There is already an elixir that does that job.
It’s only problem is that in typical RNG fashion, you can never know if it will reflect or just block incoming ranged attacks. And obliviously it has a small cool-down.
I would rather see a buff on the rest of the turrets to become a useful build. Most of them become useless once you reach the end level and start getting dressed in good items.
Almost forgot!
- Rule 6: Feel free to comment other people’s choices!
Main Menu Music:
Any Orr Boss Except Zhaitan: Necropolis Siege (Tribes of the East)
Artist: Paul Romero
Album: Heroes of Might and Magic 5: Tribes of the East OST
Comment: It saddens me greatly that Orr has no ambient music, or any distinguishable music at all for that matter. Tried and tested in Orr, it sounds awesome.Combat (At least Maguuma Jungle, perhaps elsewhere): Combat 2, Combat 3, Combat 4,
Artist: Paul Romero
Album: Heroes of Might and Magic 3 OST.
Comment: All of GW2’s current battle music is way too slow, and doesn’t fit the action that’s bound to be going on around you. These three, though similar in nature, are what GW2’s combat music should be like.Ascalonian Catacombs Dungeon:
Obfuscation and Edification
Artist: Ben Spees
Album: Ferazel’s Wand OST
Comment: Surprisingly similar in tone to the level where this song originated, you can pretend the voices in the background are Ascalonian ghosts.Rata Sum:
Academy Town
Artist: Paul Romero
Album: Heroes of Might and Magic 5 OST
Comment: The Academy in HoMM5 is basically Rata Sum with Humans instead. It’s got golems, floating cities, the most intelligent rule, and the music fits remarkably well to boot!Hoelbrak: Denmark Peace
Artist: Geoff Knorr
Album: Civilization 5 OST.
Comment: Fits the norn quite well I’d say, being very viking-esque already.More to come via edit soon.
I would love to have some variation on the combat music depending on the area. But when I’m thinking about Meguma Jungle in GW2, I’m thinking about noble Sylvari, the Hightech Asura and Inquest bases, without many areas of pure wildlife so these drums don’t feel well in the western and “civilised” part of the jungle.
Heroes of M&M music kicks @$$.
But it was designed for a strategy game that at any moment you are at a campaign commanding a giant army. Having that “battle” music for just “walking around in Orr” is a bit of an overkill. It would better fit IMO as “event music” in Orr.
Rata Sum music is good and Hoelbrack nails it! The City tracks must be able to blend into the background.
It feels kind like cheating using music from other games who have their own identities.
Topic rules:
- Rule 1: Agree that the game’s music is lacking. While it’s not bad on it’s own, it lacks the variety that would make the various scenes and areas distinct and pretty much the whole soundtrack appears most of the time to be part of the same track. If you can’t abide with this rule and want to start an argument, then do it somewhere ales.
- Rule 2: Suggest a music track by some artist (preferably epic-fantasy music) and mention the area where the said track should be played. The music must be accompanied by a link (ex. youtube). You can put a link in the forum by typing [url] then copy paste the target page, and then type [/url] to finish the link.
- Rule 3: You are free to comment on the track you posted, the reason you choose it, point out parts you wanted to play at certain time of the game and also point out parts of the tracks you wish wasn’t there (ex. some stupid narrator in the middle of the song) so we’ll try to imagine the song without them.
- Rule 4: Picking multiple songs and music for different parts of the game from the same artist is permitted and encouraged. Just don’t fall on the same trap A-net fell and have all the music sound the same again.
- Rule 5: This is pretty much fan-fiction. Don’t expect A-net to contract whatever artist you find ideal for the game and change the music one year from release.
Let me make a start:
Game’s (currently non-existing) Intro video.
Music: Chasing the Dragon
Artist: Epica
Album: Divine Conspiracy
Comment:
This is the equivalent of end-credit song “Fear not this night” in a slightly more epic form, thus fitting better for an intro video. At first the video would introduce the races, classes and the world. At 3:07 Orr rises from water, undead are rising from the ground and the dragons are awaking wreaking havoc. At 4:49 we see an epic fight in the Eternal battlegrounds and fast PVP and dungeon action. 6:26 One last shot with millions of players before the logo.
Crucible of Eternity dungeon.
