The asura (underwater) that have an evade on auto attack, resulting in “evade” 90% of the time as long as you stay in melee range.
I wouldn’t expect it before April at the earliest and on one knows how long that break will be.
People complain about not having an expansion and ArenaNet said the patch would be bigger, containing features you would traditionally get in an expansion. I wouldn’t be surprised if they take an extended 4-8 month break to test reactions. Taking an extended break will affect their gem sales however.
What is known however is that on March 18th, there will be a maintenance build to phase out glory. Keyword maintenance. They would have normally bundled something like that in an actual patch, so you may assume March will offer nothing.
From March 28th to May 16th, they’ll run another WvW tournament. Although that should come along with a patch, it could just be a small WvW focused one. They could easily hold off the major patch until June, using the WvW tournament as their focus.
Originally, there wasn’t karma jugs and even then, I found karma easy to acquire. Upon reaching 80 back at launch, I almost had enough karma to buy a full set of temple armor without ever farming it.
Back then, people complained about alts and the lack of karma, so ArenaNet added jugs to the daily. To me, it’s no surprise that after making karma account bound, they removed the jugs.
Other reasons they could have changed it is due to karma bonuses. It’s far easier to acquire karma now compared to launch. With all the boosts, you get something like 600-800 karma per event. Instead of expecting all your karma to come from the daily, they want you out in the world, playing.
I never used karma jugs until the day they nerfed them. At that time, I had acquired 2.5 million karma normally, and 3 million karma from jugs. Such a large quantity meant they either had to drop karma due to it being worthless, or balance around having millions of it. Ascended temple armor, 1 million per piece.
Lion's Arch burning in the PS. (spoilers)
in Battle for Lion’s Arch - Aftermath
Posted by: Healix.5819
The personal story uses instances of the live map and Lion’s Arch was actually modified, rather than moved (map ID). They’ll have to put the map back in the game and change what map the stories use.
I just finished a LA personal story a few days ago and noticed a similar problem. At the harbor, a boat involved with the Whispers personal story was intersected with the boat from the karka event.
It’s not Evon’s fault that random citizens cower right next to a portal. Seriously, get some courage and run to the portal…
When you’ve got bricks in your pants, running requires a little encouragement.
The Edge of the Mists section, the one that only has 3 achievements, under the Living World category, will be removed with the patch.
The Edge of the Mists under WvW is permanent.
The people I know that were accustomed to vertical progression as a standard feature (WoW types) quit the game shortly before fractals were released. By that time, they completed all the dungeons, did WvW a few times and saw nothing left to do. This was around the time the forums were filled with complaints about exotics and the lack of progression. They came back for a short while after fractals were released, just long enough to get the rings but then quit and never looked back. Taking an entire year to release a single tier isn’t going to work for those truly needing vertical progression. They did originally play GW1, but only long enough to beat the game. They’ve since moved on to WildStar.
I also know one PvP oriented player that wanted vertical progression in SPvP although he disliked it in the past. In past MMOs, he would use it as an excuse for losing (mostly 1vs1), complaining about the difference in gear. With no gear progression at all for motivation however, he only lasted a few weeks.
I don’t think any of them truly cared about cosmetics.
Loot will always be broken as long as they balance it around the possibility that multiple people get loot, which when zerged, results is far more loot than what the payout would be in other MMOs. Loot needs to scale depending on how many people participated and what scale the mob was at. For example, if 100 people kill a champion, but it’s only scaled for 10 people, then only 12-15 people should get loot. If however 1 person solos a champion scaled for 5 people, they should get 2-4x the loot. As it is now, being undermanned only results in being punished. Unfortunately however, in a previous thread about loot scaling, a dev considered it to be griefing.
I find it incredibly broken that I can stand in a zerg and press 1 AoE skill to tag multiple mobs without any risk at all whereas if I solo that same thing, less mobs will spawn resulting is less loot and it’ll take more time to finish. The end result is that zerging results in more rewards with less risk and no effort.
Simply increasing the loot veterans drop would only further reward zerging.
To clarify some information being said:
Reports came out that ArenaNet planned on never doing expansions due to the assumptions made from:
Mike ZadorojnySo right now we’re not really looking at expansions as an option
It’s something that’s on the table but it’s not something we’re focused on, because what we want to do is – our idea here is that with Living World, we can do what expansions would have done but do it on a more regular basis.
