I rarely do PvP or Hard PvE, unless it’s organized.
I rarely do PvP or Hard PvE, unless it’s organized.
Also probable that core maps being too easy, that most revisit them to only gather nodes or do some collection or achievements, that’s atleast some players not coming back.
I rarely do PvP or Hard PvE, unless it’s organized.
Nerfing open-world PvE and having many achievements in open-world PvE makes the more challenge-oriented players unhappy. Also having the more “hard-mode” content be easy enough for moderate players to enjoy.
In my opinion, Anet should have stuck with being a casual game and been very successful in that field. I’m sure those who enjoy the game but think it’s too easy have the opposite POV.
As long as they don’t create content like the core (“Zhaitan Campaing”).
Mobs should always mirror player capabilities, atleast minimum possible, like use boons (corrupt or strip), conditions (cleanse or convert), skills that require dodging, dodge players attacks (still on drawing board I think), high armor vs direct dmg or high HP vs. condition dmg (never combine Armor and HP), DPS build, Support build, Control build and so on with same limitations as players have.
That way players can utilize game mechanics in PvE, getting new experiences with different builds in different maps, without some of them locked behind PvP or Hard PvE content…
I rarely do PvP or Hard PvE, unless it’s organized.
I think Trahearne’s body disintegrated into magical energy when he was mercy killed in the end.
Tho that doesn’t mean that there wouldn’t be military funeral procedures, which can be done with even small bits if full body couldn’t be recovered…
I rarely do PvP or Hard PvE, unless it’s organized.
The heart quests were quite fun for the first time, felt they were very poor to repeat tho.
On other note, ANet could have introduced “replay heart” function, which would be accessible through the Heart NPC which offer the option “do you want to replay this renown heart, this will not affect your map completition”.
Would make people who loved renown hearts happy.
I rarely do PvP or Hard PvE, unless it’s organized.
Thief > Rogue > Whip
Instead of “rogue”, call it “Raider”, in reference to Indiana Jones. :P
As for Halberds, Spears can do that job, since they already have Halberd skins mixed into them, unless of course ANet changes that and separates Halberd skins into their own type of weapon and let spears hold the spear-like skins.
Although there are also glaive skins in spears…
On other thought Shield+Spear sounds nice, Guardian Phalanx and Warrior Hoblite (both sound more like short range party buffing themselves and party members depending on distance between players, although I have to say that Guardians already have “Phalanx” like qualities already), although the Spear could still remain as two-handed, Guardian Inquisitor and Warrior Partisan or Warrior Sentinel.
Scythes, a part magical and martial weapon, I really hoped that the Reaper could have had it, Current Reaper would probably be a Dark Knight instead.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Does “Character model limit” option in graphics also remove skill effects on target mobs tied to the player characters not loaded in PvE?
If not: Atleast for PvE, then this could be a good idea, instead of just “effect LOD” that neuters skill effects, “Character model limit” should have been able to remove skill effects made by those “invisible players”.
Just recently noticed how skill effects came out of “nowhere” from a distance, when I had “Character Model Limit” to lowest setting possible.
This should be prevented from happening, to prevent excess skill effect clutter, specifically in open world PvE. There’s no good reason for invisible players skill effects to get through the model limit.
There should also be PvE tied version of this option with priorities below
PvE priority of:
- NPCs and NPC skill effects.
- Party/Squad members and skill effects.
- Random players and skill effects.
On other note, I hope that the “Character model limit” now does not prevent NPC models from loading (although I had one time Justicar Hablion suddenly disappear from view during a skill-effect-supernova) and prioritizes them over players in PvE, then prioritizes party/squad members over free roaming players.
Also the issue of Players>NPCs should be rectified with this option, with split to PvE (Players<NPCs) and PvP (Players>NPCs).
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
This achievement tied to this, in my opinion should be 5 tiered, instead of just 1…
That way it rewards players with more characters.
I rarely do PvP or Hard PvE, unless it’s organized.
