It doesn’t really fit the GW2 aesthetic. Something more along the lines of human T3 heavy would be better.
With the amount of “omg this design is [kitten equivalent here]” and “another awful armour” comments out there, I do not really think that keeping on with things that fit the GW2 aesthetic is an undoubtedly good thing.
So maybe shifting the general style of new armours a bit could be refreshing, as we still have the Canthan region as a perfect excuse for more Asian-themed designs. And these, though I am not an expert in GW1, make far more sense then an American Marvel superhero Zodiac armour.
This is not the first time that “Korean grinders” are mentioned in the same post with “awesome looking”.
While GW2 is superior in terms of gameplay, I cannot help but agree that Korean grinders are looking far better. I have yet to find armour sets that I like for 100%, and it’s pretty much the same with weapons…
I still want this set:
drools why isn’t it in game?!
I can’t believe how unfriendly this game is to the casual player in concern to endgame content. I never really thought about it until I realized that with 40 gold there really wasn’t anything I could do anyways with it.
There is no endgame content where “you can’t really do anything” with a 1g exotic rifle instead of Scarlet’s Kiss, apart from 20+ fractals where you need agony resistance.
If you insist on being “casual”, get the “casual” stuff.
If you are willing to become a “pro”, you’ll get “pro” stuff.
If you insist on being “casual”, but want to get the “pro” stuff, then invest your money instead of time and buy gems to convert to gold. Simple as that.
The dev confirmed that non-80 map mobs will be adjusted to match the new trait restrictions for low-level players. I believe this synergises well with the crit nerf and may lead to the identical post-nerf experience.
You’ll have to use transmutation stones : )
Correction: for lvl 80, you’ll need transmutation crystals. You can get those by buying gems with real money, by converting gold to gems (about 8g per 100 gems, which means 29g for a set of 10 crystals [6 required for 6 armour pieces plus 4 extra]), or as a (random?) drop from personal story rewards, daily reward chests and black lion chests (the latter require buying keys as well). But if you’re lucky to have 1 crystal already, it means you can buy a 5-set of crystals for a bit less.
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So, where’s this guy who said “The only buffs we’ll get will be bugfixes”?
With the upcoming “unleashing” of traits, this is widely regarded as the best time to introduce trait templates.
- We have seen individual trait lines links in the new UI preview which will doubtfully be of much use to veteran players, but nothing resembling trait templates.
- Changing builds according to the situation is fun, but Click Wars 2 – memorising trait numbers and click-click-clicking them over and over again – is not.
- Many people are ready to have 2 trait slots by default (PvE/WvW, open world/dungeons) and pay gems for extra slots.
- If the only concern for trait templates is the “advantage” of people “exploiting” in WvW (and even dungeons) during short OoC periods, than making trait templates a 5-7-10-second channeled skill which gets interrupted on damage or movement solves this problem.
It would be really nice if an ANet dev could jump in and say what is the state of trait templates at the moment:
- Will be coming on April 15.
- Will be coming soon™, but not on April 15.
- Is not being introduced in the nearest future but currently developed and highly anticipated by the team.
- Will not be introduced at all for a specific reason.
- “Please wait for the feature patch!” aka Yeap-but-I-didn’t-say-it.
fixed to further clarify OPness. :P
Ah yes, that part swished past me too fast to remember.
sir , u just make my day after i read those update to my guardian.
Probably should try a guardian when char slots go on sale, so that I get the idea of both the warriors and the classes-who-help-warriors.
I rolled a mesmer and went on killing low-level grubs to level.
I rolled an ele and had to go craft not to get killed by same-level mobs.
I then rolled a warr and steamrolled +3-4 level mobs rarely even using healing.
So maybe, because highest-armour highest-dps warrs are just a slightest bit overpowered?
The title is my impression from the new traits revealed during the Ready Up 8.
A lot of newer traits focus heavily on “survivability”, and with survivability being next to non-existent problem in PvE, this basically feels like “everyone go buy berseker’s and then make your build with traits”. Examples:
- mesmer’s “3 seconds of distortion upon killing an enemy, no cooldown”
- thief’s healing from attacks
- necromancer’s healing in death shroud
- ele’s anti-crit earth trait
- engi’s booned turrets and mines-on-hit
- guardian’s +3k HP trait
- warrior, on the other hand, gets more DPS buffs which combined with innate survivability lead to faster bursts
What’s your impression?
