It is God’s decision that i fight.
As knight of honor, as protector of the sin. I sacrifice myself, for the blood of criminals.
Hearing that is somewhat comfortable, as i hope you guys didn’t forget how eles were an unkillable death god machine back then.
Instabilities are an amazing idea to add variety. And i think it would work better if you added more randomization instead of a fixed one per level. As in the current situation, people avoid all the annoying ones and stick with easy, making the others kinda pointless.
As for raising the difficulty of the content as you progress. Instabilities is also good way to do it. How about mixing up? For instance. Level 30 to 40, we have fixed instabilities. As for level 40 to 50, they start coming randomized for each level, then 60 to 70, it is randomized AND there are more instabilities to pick from, harder, and from there on, you can start adding 2 instabilities at same time per fractal.
I would prefer more fractals and rewards than everything else though. I would really like to see Abaddon fractal making in.
Also if rerolling is just so much of an issue, just make t1 fractals happen in t2 and , same for t2 to t3.
Removing the randomness in fractals kill away much of its flavor. Fractals are refreshing because of the random nature, and if it were to be removed, wouldn’t be any different from all the other dungeons where we have others running the easiest path over over and over.
We are extremely specific about what is being released regarding PvP in John’s blog.
To quote from it, we say the following regarding this:
- “This post is to let you know that glory will no longer be awarded as of a maintenance build that is currently planned for March 18.”
- Given that we have been calling the next phase of PvP the feature build, I’m surprised it wasn’t assumed that maintenance != feature here. Regardless, the next quote fully addresses that.
- “The glory vendor that was introduced in the December 10 build will remain until the new reward system is released in a later update "
- “Because these rewards are being removed in preparation for the next phase of the PvP reward updates”
In nearly every paragraph of this blog post, we discuss either what exactly is happening in this build, or mention that it is not a part of the next phase of rewards.
This is why I am confused as to where the misconception came from.
Holy kitten………………..
How hard is to just say whether or not the 18th patch will include all the balance changes talked about for months.Because they don’t want to reveal said changes until they’ve been thoroughly tested and confirmed to be included in that release build.
If they say “balance changes coming on X date”, the community will berate them non-stop about what changes are coming. No changes can be stated until it’s confirmed in a stable state for release – it’s the nature of software development, especially agile development/iterative design that Arenanet uses. Anything can change at a moment’s notice.
EXCEPT…WOW, the largest mmorpg, always lists balance changes in advance and gasp they have PTR to test the changes and take feed back on. So NO.
WoW has been around for nearly 10 years. You’re basically comparing an infant to a 10 year old and saying that the infant should be able to beat up the 10 year old.
A wise man learn from his mistakes, a wiser man learn from other people mistakes. There are no excuses. We aren’t even bringing up the fact of almost nothing being learned from GW1.
I have no idea why they didnt just make this a head piece instead. It would fix all issues.
No red post yet? BUMP
It is not a gem shop item, so it ain’t going to happen.
Meanwhile…https://forum-en.gw2archive.eu/forum/game/bltc/Zodiac-Armors-Feeback
It is really hard to believe this game has any sort of matchmaking. We, most players below rank 1000, were being pitted against the top 20~10 players in the leader board repeatedly. We are talking about Caed team here.
And we weren’t playing during dead time. So what’s really the issue? Is the game mode really lacking players to be paired with or is the system broken? Because we were literally being farmed by the toppest players and it completely turned me off from tpvp.
When i heard that we were getting new fractals, i couldn’t hold my excitement. Sure they were recycled from previous LS, but we were getting actual permanent dungeon content, and a new one too.
We were promised lots of balance changes, good rewards in line with other dungeons and a steady difficulty curve, but as soon the patch hits, i was extremely disappointed with how the whole update was handled.
Rewards are still completely underwhelming compared with something like AC that can be done in 10 m for 1.5g while a 48 fractals that usually can take 1 hour, rewards 1.4g.
