1v1, 2v2, and 3v3 arenas for ranked or for fun would be game breaking for the pvp scene. Just look at WoW’s pvp population. And it’s combat is kitten.
To be honest with you.. Already since MoP wow started to get a lot of hate on a lot of things. (I keep up on a few news about WoW aswell as GW2, and many of the Youtubers, pods etc, really dislike A LOT about WoW!)
Point is. WoW is balanced around PvE. PvP very rarely gets anything except for the new pvp seasons once every.. 6+ months or so? A lot of people bot WoW. Yes they did recently ban 100k but only for 6 months. So either PvP is full of noobs and actual players in PvP now, or its empty and long queues.
The arenas. People sell rating boost! The people on top is the same few teams over and over. Try and watch a streamer doing arena, its the same teams they are up against!
THE REAL POINT IS xD.
WoW PvP is really not a good choise when compareing GW2 sPvP
My humble list of improvements for pvp, even tho I probably belong in the casual statistics for pvp, and actually just waiting for the “Challenging Group Content” to come around is, in no particularly order!:
Leaderboards!: The way LoL does it with the different leagues you go through is a really cool idea. You start somewhere based on how well you did the first 10 matches, and you go from there. At the start of each season you do 10 matches again and it ranks you (I think it takes into consideration your rank/league from the previous season)
Each league can have many players there all within many different 100 man limit leaderboard or so, and you compete against EVERY one from the same league (or above, or below depending in what end of the ladder you are, and MMR) not just “your” leaderboard. A league is made up of 5 leaderboards in the league. You have to get through all of them to advance a league.
When you reach a 100 points on your leaderboard, you then have to win.. I belive its 3/3 matches to reach next leaderboard within the same league. The final leaderboard before you move up a league, you need to win 3/5, 4/5 or 5/5? Some where between the three.
Rewards!: If we had a leaderboard system like the above, or any other (Good ideas flying around the forums) we could get special finishers, which you either unluck forever or reuse the same finishers each season, and you can only use the finisher you earn the previous season, like the border around the player portait in LoL.
New skins each season. If we have 5 leagues, it then means you earn a much more impresive version of that skin if you where in the top league, and a much less awesome, but still similar version for being in the lowest league.
And other rewards ofc, but these are the big sellers for me.
Exslusive skins for being good. Either a permanent or temporarily finisher, based on skill during the season.
Sorry, went on a ramble :s
(edited by Manifibel.8420)
It does not matter how you store your Scrolls of Knowledge.
Keep them as Scrolls or Skill Point, they will be converted into the new currency anyways.
The way I understood the whole SP/Hero Points (The new replacement for unlocking skills and traits) are:
You will get a pool of Hero Points based on how many of the Skill Challenges you have done on a character, and the amound you get for leveling from 1-80.
Every skill point you have above the new total amound will be turned into the new currency.
Example. You are level 80 and earned 68 Skill Points/Hero Points just from leveling. And you completed 20 of the skill challenges around the world. Then you end up with 88 Hero Points and 182 to go get in the remaning Skill Challenges. Everything else you earned from Scrolls, FotM Journals, levels beyond lvl 80, any birthday SP scroll and the achivement hunt in LA to get 5 skill points. Will be turned into the new currency.
Again.. This is how I understood it.
Just realized after writen the reply this is probably not what you asked, but ill post it anyways :b
I dont know if anything else is gonna change, but I would assume they would tell us if they did.
The point was not to entertain you. It was to test how the content behaves under pressure.
kitten man you are such a White knight. You are too shiny for us.
I repeat stress test or not: the beta was ultra boring.
You see this Anet? Give invites to people who would actually contribute usefull information instead of a personal opinion on if the person finds the content fun or not.
I just want to add to the list of traits that simply wont see any play because it does not work while in DS.
The grandmaster trait that heals you for a small amound of the condi damage you deal. Guess what, this doesnt work in DS.
If this trait would be allowed to heal you or at the very least, instead of healing when in DS. Give you more Life Force. I would be happy!
