break. I feel like they should be back by now..”
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My mule has almost 20 spare rings on him so yeah, I’d take anything for salvaging it. It might give more of an incentive to return to fotm for me, considering how much I hate running fractals (cuz of people, not because of the difficulty)
Also here’s an idea, finishers unlocked through pve. I’d enjoy seeing the Maw come out of the ground and beam my enemy dead. Hell make it costs 100 pristine relics, something to use them on.
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to the genius who decided tequatl should still giving a big pile of blue/greens, go ’’kat’’ yourself…
jokes.
That’s my concern with this. I got 1 rare.
I hope the next update fixes the shatterer, that guy has a lot of potential considering it also has siege weapons. It sure does spice the fight up when you can’t just sit up front and swing away.
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Absolutely Gabby, for now Im glad its frequent. No server beat it on the first try( which is good ) so letting us rinse off and rethink and retry frequently was and continues to be good for the community. But as time goes on it just isnt worth the spamming.
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The idea is to make people work for those things, not just pay to look cool. If you don’t like the new items dump them.
Also you don’t have to do fractals to make an ascended weapon.
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To update, congrats To the numerous servers who are starting to beat this baddie. It took awhile but its quite clear, this fight IS doable. No need for voice comms, just need people to work together and listen to the commander(s).
Now, the 15 minute timer is while fighting tequatl, not while the lazer is charging. Also, the final lazer charge resets the timer to ~3 minutes if you succeed which helped my server, the timer went from 1:40 to. 3:00( Idk if this works intentionally and if it works for last minute timers). Either way the timer stops counting down durin the battery phase as to not eat up the valuble time you need to dps it. The claw of jornag has a 30 minute timer and it dies way to easily. Maybe its just the comparison of difficulty to time restraints but I feel like Tequatl is fine. Just I wish anet looked at quality of events not quantity, I don’t want to farm tequatl and I doubt anyone else does considering how much rage it brought( haters will be haters). I’d much rather come back every so often and have high hopes for good loot rather than jump in every time its window opens with little to no faith in getting its cool skins.
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(edited by NinjaEd.3946)
Regardless of what some threads may say, you guys (Anet) have outdone it! You turned a punching bag into a meatgrinder and in respect to the various unique mechanics, it’s just all around epic. It truly is a World Event!
Now, there is something I would like to suggest on this fight (not changing any mechanics, this isn’t a whine post). A while back there was a post on this site (from ArenaNet) about making world events occur less frequent yet leaving their impact for all players to experience. Currently, I’m fine with Tequatl appearing every 90 minutes or w/e it is, it not only gives us a quicker pace to learn the new fight, it advertises a truly amazing boss that this past patch was mostly about. However, after this segement of the living story, I believe this event should occur much less frequent. Like 2-3 times longer between each arrival.
I watched the video where the server Blackgate (congratulations btw!) used a ton of coordination and had the commander(s) keeping everyone in line for the fight. People listened, and it paid off as the world first. That took a lot of coordination, and that’s not something people can pull off every 90 minutes. Even if that same group came back and beat it again, it just loses its significance. I know this isn’t a traditional mmo but take 1 note from large scale bosses if you can, don’t put them on rotary belt and just push people to keep coming back to farm it. With a challenge like this, make the rewards well worth the punishment and put some break in the middle. Remember, the only thing exclusive to Tequatl are achievments and skins. You’re not getting stronger for killing it, and there are other skins and other achievments, there is no requirement to kill this thing aside from aesthetics. If someone (say, a casual) cannot log on at the right time, tough love. It’s an mmo, the world moves on whether your there or not.
Like I said, I like it’s speedy rotation atm, it helps us learn the fight better and gives all players a chance to atleast experience the fight. But make the fight significant after these 2 weeks, don’t push us to return every 90 minutes. 3-4 hours respawn with a drastic bump in drop chance for asc weapon skins. That way if we do manage to gather a solid group, we have better chance of gaining the skin instead of hoping the next run will go as smooth (because it NEVER DOES! FACT).
P.S. Shadow behemoth died in 2 minutes on TC. I really think this fight was overlooked or the patch notes didn’t match what actually changed. Fire elemental is great, Svanir shaman is still a punching bag (it lasts a long time, but it doesn’t fight back at all), Golem is alright although I think it’s new main source of damage wasn’t all too right but it works for now I suppose.)