They then had to clarify that that wasn’t the case. It’s not that they’ll never do an expansion, they’re just unsure of how they’re going to do one since they would like to do traditional expansions through the living story.
Colin JohansonJust to clarify a bit, as Mike said there are numerous teams beyond our Living World teams, and some of them are working on much longer term projects which we’ll go into details on much further down the road.
It’s entirely possible some of the types of content which you might traditionally find in expansions would be released through an expansion in the future for Gw2, and it’s possible we’d try something different when it comes to integrating those type of releases.
We have no final plans one way or another about expansions at this time, and certainly haven’t ruled them out, it’s something we’ll discuss more in the future.
In short, they plan on having a constant vertical progression on a low curve.
Mike OBrienMore generally, I hope we’ve been clear that GW2 is not a game with virtually no stat progression in it like GW1 was. That’s why GW2 shipped with a higher level cap, and with a hard separation between PvE and PvP.
Chris WhitesideSo to the question of vertical progression. So as we know there is already vertical progression in the game and we do intend to keep moving forward with this philosophy. However we have no intention of adding a new Rarity of Gear such as Ascended. Instead and as we evolve the game existing Rarity’s will evolve over time. However these will not be common occurrences, for example full Ascended gear will be introduced over a long period of time and will be earn able through lots of different parts/activities of the game. We had intended for example for the first release of acsended items come from other parts of the game but sadly it did not work out this way. Moving forward this is how it will work however.
Chris WhitesideI would also like add that we have never said there would be no vertical progression. We do intent to focus on horizontal but we will have vertical progression moving forward with the focus on zero grind and a very low power curve.
Please understand that we see the community as a ‘whole’ and therefore are not intending to design again for one specific type of player over another. This is a misconception and one that is not promoted by the team. We will continue to develop the game for the community as a whole offering game play that caters to lots of different types of players in a unified approach that will evolve over time based on feedback and the direction the team as a whole wants to take.
Also keep in mind that they recently held the vertical progression CDI.
Mike OBrienIn GW1 we never advanced the level cap through four campaigns/expansions. The game design didn’t allow for it. But GW2 was designed without those restrictions, and we’ve always expected that we will someday raise the level cap in GW2.
Colin JohansonThe level cap will be 80 on the initial release of the game, and we absolutely would increase it further into the game, probably through expansions is the most likely place we would do that
They once said that agony resistance would only be obtainable through fractals. The other ascended non fractal related backpiece, the karka shell, is also not infusible. They did however add alternate recipes for the existing infusible pieces so that fractals are no longer required and infusing itself requires fractals anyways, so there’s nothing stopping them from making the change. They probably won’t though considering it’s almost been a year since the karka shell.
They still have ascended jewel crafting and cooking to release, so they’re good on vertical progression for the next ~6 months at least. After that, they planned on doing infusions, but the CDIs might have changed that. They also plan on continuously adding new heals/utilities/elites, which may or may not satisfy those wanting progression. They can also add ascended sigils and runes.
After that, they could either increase the level cap, add another tier of gear or drop vertical progression and accept the losses (but I assume most that needed vertical progression have already quit a year ago). It all depends on how they want to handle major expansions. At the very least, I’d say they have another year, 2 more realistically and 3 until progression comes to a halt.
They just need to add more recipes that result in a tradeable product. This allows the players to decide the value of the materials without creating gold.
(edited by Healix.5819)
http://argos-soft.net/GW2/ArmorGallery/ shows them all.
Heroes never die. Hero-tron cannot be conquered.
Remove some of this, pull a few of those, reconnect that, give it a little kick and…
Well… they are called skill points.
I don’t remember having any trouble with any of the skill points in Orr, and I always make sure to do them solo. For the ones I remember, the champions guarding them are the result of half done events. If you really want to, you can guest to other servers to see if you can find one that doesn’t have the event active. Even when a champion is guarding them, you can usually kite them away and stun/snare or block/invulnerable to grab the skill point. As an elementalist, the elite earth elemental should be able to tank any champion long enough or a combo of the focus invulnerability + arcane shield.
Crafting ascended gear should have been the easy part. Learning how to craft that gear should have been the journey. Personally, I’d overhaul the entire gear system to get rid of prefixes and treat them like runes. Don’t want berserker’s anymore? Simply slot a new prefix.
One day ascended gear will be required. If they actually want to create “hardcore” content, they’ll have to balance around min/maxed gear. Additionally, if they continue with their original plan of infusion progression, ascended gear will only get stronger. A 5% increase may seem insignificant, but an entire zerg with a 5% increase is huge.
