+1 for sad laughs
aetehrblade is not hard it just sucks, same for cof3
gimmic mechanix cannot replace group synergy.
also intended dungeon design doesn’t work and abused.
effigy in cof1 killed ignoring the crystals, lupy is killed pushed to the wall. etc etc.
when new armor stats are introduced, there is a huge gap in difficulty obtaining them,
some armors behave just like the starters, you can unlock them via discovery, the mats are not gated by event and you don’t need recipe to make them,
others have event gated mats and you need a recipe to make the inscription, but you don’t need recipe to make the items.
and some require recipe for the insignia/inscription , then a specific recipe for each item, and then a huge amount of event gated materials.
what is the reason for this? it is also not related to the usefulness of the armor as the berzerkers is the most common starter armor….
the list:
givers: mats drop only from recurring winter event, the insignia gained automatically, the equipment obtained via discovery.
apothecary mats obtained from southsun cove map, the insignia gained automatically, the equipment obtained via discovery.
settlers mats obtained from southsun cove map, the insignia/inscription or its recipe can drop from karka queen chest. the equipment obtained via discovery.
sentinels no mats, the inscription/insignia obtained either as drop from non existing dungeon (molten facility) or by purchasing via guild commendations. but the ascended version obtainable from regular vendor
the azurite orbs for the equivalent accessories cannot be obtained anymore.
assassins use regular mats, replacing obsolete magic find mats, everything obtained via discovery.
celestial mats obtained from non recurring event or from home instance node. (each insignia requires 25 crystals, you gain 3-8 crystals from home instance node each day ~ one week for a single piece of equipment on average)
recipes drop from non -recurring event (the bazaar) but the ascended version obtainable from regular vendor.
dire no existing mats, the insignia/inscription obtained only from salvaging exotic armor from drops. but no need for recipes all the equipment obtained via discovery.
the ascended version obtainable from regular vendor.
and the finalist zealots
the insignia/inscription obtained as a rare drop form non recurring living story event, each piece of equipment require its own recipe. the mats are from non recurring event and require HUGE amount of mats for single item. you need 500 sprockets for a single item, while the home node provides you between 6 to 10 sprockets, which means it will take you on average of two months to craft a single piece of equipment!
and you cant even buy the ascended version from the vendor!
this madness has to stop….
Hate to break it to you but it already is.
not really,
it is whirl only if the block is not interrupted and it procs at the end of the move after 4 seconds.
if the block is interrupted, you don’t gain the protection and you don’t gain the whirl finisher.
you can test it with purging flames.
put purging flames then protectors strike on it, in city you will gain protection and one fiery bolt. but if you will try the same when you are in combat and mob attacking you, you will get the explosion damage instead.
thats why its so weak.
small necro for the post,
the difference between berzerker and zealot is in minor critical damage vs minor healing.
since critical damage from ferocity is being lowered,
maybe zealots is going to be the next guardian PVE armor for the added group healing traded for ~15% critical damage?
I have an awesome idea to make mace a decent choice weapon.
and it is simple.
make “protectors strike” a whirl finisher…
simple and elegant.
That’s good. I don’t understand why the rune costs 2g. Could anyone help me understand? I would think 30 hp/s is garbage.
warriors buy these for insane regen with zero healing power:
healing signet 392 hp 3 (sec)
adrenal health: 360hp (3 sec)
mango pie : 85hp ( 1 sec)
dolyak runes 30hp (1 Sec)
total: 1097 healing each three seconds without regen boon,
throw in ele mist + battle presence from guard + regen boon, and you have undying warrior.
because it is easier to be bad on warrior and guardian.
dude,
when the fractals were just released you couldn’t enter back on disconnect
which meant that if you had a DC you were out and your friends had to four man the rest of the run or disband.
also entering some of the fractals or dying had a 10% chance of disconnecting you on purpose….
and this went for months!
Orr should have the best champ train, instead we have it in the starting zone….
also, another suggestion to make Orr more alive
1- split orr to internal zones around each temple.
2- all t6 nodes in the internal zone spawn only if the temple is under player control.
3- more people playing together doing the objectives.
or: for each temple under player control the whole map receive 10% magic find.
victory is mine
http://www.youtube.com/watch?v=GPEO7IpJ0xo
hammer is superior to mace in every way.
hammer provide consistent perma protection, mace provide partial regen.
hammer provide constant AOE damage, mace provide single target ( 3 ppl cleave maybe on AA 1+2?)
hammer provide CC, no CC on mace.
hammer provide blast finisher on low CD, mace have no finishers.
hammer have superior damage.
hammer even provide better healing if traited for healing symbols due to overlapping symbols.
i like the way mace/shield combo looks …
hammer is uglier…
Commanders can get their own chat channel (/squad) and are able to use it as an effective way to coordinate groups. No large party UI is used for this system. You can also mark the map with special beacons by holding down the ALT key while clicking anywhere on the map. This will bring a box up that allows for different beacons to be placed.