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(edited by NinjaEd.3946)
DCUO has a very cool wardrobe system where every “look” you encountered or purchased etc. is stored forever for your character and you can mix and match infinately from the pool you have. I DO NOT find any plausible reason for ANET not to do the same in a game where cosmetics are as important as stats..
Yeah DCUO handled this really well. The funny thing is they already have the system in play, it’s just exclusive to pvp. Well sorta, you can only store 1 of that skin its not something like the hellfire or radiant skins that you can make whenever you want.
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Well not all pets are as universal as say brown bear or Salamander drake. They each have their role really, its just many of them fill a role no one cares for.
Pet acquisition is dull, being pet bound is uninviting, I wasn’t to happy with the ranger transition between gw1 and gw2 but it is what it is. Only thing I’d suggest is skins unique to pets (like the HoM pet skins, but through gw2 for those interested in cool pet skins) and more pet options with varying f2 skills. Like walls, or more boons, or more fields (lightning perhaps?) because I agree, some pets look way more appealing than others. Problem is their not as useful as some others, and you’re essentially stuck with a select few. That’s not what gw2 is about, you should be able to play how you want. If I can’t use a drake hound as effective as a wolf or a Polar bear as effective as a Black bear then I have no use in my ranger.
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(edited by NinjaEd.3946)
Thief-
Share the Wealth(trick)- Share your current boons with nearby allies.
Range 600
Cooldown 60 seconds
Similar to Signet of inspiration from mesmers. Goal being to make thieves more party friendly
Static wire(trap)- Set a trap that leaves enemies vulnerable
Duration 6 seconds
3 stacks of vulnerability every pulse
Vulnerability duration 8 seconds.
Pulses every 2 seconds.
Combo Field: Lightning
Cooldown 45 seconds.
Necromancer-
Well of despair- Target area pulses, decreasing enemy condition resistance.
Condition duration on enemies +70%(in well)
Duration 5 seconds.
Cooldown 50 seconds.
Summon Haunting fiend(minion)- Summon a Ghostly figure to attack foes, dealing bonus damage to weaker foes.
+25% damage towards foes below 50% health.
->Command your ghost to cast a chilling field around your target.
Field duration 4 seconds.
1 second of chill per field pulse
pulses every second
Field radius 240 units
Combo Field: Ice
Cooldown 35 seconds.
Guardian-
Staff of Guidance(spirit)-Summon a Arcane Staff to defend you.
->Command your staff to purge 3 conditions from nearby allies and leave behind a burning field. This destroys the staff.
Radius of effect 300 units
Field duration 3 seconds.
Combo Field: Fire
Cooldown 50 seconds
Ranger-
“Finish Them!”(Shout)- Send your pet to finish a downed enemy.
Stability duration 4 seconds.
Cooldown 60 seconds.
stability starts at the beginning, so 4 seconds could be useless if the ranger uses this on a far away enemy. If need be, the time to finish them could be longer than the average player.
Warrior-
Blood Raged Stance(stance)- Gain might when struck.
Might duration 7.5 seconds.
Internal Cooldown .5 seconds.
Duration 8 seconds.
Cooldown 50 seconds.
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(edited by NinjaEd.3946)
That’s another thing Timos, I think players and enemies sharing skills is very important because it adds a unique skill level to the fight(mentioned the reef riders bubble). Not all skill tooltips have their full list of inner workings listed and this gives players who know how skill x works an edge on their combat and rewards them for knowing. Even some major bosses share skills from the 8 professions, and it’s nice knowing how they work before hand so we don’t walk in entirely blind.
Speaking of Southsun, I wish they removed “spider venom” for thief and added,
Karka Venom(venom)-Transfer a condition on your next 3 successful strikes.
Duration 30 seconds.
Cooldown 45 seconds.
would do wonders with venom share in a group for anywhere really. And spider venom is just too weak, much more reliable sources of poison that don’t waste a utility slot
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It was stated that for the 2nd half of 2013 there would be a ton of updates for the game from improving legendaries to the reward system, etc etc. So far many of them have come true and with great results, so I have high hopes for the new skills for 2013.