Music: Our Last Hope
Artist: Two steps from hell
Album: Skyworld
Comment: The music should get slightly louder in boss battles and intense scenes instead of changing.
Citadel of Flame dungeon.
Music: Dark Ages
Artist: Two steps from hell
Album: Skyworld
Comment: The music should get slightly louder in boss battles and intense scenes instead of changing.
Honor of the Waves dungeon.
Music: Blizzard
Artist: Two steps from hell
Album: Skyworld
Comment: The music should get slightly louder in boss battles and intense scenes instead of changing. Here I assume that at some point A-net will put moving platforms into their engine, and make the ship tilt slightly left and right as being caught in a storm.
Arah Dungeon: Zaitan battle (upon redesign)
Music: Divine Conspiracy
Artist: Epica
Album: Divine conspiracy
Comment:
This bug infested, ridiculously easy, anticlimactic battle was my biggest disappointment into the game. This music represents my expectations until I’ve played this mess. It starts the moment you board the ship to fight the dragons, but that simple tune should be hinted/hearable before that in a simpler form. At 2:05 the fight with the (hopefully unbugged) champions should start, and the champions should be many and soon after (3:44) Zaitan should start flying around slowly destroying your ship with each pass, along with the champions. At 6:06 you change ships, and after some dialogue you go to fight Zaitan (7:46) with one player Piloting the ship around (plz add real moving platforms engine) and the others mounting the cannons and fighting adds. And finally at 11:15 Zaitan sits wounded, and you pass with your ship next to him unloading a the battery of cannons from the side, finishing him off.
Scarlet’s Invasions/Playhouse/future dungeon
Music: He Who Brings The Night
Artist: Two steps from hell
Album: Archangel
Comment: Just listen!
(edited by Kite.2510)
I also agree.
If you hear JS’s music from a CD, it’ll sound fantastic, but in game it sounds generic.
As if A-net asked him to write random stuff in advance (and he did with little variety), and then they tried to fit these stuff in various game moments, realising that there isn’t enough music or variety in it to spice the zones and made them distinct.
Exception to this is Diessa plateau.
For some reason the music the is noticeable and memorable…
Because I’ll be looking on that character’s @SS for the years to come, so it might as well be a nice female humanoid one
no…
It will make the situation with dominating servers even more irreversible, and there are more important problems to fix in WvW
I support the idea.
The more stuff done in-engine, the better!
LFG is now becoming part of the engine, and if we get in the future some way to do the rest of the stuff without opening a browser behind the game it’s even better!
Woah so like… classes have specific skills that make them better at specific tasks than others? My warrior also doesn’t have an obvious way to give portal.
Sarcasm aside, you are right! And this is against the philosophy of GW2.
This should be a game mechanic that everyone can do without the need to spam specific boons, that some professions might not have…
The Idea is to increase the Dolyak speed as a percentage depending on the number of players, encouraging escorting as a mechanic and not as some way to exploit some mechanic.
Also my Engi doesn’t have an obvious way to give swiftness to others besides Drop Stimulant that is part of a specific precious healing skill he can give it to only one other character, if not him self.
What the tittle says…
This is for WvW btw.
Why is it that WvWers constantly ask for things that everybody would be happy with, and what they get is stuff that either divides the community or almost everybody in the community adamantly opposes?
I don’t think you would hear a single complaint if the next WvW patch notes looked something like this (except for the people who would complain that you did not take these solutions far enough):
-Fixed issue where party members who go offline could not be kicked from group
-Fixed glitch in NW tower of borderlands where people attacking the gate in a certain way (won’t post how here) can get inside the tower
-Upgraded and optimized servers to reduce skill lag in large confrontations
-Fixed the queuing issues where a player who just queued can get in with a 5 minute wait while a player who has been waiting for half an hour is still stuck.
-WvW rank chests now drop a guaranteed rare just like world boss chests and the chances of an ascended item or an exotic increase with your WvW rank.
-All ascended crafting mat drops in WvW have been increased so that they can be gathered at the rate PvE players can acquire them
-Enemy players now have a low chance to drop one of the PvE champion chests
-Badges of honor can be traded for basic ascended crafting materials
-Separate GvG arena has been added which can accommodate even teams of 10-25 players. Players will be allowed to use consumables and PvE gear sets. Some sort of round system has been set up. Teams may GvG unofficially, or compete in paid, ranked GvGs in which each guild will be ranked on a leaderboard similar to the ones used by tPvP players. Spectator mode will be allowed. Stacks will be cleared between rounds.
