|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
The comparison is hyperbole of course, but I just meant saying “eventually it won’t be a problem” isn’t a proper solution to the fact that it is a bit of a problem now. It is a first-world-MMORPG problem for sure, but still a bit of a bummer to me. I am just a minority since most people who are casual aren’t going to care, and most people who care aren’t casual.
Actually it is. The expected time to 80 is very low. The problem will go away, on its own, without any interference nor help from ANet. It will never come up again for any new characters, so it is still not worth investing time nor energy in. You are an outlier. You are a mark on the graph that is outside expected parameters. You are an anomaly, because you apparently take an excessive amount of time leveling. As such you are also not significant enough to invest energy in appeasing.
I didn’t say you would magically become 80, just that your assertion that the comment about you eventually reaching 80 doesn’t somehow apply to you is inaccurate. You will reach 80 eventually. More importantly, you don’t need to reach 80. You just need to level up a few levels per character. You get points every other level. Chances are you’re goal isn’t to unlock everything, it’s only to unlock some things. As such you’ll probably pull that off well before 80.
I didn’t say it doesn’t effect people. I said it will never effect new characters. It only effected a handful of characters that already existed since most characters 60-80 should be in good shape regardless of the reset. Of those characters that were negatively effected even fewer players actually cared. So you’re in a minority of a minority for a situation that will never come up again moving forward. As such, there is no point in actually doing anything about it, especially since it will eventually work itself out as those characters earn hero points and fix the problem themselves.
(edited by Kal Spiro.9745)
1) You will have to actively avoid leveling in order to avoid 80. If you’re avoiding leveling then it really doesn’t matter what your traits and skills are. It’s incredibly casual friendly, so much so that you can do absolutely anything short of nothing and you will get xp and level. You get enough hero points now in the course of a couple levels to buy whatever skills or traits you actually wanted in very short order, no matter how slow you level.
2) It would have been a wasted effort. From ANet directly, it would have taken more than twice to work and therefore time to have implemented a reset option or choice option, and ultimately it still would have upset people. They chose the option that was beneficial to the most players and characters with the minimal issue caused. And since it will not be need to be implemented again there is no point for them to do anything about it. Eventually all characters that were negatively effected by it will work through the issue, and no new characters will ever experience it.
Zhaitan might be dead, but his corruption is not gone. Orr has been through over 250 years of corruption and decay from not only the elder dragon, but being at the bottom of the ocean no less.
And while Zhaitan himself might be gone, there are other sources of corruption as well. Namely, his dragon lieutenants… I doubt they are all dead, and if Tequatl has shown us anything, it’s that the ones that are left could probably be more powerful then ever… (It’s my personal belief that Tequatl’s sudden boost of strength and power is that he’s becoming the new Elder Dragon… But, I have no real proof of that…)
Point is, even 3 years is not a long time when you consider how long Orr was corrupted. And things are still working against it’s purification…From a purely game mechanic stand point… If they did reclaim Orr, what would happen with the Temple events? Something would have to replace them, after all.
The length of time is irrelevant. According to the end of the personal story, when Trehearn performed the ritual in the source of Orr it reversed the corruption. When Zhaitan died it should have started spreading. It would be noticeable by now.
That makes literally no sense. If they had the ability to make swiftness affect mobility skills in the first place then obviously they had the ability to make it not do so as well. What on earth are you talking about… not having the technology. Are you kidding me lol?
It’s not a matter of this been unintended all along, it’s a matter of them deciding to change it out of the blue after 3 years.
I don’t think you understand what a bug is, nor how programming works.
Having just completed the personal story for the first time in years, having been waiting for them to put the chapters back in order, I agree. It’s time for Orr to be restored. Now that they can present personal story missions with maps that predate the destruction of Lion’s Arch, they can make Orr a nicer place. They don’t have to stop the events. There are still innumerable undead. The undead didn’t just stop being a thing because Zhaitan died. But they can make life return to Orr, and then just have personal story moments show players the old Orr.
Rebuilding Orr to make it more in keeping with Tyria today isn’t any more, or less meaningful than rebuilding LA, and they’ve done that three times.
