From what I understand (unfortunately I did not play GW1) you talk to an NPC that then sends you or your party into an instance where you have to kill all monsters that are there. If you kill all enemies you receive a chest.
It’s kinda like a.. uhm how could I put it… kinda like a PvE tournament.
You could even put a time limit on it. Making it a challenge.I kinda like the idea basically.
Nope. From what I remember, all you had do to is toggle to Hard Mode, and the Vanquishing bar would appear.
Since GW was more of a CO-OPRPG, rather than an ‘open-world’ MMORPG, the instancing was fine.
Considering that Anet are trying to strengthen the open world, creating more instanced content kinda works against that.
For Dungeons / Fractals, it could work though.
Would it be possible to basically create a new dungeon featuring this? I mean there are plenty of not yet released or created content and area’s that might freely be filled with a few more dungeons.
To be honest makes no sense with your comment:
“Also seeing more level difference in later added parts of the world would make it seem less like “Okay now the whole rest is all 80”.”
If level gets upped to 100, everyone will be level 100
Your max level will be 100 but in all lower areas you’re leveled down to the effective level of the area of the world you’re in. If you could level up to 100 there wouldn’t be like 50 new level 80 areas but instead more areas from 80-90 85-95 90-100 and 100.
the thing is, if they did increase the cap then they would need to find away around the Laurel Dilemma as well as the current exotics, we know legendary would scale up but what about these other things? if they do not then they have well and truly gone against everything they said to begin with in GW2 and will probably loose or be on thin ice with a lot of fans.
increase it right and it will be fine, increase it wrong and well….all hell will break out, at least on the forums and probably in the press, also what about all the current content, dungeons etc they don’t scale properly now with the ease of runs and such so will they increase the scaling? i know they have talked and have a system in place slowly rolling out (as far as i could tell, grenth is using it atm)
i would rather stay at 80 but have some other advancement if need be at all.
I see no problem with current exotics with the exception of mystic items crafted with the mystic forge, the crafting levels that won’t fit the resources found in higher sections and the ascended items.
There’s actually no problem with dungeons. You’re leveled down to the dungeons level and there probably will be more dungeons coming then that scale from 80 to 100.
Create a character depending on which class you find to sound the most comfortable for you. Start the game in do what you’re told and then dive into the world after your first story is done. Walk around explore the world as much as you can with your current level attack some foes figure out how to do stuff. Basically do what you think is best and you’re for once good. (Not every game has this awesome introduction)
Simply look at the top place of EU servers in WvW.
Vizunah place [fr], seafarer’s rest [en], desoluation [en], elona’s reach [de]
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MF does effect your loot at low levels but the effect is much weaker obviously.
In fact magic finds effect is hardly visible to usual players. It increases the quality of your loot but honestly. A slightly rare blue item is still a blue item. A rare trophy is still crap.
I have heard from several people telling the max level will be increased to 100.
I also noticed by now that there is a level 98 test sword in game to test levels from 81-100.
I would find it quite useful to have more trait points. Also seeing more level differences in later added areas of the world would make it seem less like “Okay now almost all of the whole rest of the map is all 80”.
Has it been confirmed already that level 100 will be max level?
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To be honest I find it always said when content disappears. Of course easter events and winter events and halloween events appear every year. That’s perfectly fine.
But if something has been in the game and was removed permanently it’s kinda breaking my heart.
If you make Confusion part of Conditions, then Necro Epidemic should work for this Confusion aswell.
Confusion has always been a condition. I don’t understand what you’re trying to say?
Plus Necro needs no confusion he already gets some sort dark DoT.
OlbaThief the strongest? Yeah right. Majority of all thieves are hilariously glassy.
That’s the purpose. A thief does high damage and high crits and is supposed to be glassy. The thief is supposed to dodge 90% of your attacks while healing themselves for the rest of the 10%.
Wow guys hold it. I don’t think that you can beat multiple enemies without changing your build to be able to do so. Still some people do not enjoy changing their build. Some people have fun to play with their build which is much more comfortable and enjoyable to them while it gives them great disadvantage to other enemies with a better build.
This often is no question of skill.
Last but not least. I played almost every class enough to swiftly figure out the basics and checked out the whole skill tree’s. [necro(80), warrior(16), guardian(15), thief (5), ele (11) {deleted mesmer (2) for pvp}]
I know how the classes work but it isn’t enough to know how to defeat them.
I fight level 8 enemies alone with my thief without any trouble not getting hit even one time. Good PvE is no comparison but there are more than enough video’s where thieves kill large groups of good skilled players and even has epic fights against strong and good skilled ele’s.
I agree with the base damage and that stack damage shouldn’t sum up, but I’d make it so that instead of stacking duration, stacks wear off on skill use as described here. That’s a more balanced approach, stacking duration would require a decrease in base duration and in the end it wouldn’t feel a lot different to burning. If the stacks wear off on use, you have the option to just burn five stacks by triggering actions quickly and taking the damage instead of using a cleanse or waiting for it to wear off automatically. If the duration stacks, you can only wait or cleanse.
Now I see. This is a much better approach for people who go heavily on tactics. They can decide how much duration to wait and how much damage to take.
