1. Address how being able to 1v1 in custom arenas or guild halls isn’t somehow giving you everything you need.
2. Explain how beating someone’s butt like a kettle drum in public is a better way to teach pvp skills than a custom arena with privacy.
1. Custom Arenas open up to griefing. There is no protection against griefing. Guild Halls doesn’t allow me to duel with random duelist I come across. I don’t want to duel with just friends, I want to duel with anyone and uninterrupted.
2. By doing 1v1, you can eventually see why that player had killed you. You can see the burst that killed you. You can see the immunity he brings to block all your attacks. You can change tactics to feint or learn how to block the duelist most devastating attacks. It is much more recognizable than a zerg blowing up pixels everywhere.
Your point about not wanting only to duel with your friends is not only valid, but a serious concern to anyone who wants to be good at pvp. After all, we only get better when we face a challenge. However, I don’t follow your point about custom arenas being open to griefing. Perhaps you could explain further?
Your second point about how 1v1 is also an excellent one, as far as being able to figure out tactics and counters. It completely fails to address my point about how doing so in public is at all necessary to the learning process. It fails to address the point that the desire to beat someone down in front of an audience of people that aren’t there for dueling is nothing more than the desire to stroke your e-p in public. Another poster suggested an instanced dueling arena. This would have it’s own dueling rules and everyone there would be there for the express purpose of dueling other players. This is a simple an elegant solution.
Why does a duel need to be private? I can duel if I am waiting for a world boss to spawn, I can duel when one of my party member is afking. I can duel with random passerby if I am bored with the monotony of grinding hearts all day. I don’t understand why you have the need to feel threatened by seeing a duel between players unrelated to you or someone watching you duel with another player. At the end of the day, no one in the public will remember your duel.
Now you tell me, Why should we have gold? I am disgusted by these beggars that whispers to me to give them gold. They harass me, and insult me. Why is ANet not removing gold? You believe harassment is a serious case. Why not remove dungeons too? People can kick me out in the end and I have no choice over it. This is disgusting behavior and should result in dungeons or any challenging content being removed entirely.
You can either believe:
- This mythical harassment that dueling bring is not a serious problem.
or
- Remove Dungeons, challenging content, WvW, all of PvP, All of PvE, zerker gear, gold, map chat, say chat, any chat because I get harassed equally or more over there.
For shame, sir. your arguments in the first half of your post were far better. Here, you first compare apples to oranges, then extrapolate to infinity and wrap up with an either/or argument. As to your claim that the dueling harassment is “mythical”, I can assure you it is not. I have played WoW and LotRO both rather extensively and could go on ad nauseam with examples from my own experience.
I am not against the idea of 1v1 pvp without having to worry about some piker trying to interfere. I guess you could say that it’s a matter of zoning. My position is that dueling should occur in areas that are zoned for it, not all over the place.
You don’t like dueling because it brings harassment and the sole reason.
I want to remove gold because it bring harassment and it is the sole reason. No, it is a far better argument, you chose to ignore it. If you want to stop a feature just so you don’t get to be harassed, then I want to remove gold, dungeons, zerk gear, PvE, PvP, WvW, so I don’t get harassed. I can go into any MMORPG: WoW, LotRO, Tera, Guild Wars 2, Ragnarok, Aion and see beggars asking me for gold.
u said this once, and i remember it being quite good so i must quote it
I had a similar case with you.
Everyone keeps begging me for gold.
It’s my business if it affects me, and it affected me. I don’t really care if I can block people in chat or not. It’s obnoxious to have some teenage cretin badmouthing me in local chat because I refuse to give him gold. It’s not why I play games. And yes, I did block him, but I still find it obnoxious.
This is the kind of player that gold invites to the community. It ruins the community not just for me, but for the dozens of others who feel like I do. This isn’t something we made up inconvenience people. We feel this way due to our experience with players like that. Same with other currencies like etco in gw1.
