this thread got moved to the GW2 discussion forum, but maybe it’ll be more visible here anyway.
I didn’t mean your support of the game, but your unintentional support of the idea to add the destroyed and reflected messages. Because in the past 4 years you have been playing this game you certainly have had your projectiles destroyed and you didn’t even know it was possible. Thus it shows how much this game failed at communicating it to you.
But then again, destroyed projectiles could show up as “blocked!” would be fine too.
And I call it a bug because the developers haven’t mislead you for 4 years on purpose. It’s been an unintended oversight. They worked to communicate everything to you with these popup messages, but they missed some.
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There are skills that destroy projectiles and there are skills that reflect projectiles.
The fact that you don’t even know that only shows how badly the game fails at communicating it to you and how much you show your support. (he played this game for 4 years)
Also, the combat log doesn’t show when your projectile is destroyed or reflected. If reflected (and it hits you), it just shows you that you got hit by the same skill you were using (but not telling you if it was reflected or simply used by someone else)
(edited by Holland.9351)
That would be a funny mod, if mods existed.
But I’m actually very serious. Missing “Reflected!” and “Destroyed!” is such a big oversight that it can’t really be considered anything other than a bug. The game tells you exactly what happens in all other situations. Either you see damage numbers or you see one of those messages informing you what went wrong.
Especially for new players it would be good to know what happened if they suddenly get hit in the face while the opponent (npc or player) is facing the other way.
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We have “Missed!” “Blocked!” “Obstructed!” “Evaded!” “Invulnerable!”
But we’re still missing “Reflected!” “Destroyed!”
It’s very bad to not be told what happened to it, unlike all the other situations. It’s especially a problem in WvW where a lot of things can happen for a lot of different reasons.
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Pets not being able to even stay in range of the ranger makes so many skills and pets almost worthless.
Imagine using Invigorating Bond (300 range). I’m sure there are a few people who make it work, but not many. Especially not when you can pick Protective Ward instead (which requires zero effort).
The pet not being able to stay near the Ranger is really bad. Sometimes even when standing still they stay out of range.
Skills that involve the pet have a very short range.
You can already have a petless Ranger. Put the pet on Avoid Combat mode and never look at it again. Make sure to change it into a Brown Bear so you at least have a chance to get some condi removal and to trigger all the bearbow meme people.
I made a quick update. I concede the points made about Reflect and changed it to:
Reflect now only has a 50% chance to reflect projectiles. The other 50% are destroyed.
And also added:
- Compare to skills like Weakness (50% glancing blows, not 100%) and Strider’s Defense (50% chance to destroy projectiles, not 100%).
But I will not change my opinion on Sic ’em. If you use it a split second after the target goes into stealth (happens often), you would waste it. Requiring a target prevents this.
These are some of the changes I would still like to see:
We Rampage as One cast time reduced from 1s to 0s
- Stability is used to counter CC, so getting it interrupted by CC during its long cast time feels terrible.
- Shouts usually don’t have cast time.
Signet of The Wild cast time reduced from 1s to 0s
- Stability is used to counter CC, so getting it interrupted by CC during its long cast time feels terrible.
- signets usually don’t have cast time.
- the trait that procs this effect below 50% health works fine without cast time.
Signet of Renewal active now always works on the Ranger, even when the pet is dead or out of range.
- The only condition removal skill (without traits or runes) should at least be somewhat reliable to use.
Sic ’Em can no longer be used while the target is out of range.
With trait or runes you can currently use it for the swiftness/regen/condi removal, but it’s a small price to pay.(not even true)
Reflect now has a 50% chance to reflect projectiles in a random direction.
Reflect now only has a 50% chance to reflect projectiles. The other 50% are destroyed.
- Reflect is overpowered in that it gives both 100% damage reduction and 100% damage retaliation.
- Compare to skills like Weakness (50% glancing blows, not 100%) and Strider’s Defense (50% chance to destroy projectiles, not 100%).
(edited by Holland.9351)
Oh and they fixed wyverns (!!).
As someone who hasn’t played for a year and only recently started again, what changed?