My biggest concern is that they may introduce more utility skills that never serve a purpose. I suggest that these new skills do exactly what each profession was meant to do from the start, fulfill all roles. By this I mean, give ranger’s better skills for dungeon play, give thieves better skills for zerg play in wvw (almost all their skills are for selfish needs and not effective in large groups), things like that. If a profession is missing some key element that a lot of other professions already have, add it in.
For example warrior can use sword/wh or gs and offer great mobility, ele can provide constant swiftness, thief can ss, necro is bound to a whimsy wh or taking a utility slot. Things like that should be fixed without sacrificing a build entirely.
Theif:
Shadow Advance(Deception)- Teleport ahead leaving a smoke cloud at your starting and ending location. Allies can only enter the void once to move between them.
Cast range 1200 units
Combo Field: Smoke
Field duration 4 seconds
Field radius 240 units
Blind duration 2 seconds
Cooldown 90 seconds
Art of stealth(elite skill)- Create a dark wall which grants allies stealth and swiftness.
Stealth duration 5 seconds.
Swiftness duration 5 seconds.
Wall duration 3 seconds.
Combo field: Dark
Cooldown 120 seconds.
Max targets to affect 20.
Give thieves some good group stealth already. With only 2 real stealth classes, both should be able to help a group with it on the move
Necromancer:
Change furious demise to also apply aoe swiftness for the 5 seconds. It’s not much but atleast it gets them into the chase with no real method to keeping up (0 leap finishers on land, 0 directional teleports that are reliable). So 5 seconds of aoe swiftness and 5 seconds of self- fury.
Spectral charge(spectral)- Dash forward causing vulnerability to foes you touch and granting swiftness at the end as well as damaging foes. Gain life force if for each foe you hit at the end.
5 Vulnerability to foes you touch (130 units) for 8 seconds
Dash distance 900 units ( 1.25 seconds)
Life force per foe 3%
Breaks stun
Cooldown 45 seconds.
A lot like the ghosts in orr that go invulnerable and charge you, except you break stun instead of going invulnerable, and cause vulnerability
Warrior:
Powerful banners- Although not much, add “Banners heal allies in the area when summoned”. Heal is about the same as shout heals. But really this trait is awful regardless.
Uppercut(Physical)- Deliver a powerful punch the launches your foe and deals heavy damage (single target).
Launch distance 450 units
Cooldown 30 seconds
Essentially the power of stomp but into 1 heavy single target hit with a shorter cooldown. By heavy I mean more than the typical physical utility but nothing like final strike or eviscerate. Reason being more so for spvp as stomp is a long cooldown and quite easy to negate with blind or by fast mobility due to its short radius of effect
“Rally to me!”(shout)- Break stun for nearby allies.
Stability duration 1 second.
Radius of effect 600 units.
Breaks stun.
Cooldown 50 seconds.
Ranger:
Flee(shout)- Grant you and your pet stealth for a brief time. If you break stealth by attacking, gain might.
Stealth duration 3 seconds.
10 stacks of might for 4 seconds(this is for you and your pet, but you will not grant each other might by breaking stealth).
Cooldown 45 seconds.
Search and rescue- Change to grant the ally it revives 2 seconds of invulnerability when they start healing. Otherwise this skill really serves no use in spvp or wvw(easily negated by planting). In some cases even pve (world events).
Wind spirit(spirit)- Summon a wind spirit that grants allies a change to gain vigor on hit.
-> Your Wind spirit will create a dome of wind around its location, absorbing projectiles. Lasts 10 seconds, ends early if killed. Cooldown 45 seconds.
Vigor duration 2 seconds.
Dome radius 400 units.
Cooldown 25 seconds.
Walls are very popular in many dungeons, unless underwater ranger really could use one. May even work well in wvw
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(edited by NinjaEd.3946)
Did you see the video? People were dying, even the guardian that was streaming. Also if you watched it you would notice a lot of time was soaked up when tequatl when invulnerable and also when people were sucked into the portals. It’s not about maxing dps its about a steady stream of dps. Same logic applies to zerker and non zerker. Sure you can max your dps but if you die easily then you’re doing nothing which means 0 dps and time wasted.
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Even if the loot tables are the same (excluding tequatl, where it was announced that his loot table was improved) i’d still play them. I hate swinging 1 to win, I want a challenge and from the looks of the video at I think it was pax, it certainly fills that criteria.