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There’s already wings in the game. If I can remember.. 2 are from LS (Tequatl and Shattered) while 2 are permanent additions (Normal holographic dragon and the ascended Wings of Dwayna).
- Wings of Dwayna are not wings.
- 2 of 3 available wings are almost identical blue skin.
- 2 of 3 available wings are the same dragon wing mesh.
Wouldn’t capes/cloaks be nicer?
For me? No. I couldn’t care for capes/cloaks.
For you and some other players? Yes. But it is the same “yes” of preference as wings are for me and some other players.
and just looking at those pictures says that the glowing effects will be rough on the servers, you might as well fill a map with 500 people stacked with multiple legendary auras. I’ve walked next to a person like that in LA before it got sieged, lagged just from that person standing near me.
Sorry, but server-wise, having or not having any cosmetic item is as much as having “00101011” synced with client instead of “00101110”. It’s your PC performance issue only.
As a side note, having epic wings would make an ideal Legendary backpack and will actually encourage me to start working on a legendary (none of which I like at the moment).
I believe this thread can be merged with this one: https://forum-en.gw2archive.eu/forum/game/gw2/Make-exploration-fun-at-80
Exploration IS fun for me. If you don’t like it, if you’re bored, find another game to play.
Next time I don’t like the sound of audiosystem in my car, I’ll change my car.
Ok. Or you could just find a new audio system. Much like if people can’t find anything to enjoy in GW2, they should find a new game.
You’re succeeding and failing to see the point of the analogy at the same time O_o
If a large portion of customers is providing complaints on the audiosystem for several years and discussing ideas on how to improve it, then probably they like most other parts of the car and do not want to swap to another car because they actually care enough to deliver this feedback to manufacturers who are able to improve it.
Has been suggested hundred of times and generally accepted by the community as a “must have” feature.
So probably people simply got tired of +1ing and commenting on it over and over again.
Exploration IS fun for me. If you don’t like it, if you’re bored, find another game to play.
Next time I don’t like the sound of audiosystem in my car, I’ll change my car.
Nothing-to-comment-on-here. Move-along.
As people keep on missing the 0 copper thing even in this post, yes, giving a trait unlocker or even a trait locker via in-game mail would be a better idea than having people to look for 0 copper unlocks at a trainer.
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More 80s and other higher level characters will be travelling around to accomplish tasks that are supposed to be fun for scaled players. (I’m referring mostly to the new trait hunt) They will do these “challenges” with impunity and get bored. If a max level player can just steamroll the content that he is forced to play, the game will get boring for all concerned.
The exact opposite for me. I still can’t make myself finish the leftover 30-40% of the map because doing hearts is boring. Being able to steamroll low-level maps with my ascended geared lvl 80 will actually make it more “fun” for me, because I can move back to the my definition of “fun” things faster.
The original map completion also served the purpose of learning your and opponents’ skills and tailoring builds, but since the game “failed” in it when it offered far more rewarding ways of leveling and learning to “quick-witted” players, getting map completion once the learning is done is actually boring.
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I like the idea. I was thinking of missing this experience (provided that it is actually well done and enjoyable) because I actually intend to play on main only.
But there still is a risk of many ignorant players of not even looking into their traits after the patch and/or flaming on the forums after the patch without checking the profession trainers.
I don’t think you would switch to an asia grinder just for the wings in first place …
Nope, but I’ll quote myself from a different thread:
For me, aesthetics are very important – I had a hard time persuading myself to try GW2 because non-magical medieval setting is ultimately boring to me; I looked at dresses of Blade and Soul, I looked at cute Elins of Tera Online, I looked at their cool looking spells and fantasy worlds and I just couldn’t believe that I was going to walk among wooden barns of Queensdale instead. I also knew I would never try WoW or Wildstar for the same reasons. Still, there were sylvari – a local equivalent of elves, and I gave it a try.
I know that GW2 has a different setting for a reason, but it doesn’t negate the fact that some players, including me, couldn’t care less about generic medieval settings as well as non-magical “mutants” like ogres, zombies, skritts etc. We have a whole steampunk concept with an excuse of “another dimension” in the game, and we have glowing weapons and fiery armours which do not set people on fire – so I do not really understand why ANet cannot cater to the English-speaking fraction of people who adore Asian fantasy styles by adding things similar to magical wings and animal ears/tails. Cantha, anyone?
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Enable the next kitten blog posts already!