Doubtful
And if it wasn’t intended for swiftness to affect distance traveled from using mobility skills, then it wouldn’t have been this way for 3 years. Regardless of how easy it would be for devs to miss something when testing content, it’s literally impossible for them to have gotten this far without noticing it.
All the minor bugs that have been in the game since launch, like this, beg to differ. It’s entirely possible that, for whatever reason, they didn’t actually have the tech they needed to fix this bug until now. So, sorry, but your assertion isn’t valid.
I believe they said they done this so skills match what they say it does.
If a skill says it moves you 900 you go 900, swiftness made you overshoot this number with slows making it go less than stated.
I think this is why decided to go ahead and gut mobility.
Or they could have added tooltip descriptions to say it’s reduced or propelled by movement speed. : O I thought Anet love tweaking tooltips? :’ )
Basically what you’r saying is Anet changed the game around to match tooltips instead of editing tooltips to match the game?
No, they changed the game around to match their intent for how the game should work, as described in the tool tips, rather than allowing an obvious bug that has been enjoyed for far too long to persist when they had to opportunity to fix it.
(edited by Kal Spiro.9745)
Ugh, why can’t they just stop balancing things so I don’t have an advantage anymore?
Because dodging doesn’t trigger the trick skill “Caltrops”. It drops some caltrops, which is a mini version of the skill.
Think about it for a second – they won’t even give us a “clear a condition on dodge” trait in acro, do you really think they’re going to give it to you in Trickery with additional effects?
That’s what I said. Caltrops is a trick, but the version in Uncatchable is not.
Also, in this case they would not be giving us a clear a condition on dodge trait, they would be giving us a trait combo to do it. So it takes two traits just to get it. It might be problematic if I could still regen 25% endurance after dodging, but since that’s gone and I can’t dodge three times in a row anymore it has limited functionality, while still useful.
A remove condition on a successful dodge would be interesting. Just on dodge might be too much.
Is this a thing, though? Can they tell the difference between a successful dodge vs successful evades? I seem to recall them saying something like that in one of the earlier videos about HoT, but I don’t recall. If it was just on evades, though, that would be broken because it’s too easy for a thief to evade things.
Valid choices were increased, worthless choices decreased. This is a good thing.
It wasn’t the trait change that made more “valid” choices, it was the change to conditions and how they are handled. They could’ve done that WITHOUT changing the trait system.
That being said the trait system change is PURELY about pvp 5 man group balancing. Period.
PvP not withstanding the change to conditions is only one aspect of the many changes to valid choices. Most if not all of the traits that remain are worthwhile and have a direct impact either on how you play or in beneficially augmenting your play. In the old system there were droves of traits, at all tiers, that were never worth using for any character for any reason.
Whoa whoa whoa, wait a second. Your saying there is a real reason to buy that overpriced “feature heavy” expansion?
The only reason that matters, of course, to get a skin.
Can someone explain exactly what happened? All I know is my guardians is suddenly slower than everyone around me.
Guardians are slow, how is that a change? It is more difficult to stack boons, though because Guardians lost the trait that made boons last longer.
The letter never did anything. The important thing was the Grawl. If you completed the three day quest with the Grawl then you’re good to go. You can finish the even by going to the six different types of chests. Even now in July they continue to drop those stupid boxes full of tinsel.
If you did not do the quest with the Grawl then your best case scenario is to wait until Wintersday next year. It’s hard to say how they’ll deal with it.
I can’t really understand why anybody would defend a system where a low level toon has more power than a decked out in ascended gear 80. I know I throw the word fanboy around a lot but this is the pinnacle of fanboyism.
from your comment, dinks is a good name for you. less qq, more pewpew. if you are struggling more, then your build might need work, theres places to look for help w/ that. if u just miss 1 shotting mobs, then we have diff opinions on fun. i never enjoyed how easy it was too roll thru lowbie zones when thats where new content was being released (ls stuff). altho, i haven’t had any probs w/ the new scaling either so, i’d say its prob your build
This isn’t about one shotting mobs. No one said one shotting mobs. This is about reasonable equivalency. No one here is saying 80s should be able to come in here and rock the house. But they shouldn’t be coming in and under performing compared to a character 4 levels lower than the one they’re being scaled to.