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I think the trend is quite obvious, content gets released and threads are appearing saying “after the latest patch I keep crashing”. I’m starting to think this isn’t about the patches as much as the servers or maybe even the physical copies of the game not working properly.
As many posts as before, some days I have no lag. Not even so much as a long load screen. Other days however, I cannot play without being interrupted with long pauses and crashes.
I’ve been playing this game since release quite actively and STILL have had no solution to the issue, it comes without warning. My pc is fine, unless gw2 added some high end requirements suddenly that I don’t know about because I played the game for the first few months with no issues at all, and I can play planetside 2 on near max graphics with no issues. Will this inconsistent lag ever end? I have no clue what triggers it, my pc is only running about 35-40% with gw2 running and my mouse program (which has to be running). Graphic settings aren’t the issue nor is ram, I just don’t understand what is causing this.
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I dislike this map very much atm. Not because of the constant knocking off, or the jump boosters s up, I like that kind of environment. What I dislike is the constant camping of the laser. It hurts like hell, I don’t even think it can be dodged (tried several time on thief, maybe it was just bad lag, every day, but I cannot dodge it. Maybe a bug idk) and it has a very short cooldown. The majority of matches I play either my team or their team will have 2-3 people sit in that room and hold it hoping someone will go and cap.
Only solution? Send someone else up there to camp because there is no way to shut it off and you sure as hell don’t want the enemy to have it. It takes away from the match having someone just sit in a room and wait, atleast in the Battle of Khylo you can destroy the treb and there is time before the repair kit appears.
With all maps though, you want some side objective to spice things up from the lackluster domination so I suggest this. Remove the laser and change it to a console. The console will determine who can fall through the hologram panels when they are broken and it cannot be changed for X minutes or seconds, perhaps 90 seconds it will stay on one side. This discourages camping because you have no use standing in a room for 90 seconds (or w/e the cooldown may be) but it still maintains the bonus objective aspect because a good team or even player can utilize them really well (immobilize being the best tool).
That or triple if not quadruple the cooldown of the laser shots. Most matches don’t support large enough groups to be contesting a point without a giant laser beam interrupting them. The laser AoE is massive, and you do not want to be struck by it but by the time you can put any effort into contesting a point, the laser AoE is back. Secondary objectives should be something you go out to collect(orb, cannon balls, buffs) or defeat(lord, svanir/chieftan, treb), not camp(laser of doom).
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Player skill isn’t derived from gear, all gw2 players should know this by now. So really, there is zero use in an inspect option, just ask what build they’re running. Usually this can be found out by just looking at what weapon’s the player has out, I laughed when I was asked to link my gear in cof farm runs. I was full zerk, said I was full zerk, and they were still asking for links, half the party left 1 minute after forming because “we were taking too long”….
Elitism is horrible, and it isn’t inviting to new players. Thankfully at high level fotm most people know each other and don’t have to ask for a link to know whether you’re good or bad. Want to know what the guy next to you is using? Ask. Mf gear is going out the window so there is really no need to ask for some youtube hero team.
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I can see how this scroll may not be worth it to some, but I don’t think the purpose was to skip leveling as much as get a low level out of the boring zone. You can hardly do anything below 20, or even below 40 due to restrictions on traits/runes/sigils. I had 0 motivation to level my necro until I got this scroll. Mainly because conditions are aweful at low levels and I got tired of leveling characters. Atleast then I had some more utility and could test things a little better (46 now). I just hated having no utility pre-20.
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Although good teams probably don’t do this, but when someone see’s a downed player usually like a bunch of players will gang up and try finishing them off. This includes ele’s ofcourse. Now although the offensive side of a downed ele is bupkiss, the defensive side plays really nicely in 2 ways.
1. it distracts the player(s) and keeps them preoccupied with planting you, hopefully giving your team more time to either help rally you or take an objective or even wail on some other guy.
2. lets say you see someone else downed in a fight and as an ele, you get downed. you can hit the guy a few times and, if you’re team is smart, vapor form can help you stay alive long enough to rally off their defeat. Ofcouse this depends on what profession that other downed guy is playing but it still opens the door for you. Getting past a door in wvw with vapor form is just 1 way its op. The other being an inevitable delay in being defeated.