I like kitten blog posts. Especially the animated gif ones.
even worse …. thats asia grinder stuff >_>
I figure that ANet would prefer to sell a pair of wings rather than let me switch to an asian grinder.
The joke is also faulty. Piken hasn’t killed Tequatl in ages
Well, PSDH did take it to 2-3% a couple of times after the bugged megalaser patch, so it would’ve been a win if not for that fakealaser
-snip-
Not sure if troll or just seriously misguided.
Basically every single word you typed in that wall of text was wrong. You’re so incredibly wrong I don’t even know where to start, so I won’t even try.
You’re wrong. Wrong/lying/exaggerating/trolling, pick one or more. Nobody should take anything you say seriously.
Actually most “long casts” as well as “respawning guardians” look like severe lag issues. I sometimes get similar experience at peak hours, though poor Internet connection (as well as playing on wi-fi) may lead to the same effect.
Yes, yes, yes please. Not that big though (the current dragon wings are properly sized IMO), and not constantly flapping as dragon wings but properly animated like cloth.
(The 2nd one would look awesome on a mesmer!)
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How about buffing DPS for PvE players, instead of adding more trick-traits?
You realize that you might have rolled the wrong class if you expected a Trickster-class to be competitive in raw power to other classes?
I realise it, and at some point I wanted to reroll to an ele to get the “rewarding” tagging playstyle, because it was at least a caster-type class which wasn’t as boring to me as a warrior. However, since GW2 has the “play how you want” philosophy, I see that splitting classes for “PvE classes” and “PvP classes” and balancing mesmers around PvP is not corresponding with it. Thus, I believe that players who like to solo-trick champs in PvE can also get some love with some of the other new traits, which could combine tricking with pure damage rather then with removing yet another stack of defiance.
But well, I also understand that putting this specific trait in the preview made sense as people who play mesmer presumably use it mostly for PvP anyway.
And thats why leveling should be made even more boring ?
I just wonder if that will also have impact on mobs. Do they have also traits ? I just always had the feeling that somewhere around lvl 12-15 the mobs started to get much harder than the lower mobs. Now if players get even weaker will those mobs also get weaker because of missing skills / traits or proportionally harder ?
I’m not sure if “boring” can have gradations. For me, it’s usually either interesting, okay or boring, with leveling being boring. At the moment, we do not know how this will affect monsters, but the logical thing to do would be to nerf respective level monsters down (or = buff base player stats) to make leveling “equally boring”. And really, I wouldn’t be surprised if they nerfed open world “roaming” mobs even more to speed up leveling.
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Yes, the lack of templates with the current “free” system is puzzling. Having 2 template slots by default but extendible via gemstore looks good.
Oh yes, yet another PvP trait, thanks.
How about buffing DPS for PvE players, instead of adding more trick-traits?
Ah wait, here’s a class which really needs a DPS buff:
Warrior: Dual-Wield Agility
Warriors who love to dual-wield will have a new option in their Arms line with Dual-Wield Agility. This trait will increase your attack speed by ten percent when wielding an off-hand axe, mace, or sword.
I think it will have a positive impact on a lot of newer gamers, especially casuals. Devs said that many players simply never ever had their traits set, so the fact that players will have a lot more time to learn UI and game mechanics along with a more engaging trait acquisition method can actually solve the problem.
As for older players with alts… Well, leveling is boring anyway, but knowing game mechanics will probably compensate the amount of time added by traitless levels. The expensive-for-newcomers-but-cheap-for-veterans trait purchase system solves a lot of problems; and if more ways of acquiring tomes of knowledge (maybe, in exchange for skillpoints?) are introduced, the game will become more alt-friendly.
Plus to that, you have a pretty convenient in-game bug report function you can use in Esc menu or with /bug chat command (as I did). I’m sure devs are checking promptly the new ones which they get after each release.
In case you’re on Mac, you might be interested in this thread.
The point of the post was to find out if someone has the similar situation or not.
The “ecto drop rate nerfed in last patch!” is a running gag already in the forum, and is usually met by a “Oh, this thread again! /drink” post.
So no, it’s still RNG.
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- The average typing speed is about 40 words per minute / 200 characters per minute.
- Your post is 755 words / 3900 characters long.
- 755/40 or 3900/200 ~= 20 minutes of typing time.
In the future, if you try your best to finish what you’re farming and turn items in at the merchant before the end of the Living Story release (which is every 2 weeks), you may save around 15-18 minutes of time per every 2 weeks.