The victim has more freedom to deal with the effect which would fit actual confusion much better.
I think the current system is much more comfortable. You can easily divide your money from the money of another character. Of course you need to intend to do so.
I don’t want to use the money I have on the other characters. I wanna play my other characters level them up with their own money.
But again it’s a question of your style of playing GW2
Well even if it stacks in duration you can still avoid it’s effects by playing defensive… in case you know how to. Yet confusion is supposed to bash heavy damage on the player by doing a wrong move. If stacking duration up to 60 seconds is quite a heavy time even after battle… of course this would decrease the intensity of it doing less damage.
(as if mesmer isn’t overpowered enough already xDDD)
react faster.
block.
evade.
channeled attacks.
pre-empt where they’re coming from.
dead thief.(oh; and pack a stunbreaker)
This sometimes does not help at all if you’re fighting a really really good thief.
“Making people pay makes sure people don’t switch their crafts all the time”… I really don’t understand what gameplay benefit ensuring this does not happen has? Will me cycling through every one of my crafts to check recipes etc affect your play style in any way? If you can answer that question with reason, then fair enough and I will put my hands up and admit I was wrong, but I find it doubtful you will find a problem with that.
I can’t answer your question but to guess the developers want people to actually be concerned about what they’re going to do. Make them think over their actions.
In the end only the developers themselves know what they thought than implementing.
If they don’t want to remove this price you have to pay my suggestion would always come in favor:
Make the player only pay if they actually want to learn new recipes and not just use those they already know. Make them pay for actually learning and being taught and not doing things they already can. In the end that’s exactly the NPC’s you require to talk to to switch are talking about.
You already have two active disciplines, so you’ll need to deactivate one first. You won’t lose your progress, but reactivating it will cost more than learning a new discipline.
“…but reactivating it will cost more than learning…”
>>I don’t want to learn anything I wanna craft things which recipes I already know why should I pay for it then?<<
That’s more a problem of general class balance than WvW itself.
he can use a lot of invisibility skills, steal 1 power of another person, makes heavy damage and does heavy critical hits.
The only way to battle a thief well is either as necro using the blood sucking attack while on the ground, fear or AOE damage.
Once you got a thief in place you can easily kill him as he doesn’t live that long.
Believe it or not. Thief is currently the strongest class and I agree that he needs to be nerfed. Same with mesmer and last but not least warrior and guardian.
In PvP mesmer, warrior and guardian are no problem but in WvW there’s most often no chance to defeat them. I’m not going to say more about thief anymore… just… do something about him.
Wherever it was before. It obviously belongs here as it is a suggestion.
To make my post not as useless. I agree with something similar. (as I already mentioned)
To be honest I somtimes ran with 6 stacks confusion in PvP and I have to say it’s what killed me in the end. I don’t spam many special attacks but the damage is still really heavy once stacked up. So I think it’s fine if used correctly. You can increase the damage and length with traits and equipment.
I thought this problem was partially solved by Frost and Flame?
I could have bet that for a certain amount of time the activity in both Diessa Plateau and
Wayfarer Foothills increased by quite a large amount. Heck it’s still quite high due to the endless karma you can farm there.
These living story events (hopefully there will be more) are exactly what draws people to lower places besides bosses.
Re-doing hearts doesn’t sound good. The problem is that the rewards will always depend on the level or the average level of section and player. The only reward worthy would be xp, karma and money. (Keep in mind quests give the most xp, karma and money)
Plus I don’t wanna re-do every kitten quest just because I want to buy or sell something. It also doesn’t sound very comfortable to me. Doing those heart quests again… I don’t know… meh..
Why do you even fight an outnumbered battle if you know you’re not gonna win?
If you’re guardian, outnumbered and have to defend a tower I would simply teleport away and let them take the tower, or ask for recruitment.I’m not trying to be mean or anything. I’m just saying it was a mistake in your tactic which cost you money but it’s basically your fault and you should be more careful or use a different strategy next time.
Agreed, I can easily avoid repair fees most of the time as long as I WP, but why should running away be incentivized over staying and defending (which is more fun/interesting for both sides, imo)?
WvW is not about fun only. It is about creating strategies dividing the amount of people online in good portions so you can easily defend, protect, help and attack zergs, groups, or buildings.
Sure it’s fun to protect a tower but you must learn the consequences of fighting four enemies alone and all. If your armor wouldn’t need to repaired people would walk around too care free. WvW wouldn’t be WvW anymore. It would turn more into a PvP. Single people would go on a rampage not caring anymore whether or not they die. It would sink in chaos. I know how care free people can be. I often saw and did myself walk during the no-armor-breaking-buff not caring about enemies anymore attacking several points. Still you might think different of it so I’ll leave you your opinion.
You may be right, only an official poll would sttle the score. In the mean time I keep in mind that 80% of all Guild Wars 2 Lands are completely empty. I played other mmo’s where mounts were a big hit. Even those who initially opposed them fount them cool later on.
Another thing to keep in mind is that 92% of all statistics are made up.
Mounts wouldn’t really change this though. Since you can already go easily to every single area in the game that you have already visited by using Waypoints.
