good questions, I second this
Looking at your game history over the last few days, there were only two games you lost where the enemy team had a larger party than was on your team.
made my day, I love to see QQers smashed to the ground
With all the new options and things to do to create a build..
Saving and loading builds when out of combat?
There is no way to quickly do this with the new system.
what is that different in the new system? you just pick 3 specs with 3 clicks and then click 3 times for each line (9x) to choose major traits, that’s all to create a build in terms of what has changed… then you just select skills and gear just like you do it now… seems almost the same to me, maybe even faster because you don’t need to click on each major trait to open the list of traits for that slot, you just pick with one click
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hot join problems aren’t real problems and can be ignored, that’s why it is hot join
it can be a merge with lightning rod, that could be quite good together
Necros getting Greatsword and now Eles potentially getting Sword. I love how melee the casters in gw2 can become.
Mesmers ranged greatsword says “hi”
Revenants ranged hammer says “hi”
because traits are going to be reworked?
probably too many players picked it, at the same time almost none picket some other traits… so they probably switched places and adjusted the power… I would guess that it will be more damage or higher threshold compared to adept version… or it can be also merged with some other trait, so together it’s worth grandmaster
I really like the new 3 whole lines approach, but I’m a bit afraid of stats change, if they will be just moved to the amulet, the amulet will be even more defining than now… so good bye balanced builds, no more supplementing of amulet with stats from traits (valk + pr, zerk + v/t, etc)
sounds like an end of balanced builds… now you can pick a berserker amulet and add some defensive stats from traits, or valk amulet with some precision from traits etc… if they will just increase the stats on amulet, this wont be possible anymore and amulet will be really defining as the stats from it are major part of build, differences between damage of various amulets are huge…
I couldn’t find your build… it’s not in the description of video, it’s not at the start of the video and it’s not at the end of video… it would be better if you could just add a link to your build into the description so we can check it before looking at gameplay with it…
oh, ok, sorry then
there are so many stupid questions over and over so I rather don’t expect anything more than what is written
no it’s not, you obviously can’t read… there is nothing about expansion in the title or OP, also freely means obviously without an expansion…
I don’t think specializations will be available without an expansion, it’s the same like Revenant…
why would anyone except for HC PvE guys buy an expansion otherwise? it wouldn’t make sense… some things have to be open for everyone to keep the playerbase together like WvW borderland and Stronghold map, but not Specializations
If anything, elementalist is going to get hit by big nerfs. This class is easily the best/meta in all aspects of the game – by a significant margin.
I just hope they wont ruin whole class again, from zero to hero and back again over and over… that’s the life of ele…
base HP is part of class design and balance… increasing base HP of ele would make good builds too good, increasing of HP while adjusting everything else is a nonsense… instead of buffing whole class, we need to buff aspects which aren’t used by currently used builds, for example we can’t buff anything what would make cele eles even stronger, we need to buff something else to give a chance for other builds…
few things already asked for for example (you can find them it other topics in this forum, they are not my suggestions)
- blinding ashes internal CD per target, not per proc to help with defense of fire eles (this would work awesome with fire shields, signet build would get serious defense buff)
- decrease cooldown of arcane shield to help with defense of non-cantrip builds
- set blasting staff AOE range as default and change the trait to something what wouldn’t be so mandatory (for staff) but still would be useful for staff users as an option if they would go for arcane line
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I agree with all points, especially second one is strong argument for this, we need to buff ele survivability, but not for the cantrip builds, arcane shield is one of the options… but 50sec could be a bit too short, I would go with 60sec maybe? it would still be good change
I understand the pros you said, but keep in mind that game development is also about money… if they are ok with money for adding new content it’s good, but maybe they aren’t as much ok for another work which would be required by implementing DX11, maybe it’s just too expensive compared to their income… and if you would have to decide if you invest into improving gameplay or improving engine, it would be hard decision…
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as said, you have answered yourself, what you quoted is an information about future investigation, not a promise of feature… maybe they just decided it’s not worth implementing…
I would love to see mode filter in unranked. Problem is that they have only 1 deathmatch map, 1 stronghold and 1 capture the flag. Not enough for a separate queue
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a mode where you can cap a flag but you can also win without even touching a flag can’t be called CTF, it’s still a conquest with a flag side objective…