So… Were any of the fixes implemented with March 18th patch? Doesn’t appear so according to the patch notes…
My bad for writing the 18 March date in the 1st post. Yeap, this one was a “maintenance” patch, not the “feature” patch they’ve been talking about which is due in early/mid April.
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Tempered Spinal Blades unobtainable????
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
Run Ascalonian Catacombs once and you will have the extra 2 gold which you will have pay to buy it from Miyani.
Edit: yeap, you really made it before someone said it. Still, FYI.
Heirloom merchant back for a day or two
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
ANet, please don’t get distracted and continue working on the Feature patch.
Blade shards and found belongings - really?
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
I’d like to point out here that if I recall correctly, most, if not all, LS events with special currencies – Halloween, Wintersday, Dragon Bash – it has been possible to trade in that special currency for goods after the event. I assumed it would be the case for this one too. Evidently, I was wrong. But it’s ridiculous to say we should be used to this by now, because this has never been the case before.
These are recurrent festive activities. The Tower of Nightmares (with its triple keys), the Twisted Marionette (with its cyphers), the Escape from LA (with belongings and heirlooms) are one-time only events (unless Scarlet gets resurrected with an amnesia).
A meteor landed in your town, and you got a piece of it. You sold it for a hefty sum of money following the hype. Several months later, nobody wants another piece anymore.
A scientific experiment is carried out, and people are getting payed for gathering dandelions. Several months later, the experiment is over and nobody wants your dandelions.
An “exchange old phone for new!” campaign is started by a local mall. After the campaign ends, nobody wants the old cellphones that you were buying from EBay to exchange for new ones.
These are real-world scenario, but they illustrate why it makes perfect sense to turn in your once-in-a-lifetime event tokens during the respective LS. To me, it was common to the extent that I farmed the extra 7 belongings for the 93 I had in the morning and turned them in before the new “empty” patch rolled out.
Blade shards and found belongings - really?
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
LS after LS, single-time non-recurring event-bound items come and go. LS after LS, it’s 2 weeks per update. This time ANet reps even took their time to jump in and say yes, heirlooms and belongings will go, but since blade shards are a constant drop from Aetherblades, keep ’em.
But people never learn nor try to think whether these things make sense story-wise, and instead spend their time writing long posts (during which they could’ve gone to a merchant and spent those before each update). I wish ANet started to delete these threads.
Quite honestly given the number of times this has needed to be explained to players on the bug forum, I am a bit shocked that Anet seems to not know how their own game mechanics work.
It depends on the time you spend on the bug forum IMO:) With a bug like this, it’s not that simple to even find a relevant topic – those’re called “portal cooldown bug”, “banner cooldown bug”, “thief signet recharge bug” etc.
The worst thing about leveling for me is not playing a low-level char itself, but the constant switching of armour and weapons. It looks so tedious to me that I prefer to farm belongings/glory for tomes of knowledge on my main and then to equip an alt with all the leftover exotic/ascended stuff straight away. It also works (or rather, worked) pretty well since scrolls of knowledge are account bound.
- Added #29: Confounding Suggestions and Mesmer Runes.
- Added a link to separate topic for #22 Shared Cooldowns. Apparently traited skills are not the cause of it (or not the only one):
22. Intended. Current trait system swaps to different versions of skills from traits, which can trigger weird recharge issues. Such as that one with glamour CD. I wanna say that bug is fixed in the feature build but it’s a weird repro.
This bug has been reported multiple times, but thanks to many clues on the forum, here’s a reproducible scenario and a video.
This bug consists of 2 parts. Part 1:
- If you have a specific skill A in slot 7 underwater and slot it into slot 8 on terrain, that skill A will jump from slot 7 to slot 8 underwater as well, swapping places with skill B which was slotted in slot 8 before it. Works both ways, for terrain-water and water-terrain.
Part 2:
- When you have skill A in underwater slot 7, and then cast skill B which is in terrain slot 7, and then slot skill A into terrain slot 8, the slot 8 will go onto the same cooldown as terrain slot 7. When you go underwater, you will see that it happened due to the part 1 of the bug, as skill A which was on cooldown underwater jumped from underwater slot 7 to underwater slot 8, and then triggered back a cooldown on the respective terrain slot.
That sounds confusing, but if you take a look at the video, it gets pretty simple. More on this bug: listed as #22 here, video, separate topic, video, mentioned here as #1. This has been reported by a developer to be a traited skill cooldown issue, but apparently it is not.