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They should add exotic breathers with various skins before touching anything else in water. The fact that masterwork is the highest quality breather we can get atm really shows how little of an investment water combat was which is surprising when talking about coding that kind of movement.
As for a underwater city, we still got a lot of water undiscovered. Who knows, and after the massive flooding I imagine a once above water city might be home to some hylek or quaggans. Soo much we don’t know still^^
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The downed state was something new to me when I moved to gw2. Never seen it in other mmos so I wasn’t for or against it. With how pve pans out and also for intense battles in spvp/tpvp, I grew on it. However I do notice something troubling about the downed state, and that’s the simple fact that some people have it WAY better than others. Mostly I’m talking about the ground downed state because there are very few difficult regions and spvp maps that deal with water at all. While invuln stomps (mist form, elixir) stability finishers and blind finishers are annoying, I guess its the price for playing smart. You use what you get.
Warrior: Hammer takes forever to pull out, and then it’s like watching the game winning pass in slow motion. I suggest 2 things, 1 being make it a charge skill. By this I mean if you hold the skill button down, it will ready the hammer, but it won’t toss it until you let go or after x amount of seconds. The other part being to speed up the hammer projectile speed. Often on my thief, I don’t even have to blind or go stealth. I will start a finish, wait 1 second, stop and dodge, continue finishing. It’s so predictable.
Ranger: Daze is fine, love it actually but I have the issue with the pet raise. In pve, yes its great especially if your in a dungeon and the team is busy surviving or simply unaware you’re down. However in pvp, it is useless on land. Unless you and your enemy both get downed it does no good because it just runs and starts healing. In water the heal is ungodly but on land it should do something like stealth you for a few seconds when it arrives (2?) or fear nearby enemies for a second. Otherwise, love the skill. Hell even a trait to do something like that would be great.
Thief: only suggestion is give maybe a 1 or 2 second timer before the teleport can be used. Too many times I’ve clicked 2(weapon skill) after I get hit real hard and then I waste the teleport.
Elementalist: don’t know exactly what would be a fair change but there vapor form is just too op. They can be downed, vapor, and get inside a keep/tower/castle and just get back up. Warrior, although they may live long enough to activate vengeance, they are susceptible to damage and conditions but more importantly, vengeance isn’t ready the second they get downed. When being downed you have that second or so of invulnerability which is enough for an ele to use vapor form freely. I just don’t think that’s reasonable for a downed skill. I’m fine with the utility skill, as it has a tremendous cooldown but as a downed skill it’s just too good. At least a Mesmer blinks out of the shadows when downed, revealing the real one with little trouble. Immobilize(the only counter) is difficult to time when talking about an insta cast when downed.
Engineer: maybe it’s just hard to tell in the middle of fights but against downed engineers, I can’t recall ever being affected by grappling line. On my thief, I know scorpion wire (the same thing) often has troubles predicting where an enemy will be and will miss really badly. Not sure what to suggest on this aside fixing it’s targeting. Booby trap is quite fun to watch though.
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The achievements are the reward system. Before, it was just grind gear and do nothing special. Although not that memorable, the achievements have you do special tasks to get rewards as opposed to just farm cof p1 to buy w/e it is you were after.
It would be better to actually make a story line that can be completed ON THE PLAYERS’ TIME but temporary achievements seemed to of been a more cost efficient alternative.
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Same game, same test (planetside 2, and LoL) and same problem. Gw2 keeps disconnecting, some days I play the full 6-8 hours no problem. Other days I quit after 10 minutes from basically rage quitting due to crashes.
Couldn’t find the file through browsing so I just copy pasted it into another notepad document.
Attachments:
break. I feel like they should be back by now..”
Some days, I can play fine. SOME days…
Other days, it deceives me into thinking everything is gravy and the second I use any skill on an enemy, I lag and d/c. Any skill, even basic attacks. How am I supposed to play any part of this game without using skills, especially spvp?
This issue has gone on for MONTHS and I have seen 0 improvement. I can play other games with no issue aside from an fps drop (depending on the game and its graphic settings, like ps2). On appropriate graphic settings no other game is giving me any issues. This game, even on minimal settings I d/c. GW2.exe only takes about 25% of my physical memory according to the task manager, dunno if that’s bad but I’ve played with worse. Been through 2 different routers and 2 different internet providers and nothing has solved this….
