10s
10-10*0.66=3,333s
10+10*0.66=16.666s
10-10*0.666+10*0.666=10s
Assuming both are taken on the base skill recharge. If that’s not the case, which it might be, you’re right. Fair to say it is though.
afaik the only thing that scales multiplicatively are damage modifiers. e.g 2 50% mods would be total 225%
My warrior. Tried to go for a scantily clad fierce look, without being too sexualizing. Well, maybe a little. :p
Head: Mask of the Wanderer
Shoulder chest and boots: norn t2
Gauntlets: norn t1
Leggings: norn t3
Wether it’s true or not, there’s something very wrong either way.
If the rng is so bad people in large numbers feel like they’re being cheated by the rng then there’s something wrong with player statisfaction. The other scenario, well that’s just flat out bad.
snip
I think you missed the part where I completely agreed with this part. Yeah when RNG is to extreme is also just bad and not better then a currency grind, in fact it would really result in a currency grind as that would then be the only viable option to get the item. That is also exactly how many items in GW2 that are available in the game are added.. with an extreme low-drop rate but usually also dropping from many places or from something that already gets grinded for gold.
Ah, very likely, I did skim through the thread in a hurry and I was pretty tired when I made that post. Apolagies.
Going back to what it started with is that I said depending on the drop-rate the average number of runs could be exactly the same as the required number of runs that you would need when using a currency system.
In fact, that is exactly what a drop-rate is. A drop-rate of 1-250 mean on average is will drop once every 250 runs.
You could be a little bid ‘lucky’ and it could drop sooner, or ‘unlucky’ and it would drop later but in the end there is no such real thing as ‘bad luck’, it’s just math.
Arguing the random average is fine if the distribution isn’t all over the place. With incredibly low drop chances you can be kitten sure it’s going to be all over the place. Guess how unreasonably low the droprate for the really the valuable stuff is.
When someone’s been playing the game for years and has never found a precursor, while someone playing for a week at lv 80 finds one, you can’t make the argument oh sometimes you’re a little lucky and sometimes you’re a little unlucky. The system is bogus and far too unfair.
Just popping in to say I don’t mind the grind really. So long as it’s for marginal stat increase (ascended gear) or cosmetics, yeah ’s fine by me.
What I don’t like is excessive RNG. I would rather grind for something I know will, for example take me 20 hours to complete, rather than something random that’ll take an average of 15 hours, but might also take 50 hours if you’re unlucky. When effort does not match reward, things be unfair.
Looking at you precursors.
I’m inclined to agree that the shovel and chest business is poor design. Between the forts and the labyrinth, silverwastes has enough going for it and the chests detract from that.
If there were room for it a much cooler event would be sparse few loot chests hidden away during the timeout after vinewrath. Everyone frantically searching for hidden chests a la easter eggs would be much more fun, but then there’s already lab during the timeout.
I agree, it’s a refreshing change.
Sons of Svanir do not accept females in their rank at all, courtesy of Jorra killing Svanir, and the general sentiment that women are too weak to follow Dragon.
Wow, the ninjas.
I find that dragons oblivious to the mists explanation hard to believe. Since they’ve awoken at least once before, and are implied to have awoken many times in the past, it seems highly unlikely they wouldn’t have learned of the mists from someone they corrupted.
Is this about Jory x Kas? If so I don’t see the problem, it didn’t seem forced to me at all. I it did seem off how open they were when intimate, considering the player character is often stood right there overhearing everything. You’d think they’d value some privacy.
I kinda agree, game needs more fleshed out male main characters.
It’s become expected that when there’s a female character, she has to have a fleshed out and interesting persona whereas for males it’s easy to just make them another bland mook.
Canach is a step in the right direction though, he’s great.
Edit: Logan and Rytlock are just bros. Which kind of seems odd how he’s ascalonian descent and he’s a freaking blood legion tribune.
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Ohh energy bar. The game could have been so less spammy than it is now. <3
I liked the story books as well. Seemed like a fun feature.
The old launcher looked sexy. I’ve always thought the current character selection screen and intro music is kinda meh, also.
Ah I think I found the culprit on my end. This usb headset has been acting up lately so that might be causing it. This driver irql less or not equal bsod practically confirmed it. I’ll edit this post if I still get crashes.