Some of the chests of the new fracs actually give less loot than the others, our pristine relics droprate from boxes were reduced.
The final boss chest of a frac 48 still seems to reward similar things to a level 1.
But nevermind about that, most of my friends enjoyed doing fracs for fun, right? Wait what, they added MORE dredge to the dredge fractal? And they managed to make some parts even worse than before?(dying on buttons don’t work, dredge spawn as soon you kill the drilling guys instead when you pick the weapons, more patroling dredge before the buttons).
What happened? what happened with Anthony said? https://forum-en.gw2archive.eu/forum/game/gw2/Fractals-took-WAY-too-long/first#post2828742
I thought we were getting something along the lines of a content that challenge and force other classes to use a variety of builds, not one shotting enemies pigeonholing at least 1 or 2 warriors/guardians in the party. We still have enemies doing up to 14k~12k on long distance attacks with no tells. Mages in the ascalonian fractal simply snap their fingers and you die. We are forced to find a way to make this less painful only to be “fixed” somehow in a hot patch.
There were so many complaints about dredge, for months before this update, and yet, it was turned even worse, i just don’t understand what reasoning was used for these decisions.
They want you to buy on the update silly. Why would they want to lose money?
This might be worse, you may get communication sure. But Team Arena it seems like its more geared towards a dedicated group of pvpers.
The fact it is geared toward more dedicated pvpers is why I think the OP might enjoy it more. Though, I agree… there are some very good players in this arena and it can be very hard to win.
Between 4v5, skyhammer, being grouped with rank 5s and other clueless players….its frustrating. I can understand the OP perspective.
Agreed. We’re working on all of the above.
The worst part of all, your rating is tied to your wins and losses. But how is it your fault if you played well but everyone else did not? It would make sense for a static team to have a group lose and win ratio. But solo needs something better, like overall stats.
It’s the nature of the beast. PvP is a team sport, and that may sometimes suck in solo arena but do keep in mind other players are being treated the exact same way. I’m experimenting with ways to compensate for this as far as MMR and matchmaking is concerned, but I wouldn’t expect this to change for rewards or ladders.
Hey Justin, I’m currently in another 4v5 whoooooo! And it will count against my overall record.
Why are you posting on the forums during a match?! Get back in there and stand on those circles!
Justin i know ranks doesn’t signify if players are good or not, but would at least cut down greatly on the number of people that have no idea what they are doing. Something like being rank 20 to get inside?
ITT:Thieves are the only class with stealth
PU mesmers can keep stealth 60% uptime, their phantasm doesn’t disrupt stealth, they kitten out conds out of the kitten and perma protec/regen while in stealth, tons of blinks and teleports.
So where is the counter?Kill the clones? Oh he makes more just by dodging…
So did you guys progressed to 51? What was the reward? How much gold
I remember when people used to say that warriors was his own tier of kittenty class in pvp. Seeing this now is just hilarious. Same goes for necro. You guys are mad over classes not being a free kill anymore.
The fractal is fine. It does not need to be split up. People who know what they’re doing can beat it in about 30 minutes on average.
.
Show me those people.
I think those people that they are referencing are lower levels, there is no way that the clown car is fine at 40s. Just there alone is like 20~15 min.
Can someone explain to me how does this work? it isn’t first in, last out. I tested in the mists and 6 stacks of bleed always cleans before 1 vulnerability, regardless of order.
But sometimes…i’m not sure if it is a bug or content, i see things like 1 stack of vul being cleaned first before 10 stacks of torment. And Poison and vul being cleaned first before 20 sec of burn. It just doesn’t make sense…
So what’s the priority?
Will the sum of all my alts add up to the pool level when it is account bound? So say i have a 25 20 5 10, will i be 60?
https://forum-en.gw2archive.eu/forum/archive/bam/Skill-Recharge-Message/first#post3213263
It baffles me a change that was applied back 2 months ago, still has yet to be reversed. Now was this a intended change? A bug?