All signs point to something with the servers, and apparently it only affects certain people because I’ve asked people in map chat if they are crashing over and over (every 2-3 minutes) and they say no, “it’s probably you’re pc” but when I come to this subforum all I see is threads on this topic. Where is the tech team? The bi-weekly updates are pointless if hundreds of people can’t even play some days because they crash over and over. Would be a great game if I didn’t have this issue for THIS long.
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Couple times it’s fine, other times I simply cannot play due to lag/crashing which is especially bad in spvp where you simply rejoining isn’t a solution (people often replace your slot).
I dunno what the core of the issue is or the extent of it’s impact across the whole game (some people claim to never have issues) but I do know this problem isn’t new. It has been affecting me for months and has hardly gotten better. Often I’ve seen a post about how a crashing issue was resolved but I never had any difference between playing and crashing. It’s been inconsistent with me for these months and I never get a warning sign until it’s too late. Worst is when it happens during wvw reset night :/
Please fix this issue soon, I hate to have to quit for the day simply because the lag is unbearable.
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Add me to the list with disconnects, had 2 yesterday, 4 today so far…
Oh yeah?! Well I disconnected 5 times in a row in spvp. Bammo!
But really crashing over and over is making me less interested in playing.. I can’t even complete a match in spvp without crashing
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I understand there are different teams for each part of the game, but please… do NOT release any heavy content until the server lag is dealt with. I can’t enjoy anything with how much lag I get, and it has nothing to do with my router or pc(other games run fine). It’s well known the servers are goofing somewhere. I enjoy what I can but I really hope nothing big gets put in where I’ll spend the entire 2-3 weeks wishing I had 1 day where I wouldn’t crash over and over.
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One of the major problems I’ve found with ranger in pve (their least attractive game type) is their lack of team play and their control over the pet which often will cause unnecessary aggro and disrupt the group’s progression.
So, post what you want to improve ranger or outline any issue they have in what part of the game, let it out. Ranger has most certainly improved over the course of 12 months but they have a long road ahead still. Some issues I see with them are:
-You cannot decide what the F2 skill will be. Its pre determined, so you can’t tell a bear pet when to activate defy pain, or a canine pet to pounce. It’s very restrictive. The pet will still be unique whether or not you can control it’s unique ability (fear, immobilize, etc).
-Shouts are lacking. They offer great mechanics but when theorycrafting, look at what they have to offer over other utility skills. Search and rescue is great assuming the enemy isn’t about to finish them off, guard is great assuming the ranger’s dps isn’t lowered for not having a pet on board, sick em is basically F1 but upgraded (barely), leaving protect me as the really only viable skill. These skills should have boons or conditions applied, like sick em applying vulnerability on pet hit while active, or search and rescue applying fear to nearby enemies when it starts raising as to actually help rally rather than waste a slot.
-Lack of main hand weapons. Axe is meh, its for condi builds really but overall its sluggish and difficult to work with (splitblade). The other option is sword which although can be useful, is rather disapointing to those who want strict power out of it. Either offer stronger utlity (stealth for X seconds on hornet sting perhaps) or add something like mace for an upfront controlled melee weapon for 1h. off-hand dagger and warhorn is just a ton of fun, but the mainhand options are sad imo.
-Pet group play. Although some pets can fit this, there are some missing skills involved. More pet skills via pet choices. A pet with a wall skill would do wonders in their role for dungeons, a pet skill to blast finish would be awesome if it can be timed, things like that.
-Pet skins. Its all about skins in guild wars, but only HoM get to see that tad bit from pets. Let guild wars 2 players do something to earn some unique skins. They don’t have to be any stat bonus, just something to further customize their look.
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Great people to work with, and improving every day. Reset nights we easily get 20+ and neighbor guilds visit often.
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We don’t know any details on how ascended armor/weapons will be. I wouldn’t jump to conclusions when only the thought of them was announced.
If you have done 48 fotm, you know how hard things hit already. Now do you think they would add more levels past 50 and continue scaling them? Do we have any ability to take on level 84-85 vets in large numbers? Not really, I don’t think they’ve introduced any gear treadmill. Look at the stats of asc and exotic trinkets, they arn’t drastic plus they are also limiting in stat cominbations because it comes with a set, you can’t add a jewel of different stats to it.