If you were to take WvW in a direction like this, instead of deploying updates that will drive people away, like we fear that the coming orbaggeddon will, you might see a fewer threads constantly complaining about these issues and more players thanking you for giving the WvW community things that it actually wants.
you forgot to add:
-A reward will be given to players successfully defending a base.
-Event’s and other activities have been added inside bases that: can speed up the process of various activities and updates, offer a rare chance to get top tier mats upon completion, and generally keep players busy when staying inside a base!
-Dolyaks walk/run faster when they are escorted by players.
-Now the champion reward chest will be given upon succeeding an even of taking over a base instead of beating the champion him self.
I also had a condition build, but it doesn’t work at all when it’s most needed (bosses with lots of health).
Well…
Smart placement of siege equipment and smart targeting isn’t something everyone can do. You have to play WvW for a really long time, and spend money and time on experimentation. You are more likely to stop playing before discovering such tactics.
I’ve also noticed how the game discourages close combat, especialy when you are defending a tower or keep from a zerg.
I made a suggestion a long time ago that the problem might be solved by rewarding and giving activities for people who stay inside the bases, and boost the defender’s side.
I’ve noticed in WvW that what the main strategy of both organized and unorganized players alike, is forming one or two gigantic zergs, parading around the map, capturing undefended bases, and when a large zerg reaches one of your bases or keeps and you are inside, the best thing to do is abandon it as there is no way to drive away such a force and will only be a mater of time before they break your door by spamming skills while they use 3 rams on it.
At the same time I see tools like arrow-carts and balistas, and doors that take time to break, that hint, and walls for players to protect them selfs from incoming fire, and upgrades (that punish the player triggering them by costing a fortune and spending 100% of the base’s supply), that suggest, that these bases where supposed to be protected.
It’s currently impossible to drive a zerg from a base, unless your team’s own zerg happens to be near by, since none wants to sit inside a base and protect it.
Is that how it’s supposed to happen?
If not, are there any plans to fix this?
(edited by Kite.2510)
Actually, thinking on it a bit more, I don’t think that is a viable solution. One person can stack 50 bleeds just as easily as one can stack 25. I think bleed duration on bosses should be reduced, and the damage they do should be increased. so one player can’t stack bleeds, but still does the same damage with only one bleed as they would with 25. More players could then stack several high damage bleeds.
With my Engi the max bleeds I could stack by my self was 20 bleeds.
If a Single class can stack more than that, then there is something broken in the game’s balance.
Perhaps A-net should consider increasing the damage while reducing the speed the stacks build on these conditions, along with the above suggestion.
Could just make the cap be “per person” instead.
I don’t think that would fix the “data transfer” problem that caused the limit to exist in the first place…
Current problem:
Condition builds have a huge problem!
You need an enemy with a lot of life that take a decent amount of time to fall, in order to make full use of them. But such enemies are usually champions and legendaries (bosses) that are always zerged by a lot of players, and the condition cap (especially in bleeding) is always at maximun, and you build becomes useless.
The condition cap exist (if i’m not mistaken) to limit the amount of data than is needed to be transfer by the internet connection.
Solution:
The condition cap usually cause problems only when fighting champions and legendaries (aka bosses) where it’s the most common for many players to attack a single enemy, and the conditions are almost always o max. But Champions and legendaries are quite rare in the world, and rarely will appear more than 2 or 3 at the same time in an event.
I suggest, to make an exception on champions and legendary (and some times veterans when they appear on events as single scale-able bosses), and allow them to receive up to 50 stacks of the same condition instead of 25. It will be as if there are 2 enemies instead of one, and given how few these enemies are, the deference on the game’s performance or the connection strain will be insignificant! Also the conditions builds will be effective almost all the time!
Currently, players want to make fast runs of the dungeons, and they are achieving this by skipping all the enemies by running through them until they reach a point near the boss that they can de-agro them and they are using exploits to beat half of the bosses. This way, 2 or 3 runs can be achieved in less than an hour, getting much better rewards than a group who is fighting his way through at the same time!