Either way it is annoying as hell to have my chat spammed by this covering up all the other meaningful chat. Ever since, i was forced to turn off game messages and miss my friends coming online/loot acquirement. This used to be tied to battle messages, which makes sense, why does belong to game messages now?
Was the old fractals issues addressed and fixed? And i don’t mean just bugs like the Ascalonian fractals always porting you back to the very beginning but flawed design like the infinite amount of mobs in dredge fractals or how the fact that cliffside second last seal becomes impossible if you try doing the “normal” way(i.e killing both sides). Too much mobs hitting far too much on higher levels.
To be more specific let’s talk about dredge: The mid boss with the cart spawn. By god, that part have to be the most boring thing i ever done in this game. Is it really necessary to fight 30 waves of dredges with a boss that literally one shot you? We are always forced to cheese it in a way or another even despite Anet attempt to fix them.
The asura fractal also comes to mind. I don’t understand why the last bosses and everything else have such little health but the 2 champions in asura(ettin and flame legion shaman) have such an extraordinary amount of hp that might surpass things like even HoTW underwater bosses.
Moss man agony attack. Every single agony attack have a tell, but mossman is almost impossible to notice, even more when there is a hundred of effects flying around. So what we have to do? Spam shields and hope for the best.
Bear in mind i’m talking about a 48. i know it is supposed to be hard, but these things are straightforward mindnumbing and frustrating(and i consider myself a masochist for challenging content). Not the hard fun that i enjoyed from the molten facility bosses or Mai trinn or even Liadri.
How does priority cleaning works? And corrupt boons?
And why it seems vul have priority over burn?And Vul have priority over 6 stacks of torment?
On the topic of vigor, is it possible to give us necros some meaningful way of getting it? Right now, we remain the only class with virtually no means of getting any form of vigor, aside from turning bleed into it. A master trait like 10 sec vigor on spectral activation or something. This would be at least a bandage to our sustain.
Are we really having 2 pages of something that is most likely a mis-localization of poison?
Scarlet is an elder dragon(Mordremoth)
I believe it’s tied to the “Game Messages” check-box in your chat filter options. Try turning that off.
The skill messages was tied to battle messages before, now it is tied to game messages. it makes no sense. Please, report this and turn the change back again.
We’ve actually increased the decay multiple times now, but have been purposely making small adjustments for at least two reasons.
1) So we don’t overshoot. The last thing we want to do is punish our players for not having the time to play every day.
2) The change is retroactive, so the changes are very visible to people tracking their ranking. We don’t want to give the wrong impression to a player when their rating changes for seemingly unknown or confusing reasons.
We’re looking into ways of improving the leaderboards, so please continue offering us your ideas. In the mean-time, I’ll bring up increasing the decay with the team.
http://wiki.guildwars.com/wiki/Dishonorable_Combatant_System
Start out with learning from your previous game. Add a feature to report people AFK/grieving on pvp. Ramp up the dishonorable penalty. Add a check that automatically ends the match if it only starts with 4. Or at very least don’t make it count as a lose.
We will continue with afkers,quitters etc because the way the system is, there absolutely little to no consequences to them.
I’m not exactly sure what’s happening here since this is very random and doesn’t happen to everyone, only specific people but…whenever those people stay offline for more than 5 min they are auto kicked from party. This can become an issue since a friend of mine dc oftens and we had our instance destroyed in dungeons. Ie: I didn’t have story and he had to open to me.
So what’s up, is this a bug or a feature to reduce stress server or whatever?
One of the Asura in the jail at the bottom floor of Rata Sum was jailed for that reason. The plaque besides his cell warns you to stay away or you might “catch his stupid.” It’s cruel but funny.
He wasn’t jailed because of that. One of the npc says he is too dummy to stay alone, so he probably caused some mess somewhere.
That looks really cute but for a moment i thought it would move
We’re currently looking at a few things regarding individual fractal difficulty and length. A couple of options are reducing the length of unnecessarily long fractals (dredge) and modifying the possible sequence of randomly selected fractals so you don’t get the longest and most difficult ones all on the same run.