Solution:
- All skills should stay in their respective places both underwater and on terrain, even if they’re the same skill.
- If skill A is on cooldown in slot 7 on terrain, but is slotted underwater as 8, then slot 8 should be on cooldown underwater. Or it shouldn’t and slot 7 should, based on developers view of skill-slot concept, but under no circumstances should 2 slots go on cooldown.
I really hope this gets fixed in the feature patch. I like having my skills where they belong and not jumping around or going on dual cooldowns.
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tl;dr: buff all players, nerf all monsters, make gemstore free!
So that everyone can get their legendaries by the end of the week, and then ANet can safely shutdown the game because it went bankrupt. Sips his 10-dollar coffee while refusing to buy a skin for his alt.
No, seriously… There are several good ideas (which already have been discussed on the forums hundred of times, some with separate CDI threads), but mostly it’s the “I want the game even more casual and I don’t care if ANet employees starve to death” thread. QoL issues aside, many lifted restrictions will ruin the in-game economy and put the pay2lookspecial system at risk.
Fix/rework needed. My suggestion – spawn on target.
Ouch. Why would someone want a backpiece like that?
Just saying :P Probably for the same reason some people wanted to wear quaggans on their heads, and some even made it real.
I don’t think that tail should grow from any other place then the proper one, but still it can be a backpiece because it’s on the “back” side of the character, not the anatomical “back” thing.
Posted 8 days ago, no answer. I believe that just like champs leaping over barricades at lane 5, this bug will be “fixed” by removing this content altogether.
And then people will start throwing everything they have, overlaying fire fields which were laid for Might by the smart people.
While I’m not agreeing or disagreeing with your proposal I just wanted to point out you can just as easily open the hero panel and change the skills there as well.
No, that’s not a good replacement. For that, I have to press either H or locate the Hero panel icon (which is one extra step), and the hero panel itself would obstruct my view.
I am trying to facilitate things to be able to spend a bit less time aiming for that small arrow bar, so while for example I’m running a dungeon with a party and rushing past trash mobs, I can easily slot in Feedback or something simply by right-clicking my current skill for pop-up.
Agreed. Various puzzles like this would be great!
Take that, and combine it of some sort with totally randomized locations. E.g. randomized in-game screenshots: I think we might actually be onto something that could be very fun, challenging and rewarding!
I approve the idea of total randomization, but randomization at the moment leads to:
- mobs in Personal Story and Scarlet Invasions spawning on top of unreachable trees,
- unminable mining nodes on top of vines like the one next to TA entrance.
On the other hand, finite amount of QA-ed spots lead to
- http://dulfy.net/2013/02/27/gw2-guild-bounty-guide/
- http://dulfy.net/2014/02/19/gw2-memories-in-your-hand-pile-of-rubble-achievement-guide/
- http://dulfy.net/wp-content/uploads/2014/03/gw2-hell-never-live-this-down-achievement-guide2.jpg
Just stating.
So a player goes like:
First assignment: “Hmm a sliding puzzles, well I have to think about this.” 5-10 mins later -> “Ah, nice, it’s done. On to the next assignment.”2nd assignment: “Wow this is a kittene; I’ve to win this darn contest. barghhh”
3rd assignment: “YAY, this is easy peasy. * Looks at wiki* Well that was a nice quick one.”
4th: "Hmm make use of my sextant? Let’s see. These are the coordinates………….well it should be there. * Goes to the place* Crap which exact square plane do I have to dig? Is it this one, this one….ah it’s this one. Finally.
5th: “Aw maaaaaannnn. Again this hard thing? Well this is gonna take some while.”
6th: “Aaaaight, this one is finally an easy one again.”
You see what I’m trying to explain? To add diversity to the difficulty levels would seem better in my eyes.
Looks to me like a solo Fractal with fighting replaced by riddles:) Now, as long as we don’t have Dredge riddle in the tasks and we can actually pause between stages, that may look nice. However, I’m still worried about farmability vs. rewards – the same problem as Fractals have; if for the 2-hour time I spent solving riddles I get 4-5 times less than for running AC, I doubt many people will do it. If the rewards actually get high enough, than guides for optimal strategies will eventually come up, some people will manage to farm them 4-5 times faster and they’ll eventually get nerfed.
Again, I’m rather stating than opposing. A non-combat idea looks interesting to me, but unfortunately most I’ve seen from ANet at the moment are ultimately more boring than fighting and faaar less rewarding for the time spent.