I have a feeling that this is not how the game is supposed to be played, nether what A-net intended…
However instead of just demanding mechanics that discourage skipping, I ask the question:
“Are the current dungeons designed to be to lengthy?”
If we play a dungeon as it was designed, fighting our way in and beating all the enemies, it takes a bit less than one hour to beat it. However the the average player doesn’t have the time or the patience to do that multiple times each month, especially people who work or study.
As an Ex-WoW player, I saw a similar trend in WoW, where at first the dungeons where as lengthy, and players kept looking for ways to exploit them. In the very first expansion, Blizz Discuraged all forms of skipping, by making enemies keep their agro through the whole dungeon unless they are killed, and at the same time, they made all their new dungeons (with the exception of the final raid ones), much smaller in duration.
Would you approve if a similar change where to happen?
P.S.
I’ll throw a suggestion here.
In GW2, since the dungeons have many paths, not all of them have to be shortened.
A-net could choose to make each path of each dungeon require deferent time and strategy:
- A single path to be small but to not allow skipping
- Another path to encourage stealthy approach (designed to have avoidable encounters and smaller mob rewards) and generally allow current tricks, being a gamble of how much time will you spend on it for medium rewards.
- And the third path being larger, unskippable, but having much better rewards, both as gold and tokens.
(edited by Kite.2510)
The changes they made to the story mode because everyone QQed about it being too hard were really awful, as well. Now all the mobs die in seconds but they didn’t adjust the spawn rate accordingly, so you wipe a group out and then stand there for what feels like an eternity waiting for something to happen. You’re right, it feels completely unfinished. Amateurish, even.
Good observation about the moving platforms, by the way. Have you tried planting objects there like banners/spirits, etc? I don’t know whether to laugh or be disappointed as they sail away into the distance…
I don’t mind the reduction in difficulty as most Story dungeons suffer from that, since the players attempting them are not geared or experienced enough to deal with them.
But as you said, they could balance them better!
I spent most of the time flying without, an enemy to beat, and the other half of the time fighting disappearing ninja champion dragons.
The final dungeon being in this mess a year after the game’s release is inexcusable!
Same here! Aurora as well.
I only have 30 minutes today to do some guild missions, and I can’t even log in!
I also agree with OP.
I also believe that some mobs have more life than they should!
A-net should balance the dungeons to be faster, while putting some mechanic that doesn’t allow skipping.
In WoW, when you are in dungeon, the mobs won’t stop chasing you unless you leave the dungeon or kill them! Just tossing that idea into the table…
I’ve been playing this game for a long time but till now I never got my self to do this dungeon.
That’s mostly because I’ve heard it had many bugs, I wasn’t interested in any of the gear given, and I didn’t rush the Personal story (because it was boring).
Now I’ve played and I’m ready to give an opinion!
It’s Unfinished!
We are a year after the game’s release, and The Finale of the pre-living world game is still unfinished! There are still BIG bugs in there, and the supposed epic battles with Zaitan is clearly rushed!
I’ll go into more detail now, even though I believe that most of these stuff has already been said by other players a year ago!
- When traveling through Arah on foot it’s clearly the most stable part of the dungeon. However the place doesn’t look like a City… it doesn’t seem any different than any other part of Orr for that mater, and the music appear as something that would be played anywhere in Orr and none would notice it.
- Upon boarding the ship it becomes clear that the GW2 engine does not support moving platforms, and they struggled an exception with that ship to make it appear to be moving. The ship isn’t recognized by the engine as a solid environment so whenever you look up (given that you are facing flying dragons that you want to look!) the camera will get inside the ship’s graphic, blocking you view. It’s also disappointing that whenever you are to board of the ship for any reason, it all happens in a lazy cutscene, making it obvious that they struggled for this exception to make this platform moving. Also, if you mount the cannon as the ship approach the wounded Zaitan, the camera stays in place and doesn’t follow you…
- The Champion Dragons kept disappearing a few seconds after the become vulnerable. It’s not like the culling effect where the enemies become invisible, but you can still target them and see them. They totally disappear and become untargetable this time, giving you only a few seconds to put them on target and spam the fire skill on the cannons. This bug clearly effect gameplay!