Really? The most important Waypoints are always contested. By important I mean lands like Harati Hinterlands – see it for a clear example.
No one wants to port right into an army of aggressive enemies, plus there’s always a waypoint on the map that’s not contested. I don’t understand why people bother walking so much. Most classes have speed buffs or signs or even swappable traits.
Plus you get to see the landscape find some resources to collect can kill some enemies on your way find some events etc. etc.
But I guess this is just my opinion.
From what I understand (unfortunately I did not play GW1) you talk to an NPC that then sends you or your party into an instance where you have to kill all monsters that are there. If you kill all enemies you receive a chest.
It’s kinda like a.. uhm how could I put it… kinda like a PvE tournament.
You could even put a time limit on it. Making it a challenge.
I kinda like the idea basically.
Gilburt.9146When you’re outnumbered 4 to 1 and your enemies have any kind of coordination it’s almost impossible to get kills from a tower. Especially if you’re playing as a guardian, which has practically no ranged attacks.
Why do you even fight an outnumbered battle if you know you’re not gonna win?
If you’re guardian, outnumbered and have to defend a tower I would simply teleport away and let them take the tower, or ask for recruitment.
I’m not trying to be mean or anything. I’m just saying it was a mistake in your tactic which cost you money but it’s basically your fault and you should be more careful or use a different strategy next time.
Too be honest I never had money problems in WvW at all. I have half full exotic equipt and the payment for repair gets weight out very well by the money I get from events.
Well I guess it’s because I don’t walk alone but with the zerg..
I agree that it’s annoying to walk back and forth between crafting and TP as well.
However I think the path is alright. It’s not a big burden just bear it.
This might be just my opinion and you don’t want your virtual character to get fat. xDD
It would be really useful if guilds (even if it would cost tons of influence or guild marks)
could be moved to other servers.
Currently you have to abandon your guild and create a new one on the server you’re going to. It would be very helpful if you could simply move the whole guild to a new server for influence and/or guild marks.
I’m sure there’s any solution. Even if it might not be the best it might still help some guilds.
It would greatly help to kind of estimate your waiting time or know how many come before you.
Soon people will ask for special class based mount abilities:
Ranger – can ride their pets
Necromancer – can ride their flesh golem
Mesmer – can be carried by their illusions
Thief – can be carried by their thieves
Engineer – can craft a car
Guardian – can ride a spiritual car
Warrior – can ride a horse
Elementalist – can ride a cloud (No Dragon Ball reference intended… maybe)
The issue is that many people are too lazy, don’t know how to or don’t even care about joining the squad. They’ll then miss the important messages. Again other people just explore WvW. These won’t know if they’re needed for something important.
You could also give the user the ability to modify the color of the cursor.
This would give the user the ability to use their favorite color as well as let them take care of the visibility themselves.
I agree with the idea to more or less “pack away” your pet.
A warrior with short bow…. that sounds awkward..
A thief with a long bow…. that doesn’t sound like a thief..
This fee is very helpful to prevent you from switching crafting over and over again in short time. I have character that got all crafting on 400 and I started thinking about whether or not to switch the crafts.
There’s just one thing that kept bothering me using common sense.
When I ask to do another craft they ask me to pay money to learn. What if I do not want to learn new recipes but only use already learned? There’s no need to pay for learning then.
This is the only thing that has bothered me.
Renaming the guild only once in a guild life time is a bit harsh again. I think a few months cool down or something would match the case better.
It would be really awesome if there were more instruments than just the bell.
I mean the bell is cool and all but sometimes I just think drums, a harp, guitar, flute or an ocarina (which you can buy from SAB lol Zelda reference)
You could then create a group with up to 5 players where almost each person uses a different instrument to actually recreate professional music.
It would be a really cool fun activity.
You could even create achievements for collecting instrumental items or something alike.
There could be plenty of ways to collect these instrumental items.
- Buying from laural merchant
- Buying from quest people around the world
- Buying from dungeons
- Dropping from dungeons
- Dropping from certain types of characters (e.g. the pirates, nightmare creatures)
- Dropping from events
- Earning by showing off your skills (Just like in Zelda Ocarina of Time where you had to battle for your horse and if you’d win you could keep it)
The “no-one-will-ever-guess”-secrets are obviously and with no doubt a reference to the very first NES Zelda game.
I’m sure 73% of all players that played Zelda I looked up all the secrets… it’s probably the same with SAB.
If there’s no way to get the old skins. They’re price will jump dramatically in the following years. Even buying a skin through TP now will still give you a lot of profit.
However buying them now is sorta like a gamble.
It’s sad that certain items are not achievable after a certain amount of time.
Jeweler is good for getting money from resources you can find easily.
Chef is a bit more difficult as you have to get to journey around the world finding all the different ingredients (except you use the TP). It provides good buffs that can be really handy.
Artificer is great for potions which adds up to Chef pretty well. You can also make different types of weapons and sigills.
Leatherworker as well as tailor and armorsmith provide bags and all kinds of inventory enlargement. You can also create a majority of runes with these.
The rest is mainly for weapons and sigills only. However each features an item with a certain percent based bonus on 1-3 attributes of your character.