Sure, I can ignore them. But they don’t make the game more fun for me, and they DO affect some people a lot more than they affect me. I’d probably rather have the affected people to play with than the beggars.
So I say no to gold.
I mean, ones that they will respond to, like a conversation or something – specifically about profession mechanics.
……..
And they start or participate in profession-specific threads on a “regular” basis. If that is your interest, go to the forum for the profession you’d like to discuss and post in a thread where you see the red “ArenaNet logo.”
……………….
fixed that fo you
Hey, i made some digging and didn’t find any satisfying info.
When HoT goes live im planning to make small guild with several friends.
There will be +- 5 ppl playing.
Im wondering if there will be any content like, guild missions and adventures which will allow us to progress our guild without any help from outside.
Plz share if you have any info.
Thx.
i’m in the same boat w/ my guild. i axed the same question somewhere recently, titled small guild hot or something
every1 basically told me to git over it, and to find moar friends and/or join a bigger guild if i want to enjoy guild content.
What ever happened to looting rewards from defeated foes?
Even if they still wanted to do the whole vendor/currency thing…. they should have made the Mordrem foes themselves drop the blooms.
That way players are awarded for fighting instead of just running around the map tagging events.
This system is bad and Anet should feel bad.
cause this way they can control exactly how many of the currency u git. if it was drops of baddies, some players might really coord a tag, kill, run and get more currency dan anet wanted u to git
i tink bosses an many event mobs die super fast due to zergs. wat culd have ben happining is dat baddies die so fas dat it was real tuff to get enuff dmg fo u to git any credit fo the event
rather dan fixing core issue hear, tey jus dropped the time/investment u had to put in to get a gold reward.
the result is wat wi hav today. it taks very lil effort to git the reward credit, sew rather dan staying and doing whole events, peeple are rewarded moar for slight participation in 1 event an movin on to tha next event
I just hope Treehearn turns and we get to kill him.
Unlikely, but It would be a great treasure hunt to get Caladbolg as a new Legendary^^
only if it comes w/ those skills
seems the discussion here pretty much fell asleep :/
prob cause devs were “unable” to include all the changes in the last bwe, so bwe2 drangonhunter was basically already out of date.
delaying giving us those updates means they only have 1 bwe left for us to qq about before its live.
once its live, they can essentially just ignore it like they have wit most guard req’s.
if they had actually pushed all the updates so we could test in bwe2, then they’d have to continue to work on it. whereas right now, they can say, ‘look bwe2 didn’t count cause we couldn’t put all those updates in there, just wait until bwe3’ and they can just ignore dragonhunter until bwe3 and point to those updates they said are coming but we haven’t seen yet
i wish it existed too. threads come up all the time aboot it, arguments fo both sides come up. no logical reasoning can convince the people against it that it won’t affect them. but there is still no dueling so, i guess they win and the rest of us can continue to click around hotm with our clicks in our hands, bored waiting on matches. or click around a pve zone waiting on events to start
I play for fun, not for carrots.
i do too. but after mmr hits you with 4+ awful matches (cause u are above 50% winrate, must knock u back down a peg!) which is ~1 hour of my time gone to nothing but frustration, i gave up on un/ranked.
Don’t you think this game would’ve been more awesome pvp wise if you had a “Challenge to a duel” option? Making the game more fun-around pvp – and not forced to go into unranked match, server or ranked.
Or at least make the pvp like Tera, corsairs stronghold. Defend, attack, kill, retreat & win. Pvp in this game has too much of points capturing (Edge of the mist, wvw sometimes) and of course the 5vs5 man mode.
Also another suggestion is to have an arena like they have in WoW, where you can challenge people in the arena and people can watch you. We already have enough people camping in Heart Of Mist, why not make it more lively by adding some kind of option to fight people outside restrictions?
Not trying to make the game more like any other games, but I love that kind of pvp – but I also love the game!