We’ve seen a lot of feedback regarding the commander system and what to add to it next, so keep the constructive feedback coming!
suggestion:
add a proper 30 people party grid, where players can be moved around between
parties by the commander.
why it is good? allows the commander more control of their groups, have a soft cap of 30 on a “zerg” … ( a convenience cap not a real cap)
why is it bad? nothing is bad except maybe the commander UI will be little cluttered.
down-scaling should be more steep indeed in lowbie areas…
You want Rock, Paper, Scissor mechanics on everything? What you are proposing is that every type of damage dealing mechanic in this game should have the same kind of counters. You are ignoring the fact that Direct dps is countered by Armour with the gear that you wear. You have armour as a hard counter to direct dps. Throw a meteor shower on a berserk heavy class and tanky heavy class. One you will hit for not more than 3k and other will be hit around 8k-10k. How much counter is that to direct DPS? More than 40%. Now after this, defence against Crowd control and conditions is not provided directly by your armour. There is no stat that counters condition damage or duration. You can not stack up any attribute like toughness against direct DPS which could be used to counter conditions. hence you have utilities, runes, foods and traits to provide a counter that is not provided from else where. And there are foods that provide toughness and runes too, And crit is being nerfed as well. what more arguments do you have?
hey, exactly my point just with more words…. i am totally with you. just read what i wrote again…
also, i don’t talk to traitors…. since you guys left piken there is a shortage of decent pug commanders on Saturday mornings….
legendary defenders should punch you in the face through the screen….
because we don’t have 25% direct damage reduction runes and then 36% direct damage reduction food.
if there was one, your commander would heavily invest in these and just whirl in symbol to remove conditions.
well power necros kill thieves. unless thieves run away. ( necro will never catch a running thief though)
there is no way power necro will lose to a thief 1 on 1 on equal skill.
invisibility is not invulnerability and torment stacks tick in stealth.
The official MMO feedback form.
i love it
also to the OP.
how the devs can take your post seriously?
you are asking several individuals (which is very small sample)
a general question which can’t really be answered. (just like “have you stopped molesting your mom” kind of question)
you chose to write in this post answers like “i want the dev team fired”… which does not help to your argument at all.
moreover any person who says he want mounts in GW2 is a person whose opinion on the game development is as relevant as an average cab drivers opinion on the latest Oxford dictionary release.
checkpoints on jumping puzzles? why not everybody on his first login will get maxed level character with the endgame gear? ( oh wait we already have it on sPVP…)
although we can sometimes disagree with the forums moderators actions (deleting the topics about cheaters in WWW with no official reply), the fact that this thread remained and even got a comment proves one of your comments wrong.
most of the topics in your post already have an individual discussion threads.
what you could have done, is went over the forums, took the hot topics and conversations, presented them briefely, summarized them (with both for and against points ) with links to the originals.
and made serious request compilation
TLDR:
one mans fun is another hell.
do you have this for poor EU players? 
check if you have one of the invisible bags….
Hey guys,
I’m in doubt about playing a ranged class, i would like to hear your opinion about wich one would better:
-Rifle/LBow Warrior
-LBow/SBow Ranger
-Pistol-Pistol-/Sbow ThiefAny1 experienced in any of this builds, could tell me wich one is more viable to play.
If you want to consider some comment about any meele weapon of those profesions, feel free to say.
I like to play everything:PVE, SPvP, WvW
Thanks;
staff elementalist pve and pvp
ranger is a sword/war-horn class pve and pvp
warrior can be played as hambow, but for pvp only, pve is axe/mace+gs
Build used: 14/14/14/14/14
*No rotations
*No wall
*Hounds of Balthazar
*No DPS
*kitten Traits
*Full Celestial
*New Meta
*Ferociously Perplexed
*Linksville
*kitten utilities
you are my Idol!
( right after Billy idol…)
WOW is a subpar game that robs you 15$ a month for being a lab-rat in a Skinner box ,
TESO? the majority of the hoppers will reach max level very soon and get bored before they will add more content, then they will be back to gw2 because it have no subscription, and will never return to ESO again.
wildstar: people who like this game (it is a quality game for PVE themepark) left GW2 last year.
the one and only game that will start exodus from GW2 is EQN, as it will be free like GW2, it has a well known IP (everquest), it will “revolutionize” the MMO due to the revolutionary AI, underground layers and emergent content.
but it will not be ready before end of 2015 so there is time.
Proposal
What i would do if i was a dev/Arena.net, i would completely remove all conditions from the classes, except for rangers.