Turns out it was a bunch of corrupt dll files. Oh well, fix up your registry once a while boys and girls.
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As evidenced by the mursaat, it seems the dragons cannot reach into and spread their corruption to the mists. Since the souls of the dead belong to the mists, it’s fair to say souls cannot be corrupted.
For example despite having been on the cursed shore for a long time, the souls of Romke and his crew are not corrupted by zhaitan however you can find their corrupted bodies animated by zhaitan.
This does raise some interesting questions regarding some of zhaitans minions. For example the abominations will sometimes say things like “home” or “what have I done”, implying a fraction of their former self remains. Makes you wonder wether their souls are trapped in their body when they get corrupted.
On the other hand there's also the eyes of zhaitan, but then the last king of orr's spirit may just have lingered because of how he died rather than by zhaitan's corruption.
No, the one I recall was flat on the ground. But then it’s a long time ago and I might just be imagining things.
This is usually the error message I get, if I get one at all.
—> Crash <—
Assertion: count < MAX_COUNT
File: ..\..\..\Engine\Gr\Model\GrModel.cpp(3181)
Any idea what might be causing it? I’m getting a lot of crashes lately and only lately, seemingly at random.
Honestly, they should rework the falling dmg traits. Keep the fall dmg reduction, but make all the effects trigger on downed rather than when taking fall dmg.
I vaguely recall a similar stone in gw1’s Talmark Wilderness area in Kryta. Could be mistaken though. I think it was where claypool is now.
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Don’t get me wrong, I like that engineer is getting a morph skill, but a moa morph is kind of cramping mesmer’s style.
Since we’re transforming people with an elixir, wouldn’t it be cooler if engineer got an ooze morph. All your opponents, transformed into jiggly jelly oozes.
Why are illusionary retribution, illusionist’s celerity and shattered strength all minor traits? These are all traits that are very needed in a shatter illusion build and meanwhile adept has no real useful ones for that playstyle., put one or more into Adept for crying out loud.
Overall rather disappointed, also DE will remain a must have for any shatter build.
If you take the Illusions line you get all three.
As for the Adapt, Compounding Power lends itself to more damaging shatters (for one), The Pledge is great synergy for current standard shatter shortcomings (torch stealth is being utilized for IP shatter mes, and it provides condi remove (with an extra bounce built in to iMage post change)), and Persistance of Memory… well its hard to find perfect balance of picks everywhere on the trait tree I suppose :p.
Wait waaaait, you get all the minor traits? I may not have read the new trait system thorouhgly :o
Why are illusionary retribution, illusionist’s celerity and shattered strength all minor traits? These are all traits that are very needed in a shatter illusion build and meanwhile adept has no real useful ones for that playstyle., put one or more into Adept for crying out loud.
Overall rather disappointed, also DE will remain a must have for any shatter build.
OP you are overreacting, let’s first see how the new system pans out and then you can whine about it.
Some quality of life improvements that would help mesmer imo.
-Illusions ordered to shatter gain swiftness.
-Illusion counter does not count illusions running to shatter.
That last one is just annoying and pointless. Mechanically it’s perfectly possible to have more illusions out while others are still running to shatter, but the counter does not reflect this.
Mimic
40 sec cooldown
Manipulation
Daze your target. If you interrupt a non-elite skill, mimic becomes that skill until it is cast.
Daze (1s)
Mesmer needs spellsteal like gw1’s arcane thievery.
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The biggest weakness of Mesmers that is essentially the reason only shatter-builds are played is the utter lack of condition-removal.
I disgree, phantasmal disenchanter is excelent condition removal especially if you’re using illusionary elasticity in the illusion tree. 4 bounces base 5 buffed each ideally curing two conditions or stripping two boons, I would not call that an utter lack of condition removal. Slightly delayed perhaps, but very good for teammates also. Traited it has what…a mere 16 second cooldown? Useful shatter fodder too.
There’s also arcane thievery and null field but those are longer cooldown of course.
