(…) Seriously, is Dragon Bash the combined effort of the entire team? (…)
Balance changes, big fixes, community interactions, new dungeons, new skins… Yea, they have practically been sitting on their hands.
insert Jackie Chan picture
Grinding is something boring you have to do to get things required for content. E.g. getting tier 2 raid gear, so you stand a chance in running tier 3 raids. Grinding reputation points to access a dungeon or faction quest line. Grinding XPs to level up, so you can go to the next zone.
If you don’t think something is boring then it’s not a grind for you.
If what you get through the process is cosmetics and not required for content it’s not a grind.
Before ANet added ways other than FotM to get ascended rings I’d have said you have to grind for them, because FotM gets boring for me after a while, but ascended rings are BiS, so you pretty much have to have them.
Maybe limit the hearts to once an hour to avoid farming of easy ones. That way you could keep the rewards pretty much the same (minus the letter with extra coin), and it would still be less farm-able than some DEs, which pop every 20, 30min.
“The total size of the game is around 16-18 GB, so subtract the size of your gw2.dat file from that, and that’s the size you have remaining.”
Unlikely, as files probably get partially or completely overwritten.
At least GW2 gets it out of the way at the beginning. It was a bit frustrating to sit through a couple dozen megs of updates upon launch in GW1, only to be hit with a few further dozen megs when you loaded into a zone.
In regards to regular mobs hitting for insane damage, we did find a bug about a month ago causing many of them to scale way out of proportion, it has since been fixed and normal bosses in Orr should be doing damage on par with other bosses in the game. If you find any that are still nutso, please give us a shout, the intent is they should be fun/challenging, not one-hit-wonders.
I wonder if this also affected other areas? I know you changed one of the events near Teqatl, where Krait attack asuran energy nodes. Now you can see veteran and even champion mobs there if enough players show up. The vets and especially the champions have a tendency to dish out huge damage. I think one of these is through a ground AOE that would down you in two ticks, or less if you are below full health. It certainly makes the event a lot more challenging when half the crew gets downed by one attack.
Challenging mobs should be tougher, i.e. higher armor and hp, and have attacks that are a threat, but don’t insta-gib players. AoEs would need to be tuned to deal damage to more than 5 people (if monster are limited by this), though not in a spiky fashion.
It’s one thing in a 5 man dungeon to have to spot a tell from a boss, but it’s nearly impossible in the fireworks 20 people will set off to even see the champ mob, much less any tells.
1) If it’s a power buff make the orb buff similar to a banner in that it expires after say 30min. That way you can use the buff when you push, but it won’t be on you forever without some cost to you.
2) If the buff is MF/XP it can stick around for longer.
3) Do not make it a WXP buff. As much as I’d love more WXP it’d be horrible for weak servers who can never hold on to the orbs.
The ZB is not envisioned as a nuclear strike from orbit, it shouldn’t allow one guy to take out 50, unless the 50 are hilariously stupid. But if you have say 3 thieves get into your 50 man zerg, drop 3 ZBs and you then charge in with your main force of 25 it should be devastating.
It would make anything larger than 25, 30 a no-no, because you’d just drop a ZB into a larger force, watch the HP of everyone in the zerg drop by 30, 40%, and then go to town on them.
Not 100% sure if it should be visible in advance or not. Either has some tactical nuances. Trap vs barricade.
This won’t help small groups defeat zergs, it’ll just strengthen zergs against each other.
The zerg breaker will cause large zergs to basically shred themselves or retreat. That’s what it’s meant to do. With this, if you have 20 and go against 40 and assuming an even slightly geometric damage curve, the 40 would die pretty kitten quickly, even if both sides deploy ZBs.
And you won’t break up the zerging with this because let’s face it, no one is going to 5 man Stonemist or any of the larger towers. If anything this’ll just make keeps and tower impossible to take when defended.
This tool is not meant to enable 5 people to solo SM…? ACs make any fortification with defenders pretty safe, because rams are useless against a gate guarded by 5+ ACs. Unless you ninja a keep or tower, you already need a large force to protect your catapults or trebs, which are your only way past the walls.
I don’t think ANet can provide any incentive that will cause people to abandon zergs, unless they hand out precursors to anyone who solos a camp. Anything less than that and people will stick with the easier and safer zerg. I am with the group approaching the issue from the other side, i.e. penalizing zerg-sized groups.