Anthony, and about the hard cap at 50? And about the rewards that are completely abysmal? Every single pve content out there got a buffed reward except fractals, i’m lucky to get out of a level 48 with more than 1 gold. And those ones are exceedingly long and hard.
The stat boost, while controversial, is there to give the buff meaning in the context of the general WvW battle. Providing boosts like %WXP, etc. don’t have impact in fights against other sides, they are just a nice bonus for you. The stat boost and the points for finishing players mean that not only do you want to have the buff, but you don’t want your opponents to have it.
Devon pls, the whole reason orbs were removed in the first place before, it was because it made servers that were stronger, even more stronger. You are just trading half dozen for 6.
More world xp, no armor break plus other stuff WILL make and incentive people to seek for the buff. Specially if they are a considerable amount. How about adding physical rewards to the buff? Like increased karma, gold from events or increased crafting ascending materials for taking towers.
I want the best loot and i want it now!
Is the box going away at the end of the month? This might influence my decision of buying the infinite coin or not.
in Super Adventure Box: Back to School
Posted by: Nebilim.5127
Is point 2 and 3 made for tribulation mode? if yes, they are completely irrelevant. Devs already said the whole point of that mode is to frustrate you. If you aren’t happy with that, then play normal or infantile.
Imo, the mists should just be transfered to the minigame rotation, and call it a day.
Here is a brief image of 8 months of pvp evolution.
snip
Oh boy, this will be better than i thought. Josh, you should sticky what you said in the forums, or else this place will be flooded with topics talking it about being unfair, too hard, etc when the update is live.
I’m going to lay out the game philosophy behind how we decided to do Tribulation Mode because I think it’s going to be misunderstood by a lot of folks.
This design decision isn’t about being hard, being easy, or anything else you discussed. It’s much broader than that. It’s about ArenaNet’s decision to expend resources on a mode that they themselves know only caters to a select few. They do this at the same time that they continue to put out flawed buggy content and absolutely ignore major sections of the game that very large numbers of people play. One can wonder why and there might be many reasons but the most obvious is for the particular designer’s ego. It’s about them (ArenaNet) not about us (the players).
Meta is ridiculous right now (which wouldn’t be too terribly bad if they showed some modicum of ability to get it right). Imbalances in professions still exist. There are major bugs still existent that have been ignored for months (many months). We have designers posting about how every change they make is “well thought out and reasoned”, yet after every balance patch they continue to make changes to their changes. We have another that posts his usual condescending “information” about WvW and tells us that ArenaNet can’t publish anything “until it works”, while at the same time they are publishing crap that requires multiple new builds to at least get it close to functional.
This train is heading towards a crash, the only real question is going to be if it’s one of those old movie type slow motion ones or a spectacular full speed crash and burn.
Excuse me? There is the normal mode that was made for the broader audience. So we have that to appeal to the majority and tribulation to appeal to the minority. Everyone is happy. Are you telling me that the minority should be ignored because the resources could be used for something else for you guys? Nice hypocrisy mate.
If i remember right, SAB was a small project started by only 5 4 devs, that took off immensely due to the amount of dedication and quality that they put them. And i trust that Josh and the team will continue to do an amazing job with this content.
(edited by Nebilim.5127)
Really sad that all the minigames released so far, have absolutely no way or means to play with friends. Well, aside from entering the instance the same time and hoping to be put on the same room.
So what gives? Technical difficulties?
Parties are being destroyed without anyone dropping between 1:00 AM~8:AM server time. Happening pretty frequently these recent days.
https://www.guildwars2.com/en/news/robert-hrouda-on-upcoming-changes-to-dungeon-mechanics/
So far, we only seen AC to get the treatment. meanwhile, several other dungeons remain with boss featuring boring facetaking mechanics, bad rewards and huge hp sponges/time wasters(dredge fractal comes into mind).