Colin also said in the interview on twitch that they are approaching this carefully to avoid excluding people out based on their gear. Will asc armor/weapons be stronger? Yeah, but a kitten in shiny armor is just a kitten. A lion is what people are after.
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These upcoming changes are for 2013 too. Thats only 5 months left really, looking forward to 2014 ^^
Really touched on a lot of old age questions Anet, glad to be playing still. And people say they didn’t listen to us.. pshh.
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Suggested this before, however indirectly. This thread is entirely about a check list. Now many (if you are still reading) wonder,“what are you rambling about?” Well here is what I proposed.
Every dungeon has mini events within. Some have the dead in the way of your path, others are avoidable. Currently explorer mode seems like a pre-determined deal where you won’t really “explore” much as it may sound. So I suggest 2 things.
1. These mini events be part of a check list. Complete them, and your bonus chest at the end is increased whether it be better loot (rares, maybe slight chance at exotic, rare mats, etc) or higher coin/karma/exp.
2. Add more side events in each dungeon. Don’t make these flat out in the way, make the player have to go down hall B rather than A and locate it. Don’t ofcourse make it ridiculously far and full of “trash” mobs on the way, but make not so obvious paths to them. Like mini dungeons in open pve, they shouldn’t be so transparent.
This accomplishes 2 things. 1 being to justify RnG after 1 run. We are allowed to re-enter a dungeon at any time but after 1 run our rewards are lowered, which for some dungeons seems quite harsh especially for harder dungeons that take time. The other being upgrading the reward so that actually completing the entire dungeon is worth it. Face it, no one in cof p1 wants to kill the flame legion on that bridge… its not fun or rewarding. Give a bonus at the end thats respectable and people may actually stop for the 3-5 minute fight. If the party chooses to skip it, well they actually will miss out for once.
Lastly, if a dungeon path clearly takes more time than others, buff the rewards. Skins are nice but some skins cost money and it’s just not comparative to cof p1 at this point no matter how boring it may be.
break. I feel like they should be back by now..”
Beauty is in the eye of beholder. What you may call “out of style” I call fasionable. There are soo many different armor styles that can be mixed and matched, just because you may see an outfit doesn’t mean you should follow it. You should suggest more skin themes, not “good skins” because they are already out there for most people (they just released radiant and hellfire btw).
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Seems like a lot of people seem to be against what makes gw2 special.
Spvp is great, I don’t have to think twice that my opponent(s) wearing better gear than me. I have access to the same stats (s)he does, only our looks differ.
Then some guy wants to remove down leveling in low level areas… no idea.
Another guy wanted to remove stealth entirely. Actually thats a lot of people lately..
Can people just appreciate it? Learn it? Study it? sigh Next its going to be “remove the gem store because it forces people to buy cosmetics to look cool”
break. I feel like they should be back by now..”
then its not that hard to reduce the drops or reward for killing something of lower value ?
And then the world bosses would be empty, there’d be 2 – 3 dungeons available (Arah, HotW and Fractals) and level 80’s would be confined to 3 – 4 zones.
I can’t see how the positives (people can play with lower level friends without hindering them, content doesn’t become redundant for higher level players) can be outweighed by someone wanting to feel awesome just because of higher numbers.
then they can add more content
You make it sound so easy lol.
Just enjoy the fact that not everything is handed to you. There is no need to be 1 shotting things. In fact, my thief in non-full zerker gear and not full dps traits can 1 shot things in wayfarer foothills np. I already call that too much.
I think the op is just drowning in ego juice and needs to 1 shot champions in mount maelstrom when they hit 80. The system works as inteded, and the majority of people like it as it makes low level zones relevant to an extent when you hit higher levels. I don’t see how changing this would help the game at all.
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
I wouldn’t count this as a personal story because you arn’t visiting old characters. For flame and frost, yes that did lead my norn back to Eir and meeting Braham but I don’t hear word from the pact (sort of glad, by pact I mean the 3 orders not trahernia) or the few characters I met along the way in the order. It’s more so I’m just doing more good deeds elsewhere and kiel is my guide.