+1
imma pro this idea
………..
cause its already too long as it is
i’d rather play 10, 3 min matches than 2, 15 min matches.
least w/ 10 short matches, u gat a chance of having sum good matches.
w/ 2 long matches, a real good chance u could get stuck w/ both the match ups being terrible and just wanting to pull ur hair out for 30 min straight, not fun in my book
I can understand not wanting to get stuck in crappy matches, it’s one of the things about MOBAs I don’t like. But I think it’s just a sacrifice you have to make in order to get those truly epic matches. Maybe a surrender vote could be implement after 15 minutes (like /resign from GW1). And if you like short matches there is already Conquest, which is another reason why I don’t see why Stronghold needs to pigeon holed into this time limit so badly. Short matches is a niche already filled by Conquest, so why do we need another game mode for that? Don’t get me wrong, I think short Stronghold matches should be possible, but I don’t think they should be absolutely forced as they are now.
i’ll give u dat. mi real solution is just to have gw1 RA re implemented, but dat doesn’t seem to be anywhere near happening
i jus want to pvp, over n over w/ new battles constantly. conquest and stronghold just are too long for me to get the type of fights i want.
jus a frustration an annoyance dat 1 of the thangs i rally loved aboot gw1 pvp isnt supported in gw2
cause its already too long as it is
i’d rather play 10, 3 min matches than 2, 15 min matches.
least w/ 10 short matches, u gat a chance of having sum good matches.
w/ 2 long matches, a real good chance u could get stuck w/ both the match ups being terrible and just wanting to pull ur hair out for 30 min straight, not fun in my book
Any projectile that auto targets in an area work in the same way, a great example would be the thieves own ability, dagger storm. These abilities dont require a target, and actively attack targets when they are in the range of attack, The big difference is that since these are projectiles, they still track a character in stealth since it doesnt require a target to activate. Much like any bouncing projectiles can hit a target in stealth as well, with their bounces, it only checks to see if there is a viable target in the area, not the fact that they are stealthed or not.
dis guy gits it
i’d venture to guess that they wouldn’t do it for combat reasons.
in theory, if i see a ranger and he sends his wolf over to me, i can expect at some pt he’s going to use X skill to do X to me.
if u skinned it, it might look like a rabbit, and i’d have not “tell” to kno de type of atk that was possibly incoming
it’d be a fun idea, but i’d guess dat’s the core reason it wouldn’t happen
I for some reason never get these surveys, I feel so left out…
we are not the coolster’s. this is the life we live
AWESOME, now can we get better output from LB too? Seriously, LB auto should have burning like a Warrior has. We’re supposed to be THE burning profession.
we used to be the burning prof. now there is war berserker
blizzard must be crazy
http://massivelyop.com/2015/09/03/heroes-of-the-storm-to-downsize-ranked-match-party-size/
who would want to soloq?
because during tourneys, or even just for reg kittenry, people from W1 would create a ton of free accounts for W2, then join up in the W2’s servers to prevent any of W2’s actual players from getting in to fight off W1
long n short, prevents griefing
“Don’t like raiding? Too bad. Do it, or you’ll never finish your legendary collection.”
Nothing else will be challenging enough to merit the same reward as the most challenging thing in the game.
It’s more like “We’re not going to give you the same reward as players who are completing the hardest content in the game”
Pvp, WvW, open world content, dungeons, can all be farmed easily.
But when it comes to raid, im quoting a dev here, “We thought how hard can we make raids without them being literally impossible”
If you are suggesting you should get the same rewards with less effort, thats your own entitlement issue, nobody else’s. This is a reward that actually means you DID something. Not afk farmed for a few months.
I simply stated that I wanted more acquisition options, and there is absolutely nothing wrong with that.
Except that nothing else is going to be a hard as raids and there definitely something is wrong with that since thats the case.
that shouldnt’ bother u, it should floor u then.
u see mi in my wvw legendary armor looking like X
then u stand next to me in ur legendary armor lookin like Y
kittenay “ha scrub u only got tha ez mode gear. look at dis real legendary gear herr”
an every1 around us knos u did the “hard content”. whats the prob?