In terms of non-condition-related issues: One of the biggest is Illusionary Persona – It’s just so good and necessary, you’ll never run any shatter-build without it. And it’s so far up the tree, it kills any diversity in shatter-related builds. Wanna maybe do a shatter-build with conditions? Too bad, can’t have the torment on shatter, cuz you need Illusionary Persona. Wanna do sth. with condition-removal on shatter: no boonremoval on shatter and no clone on dodge OR no Illusionary persona…. -.-°
Why is illusionary persona absolutely necesary? I run maim the disillusioned with my condi shatter build and I find it absolutely amazing. I can imagine illusionary persona is useful in a burst build to get the most upfront damage out of shatters, but in a condi setup especially with ranged weapons maim is just so good I dare call it overpowered.
Edit: Forgot about mantra of resolve.
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I play shatter condi mesmer primarily. I’m also not bad with my condi war.
As someone who has played my mesmer as almost nothing but condi, I find condi mesmer is at the best spot it has been since launch. I do not play competitively so I can’t say wether it’s viable or not, but lately I’ve never felt like my condi mesmer build is weak at all. I’ve been complimented often infact and even manage to 1v1 turret engineers at times. The buffs to sceptre and the addition of torment to the mesmer’s kitten nal really helped a lot.
I used to have a bunker build as well but it’s been a very long time since I’ve run it and I’ve no idea if it still works, but at the time it was ok. Probably not viable.
I will echo that mesmer is overly reliant on deceptive evasion as a trait and it makes for poor build variety. I wouldn’t say glass cannon is the only option, in fact I’ve never bothered to play it.
Seriously arcenal gets censored?
Edit: I forgot to mention, I eat up and spit out thieves like it’s not even funny. I don’t know what you other mesmers find so hard about it. xD
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The toolbelt is a nice idea. If you suggested it also being a stun breaker, it would be even nicer.
Hmm stun breaker I think would be a little powerful for a toolbelt skill that already purges condis and can inflict stun. It would be reasonable to have it useable while stunned though.
As for your suggested changes, I think it was balanced to give off a really big heal, so it’ll stay at 40 seconds. However, I think that if no lethal damage was taken, the cooldown should be reduced in half.
Not a bad idea, I guess that could work. The numbers would need tweaking as a 4344 heal on 20 seconds comes pretty close to a 12280 heal on 40 seconds.
I’d say meet in the middle with 30 second cooldown and the halving effect would be pretty ideal.
Bit late to the party, but I’d like to chime in and give my thoughts on potential burning change.
What if we keep the current burning cap, and instead of further applications of burning being ignored, their would be total damage is inflicted instantly. Thematically, applying more burning to something already fully engulfed in flame would accelerate the process, thus deal damage rapidly. This would give burning it’s own niche not just as a damage over time effect, but as a condition that, when applied generously, can burst.
The numbers on burning might need tweaking, or a reasonable ratio for immediate burning damage but it could work. In pvp for the reciever making sure the burning doesn’t stack high enough to reach that critical point couldmake for interesting plays. Mostly it would be tricky to balance it in large pve fights.
Not sure if troll or extremely self centered.
Engineer doesn’t have enough viable choices for their healing skill imo. I like the A.E.D., both thematically and functionally but I feel like it’s problably one of the most problematically designed healing skills in the game right now. Here’s my idea on how to fix this little gadget, for pvp at least.
A.E.D.
20s cooldown
A.E.D. (5s): Heals when the timer expires. If lethal damage is taken, the damage is negated and you are healed for a large amount.
Healing: 2,896
Healing when lethal damage taken: 5,792
Toolbelt: Static Shield (reference to Faraday Shield)
30s cooldown
Cure two conditions.
Shocking Aura (2s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
Stun (1s).
Numbers subject to balancing of course.
Reasoning:
If the idea is to save the A.E.D. for near to death moments it’s cooldown cannot be 40 seconds. That’s 40 seconds you’re left with no heal having recently been close to death, especially if the effect doesn’t trigger. Requiring to drop to 0 health to condi purge is not practical. It works ok to prolong your life a little but it needs more use than that.
Static shock is just not practical on a profession that generally wants to keep some distance from their enemy, and frankly isn’t that good regardless. It’s ok with the wrench toolkit I guess, but a defensive toolbelt skill is much more needed.
Also, what does A.E.D stand for? Automatic Emergency Defibrilator or something?