Level 80s have more stats, they do, it’s a pure and simple fact. For that fact alone they should automatically be more powerful than a level 6. Their stats should not be reduced below level equivalent stats just because they have more of them. Those stats should make them slightly more capable. Not god like, not one shotting, no trivialization, but more capable because more stats. Maybe more health, maybe more damage reduction, maybe the most minorly better chance to crit.
When I go into a low level zone I expect it to be easier. I would like it to be similar in difficulty to when I was native to the zone. Under no circumstance, though, should it be harder, that’s just absurd.
I hate this change as well, it removes a bit of complexity from the game that otherwise is sourly lacking in depth. No more cripple to counter Eviscerates or Heartseekers, or movement impairing conditions to impair movement skills. No more comboing movement skills with swiftness to go faster.
There is one hilariously unintended thing about this though. Quickness and Slow both affect the distance and speed of movement skills, however in the opposite way you would think. While under the affects of Quickness, movement skills are horribly nerffed, a Warrior GS5 rush looks pathetic. However under the affects of Slow, the movement is buffed massively, a Warrior GS5 rush while subject to Slow will rocket the Warrior nearly twice the distance that GS5 rush normally would do.
While funny, this gives off a lot of second hand embarrassment, that something so clearly unintended remains while something that simply added depth to the game was removed for the sake of CONFUSED NEW PLAYERS or an equally terrible and painful to listen to justification.
Actually this is a pretty obvious bug for it’s purpose. It’s basically all Chill’s fault. Quickness and Slow, obviously, were accidentally added to the list of effected skills. Since they were never designed to change movement speed, by reducing the buff that didn’t exist Quickness now cuts your distance, by reducing up the nerf that didn’t exist Slow now increases distance.
All they should need to do is alter a variable and these will be restored. Sending in a bug report would be advisable.
I love how this is a nerf and not a buff, considering that conditions that would have made your powers fall short don’t do that anymore also. This is not a nerf, it’s not a buff, it is balance and stabilizing something that was probably never intended.
How about you all just get learn to adapt. You’re adapting to all the other changes, what’s one more?
They need to give a buff to players that complete the pre-events and then make it so that ONLY buffed players can receive a reward from bosses.
That’s an interesting idea, but what about people who don’t know it’s happening, and happen to wander into it as it’s starting. Or are just in time to make it to the start? They would be denied any chance because that didn’t happen to be there earlier? That’s not really the design concept for the game.
It would be better to build in a more sizable time gap so that pre events have plenty of time to reach the main event.
I believe there may be one as a starter option for Revenant. I forget, though. I just remember thinking, “Oh good, now Heavy also gets a hood,” a couple months ago. But I don’t recall what it was in reference to.
Sometimes people really are amazing and absurdly quick to defend anything. I’m not used to seeing it, but still. A level 80 SHOULD be more powerful. We’re not talking god among men or trivializing content more powerful, but at least equivalent stats. If a level 2 has a higher stat than a level 6 downscaled, that’s a problem. That should never be the case. The level 80 gear should be reduced to an appropriate quality at that level, and the major stat should be equivalent to the available major stat of the downscaled level, per gear piece. The minor stats should then be the proper ratio from there. And that is why the 80 should be more powerful because the downscaling should not be an attempt to make three stats even out to one stat, that’s silly. Then, yes, the 80 also has all that other utility.
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Page 8.. Shameful!
Make this stay on the frontpage
People gave up, it’s over, SAB is gone forever.
It’s easy to gripe over SAB and to want it back when there is absolutely nothing going on. It’s much more difficult to hold onto to desire for something when there has been a whole bunch of changes to the game in a short span and people are still coping with them.
Once people are over the shock of LA and Specializations we’ll be back to regular SAB kittening again.
One of the big deals about this update was that when a trait based skill had a skill based skill counterpart it would gain the same benefits. So why is it that the Caltrops associated with Uncatchable are not classified as a trick, such that traits that affect tricks would also affect it. It’s a useful trait, but is it really more useful than its competitors? If it synergized with Trickster, yeah. Dodging removes a condition because it procs a trick is pretty useful.