according to Stronghold, I think it could be good to add a game mode filter or even map filter, so everyone can check what he wants to play and what not… this way we would give a chance for people who don’t want to play some specific map/mode, but the queue time would increase only for them, not for everyone… if we would create a specific queue for each game mode, queue times would skyrocket up and to be honest, they aren’t very good even now and with HOT there will be a guild team queue, so queue times will go up even without a game mode specific queues…
let’s face it, GW2 doesn’t have enough PvP players for so many different queues while keeping a reasonably long wait times, that’s the fact…
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if something dies that fast you should probably switch to dagger main hand which is fastest ele weapon… you can also use arcane utilities for faster dmg initiation (+ trait to reduce their cooldown)… or stay with S/D, it doesn’t really matter while leveling, you don’t need focus skills outside of PvP or difficult PvE content…
there are also reasons against that…
if you add soloQ + fullQ, people who want to play with few friends but don’t have full team can’t play…
if you add soloQ + restQ, teams of 4 can’t really play because solo players will be in soloQ and system can’t fill the remaining spot in their team, also 2+2+1 isn’t possible or 3+1+1, making the queues take much longer…
adding more types of queue doesn’t make sense because it would split playerbase too much…
the best solution is what we have now and make matchmaking rules a bit more strict when matching teams, so teams of 4 or 5 don’t meet full solo etc
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what we need is better rewards on higher level of SPvP
It’s called Tournaments, end of discussion.
I don’t see any connection between tournaments and high level play…
if you are lucky enough, you can win few rounds when you meet someone as bad as you, the same applies for 2 best teams meeting in first round, does it mean the losing team is bad? tournaments just don’t work for a everyday play and we already had them so we know it…
on the other hand, you can’t really manipulate your overall rating in leaderboards in a long term if the matchmaking is working properly…
so I would definitely like to see somethings like leagues or at least some coefficient for reward based on MMR or leaderboard ranking (e.g. top 1000, top 90%, top 80% etc)
I don’t really know what was the point of first post as the discussion seems to be completely different…
but I agree that SPvP need some motivation to get better… back when we were asking for new reward system, I think everyone meant skill based reward system, probably everyone except for ANet, because what we got is just another farm without motivation to get better… what we need is better rewards on higher level of SPvP, it’s not fair that a player competing against best players gets the same reward as a noob who just entered SPvP for the first time and somehow managed to win a match against other noobs… why should he get better? he can get the same reward as everyone else with his skill, the only thing which matters right now is win ratio and win ratio depends mainly on matchmaking, not player skill…
but if you do post, then get your facts straight.
fact is that clothes have less sources than other mats (not completely sure about this one when you count loot bags)
fact is that cloth recipes require more materials compared to other types
those two are already enough to say that the cloth is broken and it’s unfair
It may be unfair that it requires more silk, but it’s a design choice, not broken.
and that’s what we are talking about… none is saying it’s a bug, but that it’s broken it the meaning of wrong design choice, they wanted to fix something but overshooted
I just wonder if the specializations will be an option that you CAN chose to take, but not have to (e.g. the specializations are not significantly stronger than base-classes, but just different). Because I do think it will be permanent (or maybe you can switch it on and off somehow?). But what if I prefer to play my character the way it is now, but can’t go back? Will I need to level every class a second time, to have a specialization while still being able to also play the base-class?
at first you should learn to search, because all of this is known…
1) specializations will be different, not better, you can choose which you like more
2) change wont be permanent, you can switch specializations out of combat just like traits
but if you do post, then get your facts straight.
fact is that clothes have less sources than other mats (not completely sure about this one when you count loot bags)
fact is that cloth recipes require more materials compared to other types
those two are already enough to say that the cloth is broken and it’s unfair
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I would rather play all modes in one queue than wait 5+ minutes for a match… it’s annoying even now, in HOT there will be another queue for guild teams… if you split it even by game mode, it will be terribly long waiting and it would drive away much more players than all modes in one queue, not worth it…
ok for some nitpickers let’s use official term used on the HOT page… guild team feature…
https://heartofthorns.guildwars2.com/en/?_ga=1.166423677.216764913.1413188729#section-pvp
With your logic we already have a gvg if 2 guild premades go against each other in conquest.