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Honstly I don’t understand how anyone can say DE is not a crutch. I figured out within a week of release that trait was particularly powerful, and still am surprised it apparently has seen no changes.
Sure if you run a phantasm build and don’t care for clones it’s not needed per se. For any build that uses clones and shatters though, it’s too good to pass up.
This should be a priority if you and we want to see PvP competitively successful, i thought the balance team is separated from other tasks in ANet, what are they doing all the time when no balance updates are being seen for months?
Probably they are very busy testing and balancing the many upcoming specializations and other changes coming with the expansion. Seems most likely anyway.
I would agree that small frequent balance changes would be preferably than how the devs have been handling things so far. To maintain a balanced competitive game you absolutely need to be fine tuning things and to do that you need small iterations.
on that note, what’s your stance on warrior stances?
Me I like warrior’s stances bar berserker stance in conjuction with the Rousing Resillience trait. 1000 toughness for 8 seconds is a lot. Works very nice with balanced stance and frenzy. Situational though.
Defiant stance seems like too much of a gamble, but than that’s not related to any trait just the design of the skill.
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Agree with Dceptive Evasions, Elemental Attunement and Cleansing Ire. While Fast Hands is a very powerful trait, I don’t think it’s absolutely necesary depending on which weapons you have.
Elemental Attunement especially I think warps the entire elementalist class around it, breaking what could be an interesting class otherwise imo.
Can’t comment on guardian and necro. Ranger and engineer seems somewhat ok as far as traits are concerned.
maybe next map with Stronghold mode could have just a single lane, but I don’t think they would rework the current map when it’s the only map for this mode at the moment
To turn it into a single two way lane map yeah that would require an unreasonable overhaul, but they could turn it into a double two way lane map easily enough if they wanted to.
If they moved the player spawn away a little and continued the path to the courtyard in front of the inner gate, and moved the minion spawn to the courtyard they’d have two lanes and two outer gates both ending in front of the inner gate. That could work.
My feedback for the Champion’s Dusk stronghold map, and the stronghold gamemode in general. Feel free to post your own feedback and discuss.
I’ll start off by saying I don’t quite see why you guys over at Anet decided to focus on a gamemode like this. In my opinion there’s plenty of other gamemodes that would fit your combat system far better than what you’re working on now.
That said my first impression is it works better than conquest (which says more about how conquest meshes with your combat system than about stronghold) and if you really want to continue with a gamemode like this, here’s some points I think need improving.
The map feels very very tiny. I had hoped pushing lanes would be a considerable effort, but they’re just so very short. The whole map makes me feel claustrophobic, especially with how much is going on at once.
There’s too much going on at once. There’s only 5 players per team, you’re spread very thin if you need to push a lane, defend a lane, move supplies and man the treb all at once. Streamline things and put some stuff on auto pilot, have your minions spawn at regular interval and eat from a supply pool while it is available and make the treb auto fire on its lane or something. To go with the supply change you could make mid supplies spawn sporadically rather than be available at all times.
The guards are very very weak and die to a player in a matter of seconds. Coupled with the fact that once they’re dead, they’re dead (make them revivable) and lanes are so short pushing a lane really is a breeze. Feels like the game only really begins once inner gates are down. Adding another 0 to the guards’ health should be a step in the right direction, maybe make them deal increased damage against players so you actually need minions to tank some.
I don’t get why there needs to be two lanes next to each other. Feels like you took the Dota lane concept and changed it, going out of your way to avoid player conflict. A single lane with minions coming from both sides is just better imo, and would encourage less rush tactics and more player vs player.
Glass cannons are unreasonably strong in this gamemode. If a glass cannon encounters a player who is not a glass cannon, it is very easy for that player to simply ignore the other player and rush down their npcs while the other guy can do very little to really stop them. The whole idea of throwing npcs next to players in a pvp environment just wasn’t thought through looks to me. Tanky builds are all but useless since you can’t do much to protect your npcs. Don’t bring pve’s zerker meta into pvp please.
Overall if I can be perfectly honest if I wanted to play a Dota like map I would play one of the many dotalike mobas out there right now, rather than play this half baked clone, pardon the language. You have a unique combat system, find a gamemode that meshes with it and go from there is my best advice.
Welp, I just read the announcement about the camera improvements, which pretty much adress most of my concerns with it. Well played Anet.