…
I wanted more acquisition options ….Let there be several sets.
Let them have different means of being acquired.
Let each one have its own unique skin.
As a game that is cosmetically based, that should be what draws people to a certain aspect of the game to play it. Because that’s the only way to get the skin. Not because it’s the only place to get the functionality offered.*
emphasis this is the real point
lol Am I being too wordy again?
ha no. but u know how sometimes if u arent’ direct people will miss the pt an focus on the part they want for arguing sake
…
I wanted more acquisition options ….Let there be several sets.
Let them have different means of being acquired.
Let each one have its own unique skin.
As a game that is cosmetically based, that should be what draws people to a certain aspect of the game to play it. Because that’s the only way to get the skin. Not because it’s the only place to get the functionality offered.*
emphasis this is the real point
So, the answer is “don’t be a small guild”? Whee, that’s definitely going to solve that problem…
Just like “Don’t solo” is the answer to “how will I do fractals and dungeons if I only solo?”
Group content of X size is obviously intended for a group of X size
If you guild does not have that many players, it’s a pretty logical assumption that you need to make other arrangements to fill those extra spots.
We’re not talking 40 people here. It’s ten people. That is not an excessive amount. If you’re already doing dungeons, then find five friends. If your guild is two people then you’re in a good place to fill someone else’s extra unfilled slots.
If you choose to have less people than required for content, and you choose not to make arrangements to team up with others, then you also choose not to do the content.
Unless your guild is so antisocial that they can’t stomach the presence of any other player ever it shouldn’t be difficult to make some friends to hang out with once a week, as I assure you there are many small guilds that would like to join you and would probably do so for only the asking.
its not an anti social thing, its just not as easy for everyone. my guild an i are friends from long ago. we have sporadic schedules. we have husbands, wives, kids. we don’t have time to guarantee we’ll be on every X day for X hours. we aren’t going to fill out some survey to prove we play and we don’t want to break up our guild cause we enjoy playin together an have been for years
its tough to get people to join a guild like ours. say, hey we play almost every night, but we can’t promise it, sometimes we are out for the whole weekend due to family/vacations/misc. we don’t use teamspeak, cause we just roll for an hour or 2 and can get by w/ chat usu. i pvp, but the others don’t, so we can’t form a full team.
so, its not that we don’t want to play w/ others, its just tough
now i’m gonna jus thro this out cause why not, they already removed the trait
but what if we could get the same effect on torch #5, since we also ain’t gettin any self cleanse there
what if it, cleansed condi on allies, burned boons on foes?
not as good as having the trait back but, would give us a boon strip
I love this idea, it would give me more reasons to use torch 5 instead of just to see the animation.
1 of the prime complaints against torch #5 is the dps for the channel is lower than just auto attacking
if it also had the added benefit of boon stripping, maybe the lower dps wouldn’t matter so much
now i’m gonna jus thro this out cause why not, they already removed the trait
but what if we could get the same effect on torch #5, since we also ain’t gettin any self cleanse there
what if it, cleansed condi on allies, burned boons on foes?
not as good as having the trait back but, would give us a boon strip
…..
Now, before someone blows up at me, let me clarify. I have no issue with raids having its own set of unique rewards, including a legendary gear set. I am; however, peeved that raiding is the only way to obtain a legendary gear set. Anet is essentially saying “Don’t like raiding? Too bad. Do it, or you’ll never finish your legendary collection.” This is very different than raids having a unique skin set locked to them.
….
Should there be legendary armor for other areas of the game? Maybe, but they don’t need to be the same legendary sets. People who focus and perform very well in specific areas of the game need to have unique rewards to reflect this. That’s why stuff like the Glorious Hero’s Armor, which is was available only to achieving PvPers was good.