A dev said months ago that they were thinking of giving Ranger mainhand dagger instead of fixing sword. But now they fixed sword autoattack, so now I wonder what mainhand dagger will be. Yes, probably a forward leap in there.
Actually, autoattack shadow step to target…
You’re gonna have to provide a link
I can’t find it, but it was a dev who said he liked sword leap and didn’t want to change it, but that they would look into giving Ranger dagger mainhand without the leap.
However, since leap was removed from sword after all, they’re probably putting it on the mainhand dagger. And I think a shadowstep would be much better than having that leap back.
A dev said months ago that they were thinking of giving Ranger mainhand dagger instead of fixing sword. But now they fixed sword autoattack, so now I wonder what mainhand dagger will be. Yes, probably a forward leap in there.
Actually, autoattack shadow step to target…
Well Longbow has 1500 range, which is a big upside, but reflect is way too strong against it. Destroy is extremely strong already, but at least it’s more fair than reflect. I think my suggestion would be a good middle-ground. Making it all unblockable would maybe be too powerful in the opposite direction. Or you’d get things like 50% chance to be unblockable, but that’s no good, just look at Strider’s Defense and why it’s never used.
Speaking of unblockable, maybe Hunter’s Shot should be unblockable at least, so it always stealths.
Some things I would like to see for Longbow:
- Lead the Wind becomes Glass Arrows: whenever your projectile is reflected, it’s destroyed instead. +10% attack speed, 20% cd reduction.
- Pierces by default.
- Hunter’s Shot will always stealth. no hit required.
- Point Blank Shot range increase from 1200 to 1500. At 1200 range or more: 1s knockdown instead of a knockback.
Why: So it can compete better with Staff. Reliable stealth instead of reliable mobility and something to counter reflect, but not completely negate it. Reflect is rather overpowered against Longbow. Instead of 100% damage going in one direction, it’s going 100% into the other direction, which is a 200% difference. Projectile destroy is 100% damage reduction, which is still strong, but more fair.
Looks like a good build, but why did you pick those accessories?
Some vita, toughness and healing power is bonus. Had to trim precision or my crit chance will go over 100% and I want my condition dmg so my bleeds are ~100. A few pieces of celestial gives me what I wanted to trim excess stuff and buff my survivability a tiny bit to avoid one shots.
Yeah I noticed how you had exactly 100 bleed damage, but how are you getting 100% crit chance? I see 63% from precision, 20% from Fury and 10% from flanking = 93%. What am I missing? Spotter or Sigil of Accuracy would do it, but they’re not part of the build.
Looks like a good build, but why did you pick those accessories?
A change I always felt strongly about:
Point Blank Shot (Longbow) range increased to 1500.
Knockdown (1s) for range greater than 1200.
Lightning Reflexes with Wilderness Knowledge trait removes 2 conditions at the start of the evade rather than at the end.
And can we revert Protect Me to its former form, because that was more useful as well.
Wait what ô.o you want this reworked shout to be a weaker version of signet of stone again?
Yes, I was using them both. My build also had permanent protection from runes, traits and food, so the skill was completely destroyed for me since I don’t need more protection.
Guard looks good with 50% less damage reduction for 50% less cooldown, but you can’t use it while stunned. Which makes it as good as worthless to me as well.
And can we revert Protect Me to its former form, because that was more useful as well.
Guard should really be a stun breaker, then I’m happy with the changes.
I guess Guard will have to do for now. At least it has half the cooldown that Protect Me used to have, so it might be fine or even better. I’ll miss the stun breaker.
I don’t know why anyone would pick the current version of Protect Me. It’s so much worse than the old version.
Protect Me no longer causes the pet to take damage for the Ranger.
Guard does, but only 50% and it’s not a stun break and also adds damage taken by nearby allies.
As someone who used to run Protect Me, I’m very sad.
The trait should just add 1 second, rather than be percentage based.
This will open up stun builds with Sigil of Paralyzation and rune of the mesmer.