This is not taking away from running your 20 man group in a smart way with tactics, and strategy and a cherry on top, rather it should protect you from getting run over by 40-50 man groups, who rely blindly on quantity > quality. Smart super-sized zergs might still give you a hard time, because they may only send in a safe number of 25 to engage, while the remaining group circles around and cuts off your escape.
Zerg breakers -
It’s a consumable, similar to the new traps ANet recently added. ZBs are deployed on the ground and last for some time. Probably only a short time, so you couldn’t just drop a few at your gates and go AFK for the reset of the evening.
ZBs deal a certain amount of damage to players in range, and deal extra damage for each time they have already dealt damage, eg:
first contact: 50 damage
second contact: 50 + 50 damage
third contact: 50 +100 damage
…
This way, ZBs are fairly harmless in small engagements. There is room to move around and few players mean few contacts and little damage. A ZB dropped in the middle of a 50 player zerg…
Numbers like range and the bonus damage curve are obviously up for debate.
Instead of ramping up the damage with each contact you could also add a ZB debuff to players damage by a ZB, and the more debuffs you have the more the ZB will hurt, instead of insta-gibbing players 30, 31, 32… who touch the ZB. That way, players staying in range of the ZB will get hurt more. Though this wouldn’t scale the damage with the zerg size which is the only thing that will break up a zerg.
[edit]
I don’t think ANet can provide any incentive that will cause people to abandon zergs, unless they hand out precursors to anyone who solos a camp. Anything less than that and people will stick with the easier and safer zerg. I am with the group approaching the issue from the other side, i.e. penalizing zerg-sized groups.
This is not taking away from running your 20 man group in a smart way with tactics, and strategy and a cherry on top, rather it should protect you from getting run over by 40-50 man groups, who rely blindly on quantity > quality. Smart super-sized zergs might still give you a hard time, because they may only send in a safe number of 25 to engage, while the remaining group circles around and cuts off your escape.
(edited by Mattargul.9235)
It’d be nice if your guild would earn influence from each non-guildie using a banner or campfire your guild put down.
After all, placing banners (and campfires if they’d actually show the guild that put them down) raises awareness of your guild.
(…)
Of course, what’s awful is when you do this and find out the player is Akitten and standing where they are it’s just going to keep happening until they eventually come back. Doesn’t stop me from trying, but now they’re stuff is even more broken and I’m thinking “why didn’t you just move back a little ways to something obviously safe before leaving your computer?”
Yea, nothing like coming back from an AFK, looking at the screen and wondering “Why the little cat am I naked??”
If I see a corpse someplace I usually start rezzing and then ask if they are even there. If I get no answer I stop.
I wish I could “+1” this.
Oh, hey!
BOOM!!
Done!
Can you fix symbol of swiftness? It is a big problem in WvW. Basically, the symbol does not allow for the stacking of swiftness like any other skill. Here is a scenario:
1. I have 2 seconds of swiftness left. I lay down the symbol of swiftness and run over it. What happens? Nothing, because I still had some swiftness left, the symbol is ignored. Instead it should be 2 seconds + the duration of the swiftness from the symbol.
It seems even weirder than this:
1) The outline around the symbol in the buff bar sometimes resets to full, but the time isn’t updated, so the outline disappears around the buff really fast and noticeably. I want to say I noticed this when I have swiftness up from the retreat shout skill and then run into a symbol.
2) The symbol seems to work the same way as the damage symbols in that it works off a “tick”. If cast it in front of me and run through it often, maybe half the time, I get zip. If I run into the symbol and stay there I always get the buff, sooner or later, though it seems like always with in a second.
As an FYI, swiftness “additions” seem very flaky. Swiftness gets added to always if it comes from a shout or a horn. My guardian’s swiftness gets added to properly if I hit the symbol first and then “retreat”. Warrior swiftness buffs from horns always seem to work properly.
Swiftness from ground effects, like the symbol or the (dunno the name) Mez’s line cast (I want to say) never add to existing swiftness. When my thief dodges, gets 2sec swiftness from the trait for it and then runs through the Mez line he never gets added swiftness.
its difficult to distinguish between pride and boasting (…)
Pride is something you have.
Boasting is something that requires other people. If you boast in the forest and no one hears you how many baby cats were given?