Well, the core game (known as “Zhaitan campaing” or “vanilla”) has been designed rather poorly, difficulty of mobs is based on damage and HP (“multiply HP=more difficult”), while skills of the said mobs rarely work and do only damage.
I would suggest playing on HoT and the added maps. There mobs will be much more complex and more potent, than core game mobs.
If that’s not enough, there’s the raid and fractals of the mist, tho fotm and core dungeons suffer the same issue of “simplified mobs” or loop holes that allows skipping of portions of the dungeon.
If even that is not enough, then GW2 isn’t just the game for you…
I rarely do PvP or Hard PvE, unless it’s organized.
And well, some skills they only managed to balance somehow at the very end of GW1, like the infamous skill “Flare”, became somewhat useful by gaining small AoE when overcast…
Although I still like the GW1 PvE abit more, since there’s more utility for majority of skills, like enchantments, hexes, removals, etc. while in GW2 is the problem of mobs either being completely challengeless (vanilla PvE) or have challenge but lack some distinct game mechanic (boons mostly with HoT, tho the LW3 remedied this abit with new content that use boons a little bit more)
If I remember correct, there’s still skills that are considered useless, due to distinct functionalities…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Mesmers should wear armor like this instead of the common light armor. They are to fabulous to wear the clothes that Necros or Elementalists are wearing.
This is exactly what we need. I miss the old GW1 simple skins. GW2 has too many fancy, overcomplicated armor designs. GW1 Necro armor here! Look at all the tight stuff! -grabby hands-
I do miss the old necro style too, was very distinct to the profession, although mixing bdsm and goth styles.
I rarely do PvP or Hard PvE, unless it’s organized.
Any chance you are going to increase the number of character slots?
We only have 5 slots and there are 9 classes, so I can’t experience all the classes for me to decide which one I prefer to play.
In this case you can expand your character slots by buying gems (with ingame gold or with real money) and use them to buy “character slot expansions” on “Upgrades” page on gem store.
If I remember correct, you should also get a character slot once your account reaches 3 years of age, but I might be very wrong about it and it only applies to players who started playing GW2 on it’s release date who then bought HoT.
Sadly it’s just that way to expand the character slots
I rarely do PvP or Hard PvE, unless it’s organized.
Just noticed that the Warhorn Skill “Hunter’s Call”, has 25 second cooldown as base, with “Windborne Notes” trait the cooldown is reduced to 15 seconds, instead of intended 20 seconds.
The cooldowns are applied properly tho, non-traited goes to 25 second cooldown and traited goes to the 15 second cooldown, so its not a skill description issue.
On other hand I wonder why “Hunter’s Call” doesn’t get the AoE Regeneration boon like “Call of the Wild” does.
I rarely do PvP or Hard PvE, unless it’s organized.
Gotta give you 1 point for making hostile NPCs in the new Bloodstone Fen gain 3 boons.
But during this initial experience, I’ve only found some erratic reapplication of boons, sometimes the 3 boons are reapplied and I don’t understand how it does it…
Is there ever gonna be a attempt on making Open world PvE utilize same mechanics as players are able to do? Instead of limiting such mechanics to PvP and Hard PvE content…
Giving them some abilities to gain or grant boons quite reliably shouldn’t make them impossible to defeat.
But as long as they don’t devolve into the vanilla type mobs, which can’t deal damage, use boon, sport high HP and very low armor…
Like example:
Warrior type hostile NPCs could get the ability to use a copy of the skill “For Great Justice!”, with same durations and cooldowns, give out 20 secs of 3 stack might and 8 secs of fury with cooldown of 20 secs. Maybe even make some greatsword wielding NPCs to gain boons when using some multi-attack skill similar to “Hundred Blades” that gives a boon with every successful hit.
Elementalists could gain stack of might for 10 seconds for each use of their skills, and some skills could grant boons with successfully hitting the player.
Mesmers steal boons (which is used in some extent so far).
Rangers could utilize boons depending on wether they’re beastmasters (use shouts to buff themselves and pet) or marksmen (utilize some “On the mark” type skill that gives boons if it hits an enemy).