Also I forgot one point!
° Heart of the mist portal serves as a free teleport to lion’s arch, so it seems silly to not just include a button to teleport to that city. Saves a loadscreen and makes the heart of the mists lobby less laggy for players actually pvping, the lobby is incredibly laggy for me right now.
pve:
° Everyone still running berserker, very disapointing. I had hoped pve would have gained some more depht by now. Here’s hoping you’re working on an improved ai that will allow for more interesting gameplay and maybe make other stats valuable. An ai that plays a little more like a player would certainly spice things up.
° Dungeon running is still all about skipping as much as possible and exploiting all the rest, very unfortunate. You probably want to make everything gated in the future, there’s not much fun about rushing and skipping. I hope you’ll consider reworking the current dungeon at some point.
° Very little pve specific skill balancing. Seperate balancing for pve and pvp worked in gw1, confusion withstanding why not shouldn’t it here?. Warrior’s greatsword for example will never be balanced in pve without some heavy adjustments to the numbers.
° Your storytelling has improved tenfold, and I much enjoyed season 2 of the living story. Great work can’t wait to see what’s next.
° The removal of party leadership baffles me. There’s nothing more aggravating than getting kicked from your own party, other party members kicking people you don’t want kicked, players joining your party and editing your lfg advertisement (or removing it and then leaving, kitten ed trolls). Running dungeons is now stressful because you never know a bunch of kittens joined your party and may just kick you for whatever reason, and mmorpg tend to have a lot of kittens in it. This is simply the dumbest decision ever, I’m sorry but it really is.
° The new areas look very well crafted, kudos to the guys who made them.
° Loot drops are very very random. I don’t really mind but a lot of people who like to grind don’t really have anything concrete to work towards beyond dungeon tokens. The good stuff just comes to your randomly, so I imagine many lack guidance as to what do to do once they hit 80.
° Events across the world trigger so often, it really ruins the immersion and kills any of the permanence of the open world you promised before release. Seems like you’re working on an improved event system for the expansion though, I look forward to seeing it.
Overall already lots of improvements, and many more to be made. I hope you continue to improve your game and learn from your mistakes. Thanks for bringing us gw2. Now give me my tengu lol.
Hi. I’ve recently picked up this game again and I thought I’d share my impression of the game a second time around, and comment on some of the improvements (and disimprovements) I’ve found. I’ll make it an easy to read bullet list, consider it my general feedback on the state of the game.
General:
° There’s no option to adjust camera field of view. I shouldn’t have to mess around with windowed mode proportions to get a field of view I am comfortable with. A good fov is also important in pvp to get the best visual information. Given you can tamper with windowed mode and multi monitor setups are allowed, competitive advantage is a null argument.
° Camera flips out whenever it encounters an obstacle, this is extremely disorienting (especially in pvp and jumping puzzles) and generally uncomfortable. Ideally when the camera view encounters obstacles it should make environment props see through like it did in gw1.
° Can’t look up without the camera view zooming in on my character posterior. You’ve made a beautiful world (derieres nothwithstanding) and sometimes I just want to look up and admire the view (or see where that longbow ranger is shooting me from) and the camera just doesn’t allow it. Also it would be nice if the camera automatically moved upwards instead of zooming in when hitting a wall.
° An option to increase camera height would be nice. At the moment I dislike playing my asura because the camera is so low to the ground (and looking up is such a pain as previously noted).
° Wallet for all those currencies is great, excelent improvement. The only bad thing I can note is the oversaturation of new currencies every other event or map.
spvp:
° Dodge roll is too spammable and vigor too readily available. It’s important for a competitive game to be somewhat predictable as to the result of ones actions to allow for plays and counterplays, at the moment you can dodge roll so often it makes the game unpredictable, random, and spammy. imo base endurance regen stands to be reduced to 2/3 it’s current value, vigor duration to be reduced across the board, and the evasion frame on dodge to be reduced slightly.
° No more seperate cosmetic between pve and pvp, and generally less of a rift between the two, good call. The pve rewards from spvp is also a great addition. The complete seperation of pve and spvp always seemed like a bad idea, makes them compete for players.
° Ranking and matchmaking, haleluja. To be fair these things should have been in the game at release, but better late than never I suppose.