Has this been completely forgotten? Sometimes it feels that because of the current trend of living story, we aren’t getting any more love to the other departments of the game. No more new paths, no more items, no more nothing. It really saddens what has come to happen, because i really enjoyed the new AC. Robert Hrouda used to post here almost everyday, and now we barely see him anymore.
Orbs will never come back in the form they had as they simply were too easy to hack around. With that said, we are definitely working on finding a suitable replacement for the best parts of the orbs, while avoiding as many of the downsides as we can. It’s not simple task though, so it isn’t as simple as deciding to do it one day and finishing it the next. Our goal is to get a new and improved version out when we can, but we can’t say yet when that will be.
There are several ways of dealing with that. You could just add a very tough champion that would require a zerg to defeat him to be able to take the orb out, much like the giant grub.
Yes, but then people can still teleport/fly hack the orb out of the base once the champ is defeated. The problem still exists, it’s just not as bad as it was where a single person could fly in and steal it.
Simple, make the orb a long kitten channel. This should force people to at least clear out the area before attempting to teleport.
Orbs will never come back in the form they had as they simply were too easy to hack around. With that said, we are definitely working on finding a suitable replacement for the best parts of the orbs, while avoiding as many of the downsides as we can. It’s not simple task though, so it isn’t as simple as deciding to do it one day and finishing it the next. Our goal is to get a new and improved version out when we can, but we can’t say yet when that will be.
There are several ways of dealing with that. You could just add a very tough champion that would require a zerg to defeat him to be able to take the orb out, much like the giant grub.
You also could add orbs back in the form of xp/magic find/gold boosts, a way of making players happy and avoiding any further unbalance by hackers or anything like that.
You cannot stop the esports!
This was not built by the dungeon team, but instead by the living world team. William and I are currently working on other content in the game, which is why there weren’t any significant changes to the core dungeons this last patch.
We’ve been playing and giving feedback on the new dungeon though. It’s a different flavor from our normal dungeons, but still tasty they are trying some interesting things we will be keeping an eye on.
By other content i hope you meant phase 2 on dungeons, or has that been forgotten already? Because good lord, some dungeons seriously need some polish like hotw sponge underwater bosses and dredge infinite waves fractals. Talking about fractals, i hope you also lift the 50 hard cap.
Dungeons been kinda forgotten in the last patchs, i wish you could share anything new that might be coming.
Hum, gaile he bought from the tp, the item isn’t going to drop on his mail.
Can someone link me the current cantrip d/d unkillable build for tpvp real quick? I tried using the search feature on the forums but couldn’t find it and i’m uncertain if it is the right one among so many custom builds.
Please and thank you for your patience.
some rangers are using beastmaster builds, its not bad imo, i got hit for 6000 dmg from one hit of rangers pet with valk amulet on myself, so i wasnt a glass cannon… it hurts, its almost 2v1
Yeah i was trying to fight one using an owl and i seemed to have the fight won, and i wasn’t very scared of running to him since his arrows were doing very little damage even despite me being a full glass cannon. Then all of suddenly, 16k hit by his owl. lol.
If you want to beat a bunker Ele as an Engie then you go condi. Ele cannot cleanse fast enough or long enough.
And no burst thief can take down a bunker Ele.
I see, should i use this one then?
http://gw2skills.net/editor/?fcAQJAqalspSXHxSfF17IyoCdmoHPGlNZfewWpFEC;ToAAzCpoCyUkoIrOugk6MWYKC
I just love too much the build i’m currently using, i have enough cc and rifle on its own does amazing spike damage. My only issue really is bunkers guard/eles. But i’m going to give a try. I really need to pressure eles and butt them off points. I’m sick of having to get 2~3 people to kill one.
(edited by Nebilim.5127)
I main an engineer. And after researching and testing a lot, i found out a huge improvement over using Ostrich eggs build(hgh power rifle nade).
So can someone link me a few builds and videos?