I found this great example from EU ladder. The guy won 1 game, lost 3 within an hour. Still he got 4 points. As far as I know, the max amound of points you are able to get from a single match is 3, and the minimum amound of points you can loose is 1. So how this happened to this guy I have no idea and would like to know. Is it the leaderboard that show wrong data, or does the system simply not work correctly?
(Mad paint skillz!)
Following the leaderboard, ANY EU top team is worse than randoms.
#VoteForRandomsInWTSBoston!
What I heard from Phantaram atleast is, that he dont even give the LB any attention since he still thinks it the same as last time. Could be why the pro players are not on top because they simply dont care.
And future. They allready got the rewards most likely.
Same problem here (Just went online again to check) My sliders and all stay as I put them, but the FoV zooms in close (Probably as if my slider was 50%) If I then try and move the FoV slider it zooms all the way out (100% out, to where I put it to).
The other sliders seem to not change to default tho.
I like the ideas here!
About the rule that, no rune should only be useable by only one professions could be handled in a way.
You know how Light armor when moused over says in red text “This item is not usable by your profession” or something like that, if you are a Medium or Heavy armor user
Simply make a Runeset that have the same restriction.
Example: Superior Rune of Something. “Cant be used by your profession”
If that became a possibility, we could have Runes that did something really cool than just boons and conditions. Like 6 set for warrior will be “When you use a sword skill, apply Impaled (The Sword off-hand 4 ability). Cooldown 60 (Or the actual CD of the skill) seconds.”
We did know that people would want to see even more, which is why I decided to add a bonus episode in addition to the regular one. Which means I have a lot of work to do this weekend, but I think it’s going to be worth it.
Happy that you decided to do that
Looking forward to wednesday for more talk and game play. And as you said yourself, keep the dev guests moveing the character while you talk so we can see stuff you want to show of for now!
HYPE!
I would like to see Adventures where you go with some Whispers people from the remaning pact force to gather some information about your enemy useing stealth.
Use the mechanics from the LWs2 e7 where you play as Caith in stealth to get past the asura.
Track it by how fast you did it without getting noticed, and or a combo of time and how few enemys you had to slay because you where discovered.
This feature if we can call it that by itself have the oppotunity to bring to the game, almost traditionel quests in terms of what you do, and give ideas to new event types.
Another idea. A adventure that is based on Norn way of thinking. A norn want to challenge you to a contest of who can kill the most of an area swarming with Mordrem or something.
A thought I had is that Warriors specialization could be dual wield two handed weapons. Two 2h Hammers/Greatswords anyone? :b
Future of existing PvE Zerker Meta in HoT
in Guild Wars 2: Heart of Thorns
Posted by: Manifibel.8420
A video WoodenPotatoes made on his casual channel ConcreteDucks.
From the moment I first saw this video, I knew that this was what I want.
Many of the stats need to change in a way. Like WP says, things like healing power, Vitality, Thoughness and Condition Damage.
This ended up pretty long but I feel this belongs here, and this is my thoughts born from thoughts from other people in the community, like WP.
- Healing Power: Merging Boon Duration and Healing Power under a new “Healing Power” or “Healing Mastery”. should increase the speed you revive people (and still keep the traits that also do this) to make a it usefull for support builds. This can also still affect the regen you apply, and self healing abilitys like the Warrior Healing Signet. Another thing, the more healing power you have, the more skills (which would make sence to apply healing/regen) would apply regeneration. This would have some kind of scale where if your build have like 20% of the total stats assigned to healing power it would make Elementalist Staff 3 – Geyser do regeneration and pure healing, if you have 40% of total stats as healing power it will add more duration regen and heal for more just like now.
Any profession heal skill should not heal alot maybe like around 20% unless you have healing power. This imo will make people who run healing power be needed since their skills that can heal and apply regen would heal for roughly the same or more than your own healing skill would do.
- Vitality: This should increase your health as it does now, but also increase Endurance regeneration on you and make some of your skills apply Vigor at the same rate as above. 20% skills start to apply vigor, the more % Vitality you have the more duration and/or skills will apply Vigor.
And as WP said also, your endurance regen should be lower than it is now. Lets say it takes you 30 seconds to regen one full dodge out of the maximum two dodges avalible with full endurance. The more Vitality the faster it regens, and vigor applyed by allies will increase this regen at the same rate as now.