Plz don’t spread misinformation. Stronghold has nothing to do with GvG. It’s MOBA.
no we don’t, two teams with only guild members fighting each other is just a random thing, not a definition… in HOT we will get a feature focused on that making it a fact, not a random situation
also none is talking about Stronghold, that’s game mode, I’m talking about SPvP mode / feature which stands above the game modes / maps
PS: no idea why people constantly bring those terms from different games to GW2, in GW2 there is nothing like GW1 GvG, so when I say GvG in GW2, I don’t mean GvG from GW1…
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ok now I understand… but imagine it was even worse when Blasting Staff was a master trait, now you can at least invest just 2 points and spend other points in different lines… also it’s not that necessary, in PvE you can often play even without it because mobs should be on one spot so even melee can cleave them and for this even 120 radius is enough imo, it’s just the PvP where it’s quite necessary…
I don’t agree, when you want to fight 1v1 with staff, you need your enemy to stand in your AOE to take dmg or conditions or anything and it’s easier with bigger AOEs, it’s not only for AOE dmg… also if you cover whole point with your skills AOE, it’s even better, enemy have to move from the point, dodge or take dmg, always a win for you… and blasting staff makes quite a difference especially with lava font which is kind of small by default
you are all forgetting new mode, guild vs guild, which will have it’s own queue for sure… so it’s practice, unranked, ranked and GvG… now multiply it by number of game modes and use the final number to divide SPvP player base… I don’t think it’s feasible to have own queue for each game mode…
I just want to see more questing at 80. Real, involved, enjoyable questing. As of now the majority of lower-level areas are of use only for map completion or farming. There’s nothing truly investing your player in most of Tyria once you hit 80.
and what would you like to see? you have already loot and rewards scaled to your level, so everything you do is rewarding even in low level zone… and if you don’t care about rewards, most zones have their meta event with world boss or at least some event chains with champions at the end… that’s already more than what other MMO RPGs offer
maybe next map with Stronghold mode could have just a single lane, but I don’t think they would rework the current map when it’s the only map for this mode at the moment
but if you would like to see it, they would have to separate the objectives somehow, because otherwise it would become a 5v5 deathmatch in the middle and then fast push before respawn… maybe some limited resource sources on different sides of map, so people have to split for 2 resource camps and a lane, like 1+3+1 for example, or 2+1+2, could be interesting
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Nothing is broken with damask. There is no need for a fix. Just accept that you have to actually do something to get something. It does not require 3 months of heavy farming either.
only someone who don’t know anything can say this… the broken part isn’t that it is required to do something, broken part is that it takes much more time to craft cloth things than any other…
I think that FGS wall spin was already fixed, so it’s not possible anymore
It will obviously have its own queue? They’ve mentioned that it will not have its own queue. Do you have a source for this?