The premise of the OP is that people hate you for talent and the example he gives is that someone in LA shouts “I’m a good player.” and gets murdered. Wrong. They don’t hate you for being a good player they hate you for boasting to be a good player.
Some people can be happy in their knowledge/belief that they are a good player. Some people need other people to feel good about themselves.
Right now, you can get 50 coffers/hr by farming the holos. Last I checked they sold for 4+s, so about 3.5s profit per coffer = 1.75g / hour minus travel costs, so around 1.25g/hr I think.
Or hang on to them until after the event. If the ticket vendor sticks around as usual for another week or so, people will hoover up the coffers for their last chance at a ticket.
Now is a great time to show your kinder spirit, with the holo nodes in the world.
1) if you are at a node and see someone running towards it, wait for them
2) if you are not alone at a node use your lowest damage AoE attack, so everyone has a chance to get hits in
You can craft ascended BPs at MF
For the most part I have had good experience with the holos and other players. If they see you running up they usually wait to trigger, or say “tx” if you wait, and most of smart enough to use their basic attack, so they don’t one shot the whole mob with their Hundred Blade zerker build.
That being said, the mobs are way to fragile. If you have more than 3 players at a projector, even with basic attacks, not everyone will get hits in. Typically this will cause the players to disperse, so it doesn’t happen too often.
At the very least, remove the menu function from the ESC key. Even if you leave the 20 other game play functions all assigned to the ESC key without any way of reassigning them to another key, much less 20 different keys, please move the menu function.
… you guys do realize you are being trolled to the max by the OP, right?
Some mod, better lock this one fast, because it ain’t going nowhere but flame-city.
The Moa race is a betting game taking inspiration from the 9-rings style betting mini-games from the original festivals in Gw1, but with a little more action involved for each round of bets.
As long as I can Akitten while playing this. Otherwise getting “Lucky” would have been unbearable.
I just think a better way would be that if a keep has no buffs for X amount of time, the keep automatically “unclaims”
That would be great, too, even if independent from the “any buffs” idea. Just take the longest buff time (aren’t they all 1hr?) and have structure unclaim after that time automatically. Ideally, show a timer, maybe when you ask the claimer NPC.
As long as they compensate for it by raising other rewards, like giving you the cash value of that vendor trash instead of the bag.
Yes, please, drop all the grey trash from WvW (and PvE for that matter) and just give us the coin.
If you are not going for all zerker all the time, but are mixing in other gear, don’t get the zerker GS for crit dam. You are “paying” 123/9 ~ 13.66 attribute points per 1%. If you get the exotic zerker amulet you only “pay” 79/8 ~9 points per 1%. 55/6 and 63/6 for earring and ring, respectively.
If your current weapon is completely out of date, like a lvl60 weapon, just buy a green one from the TP. Get the cheapest, ignore stats pretty much, as you’ll buy a new one when you hit 80.
(edited by Mattargul.9235)
OR!!
While guild claiming is all fun and stuff – no one really cares, amirtie? When you attack garrison and see the banner of the Golden Rain Over The Porcelain Bowl, does that really make you want to attack it twice as badly?
Therefore, let’s divorce the guild boons from the claiming. Make a new menu option in the guild claimer menu for “adding boons”, which would be whatever your guild has activated right now. Existing boons are refreshed to their max time, others just keep ticking away. That way, a guild with more active boons can still add their stuff to a structure, there is no locking out. And if your guild has only 1 or 2 boons researched, but the 20 current boons are about to expire, you can add yours and refresh at least what you have.
Keep the claiming menu option around for flying a banner if you think anyone actually cares. Right now, since basically no one knows which guild has which emblem and you can’t see the guild name if something has been claimed it’s a total no-op IMO.
The answer to this question during beta (when they made the band-aid fix of loot bags, since originally it was the same as PvE, you had to find the corpse….) was that the game engine itself needed a major overhaul to accomplish the loot——>inventory transition, as apparently it wasn’t possible to code into the current way the engine handles loot.
tl;dr
Engine needs major overhaul to “fix” this issue.
I don’t know their code, so I don’t know how hard this would really be, but remember they said something like this about why they couldn’t make siege BPs account bound.
Maybe we’ll get another coding miracle.
I once did Claw of Jormag and had my thief do blast finishers on the water fields under one of the player mobs all day long. I must have done 100k in healing. When event finished I didn’t get credit for it. I lol’d so hard through my tears.