2sec base+ 1sec bonus +66% = 5 sec stun/daze on our druid abilities, not sure they want that(they want to cap us at 4 sec).
I don’t see your point.
50% of 2s is also 1s bonus, so the effect would be exactly the same as the current post-patch version.
pre-patch:
1 +100% = 2
2 +100% = 4
3 +100% = 6
post-patch:
1 + 50% = 1.5
2 + 50% = 3
3 + 50% = 4.5
my suggestion:
1 + 1 = 2
2 + 1 = 3
3 + 1 = 4
(edited by Holland.9351)
The trait should just add 1 second, rather than be percentage based.
It is. One of the reasons I dropped Longbow for Staff is because Staff has piecing by default.
I think Longbow should get piercing by default and give the GM trait a way to get unblockable. Or have it destroy your projectiles that are reflected.
Taunt on Protect Me is a nerf. The pet is already taking all the damage from the Ranger, so there is no need to get the pet focused down even more. Maybe the person you attack is someone else and now he is also helping with killing the pet because of the taunt.
You are way off the picture.
Taunt prevents the target from using any abilities except stun-breakers.
It also reduced the attack speed of affected enemy.
Which means it reduces the damage the pet takes by a huge lot.I don’t know where your opinion comes from but it’s needlessly salty and totally incorrect. Taunt is 30 times more useful than the former damage transfer that lasted for a second and half and you died afterwards anyway.
If you want the former mechanic, take SoS.If you are so concerned about the pet’s HP instead of yours and you still haven’t realized that Protect Me is currently a death penalty in a blink of an eye than you are playing a wrong game.
Same goes if you use Protect Me for PvE.
Looks like you were still writing your reply while I had already deleted it. I simply misread the text. I thought it said it would taunt the person that is attacked by the Ranger, rather than the one that is attacking the Ranger.
Taunt is a forced target switch as much as stealth is a forced target drop. Forcing target switch to the pet could be terrible for Protect Me, but in this case I don’t think it matters. At least, if it’s not bugged on release.
And now for that sneak peek:
- Objectives upgrades will no longer be automatic based on time. They will upgrade based on dolyaks that reach them. Smaller groups can now prevent an objective from upgrading by preventing dolyaks from reaching that objective.
Excellent. This will make camps and roaming and scouting and dolyaks more valuable.
- Supply cost for all catapults are being reduced by ten supply. The layout of the Desert Borderlands map has increased the number of catapults required to take some objectives. We agree with your feedback that also increasing the cost of catapults pushed the balance too far towards defense so we are tuning that more towards offense.
Great. I don’t think it affects big blobs much, since they swim in supply anyway, but this will make small groups more viable, which is exactly what you want.
- Points per kill will be turned on and kept on. This is to more directly recognize the contribution that fighting other players adds to the success of the world.
Sounds great on paper, but might turn out to have some negative effects:
- It might greatly reduce open-field battles since it’s safer to defend an objective.
- It could also cause hate within servers if guilds GvG or teammates die.
- It could cause griefing and point-feeding with bots/players giving free points to the opposing server by doing suicide runs.
Still definitely worth trying out, but I fear the teammate-hate and griefing possibilities could completely ruin it.
- The number of players who can rally off a single kill has been reduced from five to one. Players will also no longer be able to revive defeated players while in combat. You still will be able to revive downed players while in combat. Both of these changes are designed to help fights resolve and to give smaller, more skilled groups a better chance against larger groups.
Excellent. This’ll go a long way to make big blobs less invulnerable.
Alpine Stalker looks great. I’m not sure what its special should be though.
I’ve had the idea for years that Green Moa should give AoE swiftness. But now that we have Natural Stride we don’t really need it anymore.
Another pet I really like is the Plated Behemoth You can even find them in the starting area of Verdant Brink, but still not tamable. Plated Behemoth is part of the Ursine (bear) family.
Replacing the damage with CC would only move the issue, because Mesmers have a trait that returns CC to their attacker.
Do note that Natural Stride does not affect the pet while Signet of the Hunt does.
If there are people of different servers standing around, it’s a duel.