- Toughness: This should work as it does now, plus make skills that allready reflect, reflect or destory projectiles for longer/or more (if there is a limit on how many projectiles a skill can reflect/destroy). The base duration and limit of reflect/destroy should be really low, like 1 second Reflect Wall for Guardians and Swirling Winds for Elementalist be 1 second.
Same goes for block. It should just be able to block up to a maximum of blocks or a duration that is really low at the start with 0% thoughness increase.
EDIT!: Higher Thoughness also make you apply the boon Protection for longer when Thoughness is higher.
- Condition Damage: Merging Condition Duration and Condition Damage as “Condtion Mastery” This should work as it does now, apply stacks to the current cap (should maybe be raised to 30 or 35) or adds to the duration of condis like Poison and Burn. But like Healing Power in the first bullet point it will make skills that make sence apply the different condis stating at 10% Condition damage as max stat(Maybe higher to avoid people building condi damage not being able to apply stacks because random zerg guy is doing it because the threshold is so low) The higher the % of max stat goes the more stacks should be applyed, more damage, maybe more skills starting to apply condis aswell.
This will only take place for the condis that do damage. So Vulerability, Blind, Imob, Cripple, Chill, Fear and Weakness could still be applyed by zerg/power builds, but also by condi builds. These control condis will also have a x% of max stat to be applyed but will come from the Condition Damage and Power with the same Scale. So say your condition damage is above 20% and power is above 20% you will have alot of skills that make sence to apply any of these control condis.
- Ferocity, Precision, Professtion Specific stat. Will still work the same way now. IF! The things above where to be implemented just for a one day test, I think pure damage would be pretty much in line with condi damage which is now just being applyed by people who build for it, or it could end up needing a buff.
People who build for the Support/Control will only be doing the cc and support boons and feel like they are doing a role.
A thing that would then need to be looked at is the Defiance which sometimes stack to 50+ which means you have to have 50+ players most likely to do a single cc on a champ scaled boss.
(edited by Manifibel.8420)
I think somebody touched a little on this, but if its the armor you are going for, just make another character you want and this time make sure to get Vigil, and at the end of I think personal story step lvl 40-50 you will be able to buy the gear and unlock it to the wardrobe and use it on non Vigil Order characters.
If its the story you want, well to bad. Might have to come up with a different story in your head about what your character was like before joining an order ^^
Great episode and really cool cinematics, all 3 of them, counting the one before last boss fight.
Also first time I actually cared alot for a character. RIP Wynne. You got my first sad moment and a tear in GW2. I will find Faolain and torture her with that strange bush. even tho I dont play a Sylvari
Wow. How do you have two Living Story Episodes on the HUD at once? I must be missing something.
Guess you are refering to Mordecai’s picture in the top right corner?
He just tracked the meta achivement for the LW Season 2 Episode 4 “The Dragon’s Reach: Part 2”.
I think you figured so for your self by now but hey wanted to make it clear in case you still did not :b
Bad:
-Split the PvP population into more divisions (practice/unranked/ranked)Undecided:
~The matchmaking
~Leaderboards/ranking
Will doing practice/solo ranked/team ranked not also divide the population?
I think the matchmaking is not working correctly right now.
Leaderboards will be going again after december 16th.
They kept the MMR in ranked, new MMR in unranked. But I assume something went wrong somewhere because everyone is reporting blowouts.
Okay thanks. Something is wrong with the matchmaking indeed. Hope this will get fixed or atleast twiked.
But so far I am impressed with this pvp changes!
And seriously, people getting kittened that they have a low chance of playing Skyhammer or Spirit Watch(Crap, sry, I dislike that map) really need to relax, Skyhammer is actually pretty fun now with the changes to the platforms and hammer.
I am wondering.
Is the mmr/rank and all the other stuff taken into considerration when doing ranked play?
I used to get very hard games (Atleast for me) and now I get matched against people I actually feel is really bad?
What I do know is that ladder is disabled, and dishornor is for now. But I am unsure about if the matchmaking is just putting random people together?