…..
like 2 ships passing in the night. this, bolded is exactly what we are saying should be the case. the diff modes should have their own legendary.
no one is saying there should be other modes of obtaining exactly the raid armor set.
let raids have a set w/ its looks, let wvw have a set w/ its looks, etc etc
I have no issue with raids having its own set of unique rewards, including a legendary gear set. I am; however, peeved that raiding is the only way to obtain a legendary gear set.
You don’t know what 2 of the words in this sentence mean. (unique and only)
You don’t know what 1 of the words in this sentence mean. (a)
the guy says there should be rewards for the content u can/want to play. should be a set of legendary gear for wvw. should be a set of legendary gear for pvp.
etc etc
Let’s see….
Gear locked behind and only obtainable via raids….check
Raid lock out timers….checkWhy hello WoW, nice to see you again….
Now, before someone blows up at me, let me clarify. I have no issue with raids having its own set of unique rewards, including a legendary gear set. I am; however, peeved that raiding is the only way to obtain a legendary gear set. Anet is essentially saying “Don’t like raiding? Too bad. Do it, or you’ll never finish your legendary collection.” This is very different than raids having a unique skin set locked to them.
this guy gits it
the cd on it was too long anyways
so, my small guild ~5 is trying to figure out what we can do in HoT together. They mentioned fractals will be revamped. so maybe that.
i kno we can’t do guild hall, thats for ~15+ guilds
can’t do raids, thats 10 members
most are carebears, so pvp and wvw is out.
is all we have to look for is adventures (dynamic events?) and 1 time story events?
The entire game is suitable for “small groups.” There is hardly any content in the game that is designed for large groups.
right, which has worked out for us so far. we can’t do much of the guild missions other than some bounties, but we have gotten by
i was referring to HoT content tho
ideally hooking up w/ other guilds could work, it worked super well in gw1, but we had alliances
w/ alliance every1 kept their own guild identities but gave u that bigger group for doing content together when needed, if we had that, i def wouldn’t complain
That’s just going to kill balance. Trying to balance 2v2 arena and 5v5 conquest isn’t going to work well.
Implement it but don’t try to balance around 2v2. Make it like practice mode where it’s just there to good off.
dats wat i sayd, dont worry aboot balance, jus implement it.
so, my small guild ~5 is trying to figure out what we can do in HoT together. They mentioned fractals will be revamped. so maybe that.
i kno we can’t do guild hall, thats for ~15+ guilds
can’t do raids, thats 10 members
most are carebears, so pvp and wvw is out.
is all we have to look for is adventures (dynamic events?) and 1 time story events?
i just want gw1 RA back
don’t care about 2v2 or 4v4 or 5v5, just something to have fast, fun matches w/ short queues.
don’t care about mmr, if the matches are quick enough, it won’t matter, because the awful ones are over in an instant
current set up, a terrible match up still lasts 10 mins, which is agonizing when u know its over 1 min into the fight
…
you do not take a dragon heads on. you lure him into a trap and attack from a far. Think about stone age mammoth hunt. drive them into a dead end and throw rocks from atop. you do not wrangle them down in close combat.
…
this is where u are wrong. u take a spear and murder them for their tusks. then you use those tusks to build a tower to the sun. which u climb for to be a god, or something
4v4 annihilation mode.
just recycle all the random arena maps from gw1 and we’re good to go.
this guy gets it.
altho parties are usu 5 in gw2, so 5v5 w/ RA from gw1 and its a gg
I really don’t get these people complaining about 7 minute queues, lol.
Also, if you would rather have totally new people in ranked than having some good matches, I’m not sure why you do pvp at all.
maybe they remember gw1 RA, w/ ~30 sec queues, where mmr didn’t matter, where u didn’t have to have 4 straight losses to enjoy some wins, where u didn’t feel like u just lost an hour+ of ur life into 4 terrible matches, where u didn’t have to click around a lobby bored…
pepperidge farm remembers
were wonderin where karl’s time was going. since it was clear it wasn’t dragonhunter
trying to get people who are upset about f2p and raids to forget they are upset and make them stop talking about that anger and start talking about happy for release date
Am I the only one who thinks it’s just fine? ….
probably.