° Stats and roles in spvp seem at a much healthier place, the game is no longer only about burst and bunker builds. Awesome, I always did prefer balanced setups.
° Conditions and by extension condition removal seems too strong. You’re planning on adding a condition hate boon though, so looks like you’re on the ball.
° Trait and skill balance seems slightly better, but still leaves a lot of room for improvement. Your balancing looks pretty ham handed to me, and I can’t help but wonder if it’s intentional (perfect imbalance and imposed meta and all that nonsense).
° Deathmatch is a pretty great new gamemode, just please make a decent map for it. Courtyard is too cluttered and claustrophobic (and again that camera in tight spaces). Some clean open spaces work just fine (like in legacy of the foefire).
° I really really hate the spvp announcer, sorry. Alternate option (gem shop announcer packs?) for those who don’t like the heavy ’murica accent?
° Fancy and visual heavy finishers in already fairly chaotic and clustered fights always seemed like an odd choice. Some simple and clean weapon specific animations would have been better in my opinion.
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As Caledore inferred, this would also apply to humans wanting Ascalon back.
Yes, but from what I’ve seen of the seperatist cause is they mostly just want revenge against the charr for the pain and suffering they’ve caused to the people of ebonhawke. Not saying there can’t be some imperialist agenda hidden in there somewhere but based on what we see ingame it seems they mostly just want payback for the actions of the charr who are living and breathing now.
The charr had about as much ancestral right to the lands they reconquered as the jotun would as they try to murder and drive out other races out the shiverpeaks. Not at all a bad comparison either, what with both races being prone to violent infighting.
Bombs and cannons were present in Guild Wars 1.
Bombs and cannons are pretty crude. Sure it requires enormous craftsmanship and precision to make and operate a cannon for instance, but the technology behind it is late medieval at best.
Automatic fire arms and motorized vehicles however….what such tech ingame swords and bows would be long since outdated.
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My human character with ascalonian heritage most definatly hates the charr. He also hates the fact that kryta is lording over what is left of ascalon. If he didn’t realize there’s a greater threat to all life on tyria he’d be a seperatist through and through.
Regarding the peace I think anyone can see it is an agreement of convenience. The charr realize there’s bigger fish to fry right now, else they’d be at human throats in no time doing what they do best; warmongering and destroying.
I don’t think leaderboard should be disabled. I think it’s implementation brings one of pvps issues back to light. The fact that it does this is a testament that the leaderboard is doing exactly what it is supposed to do.
The issue is that there is no gamemode that one can play to win solo, because like you said there’s more incentive to maximize glory in hotjoins rather then making sure ones team is victorious, let alone that hotjoin does not make sure the match was fair to begin with. On the other hand since there’s no destinction between solo and team tourny matches there’s no real way to be competitive there without a team.
Disabling leaderboards now would be disastrous however. Why ruin it for tourny teams when solo tourny is lacking. This will not fix anything, only break what little is working now. Better to keep what we have until they can sort this out and give us a competitive solo mode.
Alright I’ve been meaning to try this whole team thing, what is there to lose right.
<Player looking for a team>
Ingame name: Mycana
Main Class / Potential Classes (Incase team requires): Mesmer / Ranger,Elementalist
Region: EU
Practice Times: 20-23 most evenings, available almost all weekends
Experience: Currently rank 22, playing tournies solo casually and the occasional duel. As for other games League of Legends and Bloodline Champions mostly. Some other team based competitive games here and there. Never really professionally mind you.
Other (Anything else that you would like to add): I’m pretty stubborn when it comes to playstyle and builds. If I’m feeling to restricted or pigeonholded to a certain build and playstyle it’ll kill the fun for me and I’ll take my leave. If I enjoy the role I fullfill for the team and the team is open for ideas/brainstorming with build synergys instead of making a carbon copy of top cookiecutter setups I’ll happily partake. I’m in it for the fun first and foremost.
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I hate Trahearne because of what he could have been but never was. A relatively reserved cautious scholar that needs to follow his wyld hunt and become a confident competent leader in the war against zhaitan.
Instead we get a character who has very little personal growth and ‘sorta kinda’ leads the pact. He never really gets into the role laid out for him and it could have been awesome if he did.