Necromancers could utilize deathshroud and gain might with lifeblasts and more might when hitting enemy below 50% HP, while condition based would corrupt boons. Maybe even make a Order Necro that sacrifices health to give boons.
Guardian type NPCs could remove boons by setting enemy on fire at set intervals similar to Virtue of Justice charge system and old “Searing Flames” trait, and have ability to block attacks like a shield bubble of Shield of Absorbtion unlike the old “shield stance” that channels for 3 seconds and only blocks of 1 seconds after completing the channel. Maybe even shout that grants Retaliation for 3-5 seconds but doesn’t apply if ally already has retaliation.
Engineer type NPCs with “chemical” bombs could remove boons and apply random boons on themselves with their own “elixirs”.
Thieves prolly don’t have much of use for boons tho, maybe able to steal them and apply to their allies like player thieves can do. Although bigger problem is that they can’t really utilize dodging even now…
Revenants could utilize the Herald and Dwarven type of abilities to buff their allies.
I rarely do PvP or Hard PvE, unless it’s organized.
And well, the gear can also be used by people who want to play the game without having to stop and craft their gear, just to keep on doing stuff as they see fit.
Although it would be quite random, which those type of players would have to deal with.
I rarely do PvP or Hard PvE, unless it’s organized.
Essentially: Everything that you learned and could do in Vanilla (“full berserker DPS spam 1111 auto assault” tactic), throw them away and it’s time to learn the gameplay mechanics that ANet didn’t teach you properly and didn’t include in the mob designs in the first place.
The content was abit nerfed during last quarterly update, so they’re not as punishing like they used to.
It’s just time to learn proper dodging, aggro management, skill usage during combat, creating builds with more functionality, DPS, Control and Support build trinity.
I rarely do PvP or Hard PvE, unless it’s organized.
Tangled Depths iirc.
Nuhoch vendor for insignia/inscription/jewel, armor piece recipes are dropped by containers and event rewards, or from Trading Post.
I rarely do PvP or Hard PvE, unless it’s organized.
Meh, I got hit by over 2 million damage from the Axe master. :P
I rarely do PvP or Hard PvE, unless it’s organized.
Only if it’s made as optional to check on or off.
Currently I find no problem with the map, since the map isn’t exactly used during combat and best time to use it is when you’re in a safe zone.
Space will center on my current position and so on.
I rarely do PvP or Hard PvE, unless it’s organized.
What if you’re left handed? ??
Left handed are the spawn of the Devil!!!111onezeroonetwothree
:P
Sadly there’s no way to invert character model in GW2…
I rarely do PvP or Hard PvE, unless it’s organized.
Human: Necromancer and Thief
Charr: Warrior and Guardian
Sylvari: Ranger and Mesmer
Asura: Engineer and Elementalist
Norn: Revenant
I rarely do PvP or Hard PvE, unless it’s organized.
Giant Solifuges which would be a Melee Spider (model already exists as “Canyon Spider”, there’s also a pet icon too, but it’s used for the Cave spider that looks nothing like it)
All the Crabs available, Hermit and Cave Crabs
I rarely do PvP or Hard PvE, unless it’s organized.
What PvE could use, atleast the Vanilla content, is abit upgrades on the mobs and events.
It’s super easy, where you need only to go full berserker and just smash 1 to win pretty much everything.
PvE mobs should atleast somewhat reflect player professions.
Adding PvP into PvE is a no. The current design doesn’t allow flexibility for such thing. If such thing were to be added, the whole game needs a full redesign to work.
I rarely do PvP or Hard PvE, unless it’s organized.
Canach could still join the group, though still remain under Anise’s payroll.
Anise’s involvement could have something to do with the Bandits that appeared to be there but abandoned their stuff and forts when Mordremoth started acting…
Now that we have coded orders with White Mantle symbol and all.
