompassing all PvE zones that are part of the Heart of Thorns expansion, and the core Guild Wars 2 world, encompassing all PvE zones currently available in the game today. Since Mastery tracks can only be trained in their respective regions, the Mastery training bar will automatically change the Mastery track slotted when you change regions, reverting to the last Mastery track you had selected for that region. Some Mastery points will come from content that existing players may have already completed, and these Mastery points will be automatically awarded to you with the release of Heart of Thorns, allowing you to get started on your Mastery journey right away.
Please don't reward retroactive MasteryPoints
in Guild Wars 2: Heart of Thorns
Posted by: Forgotten Legend.9281
I know many things so far have been rewarded retroactively as a progress for Vets, but can you not do this with Masteries system? Let everyone start from scratch.
Reason I say this is because everyone complains that they don’t have much to do and if many of us (including myself) get enough points to unlock all the Masteries we won’t get to experience the progression like someone who’s new would. Thanks.
i think you might not understand how the mastery system works. Mastery points don’t unlock the masteries. Mastery points unlock the XP track. the XP track unlocks one rank of the actual mastery after you’ve earned enough XP.
that means you have to play the game and gain XP to be able to earn the mastery. and you can only select one XP track at a time. so you can only earn one rank of one mastery at a time..
the only caveat, concerns Tomes of Knowledge. we don’t know how many tomes of knowledge will be needed to earn a single rank of a mastery. it may be possible to use hundreds of tomes of knowledge to earn the ranks of the masteries.
PS: the retroactive mastery points will ONLY be for PRE- HoT content. all HoT content, everyone WILL be starting off exactly the same, with ZERO HoT mastery points.
While I don’t think the OP’s suggestion is exactly the change we’re going to go with, I thought I’d drop by and let you all know that the effectiveness of turret engineer is something we’re looking into very closely right now. Once our plans are a bit more concrete I’ll give an update.
Have a good weekend,
Grouch
as much as i hate to say it, turret engineers need to have SPLIT BALANCING… in PVP they are too strong, while in open world PvE against a single veteran, they quickly lose their power. throw in multiple vets or champs, and turrets become useless. and yes, my calling them useless IS hyperbole, but i think it demonstrates the difference between game modes.
+1
at least one of my ladies would like that hairstyle
the big undead bone dragon from Guild Wars 1. http://wiki.guildwars.com/wiki/Rotscale
he supposedly awoke near Frost Gate and eventually made his way to The Mosoleum in Majesty’s Rest, where we, the players, defeated him for the Rotwing Recurve Bow. did we really defeat him? or will he reanimate again in GW2?
if he does reanimate, say, by the power of some eldar dragon, will he still be in Majesty’s Rest? will he become the champion of an eldar dragon? or will he be following Livia around, since she carries the Scepter of Orr (which controlled the Undead in GW1)?
then again, i suppose if Rotscale obeyed Livia, we would have heard rumours of a great bone dragon attacking Kryta’s enemies at some point, (since her goal was to defend Kryta at any costs) unless Livia is keeping him as a secret weapon. the way Adelburn saved his Sword’s magic as a last resort to use only when there was no more hope of victory
There is just no reason to go more damage.
I have no idea why anyone would defend these Sigils; they’re useless and boring.
for the same reason that you defend your suggestion to improve sigils to the point that they think for you, that they decide who to heal, instead of you deciding who to heal. who needs a game when the game plays itself?
when they say “handful” they could mean:
a) literally 5, since there are 5 digits on a typical hand (but this becomes a metaphor then doesn’kitten because literally, legendary weapons are simply pixels in a virtual space, and millions of legendaries could easily fit on a flash drive that you can hold in your hand)
b) that they plan on releasing 4 or 5 (or maybe 20) new legendaries per weapon kind (sword, dagger, longbow, etc), and are working on all those designs and collection themes, but will only release 1 new legendary per weapon kind with HoT
c) somewhere in between.
i know a lot of people have doubts and will auromatically assume that a handful literally means we will get only 5 new legendary weapons, period.
honestly, if they only release 5 new legendary weapons, period, greatsword better NOT be one of them, because greatsword already has 3 legendaries, while all the other kinds only have 1.
this thread really reminds me of how everyone thought the tiered collections would go. people thought that tier 1 would be say, greatsword, sword, dagger, longbow, and tier 2 would be say staff, scepter, focus, warhorn, and then tier 3 would be different types, and tier 4 would be the rest.
and they were wrong.
so again, the word “handful” does not confirm any exact number of new legendaries.
PS i really think ANET is smart enough to realize that they’d have a riot on their hands if there WEREN"T one new legendary per kind when HoT launches.