Sorry, but the new LA is more convenient than it has ever been. Rata Sum has always been the most convenient with the bank, guild bank, and BLTC within a leap finisher of each other and surrounded by all the crafting, but LA is now extremely handy. BLTC and bank are not farther apart than they ever were, and are possibly closer now, and the crafting is all clustered in the same place rather than spread out over an area.
It isn’t nearly as convenient as destroyed LA with it’s triple hub setup, but at least the WP that takes you to the guild bank works in this version. It’s also significantly more appealing to look at than it ever has been before.
I don’t think you can consider nothing porting something to a system/OS nor to a specific language as an epic failure. It might be a failure to acknowledge a potential market, but it’s not an epic one.
Epic failures are typically restricted to things a company has actually attempted, but which have resulted in monumental or disastrous losses.
Here is the pertinent part of the FAQ on the Wardrobe, most likely:
Please note that skins or partials skins that you previously purchased but which you no longer possess will not be unlocked on your account. The Guild Wars 2 Support Team cannot unlock skins that fall into this category.
https://help.guildwars2.com/entries/46419166-Wardrobe
If you receive a different response from the CS Team, then gratz.
If not, then you know why.Good luck.
Problem is, (at least in my case) that i had made the purchase or transmutation splitters to make sure i could get the skins back. Now when i logged in months later the splitters were turned into transmutation charges, so there was no way to recover them.
I felt pretty much like Stan when he went to the banker and was told ‘’Aaaand its gone!’’
Splitters would serve no purpose to you. The way Wardrobe conversion worked is that you got the skin of both the item whose stats were in place and the item whose skin was in placed. If there had every been any other skins the Wardrobe would not have any way to track that.
I lost my Blue Backpack because I had a back item that I had skinned with the blue backpack and then skinned again with the green backpack. The green overwrote the blue so the blue never existed. If I’d used a splitter on the backpack, assuming it worked with just skins, I’d have ended up with the green skin and the original base backpack. There would not be a blue anywhere anymore.
Wow, it’s has been a LONG time since I’ve seen Wardrobe QQing. Everyone who was around before that change lost something. You are no more or less important for it and you will get exactly the same thing as everyone else. Nothing and no sympathy.
I lost my SAB blue backpack, because I misunderstood how Wardrobe would interpret skins. That’s my bad, and it’s too bad for me.
I’m pretty sure this is a long standing bug, but when I got to the last conversation after the Tank Escort mission, I think in Chapter 8, it just hung and wouldn’t display characters, text, nor play audio. I was able to escape through it, but it means I never got to experience that last cut scene. I sent in a bug report about it, but thought I should bring it here too.
JPs are for explorers. Those people who want to poke their nose into every nook and cranny. They’re also not something that’s actually necessary for the game, just an added bonus. On both accounts they don’t need to be blatantly broadcast ingame.
As has been mentioned there are plenty of ways to discover them. I support the method of wandering around doing your own thing. Notice a cave and that you can jump around and get higher. Deciding to see what’s up there and finding that it just keeps going. Eventually reaching a chest and getting an achievement which leads you to realize they’re all over the place and this is a whole new aspect to the game.
Not knowing is sometimes more fun, because you can only have that eye opening experience one time, then it’s over.
It’s pretty surprising how much Areanet is making off their gem shop, makes the HOT price even more insulting…..
ANet doesn’t make anything on Gems, that goes to NCSoft who uses it as they please, a lot of those gem sales were going to Wildstar a couple years ago.
They’ll need to completely redesign every single event from Season One, except the Queen’s Jubilee, to fit into a solo instanced event. Considering how much of that season was zone wide mass zerg events, that’s not going to be easy.
If you actually do the math, there are 30 instances and 2 dungeons from Season 1. In open world stuff, there was about half that in events or dialogue scenes that were important to the main narrative – anything else could be either left out or added in with little narrative change (would be like fighting the Toxic Spores in Brisban).
It’s really only Tower of Nightmares until the end that needs reconsidering.