…..
One other note. The grandmaster traits for Daredevil are really cool where they have three different options for altering how dodge works. They could do the same here (not with GM tier without major changes) with three different trap options, for instance 1s daze, bleed on hit, and maybe an extra heal or a condition cleanse.….
concept is solid, your solution is not. every1 dodges, the daredevil is centered around dodging, there is literally no way to play a class that does not take adv of dodging.
3 trap options means, don’t play dragonhunter unless u use traps, otherwise u lose a whole GM trait. thats not a solution
better idea is, 3 spear of justice options, 1 for each new virtue options, something like that. and maybe they are similar to this in the recent update post, i don’t remember.
but, don’t lock a whole specialization line into 1 type of playstyle
edit, meant specialization line, not trait line
wat did they fix. why is it usable now. how could it be applied to spirit weapons.
none of these ?’s were actually answered in your post
Yeah, sorry, I’ll edit it and clear up what I meant. The fix to Necro Minions made them target properly instead of just kind of . . . sitting there. What I really was driving at was wanting to see Spirit Weapons not instantly melt or have some other beneficial interplay with the Guardian like we see with Minions. Minions when traited are rather tanky fellows and the added bonuses of things like Death Nova, life siphon, etc. make them all the more useful. Spirit Weapons, despite being a summoned ally, really don’t have anything special going on beyond the addition of burning damage and a CD reduction that still barely makes their short duration worthwhile.
So basically, the bug fix to Minions isn’t what I think should be applied to Spirit Weapons, rather something like an infinite duration and a wee bit more health. Yeah, the AI needs reworking, but at least a fix like this would make them a bit more usable while the devs work toward a proper rework.
i see, that seems pretty reasonable. clearly since no one uses spirit weapons they are in need of something.
guards used to have a trait, elusive power
https://wiki.guildwars2.com/wiki/Elusive_Power
Deal more damage when your endurance is not full. Damage Increase: 10%
the honor line had a good amount of synergy for dodging, this, heals, vigor
now, as w/ most things guardian in gw2, another class gets the benefit
https://www.guildwars2.com/en/news/meet-the-daredevil-thiefs-elite-specialization/
Staff Master: While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
granted this ver is locked into using the staff, still annoys
wat did they fix. why is it usable now. how could it be applied to spirit weapons.
none of these ?’s were actually answered in your post
i always felt like arenanet is trying to mix stuff together with stronghold… a bit of moba.. a bit of gvg.. a bit of this and that.. but nothing real.
please stop trying to be “innovative” when it’s not needed. you have already made what is needed ages ago and nobody asked for anything else.
you have everything at hand and everything is recycleable and only needs a couple of tweaks because of the way gw2 works compared to gw1.
so please do yourselves and the community a favour and have a look at what your company has already made for the players:
http://wiki.guildwars.com/wiki/Guild_hall#Available_guild_hall_types
These are only the maps we know about and they were made a very long time ago. I can imagine they were about as fun as Courtyard is today – there isn’t a huge liking for it.
GW1 mechanics doesn’t work like GW2. You would have to change the very nature of the game for these gamemodes to work. That said, 2v2 and 3v3 gamemodes can indeed work.. I just don’t think they want to remove their beloved conquest and the soon to be new game mode.