[suggestion]
since altering story progress for characters (ie, removing the progress from the character save-file) results in so many bugs… how about making a copy of the complete personal story, and labelling the copied PS “replayable story step chapter 1 step 1”, or “season 0, chapter 1 step 1”, etc. since it would be a copy, it would technically be a different instance, and therefore wouldn’t affect the character save file. granted, the new “copies” would have to recoded so as to not save the choices in the character save-file, but rather simply be more like the season 2 instances, with achievement flags,
(please forgive my pseudo jargon here, i’m not a programmer, so i tend to refer to permanent choices as save-file data, and gaining achievements to me is tripping a flag, in my own words)
so then you’d end up with two categories of personal story. you’d have category 1, which contains all the PS as restored, including the programming that prevents us from replaying the instances. category 2 would be the copied PS, which would include updated programming to allow for replayability and achievements, while removing the programming that saves PS choices to the character save files.. this would entail some work, but would prevent the game breaking bugs caused by resetting the PS.
(edited by Forgotten Legend.9281)
now i’m confused by the terror trait… i was always under the impression that the fear only did the damage at the cast or rather application of the fear to the target, ie that the damage was a one time event per fear, regardless of fear duration. i was under the impression that it didn’t matter if it was a 1/4 second fear or a 4 second fear, the damage would always be the same ( x with no other conditions, x+y if the target suffered from at least one other condition. )
the trait says nothing about damage over time. that’s why i’m confused.
so you’re saying that terror’s actual functionality applies damage per second as long as the fear remains on the target…
PS: i’ve never played terror necro before, due to my ( mis ) understanding of the trait.
go ahead and add me, too. but i must warn you, i talk about bacon a lot. just ask my guild mates.
PS: you can also add friends in game by typing in their account name, which is the forum user name on the left of our posts, including the dot and the 4 digit number.
and welcome to guild wars 2!
EDIT: also, anyone who added you to their friends list will show up as “followers” in your friends menu. (the friends menu grants you access to friends list, LFG tool, followers, and block list). so, if you have followers, it’s only because they added you to their friends list, but you haven’t added them to yours yet. once you add a foloower to your friends list, their name will move from the followers list to the friends list.
(edited by Forgotten Legend.9281)
I’m highly offended also and wish to lodge a complaint about the angles at which my char was holding his hands. I have arthritis in my hands and holding my hands like that in real life is very painful. ANet knows about this as I have posted once before about having hand pain. It was inappropriate of ANet to remind me of this when I’m trying to play a video game. They should have remembered my post and done something else. They should post in this thread and apologize for causing me so much mental anguish and suffering.
how can you have arthritis in your arms after they’ve been cut off? are you sure it’s not chronic phantom sensations?… yeah i know, you’ll bite my legs off….
;-)
Let pear skins be useable for melee staff.
in Guild Wars 2: Heart of Thorns
Posted by: Forgotten Legend.9281
let’s think about this realistically…
if your staff was the shape of a pear (and still the same height), how could you hold it in one hand? you’d have to grip it with a pear hug… and then also probably turn it upside down to be able to carry it. and then, how would you see where you’re going? and forget about a dodge roll, your pear would roll you over and roll away, leaving you weaponless.
HOT already has a price and Release Date?
in Guild Wars 2: Heart of Thorns
Posted by: Forgotten Legend.9281
sigh… every time i see one of these threads come up i think to myself how very very simple it is just to go to www.guildwars2.com and click on that huge Heart of Thorns banner that covers the screen. if the info is there, than it’s official. if there’s no release date or price listed there, then obviously there isn’t one yet.
i’m also pretty sure that the only other two places that would have guaranteed accurate pricing and availability for heart of thorns will be the official NCSoft store, and probably the in-game gem store.
/back to bacon
Precursor Crafting explained by KongZhong
in Guild Wars 2: Heart of Thorns
Posted by: Forgotten Legend.9281
Map Bonuses
While the update to precursor acquisition makes for a huge change in the way we craft legendary weapons, our new Map Bonuses system will also make acquiring the materials you need a more directed activity. With Heart of Thorns, most explorable maps will have an associated set of bonus rewards that rotate on a regular basis. Starter maps will not be included in order to preserve the new-player experience. By completing events, jumping puzzles, and mini-dungeons in a map, you’ll be periodically awarded with one of its associated bonuses in addition to the normal rewards. For most maps, the bonus reward will be crafting materials. For instance, playing in Cursed Shore could reward you with ancient bones, charged cores, charged lodestones, or giant eyes during one rotation, and powerful venom sacs, glacial cores, glacial lodestones, or globs of ectoplasm during another rotation.