Hmm, looking at the group profession vise:
- Taimi is unconfirmed atm, perhaps her new Scruffy 2.0 golem/powerarmor will give her more profession specific role
- Rox is a Ranger
- Braham might turn into a Dragon Hunter from Guardian
- Marjory is a Reaper it seems
- Kasmeer seems to be a Chronomancer or still just a Mesmer
- Rytlock swapped from Warrior into Revenant
Canach seems to be a Warrior or Berserker.
Caithe I think is one possible member as a Thief or Daredevil.
Malyck could make a comeback and become a member of the team…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
There are options to change the behaviour of target AoE circles.
The first page of the options window contains the AoE circle related options along stuff to automate certain actions.
You can make them:
Snap the AoE circle on your target
AoE shows circle when holding skill button and activate it on release of the button
AoE circle skills are used immedietely on button press
Then there’s the Action camera (toggle must be bound to button via control options), that turns gameplay similar to third person shooter, with mouse cursor replaced with crosshair on middle of your screen and mouse buttons are now Left=Use weapon skill 1 and right=Lock target.
I rarely do PvP or Hard PvE, unless it’s organized.
It’s only supposed to cleanse 1 condition. I think you’re misunderstanding the wording of the skill. It also cleanses 1 condition on each nearby ally. It doesn’t cleanse a number of conditions on you equivalent to the number of nearby allies.
I think it would make sense, but wording doesn’t match, lets look at some skills in GW1 as examples:
“Lead the Way!”
“I Will Avenge You!”
All of the examples have the wording “for each ally”.
Signet of Agility has “cure a condition FOR each nearby ally”.
If it were to mean cleanse condition on an ally, it would be written as “cure a condition ON each nearby ally” or something that properly makes it clear who is the subject of the cleansing effect like “cleanse a condition on each nearby ally”…
I rarely do PvP or Hard PvE, unless it’s organized.
Despite having alot of Allies around me, the signet only cleanses 1 condition.
It doesn’t match the skill description at all, so it’s bugged. Unless there was a nerf on it, but the description was never changed to match the intended function.
All other functions seem to work like normal.
I rarely do PvP or Hard PvE, unless it’s organized.
Well, Condition Pyro and Scrapper Space Engineer
I rarely do PvP or Hard PvE, unless it’s organized.
I suspect the maker of the Lion’s arch statue quit, since the statue became common target for vandals and anarchists.
I rarely do PvP or Hard PvE, unless it’s organized.
ANet really should get on with upgrading alot of vanilla mobs, since their design is against the very idea of GW2, supposed to use abilities that force players to utilize active defenses, have varied stats than just berserker fodder and use abilities to compliment the selection of skills given to players (boons, conditions, CC, healing and etc.).
I rarely do PvP or Hard PvE, unless it’s organized.
This little item seems to be pretty much all ???, as it hasn’t been updated since….
I rarely do PvP or Hard PvE, unless it’s organized.
Looking at this skill, I would have expected it to have special rule, example: if target was CCed, this attack inflicts 20 stacks of vulnerability, othervise this attack deals x damage and inflicts 10 vuln.
Overall, this is quite underwhelming skill, despite inheriting name of the skill that was used by almost every hammer build in existance in GW1.
I rarely do PvP or Hard PvE, unless it’s organized.
I have to say that in PvE, it’s the Vanilla PvE, where conditions are still useless, since mobs die too fast and do pretty much nothing, it’s still ruled by the full berserker DPS builds with only passive defense.
I rarely do PvP or Hard PvE, unless it’s organized.
Exalted models are bugged, in an odd fashion.
This includes NPCs and Enchanted Armors that players can don.
I rarely do PvP or Hard PvE, unless it’s organized.
Can’t even use word /-\rsenal, since it’ll censor the word “/-\rse”
I rarely do PvP or Hard PvE, unless it’s organized.
Some mobs do use boons, like the Risen Abomination and the Dredge Disaggregator. Perhaps the suggestion should be, “More mobs should use boons.”
I did better and changed the topic name abit to reflect that: “ALL mobs should use boons”
Since every profession available to players does so, so should mobs reflect that on some extent.