The Story Journal is allready a great tool. I imagin my character writing down a diary of what have happened during a the last two weeks in the LWs2 (And doesnt when we have a hollyday or other event happening because my Ele is just to busy doing other stuff).
Using the story journal to access the LWs1 content is the way to go imo, but how we handle the big parts of LWs1 is a whole other topic which I dont have a good solution to other than, scale it all down to complete solo, with help from NPCs that always wins at whatever they are doing
The Marionett battle, have your character go between lanes and help the NPCs there to get access to the platforms and then you kill the mob there with the help from the NPCs with you, and the other 4 platforms always win.
This keeps it feeling like a epic battle with lots of “players” helping you
Repeat for all LA parts.
Tower of Nightmare, well your character climbs to the top with Marj and Kass and you end it there and the next is enter the boss battle with the Corrupted Krait thingy.
(Turned out I had a pretty good idea if I have to say so myself :b)
I just want to drop a few videos from raids in Wildstar (Anets sister company).
World first kill of some boss
https://www.youtube.com/watch?v=zzKAFrQFCcI
Some trash/base population in the raids which actually cause some death! And actually did drop some usefull stuff
https://www.youtube.com/watch?v=aAKsiLhjtng
Video from Pax with devs talking and showing different bosses
https://www.youtube.com/watch?v=te1O4bgzlTA
Somebody in this thread was talking about bosses from Wildstar a few days ago, and I decided to watch some stream and videos of groups doing some boss attempts.
What I like about the boss design of those are, there is so much to do!
The first link I posted shows a boss that has adds/things spawning around the room, some people have to go though a teleporter to get to the top floor and kill some mobs there for a reason I dont know and so much more (It looks like that to me, I dont know the fight at all)
Their combat system is very simmilar to gw2 combat, and if we want a challenging raid smaller size ofc, we can learn from some of those encounters!
I will post a boss fight tomorrow when I have an idea for one xD Still trying to think of something that forces you to dodge alot, be aware of your surroundings, use interrupts, have adds come in that makes huge aoe if not killed and much more.
Really, watch atleast one video (link 1 and 3 is best) and see just how much is going on with effects on the ground, mobs and more!
Sorry for involving another game into this discussion.
- How often should raids in GW2 reset?
- Should we also include the option to extend lockouts for groups that progress slower?
I don’t really see a reason for raids to reset or lockout unless manually chosen, I was under the impression that those mechanics were in play to stunt the speed at which vertical progression occurred in games with it.
In GW2 I don’t really see the function of it, I may be missing something though?
Well, the reason I see it having a reset is because, it keeps the content alive alot longer since you only get to kill the boss once a week/every two week and get the oppotunity to keep trying the boss for a whole week before you have to get to that boss again.
And along the way, it should not be 100% chance to get the new attractive item which again adds to the content being fresh for a longer time because you really really want that item.
You asked us to theory craft around the current movement and combat mechanics in the game, so there you go
(keeping in mind I am not a game developer). This is just a rough example of the kind of raid fights I would like to see.
I was going to theorycraft the second boss in the raid concept later this weekend or next week if I have time.
If this is not helpful, please let me know.
This sounds like a really really fun boss to fight against! If they dont use this idea you bet I am at some point going to make this into a fight in some game!
Reward progressiong in raid
Rewards for raids should be unique armor for that raid, or weapons where we have two versions of them. First version is a less impressive weapon or armor and the second version is a more impressive version of the armor or weapon because you are doing it on a higher difficulity, just like the Glorious Heros armor is a more impressive reward for doing well in the PvP tournaments and the Glorious armor is the same just less impressive and obtainable by everyone simply by playing pvp in any mode.
Other rewards could be minis from that raid ONLY, tonics, special dyes, a new kind of upgrade to weapons that changes a greatswords swing to have a firey trail, an upgrade that gives a staff an icy look, stuff like that. Crafting recipes you can earn elsewhere in the game like the Geode recipes, this is just an alternative way to get them, could even be new recipes to make a tonic that also has a chance to drop in the raid.