Maps like the Silverwastes or Dry Top that have a dedicated currency will work a little differently. For these maps, bandit crests and geodes have been something of a test for this concept, where you’re rewarded with these currencies through a bouncy chest for playing on the map. The Map Bonuses system is a more streamlined experience, and with Heart of Thorns, these maps will be updated to always award currencies through the Map Bonuses system. Moving forward, any map with a similar currency will also work within the Map Bonuses system.
The goals of this system are to provide ways for players to target the materials they need, let players know exactly where to obtain those materials, and help all explorable maps always feel like relevant and rewarding places to play.
does this mean that we will be earning new bonuses for meta-events and dynamic events in zones we’ve already map-completed? IE, every dynamic event will pop up a bonus chest with extra materials in it?
sigh, here we go again…
fractal rewards for fractals are different than the new stat combos being treated differently than the old stat combos… why? fractal skins are skins. they don’t affect balance.
limiting 4 stat combos at exotic rarity (t6) to only a single method of acquisition makes it more difficult to experiment with different builds, which is the opposite of ANET’s intention of wanting us to experiment with different builds.
why should i spend 2 months crafting a full set of celestial or sinister armour and trinketts and weapons when i can spend 5-10 minutes crafting full berserker gear? (presuming i’ve already levelled all crafting professions to 400)
and how am i supposed to be able to experiment with celestial / sinister stats if i have to wait 2 months to be able to equip the full set? especially when i can obtain the launch stats practically instantly.
this disparity in the same tier of gear severely discourages experimenting with different stats. in this case, ANET is is own worst enemy.
simple solutions:
1) make charged quartz crystals tradeable
2) add nomad’s / celestial / zealot’s / sinister gear to the loot tables
3) add nomad’s / celestial / zealot’s / sinister recipes to the master crafter NPC’s
4) add nomad’s / celestial / zealot’s / sinister gear to WvW vendors
5) add nomad’s / celestial / zealot’s / sinister gear to karma vendors
6) add nomad’s / celestial / zealot’s / sinister gear to dungeon vendors
7) make nomad’s / celestial / zealot’s / sinister gear tradeable on the trading post
8) add more permanent ways of obtaining the unique components (such as watchwork sprockets) to the game to offset the obscene material requirements (such as needing 500 sprockets per insignia / inscription) or reduce the material requirements (such kitten sprockets per insignia / inscription)
PS: this is from a fella whose addiction to GW2 is exceeded only by his addiction to bacon.
Spend a point, then grind xp to use
in Guild Wars 2: Heart of Thorns
Posted by: Forgotten Legend.9281
it’s what ANET said at the HoT announcement that it was going to be… use points to unlock the tracks, earn XP to complete the tracks (instead of gaining skill points for “levelling up”)
so, if i understand this right… i would have to be using the app, and then log in to my account on guildwars2.com… and then grant permission. so if i never use any apps, then they’ll never gain access to any of my information. ( i still wouldn’t mind having a “block all apps” setting just in case, but seeing that it wouldn’t be needed if i never use any apps to begin with, my paranoia is sated. )
thank you so very much everybody for explaining how this works. i’m glad you all saw through my post (and Bacon Deficiency) and saw that some respectful “there’s no need to worry. this is how it works.” is really all i needed to alleviate my concerns.
the trouble with BDD (bacon deficiency disorder) is that sometimes, the one suffering from it overthinks things.
golden brown delicious crispy bacon to all of you.
(edited by Forgotten Legend.9281)
here goes attempt number two, since the forums ate my post. my apologies if this sounds abrasive. if you read any negative attitude between the lines, it’s mostly due to the frustration of having to rewrite all this less perfectly than before.
A) will there be a setting in game or in my account page so that i can set a definitive “no app is allowed to access my account / character information, ever, even if the app is able to produce the proper credentials” option? (please answer yes. this seems to me to be a “must have” option.)
B) will there be another secondary option to “send me an email informing me of any automatically blocked attempt of an app to access my account.”
~ this email would NOT ask me permission for the app to access my account. this email would simply state that an app tried to access my account, and was blocked due to my account settings.
~ this would avoid confusion that the email authentication system could bring. i’d hate to have checked the box for “A” option, and then get an email asking me permission for an app to access my account.
~ i understand that “app” access might then need to be coded differently than “game access” for these purposes
C) presuming the above options are included, if neither A nor B options are checked, i would presume that email authentication settings would take over.
~ preferably adding a separate option specifically for app access email authentication (defaulting to the game access email authentication setting?)