- You don’t “fight” Zaitan! In the first part you simply survive a timer until that cannon thing shoot him for you! In the second part, you simply finish him off with the cannons as he doesn’t fight back in any way. Since he is a dragon as big as a battleship, I was expecting to not directly fight him and cheat your way with some kind of environmental weapons and stuff, but a “fight” implies you and him trading blows in some way and nether of those parts did that happen.
When an MMO launch, it is expected that some parts of it might still be unfinished. But now a year has passed, and this dungeon is still in that situation!…
I’m very disappointed!
Nah…
If some guildmates want to participate in a dungeon, all they have to do is be on your party before using the LFG system.
Also, the whole idea of GW2 is that there is no holy trinity, and that translates to “I should never have to ask for a specific class in a group!”. The Mesmer already has a huge advantage when forming groups for jp, and if there is a case where a certain profession is unwanted in groups for whatever reason, rest assure that A-net will balance it in a patch.
I don’t expect a structure to bleed… but I can’t see why it can’t catch fire.
That’s… disappointing.
I was expecting some sort of of boost in account mf, like for example making it give certain achievements that add magic find instantly.
Current problem:
In WvW currently it’s all about large groups of zerg.
Players are forming 1-2 gigantic groups of lag, and they are parading around the battlefield, capturing bases that are mostly empty of other players, and the few players that are inside those bases have no chance in hell to defend them or drive away the mob.
Players who stay behind inside a captured base to defend it have absolutely nothing personal to gain.
Even organised groups that care about upgrading a captured base, don’t have much reason to stay inside, and only occasionally go or send one person to kick the next upgrade and leave.
Non organised player who just came for their achievements won’t even bother spending their own money on upgrading a base, let alone stay inside and protect it…
I don’t think this is what the developers had originally intended…
Solution:
Step 1: Slightly Increase the time needed for an upgrade. (read below before dismissing…)
Step 2: Turn the said upgrade into an (often non combat) event that the players can participate. Participating in the said event aside from the usual xp, karma, gold and wxp, they’ll also benefit the base by making the time needed for the upgrade go faster, increasing the supply generation of a farm, or offering minor scraps of supply (+1) on a base with no upgrades in progress (likely caused by the lack of supply). An Upgrade with many players supporting it should decrease the needed time to 3/4 of the current one at most so players won’t be zerging the event to happen instantly.
Step 3: Reduce all upgrade costs to 5 silver! Top tier base upgrades should cost more than 10 silver. Don’t punish players for caring!
Step 4: Depending on the number of non combat player escorting a Dolyak, should make it go faster. Also if possible, bring back the Dolyak escort rewards now that Botting has been toned down.
Step 5: have some weaker version of an arrow cart (or some other weak area ranged siege weapons) standing on the walls of towers and keeps regardless of upgrades on the said base. Give to defenders a decent chance to defend a base even if they are fewer and weaker inside, and don’t make melee focused characters go outside.
Step 6: Put a “Guard a base for X minutes” achievement on the daylly rotation.
Step 7: If the above suggestions make the siege of the bases way to hard for the attackers, instead of removing boons from the defenders, consider enhancing the attackers side with new stuff (like siege laders for example).
Examples of base events
- Gather stuff from in and out of the tower/keep to be used as supplies. (offers minor supply increase) (triggered when no upgrade is in progress)
- Fix problems with equipment or kill rats in farms. (offers increase in supply production rate.) (triggered when no upgrade is in progress)
- Train workers to be soldiers. (reduces time for the upgrade) (triggered when a “waiting for reinforcement” upgrade is in progress)
- Mine stones/metal for the workers or become a worker. (reduces time for the upgrade) (triggered when walls and gates are being reinforced)
Bonus suggestions:
If a team is loosing and has very few bases to their name, then consider giving them some boon that increases their stats. My players tend to leave when they realise they are fighting a loosing battle, making the situation of their team even more grave. If they have some advantage that allows them to push the enemy back or make more kill, they’ll double think of leaving. Also consider sending Lieutenant NPCs for help if they are pushed all the way back on their starting base.
(edited by Kite.2510)
PART 2
Interface
- Now during the loading screen of an area, a text will appear describing the history and situation of that area.
- Now the chat will stay open during loading times.
- Added hair models for hats that cover only a portion of the head. The characters will no longer appear to loose their hear when wearing such hats.