I rarely do PvP or Hard PvE, unless it’s organized.
Since PvE should always mirror aspects of PvP, but not perfectly though.
Mainly a complaint of lack of boons used by common mobs in open world PvE, while playing with classes that can remove boons or convert them into conditions.
What I’ve found so far, Boons are pretty much restricted to PvP and Raids. Open world PvE mobs rarely use boons, apply 1 boon on themselves that does nothing (either ½ second Might or Swiftness on super fast mob moving on already max speed) or apply “boon-like imitation” that can’t be removed or is removed by other game mechanic.
Really hoping an upgrade to existing mobs, but most likely gonna happen in next expansion…
I rarely do PvP or Hard PvE, unless it’s organized.
At times I wonder when they’re gonna change the name of “Aimed shot” into “Leg shot”, “Low shot” or something that sounds more fitting.
I rarely do PvP or Hard PvE, unless it’s organized.
[…]
Make it apply poison too and/or vulnerability?There is a trait that grants vulnerability on chill -> bitter chill
And anet stated that they don’t want it to apply poison since it is intended to be damaging only, they don’t want it to reduce enemy’s healing with it too. I guess that is the reason why they went for bleed instead of torment too. Torment would be some kind of soft cc too, since it would force the enemy to move as less as possible to not take extra damage.Since reaper has many ways to apply chill, I don’t think it is a big problem it is granting bleed on chilling foes. And since the necromancers main source of condi damage is bleeding, maxing it’s duration is maxing deathly chills damage too, which is nice. And there are some people who seem to make it work. Maybe wait a bit before judging it.
Yea, I was abit off with the thought of it inflicting poison or torment.
But inflicting bleeding is clearly more efficient with Scepter+Dagger.
While Reaper’s Onslaught offers attack speed improvement and cooldown reduction on kills, then combine that trait with Unyielding Blast and Dhuumfire.
But I might be very off with this possible example, since it’s geared towards maximum DoT, with room for some utility.
Still a grandmaster trait that only inflicts 1 stack of bleeding is not quite what I would call Grandmaster trait, when Adept traits like Bitter Chill and Chilling Darkness exist.
I rarely do PvP or Hard PvE, unless it’s organized.
Well, I’d go with Dhuumfire (inflict burning with Shroud skill 1) and Reaper’s Onslaught (improved attack speed and 5 seconds off cooldowns on kill), that can achieve 3k dot quite quickly, then combined with the rest conditions and Epidemic, but I play mostly PvE.
Blighter’s Boon, would go with some tanky necromancer build.
Deathly Chill, naah, just no, GS does offer chill on demand in its last auto-attack chain, but its still slower than Scepter+Dagger to inflict more bleeding over time.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Hmm, Deathly Chill now looks quite useless now, although the update freed it from being chilled to deal damage, to apply bleeding on chill apply.
As it is, it seems quite weak, only on application of chill. Perhaps change it to apply the said bleeding at x second intervals, while target is under effect of chill. But I dunno what would be the best way to make it more interesting trait now.
Make it apply poison too and/or vulnerability?
I rarely do PvP or Hard PvE, unless it’s organized.
Yea, monks are heavily religious themed class, with dervishes, have most likely lost their most of their power.
Charr don’t believe in gods.
Norn are more shamanistic.
Asura don’t hold much of a religion either, instead just philosophy of innerworkings of the universe.
Sylvari are mostly blank slates given personality and purpose by the dream of the pale tree, the pale tree is their mother, but not their god.
On other thought when thinking about elite specialization:
I hoped that Necromancers would have received 2-handed Scythe instead of Greatsword on their Reaper elite, would fit more the concept and all…
I rarely do PvP or Hard PvE, unless it’s organized.
In Vanilla PvE content: Naah, the mobs are just extremely broken and incapable of killing you (you can survive by doing nothing, if you have few regeneration buffs on you), if you go with the apex build: Full berserker DPS with passive defense.