Mithril has too many sources. Considering armor is crafted with cloth lining, all armor needs to have a chance to salvage into cloth, like how wood/metal weapons can give either.
So, Monday night, or Tuesday morning...
in Battle for Lion’s Arch - Aftermath
Posted by: Healix.5819
If Lion’s Arch is going to be a warzone with major changes, they’ll probably kick everyone out on login and send them to the entry point, similar to how the tower of nightmares was handled. Depending on what’s going on in Lion’s Arch, they may also cap the population to a lower amount similar to how the Crown Pavilion was done.
PNG screenshots is a Mac thing.
For Windows, you can save bmp screenshots by adding -bmp to the shortcut.
I used to do the marionette multiple times a day with around a 90% success ratio, overflow or not. When EotM released, participation died down, though it had been since the previous week considering I could log in a few minutes early and not hit an overflow. Simply put, people moved on like usual. Having to suffer through the failures of others has also contributed to either quitting or guesting.
I see a lot of people complain about lack of numbers, which sometimes is just not true. Zerg mentality or whatever. Three people per platform for example is plenty of people and it only takes 5 players with decent DPS to defend a lane.
You know there’s something wrong when a rare drops and you’re disappointed that you didn’t get the common drop instead. — salvaging
The ability to gather additional times was the result of a gathering bonus which can be obtained from the WvW bonuses or a gathering booster. They changed/broke the WvW bonus with the last patch, making it only take effect within WvW.
They simply need to move the button. Having them next to each other, just like how leave guild is next to stand down, is just a bad design choice.
From what I read about Steam OS they are making it so that Windows games will work on it rather than the game companies making a port.
By streaming the game from a Windows PC.
That strength is also easily exploitable. Why bother trying to kill a mob when you can barely do any damage at all and still get credit. This allows you to show up at the last second and get rewarded as if you were there the entire time.
With mobs having a cap on scaling, it’s possible for a mob to payout more than what it’s scaled for. Take a zerg and a pack of regular mobs for example. If everyone in the zerg just spams AoE, a lot people will get loot and no effort will be required. Do the same pack of mobs solo and it’ll take a bit of effort, take much longer to kill and yet you’ll get the exact same loot. Risk vs reward is broken. The more people you add, the easier it gets, the faster you get loot.
Either every single mob needs to have uncapped scaling, or loot needs to be capped at what the mob was intended for. The way it currently is may make it simple to the individual player, but it punishes solo play.
dodging for mobs is too hard for ANET to code if they cant even make the mobs get out of red circles…
They implemented it during the beta and it was very punishing to classes that are forced to rely on AoEs, such as a staff elementalist. It was also easy to exploit because the mob would always run out, so red circles basically acted as a knockback.
If they wanted to, they could easily make a mob dodge roll out of AoE and towards the player, or dodge out and then use ranged attacks instead. Adding this functionality to everyday mobs however would only make the game tiring to play, with no real value added.
Depends on the type of debit card. If it’s a Visa/MC/etc debit card, then probably yes.
If that fails, there’s always paypal, which accepts more payment options and allows direct payment from your bank.
Invest in a few private guild banks.
They could give a set bonus, for example:
If you wear gear with only the berserker’s prefix, you would deal 10% more damage but receive 25% less healing.
If you wear full defensive gear, you would take 15% less damage but deal 5% less damage.
… but runes kind of already do that. In general though, having negative stats usually means the system is broken.
Lornar’s Pass still has them.
Female and male asurans share the same set. Both use the male design, hence why it’s always pants and the possibility to go shirtless.
There’s no need to be mindful or even plan strategies.
What did you expect? The map pulls people from multiple servers and is designed to act as an overflow that you play in until your queue pops. The zone is a casual playground.
The schematic in her lab appears to show a giant drill which looks similar to the flying ship housing the Marionette. Although she may have no reason to attack Lion’s Arch itself, beneath Lion’s Arch are ruins containing a path to the destroyers and an asuran gate with a broken link to the eye of the north.
If she really wanted to attack Lion’s Arch though, all she would have to do is take that ship, which is massive, and basically drop in on top of the city. The fall itself would be devastating.
(edited by Healix.5819)
Lord Faren has the potential to be something more, but being tied to the personal story limits his possibilities. He was in the background for a while, he somehow survived the fall during the Jubilee and Scarlet did play rough with him when she could have done a lot more.