Here we have to have 3 different modes, just as I have described in my post on page 18.
first mode “tourist mode” is just normal ascended armor and/or exotics for defeating bosses which you get from an achivement for that boss which resets weekly or every second week depending on how long the raid is. The boss could also spawn a chest at its feet which gives a chance for the tonics, recipes and other goodies.
second mode is same size as the first mode, but this time around scaled a little higher/with more events (Read my post on page 20) Here we also have achivements for each boss which gives ascended armor/weapons and a chance for a skin unlock of the less impressive armor/weapon which again resets weekly or every second week. Again a chest spawns with the usual stuf in it.
third mode is a slightly higher group size and again scaled even higher with more events being able to spawn during the fight. Now again achivements which gives a chance for ascended and the more impressive armor/weapon and the usual chest.
Then there is room to add a bonus chest, like the one above your minimap for defeating a World boss. Here the devs can decide which extra goodies people can get this week if they decide to make a special week for raids.
All of these modes should be places under “Daily & Monthly” achivement categori (This will fill it up really quickly)
And then we can add a new tab called “Raids” where we have the different raids with challenging achivements that gives titles and other stuff.
What will get people to play this is the chance for a new unique skin and almost 100% chance to get an ascended piece. Even this ascended pieces could have a new look to them so there is even more reason to do the raids.
(edited by Manifibel.8420)
1: Progression
Progressing though a raid can be done in a wide variety and can have its own unique twist due to the systems in GW2. We can have small raids with only 1-2 bosses to just show of story and get a unique weapon skin, which is build in a way where you go from boss 1 to 2.
Then we can have longer raids with 6 bosses, where each boss by some means give a piece of armor to make a full set. Progressing though this raid can be, kill boss 1 to be able to choose from boss 2-4, once boss 2-4 is killed move on to last 2 bosses of the raid. Underway there can be random event spawning like the cave troll from AC. (And use events in the actual boss fights as added mechanics, read below)
Then we can have the idea of 3 different paths and every small group helps each other by doing tasks on the way to be able to clear trash and get to the actual boss where the groupe either meets to take down a common foe, or 2 groups meet and the 3th group stay and helps the fight from platforms, airships, boats what ever really, depends on the setting of the raid environment.
We can also make a raid with 2-6 bosses where we start at the entrance and can just choose whatever boss we want to kill and once 5 or 1 is dead, we get the final boss.
So many many ways to make progress though raids
What should all be shared among the bosses is. The whole raid is a meta event which would say something along the lines of “This lair belong to Mordremoth, currently the area is controlled by mordrem. Bosses (by name even) defeated.”
Then each boss is a meta under the main area meta. Again this meta has some text describing something.
Then this is where it starts to touch the mechanics part of a boss by using event under the boss meta
2: Foundational raiding mechanics based on the core combat and movement of GW2.
How I see a boss fight is: The boss stands before you in any shape or form and have like 3-5 abilitys which is the bosses main mechanics and is part of a meta (Thies mechanics could be something people in this thread have suggested). Then as written above we have events under the boss meta, which will be something like.
A champion mordrem something has joined the fight.
The pact is joining the fight, defend them as they set up cannons to help against the boss.
Or like with teq, the boss dissapears and we now have to defend the cannons until the boss appears again.
If the mordrem champion joins the fight it could have other mechanics just like a mordrem thrasher. Or even make a new mod design with whole new mechanics. Even imagin a boss that has an event starting which is basically just a random mob from the game comming to aid him, this mob could be a Aetherblade Thug/Taskmaster what ever, and the reason for the mob to be there is because this boss description is “Summons illusions” which is just an event spawning at the same time you fight the boss.
What my idea about mechanics is, is that by using meta events, and events we can make a boss fight be random if we like by having 20 events able to spawn at a boss but only 5 can spawn on one try, or simply being an easy way to change a boss fight completly.
EDIT to make spaces for easier reading, and adding “As always! pm for clarifycation!”
(edited by Manifibel.8420)
This got pretty long in the end 800+ words sadly, but cant keep it under 200-300. This post is just about joining and entering the raid. When we get future along the CDI or move onto the next part of raid CDI I will post my responses to rewards, raid structure, mechanics and all the good stuff which will be based on this first post.
Enjoy, and as always! Pm for clarification
.
Proposal Overview
• To use and improve already ingame systems.