~ a separate option could then be treated as an either / or / neither option with “B” above (ie, either B, or C, or neither, but never both)
~EDIT: for clarification, it would be either: “A” and “B” auto-block and email notifying me of the block, OR “C” email me asking me for permission, OR neither
D) presuming both A and B options above, i would suggest making sure they override the email authentication requesting permission.
~ if i check the box for “A”, and email authentication sends me an email, and i say yes, then “A” automatically denies permission unless i change the setting for “A”
~ however. if “C” suggestions are implemented with either / or / neither functionality, this wouldn’t be a problem
E) even if none of the above options are included, the bare minimum security requirement would be the email authentication applies to any app that attempts access to account / character information.
basically, i’m saying i want an account setting to override any app’s permissions. i don’t want any app accessing my account / character info because some app got permission.
please forgive me for my paranoia, and my obsession with asking for clarification on this. I know a lot of people want these kinds of apps. i want them to be able to have them, too. i just want to be able to opt out of it in “one easy step,” (checking 2 boxes still falls within the hyperbole) and never have to worry about it again.
Thanks for listening again, and bacon to you too!
(edited by Forgotten Legend.9281)
um, you know there is a “set to default” option? that “default” option sets everything to pre-patch camera settings, so that the experience is the same as it’s always been before they introduced the camera changes
please keep in mind that by allowing character data to be accessed by third parties, security for GW1 accounts might be compromised, based on the requirement for having to enter a character name with the account.
please take extra steps to ensure that any pulls of character data cannot be linked to account information by any third party, as this could possibly give a backdoor access for hackers to steal peoples’ accounts.
please remember that people who have linked their GW1 and GW2 accounts may have used at least one character name from GW1 when creating GW2 characters. allowing any third party, access to my character names via API pulls could compromise my GW1 account, and therefore possibly my GW2 account.
now, i may be simply paranoid about this, but i want to be sure that my account is secure. i’d hate to lose it to hackers due to official apps making a back door.
thank you for listening.
the waypoint is still needed for map completion. therefore it still needs to appear on the map. simple.
the purpose of the specialist is to provide reports TO ANET, not to the forum users. Marmatt posted one report so the users could see it. I presume that these reports to ANET are supposed to be sent to specific people via forum messaging or email.
Boycotting HoT Content until its released
in Guild Wars 2: Heart of Thorns
Posted by: Forgotten Legend.9281
i’ll stick to my own cott, thank you. because it’s close to the bacon.
keep in mind that this is the “first” fight against the Wyvern. Anet has said that we will fight him on several different areas (tops of cliffs), and that the fight gets harder when the area gets smaller.
in other words, this is the HoT “newb-island” encounter, not the “endgame” encounter.
people just start flapping before they finish reading… and fly off the handle… birds of a feather and all that…
i don’t think the issue for players is individual price or availability of silk. the issue is apparent when looking at crafting recipes. silk is a tier 6 crafting ingredient. so is mithril.
to craft 1 deldrimor steel ingot, a player needs to refine 100 mithril ore into 50 mithril ingots to make the daily gated ingredient. at 43 copper each, that’s 43 silver.
to craft 1 bolt of damask, a player needs to refine 300 silk scraps into 100 bolts of silk in order to craft the daily component required for damask. at a cost of 2 silver 9 copper each, that’s well over 6 gold.
43 silver for one component in one recipe, 6 gold for the equivalent component in another recipe of the same tier.
this is another example of tiers within tiers (or rather, not treating recipes in the same tier the same) other examples of treating recipes in the same tier differently, is level 80 exotic crafting.
for example
at launch, orichalcum imbued inscriptions followed the recipe pattern: 5 orichalcum plated dowels, 5 ectos, 5 fine tier 6 crafting ingredients.
all the new inscriptions (added after launch, such as nomad’s, zealot’s, celestial) require many more custom ingredients. (such as 500 watchwork sprockets, or daily gated charged quartz crystals, which require 25 quartz crystals each, for a total of 125 quartz crystals)
there is a great disparity hear. one recipe in the tier requires 5 raw tier 6 ingredients, while another recipe in the same tier requires 500 raw tier 7 mats, further refined. (i call them tier 7 mats because they are not available as drops from killing level 80ish enemies. they are only available through specific events which are no longer in the game, or from singular gathering nodes, which are mostly only available in home instances on a daily timer)
again, the issue here is the disparity between recipes of the same tier, being treated as though they are different tier recipes. all exotic recipes need to be the same tier formula for the recipes. all ascended recipes need to follow the same tier formula for the recipes. Otherwise, what’s the point of splitting them into exotic and ascended to begin with?
(edited by Forgotten Legend.9281)
I’m glad to hear it, Gaile. Thanks for the update, and the reassurances.