Maybe one day when we have a surplus of players and another full thread of people asking for it.
its the chicken an the egg.
add it, and lets have players come to enjoy our combat system
wait until we have players to add it, we can’t afford to have too many modes
every1 so worried to add a std arena style mode because of splitting the pop. but instead it keeps getting more and mor boring and bleeding out players, and the pop drops from that
wat happened to having fun
let players play what they want. if its fun, more will come rather than leave
Im pretty much tired of the entire game, its just not meant to be played for long periods of time
dats cause a long period of time in gw2 pvp is only about 3 or 4 matches…
Hey all. Following up on what we talked about last week. Here’s a few more things that we’re looking at doing:
Longbow update
Deflecting Shot: The last time I posted, the note I had on this was a vague ‘damage increase’ thing, which met with fair opposition. We’ve had a little more time to look into the ability and have tweaked it a fair amount so that it can retain its primary defensive functionality and still reward you for reactive play. Here’s what we’ve got -
- Reduced missile velocity by 25% (it traveled too fast to really block much). Reduced after-cast by 300 milliseconds. Increased base damage by 13%. Destroying a projectile with this ability increases the damage it deals by 100%. Increased the blocking radius by 33%. The attack radius of this ability has not been increased.
- Symbol of Energy: Removed the burning on impact (no other symbol has an additional effect, so this felt weird). Increased damage dealt by 10%.
Virtues:
- Spear of Justice: Increased missile velocity by 100%. Reduced the casting speed from 3/4 second to 1/4 second.
- Shield of Courage: The shielding effect now occurs the moment this ability starts. Lowered after-cast by 200 milliseconds. We’re also looking into a better functionality for the shield.
Where we’re at: Currently, you block all attacks for allies within the radius, but you don’t get any feedback for it… so we’re looking to improve that. The shield also doesn’t really benefit you, other than missile blocking (which is good, but feels like it should do more, being that you’re giving up instant casts). The current idea is to block attacks from the front (within the shield you’re projecting), but be vulnerable from the back to ensure counter-play.
- Wings of Resolve: We’re waiting to see how the current implementation plays out, being as the ability has a greatly increased healing application and has access to 3 seconds of immobilize.
Traits:
There’s been some merging and creation of new trait types for the Dragonhunter line. There are now a couple of direct defensive options, in addition to some stronger power/damage ones. The goal here was to give different clear avenues (damage, utility, virtues… with some overlap)Adept – Piercing Light: The bleeding effect only really benefited a couple traps, where we wanted the effects of this trait to enhance each one in the same way.
- The bleeding functionality has been removed and will now daze enemies for 1 second when traps enter their ‘activating’ state.
Adept – Dulled Senses: Moved here from the Master tier! Enemies you knock back are crippled. Enemies you cripple receive Vulnerability. Reduced the vuln from 3 stacks for 5 seconds to 1 stack for 8 seconds.
Master – Hunter’s Determination: Drop a Fragments of Faith trap at your location when you’re crowd-controlled.
Master – Zealot’s Aggression: Deal extra damage to crippled enemies. Damage bonus increased from 7% to 10%. Justice’s passive effect cripples enemies (1.5s).
Grandmaster – Hunter’s Fortification: The area effect protection was bland and, while defensive, didn’t really portray the more selfish dragonhunter nature that likes to hold an advantage over their enemies. We’ve replaced this with a bit different defensive nature that’s also more synergistic with Hunter’s Determination.
- Remove conditions when blocking attacks (1 per block, ICD 1 second). Receive 10% less damage when you have no conditions on you.
Grandmaster – Heavy Light: Merged the aspect of Hunter’s Determination.
- Longbow arrows knock back enemies that are within the range threshold (10s ICD). Gain stability (1 stack, 5 seconds) when you knock an enemy back in this fashion.
Please keep in mind that (as before) these things won’t be in the next BWE, but in a future update. As always, thanks for your constructive feedback!
Cheers,
-Karl
not a 10/10, but i like what i’m reading.
thx karl
edit: to specify, thanks for chiming in w/ the direction you are heading. it’s appreciated
i think its boring.
i’d rather have several short fights than a couple long fights.
i miss gw1 RA
i was bored of it while playing a ~12 min match. i’d rather have many short matches than a few long ones
i like the ideas