https://wiki.guildwars2.com/wiki/Guild_Wars_2:_Heart_of_Thorns#Guild_Teams
this feature will definitely have it’s own queue as it will be for guild teams only using separate leaderboard, but from what I remember from the announcement stream, they said the GvG mode will be on Stronghold, but the wiki say it will use both Stronghold and Conquest, so I’m not sure now…
in fact you don’t have to buy it, you can play without it, but if you want to enjoy new content, yes you will need to use your wallet
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no I’m not talking about SW, I’m talking about WHOLE GAME… there are events in most maps where, according to the state of event chain, NPCs change status of some places, outposts or even towns, usually the changes aren’t really big, because it wouldn’t make sense in that small timeframe of events to build a completely different town… NPCs are taking (or losing, depends on the event result) control over more outposts and moving forward to a final boss battle…
you also can’t speed up or slow down the process too much, because the world would feel stale for people who aren’t in that zone for hours or even longer or it would be so fast that the changes would feel unimportant…
according to AI, well, there is a reason why MMO RPGs don’t use it, there is also a reason why GW2 is the first MMO RPG with dynamic events like these, maybe if you wait for next ( r ) evolutional MMO RPG, they will include even more dynamic and AI based things, but in terms of GW2, you should stop dreaming…
is it just me or is this already in game? there are already towns and waypoints captured by enemies if none defend them as a part of meta events… also be realistic, RTS AI in a MMO RPG moving NPCs to dynamically change the map? I think you should get back to Earth…
I’m ok with 5v5, the necessity to split creates much more small scale battles instead of too many people focusing on one thing and creating a spam fest (I’m looking on you mid point)
and as said, having more objectives puts a decision making into the gameplay, because you just can’t make everything at once… grouping up in the right moment will make a difference…
imagine one team trying to make final push resulting in a 10v10 fight in that small lord room, terrible…
I think any ele can work here, especially a bit supportive builds with staff which can heal and buff NPCs… even DD can be usefull, for example fast supply farming with RTL / LF / FGS combined with defending when required, arcane / water support can help your guards last longer
as this map is designed for a brand new guild vs guild mode which will require premade group from the same guild (most likely, more details missing), I don’t see a problem in the premade orientation over pug
I think everyone know about this and I also think it’s part of the trait balance and complexity… why should we even have stats on trait lines if we could choose them without any dependency on trait lines? it would be just like one more armor part which you can choose… this way you need to consider not just traits themselves, but the combination of gear stats, trait line stats and specific traits
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first mistake made was comparing silk cloth to other types of mats on the same level… you can farm any mat but not silk (cloth), silk is randomly salvaged from randomly dropped cloth armors… so they shouldn’t have made it harder to craft than wood or metal parts in the first place…
problem with silk was that you can gather anything from the nodes in right zone, but the drop on 80 lvl is adjusted so you can’t just farm low lvl clothes as you can somehow farm silk… that was the reason we had so much silk, because over time every lvl 80 player was getting almost just silk from salvages, not that it is so easy to farm…
what they should have done is reduce the mats required of low lvl clothes in ascended recipes, because getting those is significantly harder than wood or metal… and compensate this change with higher number of silks, but higher compared to other clothes, not other types of mats…
thanks to this we have what we have now…
they should reduce the number of silk required and also reduce the number of low lvl clothes required…
EXAMPLE
we have two lvl 80 players, one is send to farm (not buy) 50 soft wood and one is send to farm 50 linen cloth, who will return first? I think the answer is quite obvious
PS: if I’m wrong on anything just tell me, I will be happy to learn something new
EDIT: do we have a daily with clothes as reward? because you can get additional wood and metal from their respective daily achievements, but you can’t boost your cloth income… or?
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OP is pointing out that LoL is fun, while GW2 is not.
I don’t think this is the point, but if you are right, it’s most likely a genre problem, if he is enjoying LoL, why does he play GW2? you can’t compare those two things… also I can’t imagine what he does in LoL while it’s “something new everyday”, that doesn’t really fit into MOBA genre…
there is already announced a new mode, where will be teams from different guilds competing against each other for a rank… this mode will have separate queue (obviously) and its game mode will be Stronghold… but you will obviously need 4 guild mates to be able to queue in this mode, more details are still missing
Actually, this suggests that 56% of Germans have sufficient skills in English to hold conversations. Yes, that is lower than some other Northwest European countries but it is not as low as you make it sound.
Not that I see this discussion on percentages as being conductive of the debate at hand here.
don’t forget that we are playing an online game on a computer, so this percentage will be even higher in this specific environment…
not necessarily full zerker imo, but you need a lot of crit for fresh air to be effective… also full zerker is always valid choice for PvE
the way how to reduce the corner zerker meta is to add more mechanics and fix bugs…
add a skill with increased dmg with each bounce, this would require people to split, at least in the right time if not all the time…
staying in the corner also often provides immunity to some secondary mechanics or boss skills, there shouldn’t be any blind spots, fix them…
I think those two things would have huge impact on corner stacking with zerker gear…
and I think that we could come up with more interesting mechanics which would make full dmg burst less viable and encounter more complex
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