Goal of Proposal
• Improving the commander system/standard 5-man group function not only for Raiding but for organizing WvW, World bosses and more.
• Letting hardcore experience hard content with story as well as the casuals in less hard encounters
Proposal Functionality
Size of the raid
As others in this thread have expressed, raiding should be instanced and designed for a fixed group of players, here my suggestion is
• 10 man (which will be able to scale to 15) (numbers can change)
• 25 (which will be able to scale to 30)(numbers can change)
The reasons for the +5 scaling is, you are most likely able to find 10 people willing to spend some time in a raid, either from your guild or as a pug, and still being able to bring 5 more people if you happen to be more than 10 up to 15, on the other hand if you are more than 15 ready for a raid night you are very likely able to fill a roster of at least 25 people up to 30. (Here I will argue against myself that maybe 20-25 is better)
Forming the groupe
Forming the group uses the already ingame system of commander to be able to make the groupe (People interested in doing raids will most likely know/or have a person in the guild with a tag) the commander and the people of the squad will have a few option available to them.
• Show in a new window all the members of the squad divided into (2 groups of 5for 10-man version up to 3 groups of 5 man. And for 25 man, 5 groups of 5 man up to 6 groups of 5 man) this is shown in the window as simple party UI with the max amount of groups being (max number of people in a squad/5). The squad leader is able to move people around the groups to better manage everything (example, a group for condi, group for melee and more). This will management will only be available if the squad option is set to private, else it will work as it does now where people can join and the squad and open the squad window and see which group inside the squad you belong to, even if you run with your own group outside the squad system.
• And of course a leave button for members of the squad and for the squad leader an option to kick or add and make squad public or make squad private and only allow people he invites into the squad (which will mean that if you want to join a private squad you cannot be in a group because the commander decides which group you belong to)
Entering the raid and modes
The entrance to the raid will show options in the same way as dungeons do. You will be seeing
• Enter “tourist mode” 10-15 man story mode
• Enter 10-15 man mode
• Enter 25-30 man mode
These different modes have different boss mechanics and scaling. First of is the story mode: It is the same dungeon as the other two modes BUT! This mode is made easy so that even a pug group can complete the bosses and get some loot. The bosses base mechanic will only be a part of this mode and the health and damage should not be so high that they cannot complete it. So all the extra mechanics/health increase/damage increase that make the fight harder will be in 10-15 and 25-30. This makes it so casuals that want to have a go at the raid can at least get though it and experience the story while still getting some loot.
Second is the 10-15 man mode: Everything is the same as above except for more mechanics/health/damage to the bosses. Rewards will be better (and more interesting, here me out later :b) the encounters have to be different in some way and a little longer.
Third is 25-30: Again everything as in 10-15 just more mechanics maybe more health/damage, and again, better/different loot from 10-15.
(I have ideas on how to make extra boss mechanics as event(Will require some explaining later), flow of the different raids, how to keep track of resets via achievement system, distributing rewards via achievements and standard boss chests , and the rewards themselves already written down, and will post later when we get to that CDI)
Associated Risks
• Not being able to find a person with the commander tag to start the raid (But I doubt it since so many have commander tag but rarely uses it)
• The commander options and squad window being to confusion for new people to this system to understand
• Cluttering the achievement panels with a lot of stuff I will later be posting about
As a side node to all the ideas.
If you are going to start developing Raid like content nomatter how it turns out. ATLEAST get your inhouse or hired testers to be able to get thought it with a fairly hard balance to the encounters as you see them going live.
And future! Get in contact with people who are serious communitys doing the world bosses and just general serious people, and let them try doing the raid on a test server without them being able to Stream/Post/Record or talk about it before it releases. This will give you feedback from the people that are hardcore into raiding in a GW2 style!
P.m me if unclear. I will do my best to clarify ^^
Before this Halloween i did not really care, but since we got the Hexed Outfit, I would LOVE to be able to use that hat with my normal armor, I just love those strawhat hat stuff, please make more if you so want
!
We might be a few in this post, but you would make us so happy with this change!
I just got some screenshots today. In the first picture the fight started near blues base and ended next to red. See where the minions stand and just look.