I found out that we were getting outplayed by other classes such as mesmers using shatter/sword builds and nearly unkillable eles. The eles are a huge issue, even despite having 15 stacks of might and 4k attack, i can’t seem to deal enough damage to kill them, even when i use point blank. The only time i ever get close to it is when i use grenade barrage doing spike, but oops, they always use mist form, run and then back up to 100% hp again.
Our team is formed by a Guardian, a thief, an ele, a ranger and an engineer. I think the current meta for rangers is traps? and thieves burst? Would a burst thief be able to take down a bunker ele?
Almost forgot, i got an answer from him. And there it is.
So it is either bad communication between devs, a bug or they are just straight up lying to us and don’t want to admit the dungeon is capped.
Either way we would really appreciate more transparency. It is really REALLY frustrating to go through all that hard work to hit an invisible wall.
Are we supposed to test out each patch or what? More agony resistance was already released. This cap isn’t necessary. 45 agony res is enough to easily survive a 40 level bracket, giving us chance to go on with a 50 by whatever means we can do it to help mitigate and survive the damage.
Me and my group recently reached level 50 about 2 weeks ago and to our surprised, Jade maw agony is ticking on us for hundreds of thousands of damage. Not even with our member with max agony res possible resisted and immediately died. We tried res rushing and ops, agony gets reapplied killing immediately too. So what gives? res rushing on 48 does not make agony reapply but it does on 50.
Is it the dungeon hard capped or did they remove that recently?
PS – Robert, could you ask whoever deals with pet stats to see if the white raven (HoM) and regular raven have the same stats. Its often reported the white has less vit with no corresponding increase elsewhere.
that is something I can personally do
Both the white raven and the black raven share identical stats. There is no differences between them with the exception that one is black and one is white. Just cosmetic differences – all the numbers are the same.
EDIT/UPDATE:
Turns out there is currently a health discrepancy between the white raven and black raven – I was checking our current information for our next patch, which showed that they were the same.
Right now it is true though, they have a bit less HP. Our next patch will address and fix this.
I wish you mained a necro Hrouda. Maybe only then we could get some bug fix done with our pets.
You went overboard on the nerf in some parts Hrouda. I really enjoyed some of the new mechanics of the fights but…let’s start with a few points:
The rumbling colossus deadliest attack is rendered useless just by staying near an npc. Sure he knocks you around but what’s the huge deal when the bubble is so big that the you would still fall inside.
Kholer summons are weaker than overworld trash mobs making them completely pointless to the fight, same could be said about the ghosts being summoned near Detha traps. I think his spin attack was nerfed a bit too.
The worst offence is that EVERYTHING had his health massively reduced. I understand that damage sponges is a bad thing, but unlike in fractals, dungeons do not have agony attacks. There is nothing here that you should watch out for, and the bosses die so fast, that you wouldn’t even need to pull off your heal button. My team wasn’t even in full zerkers, we were all running support. I assume that bosses/enemies would die in less than 5 sec with a team in full zerkers.
Now an incredibly amazing addition was the ghost eater. A entertaining fight that requires group coordination added with risks that you should watch out for(one hit ooze spit and the deadly ecto ground). Same for the spider, you can’t just facetank and afk anymore, you need to pay attention to what you are doing.
In my opinion, most of the changes made the dungeon far too easy, even more than before if it is even possible to say that. Some parts were improved like i pointed but the rest was very badly done with just number tweaking. And to be honest, i’m scared of what you have in mind for other dungeons, specially Arah. And if there was a place that ever needed a nerf , it isn’t certainly AC but Hotw with the underwater paths. And specially high level fractals(40+) like the dredge carrier part and Uncategorized fractal ettin/flame shaman champion.
(edited by Nebilim.5127)
No changes to veggie pizza? that’s a 40% overall extra condition duration. It is more than any other trait other classes can ever achieve.
Also a bit disappointed that only AC got touched in this update. I thought the phase 2 you mentioned in your post would revamp all dungeons, specially Hotw with the massive damage sponge bosses
Sometimes, even if i kill someone while in ilusion of life, i don’t rally. And even with sweet vengeance, vengeance don’t always work.
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