If there is 1 guy fighting 1 other guy, do whatever you want. If he’s angry you ruined his duel, tell him to duel somewhere more remote. Also, watch the chat when you jump in. Maybe your ally will say “stop” or “no” or “duel”. If not, that’s his mistake.
Bristleback is trash tier for me now. I use Protect Me, so a squishy pet is suicide.
I’m still keeping Smokescale and now use Brown Bear as secondary pet, which at least comes with some extra condi removal and his F2 was fixed (he uses it where he is standing rather than getting into range of the opponent first).
However, In PvE land, Bristleback enemies are very tanky, so did they get their hp halved as well?
Nevermore people, go to your own threads.
This is a gamebreaking bug for everyone that uses Druid Staff, which is probably 90% of all Druid players.
Another confirmation of this bug. Roots you randomly and the only way to move again is to use Ancestral Grace again off cool down.
Confirming this bug.
It happened to me on the first time I used the skill, so I expect it to be happening a lot to the point of being unplayable.
I think these threads are kind of annoying. I think Druid brings some much needed improvement. Of course it’s not perfect. We only had 1 BWE on it. That’s not automatically Irenio’s fault.
Irenio is an employee, you can’t expect him to be able to do whatever he wants whenever he wants.
- Big PvE releases had a negative impact on WvW population.
- Guild Hall upgrades are expensive, making many WvW upgrades as good as unobtainable.
- WvW upgrades are also 50 times more expensive than what they should be and can only be used once.
- Reset night was changed from Friday to Saturday. This might have had a huge impact on its own.
If they made the new WvW upgrades (improvements/tactics/claiming) much cheaper and easier to get, then maybe it can revive WvW.
the only solution is to pick 2 pets and never change them, ever.
[Guild Hall] Treasury access Material Storage
in Guild Wars 2: Heart of Thorns
Posted by: Holland.9351
The Treasury should allow players to donate materials straight from their Material Storage.
Or at the very least allow them to access their Material Storage from the same panel.
HoT release had a huge negative impact on WvW. A lot of people went to play PvE and those that didn’t ran into high costs for wvw upgrades and lack of players to play with. The changed reset time would also have had to do with it.
With the high reduction of WvW players, servers that used to be locked are now open and this probably caused players and entire guilds to move as well.
Because of these huge changes to WvW (direct and indirect), the ranking system will have to resolve itself and that might take a while.
My theory about the new BL map being a cast off from an abandoned LS3 next to Dry Top where gliding and mushrooms would ahve come in is looking a lot more likely now. Insert shiny keeps, make them bigger to fit in the map and hey presto, new BL map. Does it work for wvw players? Who cares?
/yes. You could definitely make a good case for that. We’ll never know for certain.
lol no way.
I think they’re too expensive to unlock (guild hall upgrades + leveling up scribe) and to build (requires materials). So generally not worth it.
Maybe for keeps, as the poster above suggests, but for camps it’s a waste of money for sure. Sabotage alone costs well over 5g in materials and can only be used once.
The silence on WvW forum is much worse.
Does anyone else wish you could exit Celestial Form with the weapon swap button?
I just feel stuck in it because I naturally try to weapon swap out of it, which doesn’t do anything.
It’s all due to complete lack of communication with the playerbase. ANet does their own thing at their own time with their own ideas for their own reasons.
I’ve said it a million times before, but there should be no Astral Force at all. There should only be a 10s cooldown on leaving Celestial Form because of traits.
lol another successful troll
I don’t get this. Did anything really change? As I remember, the auto attack didn’t have a beam when there was no target. No beam no heal, right?
Earlier, without a target, the auto had visuals but no effect, now it has no visuals and no effect. As I see it this is a “no smoke without fire” kinda thing.
Or was there some weird way you could use beam without a target before?
It would be nice to have a beam without a target tho…
You’re absolutely right.
Solar Beam could never fire a beam without a target. It did the animation, but did not fire a beam. Now it doesn’t do the animation anymore, which is kind of an improvement.
However, it’s sad it requires a target in the first place.