Next picture look at the Flesh Golem just standing there looking the wrong way even!
I enjoy playing a necromancer minion build in PvP. BUT!
This needs to be looked at. The minions in most cases if not all just stand around looking until I command them to do something or they take damage I think it is, before they start attacking. This really make the necromancer minion build suffer because they need to start attacking the second I do, which they dont.
Also! When I move around they just stand way in the back and it takes them way to long to get to the battle and actually start doing damage or for me to be able to use their abilitys. The Fleshgolem just is way to far in the back all the time and it takes ages for it to get to the battle so I can use its Charge ability. Same goes for the Bone Minions, I need them to be there really fast incase I need them to explode at be a part of the burst.
Make the minions attack my currently selected target when I do until I change then they should change focus too. Also make the minions path finding better so they keep up with me because I really think thats the problem why they are so far behind all the time
I really hope this is something you Anet will look into to the next balance patch. I sadly dont have any video or pictures because its hard to prove anything with a picture of this problem. If somebody else have the same problem or additions to this problem please post!
If you could make an example of how the mega server stuff is going to work, I would be happy. Since I dont fully get it.
Also, love the idea of makeing the super world bosses being able to be spawned by the guild. Just one question, is there a cooldown to it? So for instance, we try the triple truble wurm and fail. Can we start a new encounter just the second after if we wished so?
Dont know if this should be posted here? I may help spoil the surprise for Anet. If you are really really curious click it.
Well I don’t think this will impact the average player too much. Maybe the champ train will take a knock, but essentially with this change the only running cost of pve play is waypoints.
It wont impact anyone because noone is farming events becuase it’s not worth the time. The have to increase the loot to stop dungeongrinding.
And then we have event farming. Everything players is thinking about is the kitten time vs reward. I am so tired of hearing this! I do not agree with this blog post, but its not becacuse of the nerf to champ trains.
1. Elementalist (mostly from a PvP view, but PvE too.)
2. Ranger (PvE view they need help. PvP they just need something else than the boring spirit ranger)
3. Thief (PvE view. PvP they do fine, but still need to be looked at)
In the Hero planel, Skills and Traits. Looking at the axe skills tooltip I see two problems/bugs
There are two Whirling Axe tooltips displayed, its all the same only thing that is different from the two are the damage numbers. One says “Damage(15x): 2,535” In my case! and the other one below says “Damage(15x): 1,695” Why is there two skills in the first place? Whirling Axe is not a chain skill.
Next problem is that under Traits and Skills the axe number one skill does not show the chain of skills. However it still does in the ability bar in the actual game UI. Next thing about this. The chain skill Double Chop had no cast time written on it? I know it is not instant. Would not make sence to do two chops instant!
I found this bugs when I was trying to just compare damage from differen weapons.
Just thought I would let you know so you could add and remove the wrong things thanks!
Screens from ingame!
#11: Enemy groups have to be built to kill you. A random group with random abilities doesn’t do anything. An enemy group with more dedicated roles (such as a debuffer, a ranged attacker, and a stunner) that follow a more coordinated behavior sets means a world of difference between mindless enemies and a legitimate threat.
Enemies need diversity in their attacks. I’ve already seen good examples of this with Aetherblades, and in Orr. Enemies with endless channels, enemies that focus on debuffing and stunning, enemies that focus on buffing, stuff like that. It should be the standard, not the exception like it is now.
This is exactly what I would love to see! They did this in Gw1 at some places in the later updates. The Purity enemy groupes I felt where really well designed, they had skills that helped eachother and did damage in different ways, or even the White Mantle in War in Kryta.
The same can be seen with the Molten Alliance mobs, Aetherblades and Scarlets Clockwork minions. And as Blood Red mentions in Orr.
But this would make most sense for dungeons, or places designed to be hard. All the other suggestions would be great for the solo mobs roaming around areas to fill the map.
I know you can do it Anet! This would improve it alot!
Some of you guys talk like the zerg gear is going to be useless. Its not, they wont nerf it to the ground and make Controle and Support build the only viable options. You will still be able to do dungeons in zerg gear. Now with your brain too
Farming new gear? I dont mind. The money we make have to be used sometime. I like haveing a lot of sets to do different things.
now imagine
scarlet (tara strong) sPvP announcer pack
This I would pay for!