The claim that most of Season 1 was open world is false. Though given how one accessed those instances, they might have to rebuild it simply because of that, but it wouldn’t be as hard as turning huge open world events into instances.
Lets work our way through Season 1:
The Molten Alliance is causing weird things to happen, but are not yet revealed. This would be easy enough to instance. Do an initial conversation, or whatever, then in the open world make the items from scavenger hunt accessible again. Then another instance in LA to return them all.
The Molten Alliance attacks. Introducing Braham and Rox. Each had their own instance. Create first new instance to accommodate at least some of the MA attacks in Siverpeaks/Ascalon. The Molten Facility, do we ignore it? Hard to say.
The Aetherblades. Introducing Marjory. Dragon Bash was mostly instanced already where the story is concerned. Everything after that, however, was open world and another dungeon which is already a fractal, so how do we handle it, the same way.
The Toxic Alliance. Enter Kashmeer. The Tower of Nightmares was primarily open world. It would be easy enough to make a tiny instance for the Priory. Possibly even to dumb down the tower for one person to run through, including most of the events. There were instances at the top, so that’s covered.
Twisted Watchwork. Queen’s Jubilee was already an instanced event for the purposes of Scarlet, so this is covered.
Scarlet goes on a rampage. Maybe break down Scarlet attacks to be a single instance per alliance, each in a different zone where she attacked, culminating in a dumbed down fight with here.
The Marionette. Introducing Taimi. Now, I have an idea of how to make this work for a fractal/group event. But to make it soloable would just be terrible. We also should throw in a couple instances of discovering/fighting the thumpers.
The three parts to the Seige of LA. Maybe a few instances running through some of the more memorable events that took place during the initial attack, leading to an instance of one or some of the refugee camps. Get some choice dialogue from Evon. Back into for the aftermath events, maybe some of the bosses. Culminating with another solo battle with giant scarlet bots? That sounds terrible. And that leads to entering her ship. That fight would require a massive rewrite to make it even approach working for a solo. Granted, in this case they could just put everyone in the same place, Kiel and Hob-O-Tron included. Then the final scene.
That is still a massive amount of work. Especially if you consider how much work apparently had to go into just rearranging personal story chapters. Also the stuff I missed or forgot about.
So I was curious and sifted through all my old “Thank You” emails from ANet for when I have bought gems in the past. A lot of people lately have been saying, “We don’t have to pay a monthly fee so what do you expect?” in regards to the new expansion and I thought I’d actually look up what I have invested in this company. So here goes:
Since launch, I have spent $1,375 in gems in Guild Wars 2. People like to bring up the monthly subscription fee as an argument, so lets say I had a sub to another MMO and paid $15.00 a month. With the amount I have spent on GW2 I have paid for 7.6 years of a subscription to any other monthly paid MMO.
Do I believe that the content we have gotten is worth 7.6 years worth of a sub to another MMO? No, unfortunately, which probably explains why I have really throttled down the gem purchases recently.
So I’m curious, these are just my numbers, but how much have you invested into this game? How many years of any other MMO sub have you payed for in GW2 alone and do you think that the amount of content you have gotten is worth it?
I really feel like you have a problem here. It’s good that you’re cutting back, but the fact that you did this in the first place is still pretty irresponsible. It’s especially true if you don’t feel that you got value for your expenses, since you have absolutely no one blame but yourself.
Still, in keeping with my previous post, you didn’t invest anything with ANet, nor GW2. You spent money on a service. You participated in an exchange, nothing more. Investment implies risk of losing your investment, coupled with a prospect of being rewarded beyond your investment. This is not a thing in this case. You will never get more than what you bought. It is possible that some time in the future you may also lose what you bought, but that is the nature of virtual spaces and can’t be helped.
I haven’t invested any money into GW2. I’ve spent a fair amount on GW2, but I’ve definitely not invested any money. It would be a bad investment the way I spend it, since I will never make any money on the exchange.
This is going to be a long time coming. They’ve been kind of busy. They’ll need to completely redesign every single event from Season One, except the Queen’s Jubilee, to fit into a solo instanced event. Considering how much of that season was zone wide mass zerg events, that’s not going to be easy.