- The visual effects of the skills will be automatically toned down even more when to many players are attacking the same enemy. This can be changed from the options.
- Added a “Sit on chair” animation. Press the action button in frond of a chair to sit on it.
Personla Story
- Various cinematic cutscenes will be periodically added to various key points of the personal story to enchance the experience and make the story more interesting and epic.
- Personal Story cinematic cutscenes can now be vewed at any time from the personal Story log.
- The way dialogue cut-scenes are viewed is changed: Now the painted backgrounds are are removed in favor of the actual area of the event. Now there will be dramatic camera angles during the dialogue. More animations for the characters have been added during the dialogue. Now more than 2 talking characters will appear during the dialogue.
Tradepost
- Now random items sold on the tradepost will appear to be sold by various vendors through Tyria. Buying an item from the vendor that is linked with the trade-post will actually buy it from the tradepost, will the exception that you will get the item instantly. The items that will appear on the vendors and are linke on the tradepost, will be otherwise random with the exceptions.
- Priority will be given to items on the level of that area and your own level.
- Vendors who sell certain categories of items (ex. weapons) will appear to be selling such types of items from the trade-post (ex. Crafted/looted weapons.)
- The items the various vendors through the world or Tyria are selling will be changing every 6 hours, unless they get sold out earlier.
- Items that appear in the tradepost in large quantities will have bigger chances to appear in the form of the stocks of a random vendor.
General
- The colors of the invarioments of various areas have been tweaked to make these areas look more different that the others.
- Jeremy Sole has been brought back to compose some more tracks for Guild Wars 2 to make the various areas more distinct. This time we’ve put an gun on his head, and forced him to put more variety into his tracks instead of writing variations of the same song over and over again (We made a rule to force him to use a Tselo on his new tracks). Only area where the music is left intact is Diessa Plateau.
- Completing lower level jumping puzzles will now reward you with half of the loot on your level, and the other half on the level of the area.
- The player can now ask the herald to send them free of charge to whichever area of Tyria they are most needed. Doing so, the player will have a 3% xp, karma, and gold boost for 20 minutes as long as they remain in that area.
- There are now new sets of of Exotic items obtained through karma. These can be found in endgame areas other than Orr, as long as the players have those areas concurred.
- Ascended items now require from the player at least 5 exotics to be created, and will trigger an event upon their creation (instead of being picked from a vendor). This will help the value of Exotic items to be kept high even after their introduction, and will make the player create a bond with them.
- We revised our engine to allow for moving platforms in the game. Expect amazing content and overhaul of existing events in the future!
There have already been such a topic on the suggestion section 11 months ago.
I’ll copy paste the post I made back then, while changing and adding a few stuff.
Unfortunately there is a 5001 character cap limit in this forum, and you wont realize it until after you attempt to post, so here is part 1.
PART 1
Dungeons
- Low level players using low level dungeons will now get a minor stat increase upon entering to make up for the absence of gear and traits.
- In the imminent group finder, there will be an option to find the first availiable groupe for the first available dungeon. Choosing that will grand the player 20 extra tokens per day upon the dungeon’s completion.
- Enemies, color filters and textures in various dungeons have been changed to make certain explorable paths more different.
- The balance and strategy of certain bosses has been revises to discourage players on focusing on Zerg tactics and DPS glass-cannon builds.
Structured PVP
- Upon a match’s end, a button is placed in the battle result window to send you back to the mysts, or to hoelbrak in case you were kegbrawling. This is meant to offer a more obvious way to get out of a match, as the icon over the map is often overlooked by new players
- Now the winning team will appear appear an a victory podium, that all cameras will be looking until the next match starts. This is meant to give some value to the cosmetic gear acquired from sPVP, that is never noticed by other players.
World vs World vs World
- A new boon called “Struggling” will appear on the players of a server who is at a huge disadvantage, with few bases on their name. Players with the “Struggling” boon will get a 10% increase in all their stats.
- More Blueprints for “Traps” are now added to WvW vendors and can be bought with in game gold or badges of honor. New traps availeable are:
- Spike trap. A set of spikes rise from the ground knocking and damaging up to 5 enemies. Total of 15 supply is required and the trap expire after being activated 10 times or 20 minutes pass.