1) Allow a guild to UN-claim a place. Right now you can only do that by claiming something else.
2) Actually show which guild has claimed a place, not just “pink turtle on green background with yellow stripey thingies”.
@ #3 – I don’t really have an issue with this, but if ANet wanted to fix this, just temporarily add a number of extra patrols and give ALL of them R.I. That’ll clear the place out really fast.
Stacking loot bags right now is tricky because the bags actually reward stuff based on the level of the player you killed. Remember the vial of weak blood among the other lvl80 loot? Can be resolved by adding different bag types, though that creates more overhead.
And because I haven’t brought this up enough yet
JUST EMAIL US THE BLOODY LOOT BAGS!! Bam, problem solved. Nigh infinite room in the email in box (fix ya code if not) and no need to render and track extra stuff in WvW either.
Add to that, being able to see which guild actually has the claim. now, all you can do is shout in map “hey, guys, who has the pink turtle on yellow background with the neon green slashes? can you claim something, so we can put our +5 buff at lowlands? ktxbai”
And, being able to “unclaim” something yourself without having to lose the object or claim something else would also be cool.
“My skills!! They do nothing!!”
Even in borderlands, even when the big fight is clear across the map, the lag can be ridiculous during prime time hours. Skill lag, rubber banding, you name it.
I had to switch my ground targeted skills to use fast-cast, so you only need one key to go through for your skill to go off. Of course, that highlights the issue of the cursor getting lost in the battle fireworks.
Don’t attach any PvE boni to the orb. No one in PvE cares about WvW. WvW already provides boni to PvE and no one seems to jump into WvW “coz with another 500 points we’ll get +5% crafting XP”. You’d have to make the bonus something truly ridiculous for anyone to care, like a guaranteed second rare from world boss chests, and even then most people would just leech.
Obviously, don’t make the bonus anything that’ll make the strong stronger, like the old orbs.
A WXP, gold, MF bonus is a great idea.
Ran it three times, guardian, war, thief. The thief run was the hardest, though only because he doesn’t have perma regen going, or on-the-run shout heals, or insta condi removal/conversion.
It was still easy on all three, just by using his mines against him. All my chars have basically PVT armor. Zerker probably gets you killed here more easily.
My guild was fighting BM this week. Several of us got eaten at one time or another. when it happened to me the first time, I got my attack bar changed as expected, one boot, 5 maws. The boot cycled pretty fast, but that’s ok I guess.
However, when I got eaten the second and third time my attack bar didn’t change, it was blanked out. I did have the “eaten” debuff.
I finally was spit out and even then I still have the “eaten” debuff (maw with big teeth), even though I’m out.
There is a very good article that talks about nice-to-have guild features.
http://www.mmorpg.com/showFeature.cfm/feature/7438/Genese-Davis-A-Guild-Management-Suggestion-Box.html
It’s WoW specific, so they are probably missing a few things that WoW has implemented over the centuries, but GW2, in its infancy, is still missing. But this can at least add a few bullet points to the list of things to add for whoever at ANet gets stuck with adding guild features.
@DungeonDaughter – although I agree with you about allowing each character to earn a daily reward; it’s doubtful Anet will allow it.
It would seem thakitten ’s fair that if a player does the daily on each character that they should each be rewarded for the time put in.Except that dailies are designed as an equalizer, at least in part, and you’d be taking away that function.
Hmm, you’d probably see people create alts, run the daily when it can be done with low level chars (consume food, JPs, visit laurel dude, etc), then delete and repeat. Some folks are already doing this for BLC keys when super-rare drops come around.
If “all” your “friends” are on another server, maybe they can all chip in a gold or two to help you transfer?
Introducing Infusions and Ascended Gear in WvW
Now you can purchase Ascended rings and amulets and upgrade your WvW abilities with six new Infusions that give your character special WvW bonuses! Just speak to the new Laurel and Badge Merchants on each mapBolded the part that really caught my attention. Infusions have been a gripe of mine for awhile. This sounds VERY interesting. Lets hope there’s some meat to it.
+10% WXP? Oh, please, oh, please!!
+ 2% damage against gates. Da f…???
It’s hard to tell because of the ratings system. On the one hand the rating is all we have to compare servers, but it’s flawed -
You can only draw points from your bracket, which limits your potential if you are already #1 and lead 2 and 3 by a decent margin in points, but the gap to the next tier is a few tens or a hundred points. If you can only gain 5 points a week, it’ll take ages to move up.