Seriously ,
-what relations between conditions and warriors? Absolutely, None
-what relations between conditions and mesmers? Absolutely, None
-what relations between conditions and guardian? Absolutely, None
-what relations between conditions and engineers? Absolutely, None
-what relations between conditions and thieves? Absolutely, None- -
-what relations between conditions and rangers? Survivability
-what relations between conditions and necromancer? Blood Ties
I kind of agree, that conditions are overabundant
some classes should have their conditions removed and some classes should have logical conditions:
mesmers should still have traited confusion .
thieves should have traited poison
guardian should remain with his pitiful burn
engineers should have traited bleed on shrapnel (bombs/mines/grnades) and burn on flamethrower.
ele should have specific condition for each attunement (burn, confusion, bleed, chill) and nothing more.
warriors should have no conditions at all
ranger should have access to bleed and burns from weapon and poison from traits. and all his pet conditions.
necromancers should have most of the condition variety.
i think there was one already, and it was harsher
you couldn’t use any weapon except the environmental bundles of the map ( crowbar, shovel, stick , etc)
as a wwwer you should know that you can get most of the prominent builds gear from badges.
scaling gear is bad…
what server pride outside of www?
the server only LFG?
the server only hot join PVP?
or the unguested world mega bosses?
also as far i understand the city hubs will remain per server
the only “end game” of GW2 is WWW.
all the rest (fractals, soloing lupi, achievement hunting, legendary crafting, sPvP etc) are just fillers when you fed up with it.
this is the game by design for good and bad.
most of the NGE is positive.
about the myth of “established communities” (because the dungeons and fractals are cross server and you can freely guest) there is no such thing in this game outside of WWW
and the WWW will remain server centered.
the RP drama that rose before; is just drama, as you can have up to 5 guilds ( i think?)
they will evolve to some cross server mega guild for RPers, just like TTS did for PVE. and i think there is a similar guild for fractal runners.
they should introduce mounts only if:
1- swiftness removed from 33% to 15% speed increase
2- permanent speed increase like runes, signets and warrior melee speed trait removed.
3- they remove all waypoints except major settlements ( 1 – 2 waypoints in a zone)
4- either the maps will be seamless, or zoning from zone to zone will not dismount you.
since nothing of the above will happen, mounts will not happen…
extra bank tab (480/600) and bag slot expansion (320/400) on sale 20% off
a friendly reminder for people who were waiting for this all last month.
Assign one of the tier 6 crafting materials to each individual stat, then let us craft items with anywhere from 3 to all (celestial) stats by using 2 tier 6 materials per stat option.
this means we could craft any of the 3-stat combos as they are presently, or we could craft items with 4 stats or 5 or 6 stats with the points all evenly distributed.
Examples:
- Berserker items have power, precision, ferocity and would require 2 vials of blood, 2 fangs, and 2 other materials to craft.
- A stat combo of power, precision, ferocity, and toughness would also require 2 mats per stat.
- Same with a combo of precision, condition damage, healing power, condition duration, and toughness.
TL;DR: give us complete freedom in choosing our stat combinations and how many different stats we have.
I agree with this. Well, at least the select your own stats concept.
+1
15 chars
if they are invulnerable, they will be OP in sPVP. ( I don’t really care about sPVP but an outcry will rise)
maybe add another trait that put perma protection on them, or make the weapons take 20% damage from AOE. ( full damage when they are targeted though)
yes please +1
15 humans
for pve? → no no no no no
for coordinated group WWW? → no no no no no and no again.
for solo roaming? i have no idea, probably there are better builds .
condition damage is considered inefficient for guards, one non-stacking condition.
healing power investment and no group support → complete waste of healing stat ratings on gear. zealous blade is not affected by healing power.
only your dodges. but you will not crit enough for 100% uptime of vigor.
mediocre crit with no access to fury and no “ferocity” at all.
you are losing too much of good traits and runes just to keep 100% burning uptime…
for pure dps going radiance 25 will increase your damage much more.
you have nothing good in your build except the burning uptime, almost no synergies, almost no good group utilities (only purging flames)
you have two meditations but no CD traits.
no blinds…
you have wraithful spirit but no retaliation duration increase and no sources for aegis ( no retreat , no valorous defense no indomitable courage).
you increase symbol damage but not symbol duration, and the only weapon that can use this trait is hammer due to 100% symbol uptime. and even hammer builds don’t take it because there are better traits.
if you want to experiment with zealot armor, take the good-old healway build.
if you want to roam WWW, use full meditations build or something else that is proven.
if you want coordinated WWW, go for the hammer build.