- Bear trap. A trap with a small radious, cause minor damage, imobilize for 5 seconds and criple them for 10 seconds. Require 5 suply to build and expire after being activated once, or 10 minutes pass.
- Poison trap. A large radius trap that cause Poison for 15 seconds to any target in the area once triggered. Cost’s 15 supply to build. Last until it’s triggered once, or 20 minutes pass.
- Falling spiked tree log trap. A tree falls on the target area causing lots of damage to all enemies in that area, likelly to go into downed state. This trap can only be builded in certain designated roads on the map. Require 50 suply, lasts until triggered once, or 30 minutes pass.
- You can now buy Lader blueprints. A lader can be build in a lowered parts on the walls of an enemy base. When the lader is builded, it’s on a downed state and require 4 seconds to be rised. A lader in a rised state is vulnerable to melee attacks from the enemies atop the wall. A lader can send one ally atop the wall every 5 seconds.
tbc…
Just like the other 3 unlimited gathering tools… there is no money value in those items, as they are insanely expensive (10,8 euros each).
What they offer is the convenience of not having to go buy and carry a ton of tools with you, along with some cool effect.
Well, in this particular one:
- The effect is noticed only by you.
- The effect is annoying.
- Unlike the other tools, this one offers the lowest possible quality of service.
- It still asks for money! Less money than the original tool cost but still money.
- It has the same insane 10,8 euros price!
IMO it’s not worth it.
With the other premium tools you could get even in 10 years. with this one it will take 18… (to compare the price deference)
I bought the other 3, but I’ll rather carry with me 3-4 normal salvaging kits and have them do the job silently.
I’ll have carry and switch to better salvaging kits for the better items anyway, so what’s the point…
Sorry A-net but Both the effect and the convenience blow in this one.
I know how you feel…
It doesn’t help that no mater what you wear in sPVP, all your gear is painted into a single color for the duration of the match.
After watching this video, I figured out how big and detailed is crafting and item hunting in sPVP…
Current problem
It’s pointless!
Nobody is going to notice how you are dressed in sPVP.
The allies can’t even see your face on the party stats, and the opponent will just see an enemy dressed in a color that’s not theirs, and most likely they won’t try to get near to get a better look.
Solution
I suggest a victory podium where the 3 best players will stand at the end of the match, (and the rest of their team behind them) and all cameras will be showing at them, as it happens in most other games.
Players standing there will be able to use /emotes for fun, knowing that everyone will be looking at them until the next match starts!
This should also work on minigames like keg-brawling.
I played the Living story cut-scene where Jena makes her speech animated beautifully both mouth and body… and then Scarlet appears and she is simply standing there with her mouth shut in her normal standing-Sylvari animation through the cutscene with the dramatic camera angles and her voice being heard.
Was that right?
Does anyone have a link with a video of the cutscene somewhere?
Why doesn’t this forum warn me of the 45 character cap in the tittle, before I attempt to post a topic?
In terms of continuity:
This argument is lost the moment you defeat Zaitan for the 12th time with your 6th character.
Everything ales is frozen in time, except from the living story that simply has a time limit.
There is no reason it to be temporary. If they wanted it to be like a festival, or mark a period of the game to our hearts, the same thing could be accomplished by releasing permanent content normally, and just throw some temporary eyecandy on LA to celebrate it’s release.
An MMO needs to evolve! Not just change!
Please stop with the temporary content!
You might be thinking “We are keeping old players in the game.” but that way you are also “locking new players out” and “sending quitted players away”.
A player who left sometime near launch and is thinking of rejoining, will dreadfully realize that “not much content have been? added (besides pvp stuff), despite the gigantic patches”
A new player who is thinking of joining, will be told “There was a lot of story behind this the latest content, but you have to read about it on a wiki to catch up”.
In this forum we are all GW2 players, so it’s hard to get to that mindset…
…but the idea of Temporary content can actually be an obstacle for people in the process of deciding whether they should join/rejoin the game.
Also, its a big pain when for whatever reason you are in a situation that you can play for a long period of time. (exams, vacations away from home, job, being drafted for military service, being temporary occupied with a new other game).