I have no strong feelings one way or another. I enjoyed aspects of the old system, and I enjoy aspects of this one. My feelings aren’t really important, though.
The simple fact of the matter is, they put a LOT of effort into this, and the entire design of the game going forward is based on this system, therefore there is absolutely no way they can go back, let alone would.
That’s your flaw. You’re not entitled to anything. You have the game, and you can play the game, but that does not entitle you to be able to access every single aspect of the game whenever and however you please. It only allows you to play it within the bounds that the developers set for it. If, as is very clearly the case, the developers set this bound beyond the capacity of a small group then you are not entitled to play it with less. You’re free to try, and you’re free to fail or succeed on your own merits, but you’re not entitled to it just for paying money to gain access to it.
Actually, we are. If they advertise guild halls as part of the release, and do not specify limitations, then it would be false advertising to change an aspect of the game such as that.
However, if they changed the guild requirement either before the release, or as part of the release and stated so, then your argument has merit. They also are entitled to change it after release, per the usual EULA, but that would be considered unfair to most of the community.
Um, no? Apparently you also don’t understand what false advertising is. If they advertise guild halls as part of the release, then don’t have guild halls in the release THAT would be false advertising. At least if it wasn’t for the fact that all information is always subject to change. Guild Halls will be in the release, though, so there is no concern.
Whatever requirements may be necessary to access Guild Halls has nothing at all to do with their existence.
Absolutely! I love rootbeer!
I’m not sure how long you think it takes to completely rewrite this stuff, especially considering the amount of information and the design changes that have to take place. It hasn’t even been a whole week yet since we first got all the definitely accurate information, and even now that information is in flux since they’re still balancing it.
I think my biggest problem with the idea of small guilds getting a Guild Hall is the size. There is, apparently, only one size Guild Hall and it’s huge. If there were multiple sizes available, such that a small guild could only “capture” a very small Hall, suitable to their use, then I would be fine with it. Average guilds could capture the normal Hall. Possibly super huger guilds could capture and extra large Hall.
I see it like City of Heroes, which did not have a capture system. Anyone could make a “Guild Hall” for their Supergroup if they could afford it. Everyone started with the smallest plot and then spent resources to increase them. The first plot was free. All plots after the first plot, though, cost an upkeep. To have the biggest plot, with all the amenities meant having a large and active group to handle the upkeep.
I don’t want upkeep, but I would like to see something implemented so that everyone can have their cake, but that the size of the slice is directly proportional to what the groups can bring to bear. That isn’t what we have here. It could be something we get in the future, though, since they’ve already expressed an intent to make more Guild Halls.
Your average five man guild will not be able to run this alone. And that SHOULD be acceptable.
Why? One logical reason will be acceptable. So far, nobody on your side of the argument has articulated any kind of reason for your statement.
Our side, however, has articulated a very good reason: we paid for this game, and are therefore entitled to play it.
That’s your flaw. You’re not entitled to anything. You have the game, and you can play the game, but that does not entitle you to be able to access every single aspect of the game whenever and however you please. It only allows you to play it within the bounds that the developers set for it. If, as is very clearly the case, the developers set this bound beyond the capacity of a small group then you are not entitled to play it with less. You’re free to try, and you’re free to fail or succeed on your own merits, but you’re not entitled to it just for paying money to gain access to it.
The main problem here is that you’re in the wrong argument. Every time you say, “a five man guild should be able to complete the content,” it gets read as, “the content should be adjusted and balanced for a five man guild.”
The problem with this argument is that it’s not a decision between those two statements. You have violated the principle of the excluded middle.
We’re asking for it to be built to be played by 5-500 people, and have the scaling working correctly. That fits into neither of your two statements.
We know they can do it correctly if they want to, because they’ve done it perfectly where they felt they had a need (Vinewraith, Teq, Jormag, Great Jungle Wurm, etc.) They’ve also screwed it up royally in many events, but I think they can do it correctly if they want to spend the effort.
This is an irrelevant argument to the comment you quoted. I’m not giving any sides. I’m explaining the perception of the argument being presented and the reason people are railing against that specific argument. Whether or not there is a happy middle between ideologies does not enter into that aspect of the discussion.