The tPvP just started bugging.
I queue up and get in a game. Only my team joins, then after like 1 minute. I get a dc with a chrash number (Forgot to write it down) and then I relaunch my client. Then I enter the match again and we have no enemys. I asked in the lobby map chat after, and the few people that where there at this late/early hours had same problem.
It still tracks achivements and updadted it on the leaderboards.
This is my third game tonight, the first one was as normal.
This needs a fix fast.
Farshiverpeaks EU
(edited by Manifibel.8420)
Just because you think it is ugly, does not mean that everybody else thinks it ugly. I know most of the game community do not like it but hey, the game is not build around just to please everysingle one of you, all the time. Remember that.
I myself are not a big fan of the whole set. But parts of it can work well on my Warrior Charr.
I would like the commanders to be able to put down a marker on the map. This could multi colored rays of light (Or glowing banners, just to make it more immersive) going down different places. This will make it easy for a large groupes to know when to go to where and be able to make tactics using them.
And then there is the multi colored commander tags which would help a great deal.
So I guess this requires a “start from scratch” This is my thoughts on commander tags.
I started playing PvP more often now, and want to get into it.
There is different reasons why I started this late, and still have problems committing to this.
But to stay on topic. I really can not feel the change of mmr. I still feel like I play with noobs. (Maybe I am just bad? Guess so) Hope the reset might give me a fresh start.
It would be WONDERFULL to be able to see my mmr.
And a side note. I would love a reset to the PvP rank. Might be a impossible thing to do, but I feel like it should only be able to be acquire from playing in the turnys. The Hot-Join stuff is really just, running around in zergs and killing stuff. No one give a kitten in hot join.
We do indeed need more of this type of hard bosses!
As OP said, we are having a blast on Far Shiverpeaks!
And please take a look at the afk people, and do something to them when the event starts to allow more people who actually wanna do it, come in to the main world!
Far Shiverpeaks did it just now!
What a bunch of kittens here.
Just be happy that they are aware and are making sure this will never happen again (But you cant be 100% sure. Might happen again)
And one more thing. The programmers said that trying to fix this may cause more problems. So better not touch it, else we will just have another post here complaining about something else.
Its not that big of a deal that you may have lost 20-30 AP. (Not sure about extra Laurels)
Thanks Olba! I remember seeing that post myself before, but could not find it again.
Was secretly hopeing someone would link it ^^
Nice one ^^. I have beaten it myself. But you gave me an idea on how to the the 8crystals then beat her achivement [:
This is why I love the Gauntlet. Finally a place where brainless Zerger people just die, and I get to watch them fail all the time xD!
The 1 shot stuff can be avoided too, using the right utility and timing. Havent had a problem with the floor opening yet, and I have tried the Gauntlet over 100 times in total.
And within the about 100 times of doing Gauntlet, I have gotten 15 of the achivements. Only missing Light Up the Darkness and High Stakes Gambler. And I have done it all on a Elementalist with 3 zerg items, 3 soldier, valkyri stats accessory and zerg weapons.
I enjoy the gauntlets and want more of it!
I hit her with 8 once, and got her to half hp. Then I messed up and had no defensive abilitys or endurance ready to dodge the red rings. Havent gotten that far since.
I play a Elementalist. What I do is take a Teleport (Arcane Flash) and Arcane Shield and Mist Form. Elite really doesnt matter I think as Ele. Healing is Ether Renewal. Because of the low cooldown and it heals the most. Down side is it takes 3.5 seconds to fully cast.
Weapons is Scepter, Focus. More defensive abilitys from Focus and long range attacks from Scepter.
For traits I am going for lot of endurance refill. And food buffs work in there too, so hae a Bowl of Orrian Truffle and Meat Stew buff with you. Really help
Hope this helps a little.
I have done it all on my Elementalist, only thing left is to hit Liadri with 8 crystal thingy, and have someone beat with 5 Gambits. Didn’t need to change much. Only Traits and Utility
(keeping in mind I am not a game developer). This is just a rough example of the kind of raid fights I would like to see.