I’m currently struggling to keep up with all the temporary stuff wille studding for my exams, getting ready for my 2 week travel in Germany and playing Dragons Dogma on my PS3, and if for whatever reason I have to stay away for some long period of time, getting back won’t be an easy choice for me, since I know there won’t be much new stuff to come back to…
At least there is a Light armor with actual Pants instead of robes and skirts…
Sadly the rest of them are kinda ugly…
Also the actual game doesn’t have as many skins as I hoped, and I’m kinda against the idea of paying cash for dungeon skins that should be in the game. I would gladly pay for something special like a taxido, but those stuff look more like dungeon rewards!
I think the best course of action for the Ascended is to have them being made by combining 4-5 similar exotics along with some other hard to get stuff…
That way, exotics will still have value even after the introduction of ascended gear.
Housing should be in the open world, not in some personal instance. Anet should have a look at ArcheAge if they want inspiration for housing.
Be careful what you wish for…
GW2 maps go for the “detail over quantity” approach. If players were to build random structures here and there, the world wold be full.
Best?
I have a hard time choosing, I’ll just tell that most of the Hoelbrack are is not on my best.
I vote Orr for the Worst…
Leaving uneven terrain and difficulty aside, Orr is just disgusting to stay at.
I would have easily accepted a classic MMO final area with flowing Lava and purple Demons, but Orr gives me the feeling that I smell rotten fish all the time!
Same goes for southsun cove!
What’s with Arena net and rotten fish?!…
The best thing we can hope for is some Ninja outfit when the Kantha Expansion is eventually (and inevitably) released.
Until then, all the new armors added by patch are going to the gem store, as there is no permanent content on each patch to attach them to.
The permanent stuff added in these patches are:
- Bug fixes and Balances.
- Leftovers from the event that took place.
- PVP related stuff.
It’s a shame, since the actual story of the event doesn’t defer in form from an actual personal story side-quest.
I made a topic about this.
Your Home instance is USELESS. The changes that occur there, are all from the personal story, and they are all minor unimportant stuff.
It’s not as interesting as A-net hoped it would be, especially since the story was so uninteresting it self.
You should have heard the menu music in WoW…
GW2 soundtrack is very underwhelming and doesn’t fit very well with the game. It’s not bad by any means, but it repeats it self to often, and even the parts that not repeat them selfs have little variety and in most cases sound like parts of the same song…
Perhaps I’m spoiled because the Music in WoW is so good, but I think JS didn’t bring his A game here.
I would pay any gems if A-net let me change GW2s opening music and blinding white fond from the main menu.
Aren’t all the festivals and raid events enough?
Why don’t they let all the story part of the Living story stay in the game as a Personal Story Side-quest?
I know they are doing it in an attempt to make people keep playing the game, but right now after being forced to take some time off the game for an exterior reason, I feel like I’ve lost a lot of story coming back, and so will a new player who just bought the game!
At least the male Light armor is the closest thing to a caster wearing pants…
Your character can participate in the living story regardless of what point you are at in your personal story. In order to avoid any conflicts or inconsistencies ANet chose to make the living story completely separate from the personal story.
… or at least an alternative personal story.
I support this!
intended thead tittle because of 45 letter limit
“Why isn’t the Living story an extension of the Personal Story?”
… or at least an alternative personal story.
It certainly works like that, with the only deference being that it is getting deleted in a month!
I won’t put this in the suggestion section as I think it’s a pretty obvious issue. Instead I’ll ask why isn’t it like that.
Just like the Personal Story isn’t effected by time, the same thing could easily be happening with these minor chapters without the need to delete them. I’m still in my examination period right now (ends on 26) and I’ve been struggling to spear time to clear these story parts, that might as well be single player content!
Why?
Here is a suggestions.
Allow us to craft skins with crafting disciplines.
Since the value of a skin isn’t effected by looks instead of level, and there is already a different existing problem with low tier crafting materials becoming useless once you max your level and discipline, I think by allowing us to craft unique skins from Disciplines will hit 2 birds with one stone.
I’ve noticed that whenever someone brags of the look of his/her gear, it’s ether Light or Heavy. There aren’t much good stuff to be found in medium/leather armors besides a couple of coats, and maybe a couple of hats (that like all hats in Tyria, they cause baldness)
They finally put some new armor into the game…. and it’s on Gem store?
WTkittens Arena-net!?…
Also, the armor looks mighty ugly.
I don’t think many people will pay real money for it. With the exception of the medium armor, since most current medium sets suck!