In comparison, vanilla PvE content has only armed civilians as your opponents, while you’re the mass murderering monster who enjoys killing them without facing any opposition.
In HoT PvE content: Yes, I feel more powerful, when foes attempt to kill me, but I defeat them with atleast some skill, fighting actual fighters than civilians of vanilla PvE.
I rarely do PvP or Hard PvE, unless it’s organized.
“Fact that humanoid female characters have (especially humans) overly sexualized clothing, it’s racist and transphobic, when Asura and Charr can wear same clothes regardless of sex!” End of the joke.
But in all seriousness, I never cared about MarjoryxKasmeer nor did I ever notice Symon/Sya’s existence, despite myself playing usually characters of opposite gender.
Bringing in identity politics that is going on IRL, can ruin the whole game, as I’ve seen how many of those people are actually very greedy and self-centered, who would rather see an idea completely destroyed, because they didn’t like it and “no one else should, when I hate it”. At worst, some of the vocal ones seem to show signs of a personality disorder and they genuinely despise the very people they are supposed to help…
Of course I’m not saying everyone of them are like that.
An empathetic person will accept the identity of others, but in no way can accomodate to every single ones demand on every turn.
It’s once more “live and let live” thing, you can do anything you want while not infringing on others choices in their own life.
Example: Trans-female cannot demand heterosexual biological male to like them the same way as a heterosexual biological female, as the heterosexual biological male is doing what his biological imperatives drive him: reproduce.
Sadly for now, since transitioning operations are not that advanced in today medical technology, it can only create imitations that don’t work and cannot change body structure at will.
I’ll admit that I have my own problems regarding my biological sex, But I’ve found it quite helpful by using the internet and RPG videogames and simply “project” my mind into it.
Sadly it seems that transitioning has an issue of being imitation and is possibly a self-sterilization (while I do desire to have my own kids, the chance of loosing that biological function scares me), while I myself desire to be the opposite sex down to all functions and chromosomes…
I rarely do PvP or Hard PvE, unless it’s organized.
Hmm, well I haven’t had such issue with other players aggroing mobs to me, atleast in vanilla PvE maps, where simply having full berserker gear and DPS build is enough to fight off mobs in a single stand off, very literally.
I rarely do PvP or Hard PvE, unless it’s organized.
Since right now, the skin is limited to the Pact Machetes used to cut open Noxious Pods in Dragon Stand.
Hopefully they become an actual weapon skin, for both Swords (not a miniature version of it) and Daggers (Best in size of sword, than a miniature version of it. Although most dagger animations don’t really seem to fit for a knife used to hack pieces off the target)
I rarely do PvP or Hard PvE, unless it’s organized.
Mesmer vs Warrior - Solo & Casual Play
in Guild Wars 2: Heart of Thorns
Posted by: FrostSpectre.4198
Warrior can engage head on, while mesmer relies on trickery.
Pretty much all I can say.
I rarely do PvP or Hard PvE, unless it’s organized.
In my opinion:
Part of the blame is on over simplified vanilla PvE Mobs, they offer no encounters that can be CCed for better results, and other mechanics that are ignored, like boon/condition manipulation (Southsun Cove has mobs that mostly steal boons and have few of their own, everywhere else no mob utilizes boons, except in raids.)
(Condition use was expanded with HoT atleast) and healing (viable in HoT).
Sadly, excluding full Berserker DPS builds, which are the apex of all builds while going around vanilla maps, with only the tactic “stand-spam-DPS-passivedefense”, which in fact goes against the gameplay idea ANet had for GW2 (where you were supposed to rely on active defenses, positioning and etc. to win the encounters)…
I rarely do PvP or Hard PvE, unless it’s organized.
Well, just noticed that Eruption (tiny eruption but big explosion) and Air Overload (where’s the nimbus cloud!?!) are not affected by the Effect LOD, they use the lowered visuals regardless of the setting.
:/
I rarely do PvP or Hard PvE, unless it’s organized.
CS? Continuum Split/Shift?
I rarely do PvP or Hard PvE, unless it’s organized.