Case in point: T8 from a few weeks ago, Sorrow’s Furnace. They routinely won by a large margin, but because they were already in spot 1, and 2 and 3 had fewer ranking points to draw from, their gains were negligible, or they even lost points, because they didn’t win big enough. It took a manual intervention to get them out of T8 and now they are in T6.
There should be a way to siphon points off of or lose points to the next tier up/down if you are in the adjacent spot. That would slowly increase mobility between the tiers without the rigid WULD. The amount of extra points moved to the next tier could depend on the point spreads. If lower tier first place wins big they gain a good amount of extra points from the loser of the higher tier. The loser of the higher tier could stem the loss by making it a close call, or lose even more by suffering a collapse.
Half the events – dragons and other super bosses – are NOTHING like raids.
It’s a mob with pitchforks and torches. There is no coordination, no communication. Unless all that defines raids for you are “lots of people doing whatever”.
Some temple events are somewhat like raids, as there are multiple goals that need to be accomplished (Balty, Grenth) and things kept in a certain state (Lyssa), which does require a little coordination, though other temples are the same face-roll until dead type (Melandru, Dwayna).
Dungeons I think are the closest we come to raids, but for the number of people. No, actually, WvW is the closest we are to raids in terms of complexity and number of people.
HABIB IS ALIVE!!!!
You realize this thread was necro’d? IIRC all the options from the blog post have been implemented and we still have super-skill lag. Even half way across a map a big battle can freeze your skill bar.
Maybe they need to implement a doubled setup. Create another copy of the 3BL+1EBG setup, allow people to choose between going to the first or second, have them run on different servers, and add up the scores for a total. Yea, it’ll be a ton of work on their side, but if ANet is out of bullets to slay the skill lag…
People aren’t forced to pay you, they can always do the puzzle themselves.
(insert picture of the redheaded kid meme)
SoR leads in points at end of week.
Servers crash.
Note that SoR was basically in this, i.e. third place several weeks ago. Too strong for T2, but not quite staffed to cover all timezones adequately in T1. And now we’re on top of the point heap.
If JQ can fill their coverage gaps, either by adding some guilds, or by getting the current population into WvW they’ll be a force to reckon with again.
BTW, Is JQ running training camps? PvE’ers coming into WvW for the first time will get run over mercilessly in T1 without some guidance.
Inflation? … have you checked the price of ectos lately? Several lodestones have also been holding very steady in the last few months. Without actually data mining GW2 it’s hard to claim run away inflation, as there are a lot of gold sinks in the game, too. And notice how not everyone is running around with 2k gold in the bank?
But, yea, you are all right, ANet really should just give everything away, not even charge gold for it, because some people are poor and couldn’t afford the cost of enjoying a rare skin.
Heck, they should just give GW2 away for free, because some people don’t have the real money to buy it. Throw in a good PC and solid internet connection, so they can enjoy playing the game. Free food, housing, air conditioning, because that’s what you need for enjoyment, and how dare they keep that from you?!
Some people enjoy rare skins because they are rare. You’d be destroying their enjoyment if you’d make those skins available to everyone.
In WvW, “zoom hacking” is an issue if it would allow you to eg look over walls to spy and reach areas with your arrow cart target circle you normally couldn’t get to.
Remember when cool items used to cost time, and not money… Glad to see all the people running around with these weapons and know that they spent no effort to get them at all, but instead just opened their wallet.
You do realize that all money buys you are gems, which incidentally you can also buy with in-game gold, which in turn you get by spending time playing the game. What was your issue…?
Teaming up also only works if there is something to team up against.
Maybe server A has the most points because they have superior coverage during Oceanic, SEA and EU times and tick at 600ppt for 18 hours, while their NA is non-existent and they get basically 0 there. If Server B and C only have NA presence their team-work won’t do any good, because server A isn’t even on any map. All B and C can do is fight each other, which splits the points some way for the 6 hours server A is not dominating and still results in huge run-away wins for server A.
WvW isn’t even about population primarily, it’s all about coverage. If your server’s coverage has fewer gaps than your opponents you can operate without any significant resistance longer and rack up lots of points in those hours. 2v1 does nothing to address coverage issues.