Well that can be applied to any type of player holding any type of weapon, from blues to ascended. The inclusion of legendary in that comment doesn’t make any sense.
In a game where cosmetics were supposed to be the end game, where dungeon armor was originally portrayed as being for coordinated groups and that wearing these cosmetics were a sign of your accomplishments, all of this has failed. Anyone that has played for a year can make a legendary, making the point in having one to show off meaningless.
Only the yellow and above SAB skins and the Liadri mini give a glimpse towards the player’s true accomplishments. Everything else so far can either be bought or carried.
Ugh that would be interesting to see looking at the same legendaries a lot is kinda tiring, but
It does shows respect either way. But I learned me looking at people with legendaries wouldn’t show their level of play most of
Them I see just die quicker than others :/the heck is that supposed to mean?
Seeing Twilight everywhere is getting rather old. Regardless, they put in the effort to make it so +1 to them. However, even terrible players have legendaries, so having one to show off is meaningless.
Hopes for a legendary that requires an ounce of skill, rather than a legendary farm.
Glad it was changed, finally. No one deserves what is basically human t3 armor for a fraction of the cost.
T3 is already a fraction of the cost of what it used to be. To make it fair to those who bought the set at the start, the price of T3 should inflate with the current gem market, which would make it well over 3k gold.
So?
After just salvaging ~300 rares from the marionette, no.
Only in GUILD WARS 2, there is no Guild wars
The guilds Red, Green and Blue are in an endless struggle for domination.
A large guild can already create a private overflow if they’re dedicated enough. Just show up really early with enough people to force an overflow and then get everyone to join. As the main map empties, anyone else that happened to join will probably leave. Fill up the overflow until it’s hard capped and you’ve got yourself a mostly private overflow.
Allowing the ability to create an overflow would have to be limited because not only would it be a waste of server resources to create a full map, but it could also be exploited. A truly private instance is a botter’s safe haven, though I doubt they’d bother with merits
If they wanted these events to be private however, they would have made it an instance or an instanced version to begin with. Considering they can do this with the personal story, they could do it if they wanted to. Private overflows are not the answer.
From my experience, the mobs die where they spawn (snare + immobilize), so what’s the point in keeping the stuff repaired? On my last marionette in overflow for example, which was a perfect run, my lane didn’t even use a golem or barricades and no one stayed in the back. 1 person was on a siege weapon though, the other was never repaired.
In the character creator, create a human guardian. Their preview armor is that.
Also, here’s one by someone else: http://guildwars2.fureur.org/dossier/guild-wars-2-gw2-des-cosplays-etonnants
People NEED to stay at a range of the boss, and stay away from the bombs.
People blindly running away from it is also a bad thing. It’s not until it starts its melee sequence with the spinning and smashing that you need to move away, and all that takes is a simple dodge backwards. Every other time it’s going to either leap, which you just stand there and dodge, or spawn mines. Running away from the leap is how you can easily get other people killed since most people don’t seem to pay attention.
At the darkest moment, Hero-Tron will appear to save the day.
… but will die because of it
… and then be fixed
… by Scarlet
The next boss.
Unless they’re going to redesign them all, it doesn’t look like it. Looks too much like heavy armor to be the light redo.
Considering there’s a second set of legendaries coming, they probably won’t make precursors craftable and rather make the new precursors craftable. Making the current precursors craftable, especially if they used tradeable materials, would only create a market shock or possibly devalue a player’s achievement.
I would expect them to change how the new legendaries are made rather than simply being farms. One of their goals was to get people out into the world. They tried this with ascended items by spreading the material out through different activities. They’ll probably do the same thing for the new precursors. Although they could simply require a large quantity of the ascended materials, I would also expect for them to require new materials because they want to lengthen your play time. I’m assuming they want to solve the dead zone problem and not just with the living story, so I would expect them to add something that requires playing in these zones or alternatively for main maps to be removed entirely.
From what is known however, precursor “crafting” aka the “scavenger hunt” will be something requiring you to run around and perform tasks or collect things and probably require puzzle solving.
[&AgGYvwAA] [&AgG0vwAA] [&AgHJvwAA]
In PvE it will matter because 100 players doing 5% additional damage is a lot. Also, if they haven’t waivered since the CDI’s, they had plans to add further progression through infusions, meaning next year ascended gear will be a little stronger.