Once again I ask you: why should guilds with membership counts higher than five lose out on their cool stuff? Why can’t they have awesome new content designed for them? Why is it bad that not everything in the game can be handled by one solo player?
Again, this is a false statement. Why do you insist that he respond to your falsehoods about what he really is saying?
You lose NOTHING if it scales. He loses access completely if it doesn’t.
Incorrect. If it scales large guilds lose content designed for large groups instead of single groups or no groups at all. You have the entire rest of the whole game to be solo. Guilds in a game called Guild Wars have very little content intended for Guilds, meaning larger groups of players.
ANet has their hands full already and porting a game, even a very small game, is not a light prospect.
The idea that they could finish their expansion, release it, and then in a handful of months port the game to a whole new OS is, frankly, ludicrous.
I’ve done a three-man dungeon run. It took four times longer than a typical five-man run did and was significantly more difficult. Is that acceptable to you? If it isn’t, then we’re right back where we started.
What on earth does this have to do with his points? It’s a straw argument.
This isn’t a strawman, this is a clarification. He’s trying to determine where he actually stands on this topic. Should being understaffed for the event cause you hardship, or should it be designed to handle understaffed groups at normal difficulty. It’s very pertinent.
That what I’m saying. No one said anything about skipping anything, least of all Colin.
I’m going with the first answer. If you leveled to 80 and never did a skill challenge (hero challenge) you would end up with enough to unlock everything, but only enough to unlock everything. So lets say you unlock three trait lines and two skill lines. You still have plenty of the points to unlock two more trait lines and however many other skill lines, three I guess.
HoT is released and you want to make your character the elite specialization. You still haven’t done any hero challenges, for whatever reason, maybe you only WvW or PvP. So you only have as many points as you can get at 80. But you didn’t spend them all, so you have a bunch to spare. You spend them on the Elite Speciazation and the Elite Spec skill line. You haven’t done any extra work, but you have enough points to jump right into the new content.
I’m pretty sure it’s a bug. They were absolutely ground targeted on Tuesday. Since I couldn’t swap out of the karka gun to use longbow 5, I used spike trap to view the floor without light.
Any class that had a trait which causes a skill set to become ground targeted got that trait made baseline. That is Necros and Rangers both. If it’s not working now, after half a dozen additional patches, then it is probably a bug.
No, they killed ground targeted traps (and that makes me sad but I’ll deal).
Necro does not have traps.
Thief has traps and they’ve never had the ability to ground target….do they also have to deal with the arming timer? (I haven’t checked)All traps should work the same across all classes. There’s no reason to make them behave differently on thief/dragon hunter.
Necros have wells. Notice how I didn’t say traps, I said a skill set. That’s what I meant.
Star Trek also had no bathrooms. Illuminati confirmed!
Not true. There was one bathroom on deck 8, or 34, or something to that effect.
Since the June 23rd update, my formerly mobile ranger spirits are now stationary also with no trait or specialization method that I can see to have them follow as they use to .
I am quite frightened now that in the next update my pet hawk will be replaced with a stuffed non-moving version. She does do condition damage after all so I think I can see her eyes glazing over even now!
This was intentional. They went over it months ago during the four hour specialization video.
No more walking spirits, they reduced the cooldown on them so they could be somewhat more mobile, but it’s supposed to be about placement, not just being there in general. Ranger zoo is a thing of the past.
1) Considering that this is the same problem Rangers have with pet names, I’m going to say they don’t care, and deal with it.
Maybe I’m wrong and one day they’ll actually implement a build memory system, I’m just saying don’t hold your breath.
2) Wait… I don’t have to click my way through those dumb circles? I can just pick the last one and buy them all at once? Ugh! That would have been nice to know two days ago…
I’m pretty sure it’s a bug. They were absolutely ground targeted on Tuesday. Since I couldn’t swap out of the karka gun to use longbow 5, I used spike trap to view the floor without light.
Any class that had a trait which causes a skill set to become ground targeted got that trait made baseline. That is Necros and Rangers both. If it’s not working now, after half a dozen additional patches, then it is probably a bug.
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