I suggest the addition of “Sigil of Facepalm” for the mobs. When the group is full of those incredibly bad builds, the boss is so busy facepalming that it loses 50% of its defense.
while this is an amusing comment, and if implemented will probably help….
why do we have all those trait trees and armors if they are not usable in PVE?
we should remove half of the trees and leave only three types of armor zerkers, knight and assassin.
what nerfs? o_O ?
no need for more dragonite lol, i am drowning in it…
but a t6 mats bag drop, like the one that purchased with laurels will be cool
but the real solution is to make the end reward tied to the amount of optionals you made.
you want to do speed run? well have your 26 silver
you killed all the optionals? here you go 1.5g
(edited by Lalangamena.3694)
cant wait to make another toon,
when the patch hits, I will make a ranger
to hunt all the traits
(btw no sarcasm…)
since Anet has no desire to elevate the Mob AI above hp bag with one type of attack, and there is one role in the meta the big DPS ( it can be role with perks like DPS with reflects, or DPS with boons, but it basically one role)
and since i really don’t want to tell people how the should play, if the want to play "call of warfare 7 " in tyria , then who am i to tell them not to?
so we left with support and control undesirable builds, with undesirable stat allocations, how to make them viable?
1- new grand-master trait for all classes "woe of attrition " in the condition tree: for each second of CC (chill, cripple, immobilize) the target receives stack-able vulnerability.
for example if you cast 5 sec chill on mob, on first second it will get 1% vulnerability, on the next it will get 2% vuln, etkittenil 5% invulnerability on the last second of the chill.
this will allow low DPS high CC groups to reach 25% vulnerability quite fast increasing overall group DPS.
2- sigil of righteousness: each time you heal a friend (any type of heal, virtue of resolve, soothing mist, healing skill, heal from weapon, and heal blast, but not regeneration boon) there is a healing power/100 % chance that the receiver of the heal will get 1 stack of might ( no CD)
this will allow groups who are healing oriented to reach high amount of might stacks for all the group.
3- sigil of holy smiting: each time you heal a friend (any type of heal, virtue of resolve, soothing mist, healing skill, heal from weapon, and heal blast, but not regeneration boon) there is a healing power/100% chance that the receiver of the heal will get 3 seconds of fury
(no CD)
this will allow groups who are healing oriented to reach high coverage of fury for all the group.
4- GM trait in toughness tree: “inner barricade” your toughness (not armor! just the toughness rating) also increase the retaliation boon damage.
5- GM trait in toughness tree: “True footed” when you are under the effect of stability your hit-box is not passable, collision detection activated and nobody can pass through you.
6- GM trait in condition damage tree: “fury of pestilence” when your damaging condition reach 25 stacks, you instantly clear the stack in an instant damage equals to the amount of the conditions that was in the stack. ( the amount is: basic condition damage*25 not affected by the stat condition damage , so you will have option, to let the stacks tick or finish them for lower damage, but you will be able to continue to apply the stacks)
your suggestions are welcomed
(edited by Lalangamena.3694)
i believe karka queen and hologram should be switched.
also, the golem mark2 can be duoed, arah temples cant be duoed. so golem mark 2 should drop rank
also, i think this kind of difficulty is fine.
if we take all C and D bosses ( shaman, behemot, low level wurm etc) and upgrade them to B rank, it will be more fun and still not very difficult so nobody will do them.
(edited by Lalangamena.3694)
the problem with GW2 is not that it don’t have the trinity.
the problem is that it has one role DPS ,
two other roles support and control severely under-perform.
lets play with some party diagrams:
D= DPS, S= support, C= control
best 5 man party : D,D,D,D,D
second best 5 man party D,D,D,D,C
third place best 5 man party D,D,D,D,S
…
…
one place before last worst 5 man party C,S,S,S,S
worst 5 man party S,S,S,S,S
you got the idea..
if the game had a real diversity of builds and roles, then parties of the following formation would have been equal:
D,D,D,D,D == S,S,C,C,D == C,C,C,C,C == S,S,S,S,S==D,D,D,S,C
but they are not.
that’s why we cant have nice things.
introducing hard trinity is not the solution, making support and control builds useful is the solution.
lol, best change ever, finally this broken set is fixed.
no more cheezy builds that abuse lyssa every 45 seconds.
yes, on my first cof3, very long time ago.
on the bombs before last boss
all world bosses should have the AOE cap removed from them,
if they use AOE all the players in the AOE range should be damaged….
not only they should double the repair costs
they also should introduce a death penalty when reviving using waypoint.
like -10% to all stats for 5 minutes, or unable to use all utility and elite skills, or having 5 minutes of weakness and cripple on yourself, or even better all three together.
(no-death penalty when a player revives you)
- What kind of issue are you specifically having that could be related to lag?
- Skill lag
- What server are you on?
Piken-Square - Has there ever been a time when you or a friend are experiencing lag, while others in no
- Has there ever been a time where one party in a map is experiencing lag, while other no
- Do you experience the lag at very specific times?
mainly when zergs clash somewhere near, in EB near the castle all the time*
- If so, can you estimate how many players are in each zerg?
40*40 or a smaller three way 30*30*30 etc…