As with the Silverwastes, I’m looking forward to seeing the future changes based on player feedback. This program seems to help streamline the process a bit, much like a “next step” to the CDI threads.
Thanks to the Dev team for implementing this program, and thanks to all the volunteers for taking the extra time to participate in it.
Thanks again, and bacon to you too!
What do you think Spec's will lose?
in Guild Wars 2: Heart of Thorns
Posted by: Forgotten Legend.9281
since they specifically mentioned that specializations will most likely bring in new class mechanics, my guess is that the first specializations will probably replace the 5th trait line for each class. ie, ranger Druid trait line will replace beastmaster trait line. if true, that would also mean that the utilities buffed by beastmaster traits will probably also be replaced.
another example would be that the elementalist specialization will probably replace the arcana trait line, which would also mean that the elemenatalist would lose the arcane skills if s/he wanted to specialize.
just my 2 coppers.
at launch, all exotic gear was tradeable…. such as berserker, knight’s, rampager’s
now, all the stat combos introduced through the living world, (such as nomad’s, zealot’s sinister, celestial) are account bound on acquire, and require a lot more mats to be able to craft, and in some cases, even have daily restrictions on crafting certain components.
i would say that qualifies as different, even though the OP mistyped “everything else” instead of “stats available at launch.”
essentially, this has created an additional tier of gear.
there is:
common
fine
masterwork
rare
exotic: tradeable
exotic: account bound
ascended
now, the difference between exotic: tradeable, and exotic: account bound, is not stat value, but rather difficulty in crafting. even though the two tiers appear to be equal, one is treated as though it were a lower tier of ascended gear.
i have always disagreed with the 2 tiers of exotic gear.
my solutions are as follows:
1) reduce exotic: account bound tier of gear to be equal in all regards as the exotic: tradeable tier. that means
a) reduce the number of materials required to craft.
b) eliminate the daily restrictions on certain components.
c) make them tradeable
or
2) create a new rarity called say, custom, and
a) remove the “soulbound on use” requirement, since the gear is account bound. it should be useable by all the characters on your account, as long as they meet the level and armor weight requirements.
b) give additional recipes to be able to use the “custom” tier gear as a crafting component to upgrade the gear (like the crafting backpacks)
c) the gear will also include an infusion slot.
summary:
stop treating exotic gear in two different tiers ( tier 1= tradeable, tier 2= account bound). either make them the same tier, or change tier 2 into a a different “rarity,” since it’s already treated as a different tier anyway.
(edited by Forgotten Legend.9281)
my request, as you’re looking for class specialist, is please make sure they are not “my way or the highway” type people. it would be very frustration, for hypothetical example, to ask for elementalist advice for landscape PvE, and then only get advice for speedclearing a dungeon, and then be told that any build not designed for speedclearing is trash.
please find specialists that won’t push a particular meta on the rest of us, that won’t belittle us for trying out builds in one game mode that don’t work in another game mode, that won’t mock us for not using accepted min-max builds.
i myself will be less lenient on class specialists. if i ever see one of them say things like “learn 2 play” or “that build is total trash,” i will be reporting them for breaking ToS troll / flame rules. i however, will not be actively seeking out all their posts, as that would take up too much of my time.
i would also add that these class specialists should be able to discuss the pros and cons of skills, traits, combos, builds, in all game modes, and should be able to distinguish the difference between general PvE (landscape), Dungeons and World Bosses, Fractals, Living World and Personal Story, WvW and EotM, and the different PvP modes, (deathmatch, capture point, stronghold), because all of those are essentially different game modes. (and i consider speedclearing to be a different game mode, or should i say playstyle, than dungeons, and soloing dungeons to be different than dungeons.)
for example, if i’m asking for help on a build for general PvE (landscape), i don’t want answers for speedclearing dungeons: i want answers for general PvE (landscape).
my apologies for the overpassionate tone of my post. i’ve had bad experiences on unofficial Guild Wars 1 forums where people flamed anyone who didn’t play exactly the same way they did, and i’d really like these class specialists to be helpful, and not belittling.
(edited by Forgotten Legend.9281)
the rules of the sigils… is
~ only one stat stacking sigil will work (no bloodlust + percepeption, for example)
~ two of the same sigil don’t stack, regardless of tier. for example:
~~ you can’t use two superior sigils of battle to get 4 stacks of might on swap.
~~ you can’t use a minor sigil of battle plus a superior sigil of battle together
~ anything else is fair game
News and Announcements tell us that Lord Faren’s Rapier and Chicknado is in the Gem Store. However, the Gem Store has not been updated yet to include those items in game.
/sadpanda