I’m just wondering if a full chapter of the personal story is going to be left for elder dragons when they’re released or is it going to just be bits and pieces of the living story?
break. I feel like they should be back by now..”
taking a page out of the nerf to RTL which now has a 40sec CD if you do not hit an enemy i propose the following change to stealth.
if you go stealth and get hit you come out of stealth, the reveal debuff lasts 100% longer and all stealth abilities cd are increased by 100% there problem solved.
- It rewards skillful players that do no get hit.
- and punishes those that do get hit.
Really? Skillful? You realize how many AoE skills there are?
How about l2p people, stealth reveal is very limited anyways (trap, and ac). You really have nothing to be complaining about other than to be complaining for fun. Want advice on dealing with stealthed enemies? Ask them, or a guildie, or play one yourself. Stop blaming your desire to button smash on being laid out by the squishiest profession in the game.
These nerf stealth posts are getting old, no one seems to be posting a reasonable change. They just want to double the reveal and half the stealth, or remove the stealth, or make stealth not really invisible, or make damage reveal you and put everything on cooldown…
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
Only if thief gets off-hand sword. Realllly overdue at this point…
And yeah, guardian range does seem silly. Played with it for a bit and was not liking it.
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With all these little instruments and fun items we get that arn’t a costume item or town clothing, could we get a slot for them on our skill bar? Like the horn, the flute, the kite, the bell, tonics, etc can be in that slot. How many slots? I’m not really sure but just for some fun w/o taking up excess inventory space.
Also, the Bazaar of the four winds model really should be a mini, its kinda a burden taking up space like that.
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Most people don’t make character creation choices based on whether or not they’ll get good skills… otherwise nobody would make a ranger. People make rangers because the playstyle appeals to them (although obviously quite a few end up disappointed when they find out what it’s really like… myself included) – to some extent it’s a cosmetic thing if you like the medium armour, but for anyone who knows how bad racial skills are, race selection is ENTIRELY cosmetic, and that kinda sucks. It’d be nice if the skills were at least usable so I could consider putting them in my build.
Idk if the op is suggesting make the racial skills better (although some really do need a slight buff) its the fact that they suck AND have a long cooldown. One or the other please, not both. Norn racial skills arn’t bad tbh, but the racial skills have an abusrd cooldown for not being all that great. Charr racial skills are more for fun but they deal very low damage. Human elites are just… sad.. Asuran elites are tolerable except the golem suit, which actually lowers your survivability significantly due to its mechanics. Sylvari, idk as I havn’t really touched up on one but I do see the seed turret one used often. The other 2, not so much.
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(edited by NinjaEd.3946)
Thats my issue. And making harder mechanics I feel is far better than scaling the boss to 1 shot new players who are still getting familiar with dodging and other visual queues. To a down leveled 80, they have defences and traits to stay alive much better than a new comer does.
We, 80’s, need challenges and a reason to revisit old zones other than for a rare. New players need a reason to participate with us without getting stomped out for trying.
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Limitless achievment points for every fractal run? A lot of people don’t like fractals… that wouldn’t work without serious forum rage.
break. I feel like they should be back by now..”
No need for an inspection option. Maybe in spvp, where it may matter more. But in pve and wvw that comes down to being a team player, not being forced down some build you don’t care for. If you want to run selfish, fine but you better not be downed all the time. If you want to run a team build, its not like that hurts.
If you want to know what someone is wearing, ask. If they share with you and you don’t believe them (because they either don’t link or they link a spare armor set) then you simply need to stop being so distrustful and find out how the 1st run goes.
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Fire elemental:
-On occasion, it will release a semi-slow moving torrent of fire dealing heavy damage.
-Increase the rate of meteors in places where players normally can stand to avoid the burrowed fires.
-Burrowed fires leave behind a burning trail.
-at 50%, the elemental will increase in size. If not defeated in a time frame (maybe 3 minutes, idk) you fail the event and all inside the fire room die.
-Increase toughness of fire elemental when it is suffering from burning.
-Treat the elemental like an effigy. It will burn nearby players based on how close they are to the elemental. Increase the burn DoT.
-Add skill fact “Weak to water”. This means water fields will disable the aoe burn allowing melee to walk in with no dot. Once water fields are gone, it will continue to burn.
I’m sure the coding would be difficult and the incentive to buff starter zone world bosses is far less than buffing bosses such as the dragon lieutenants or the dungeons. Still, these “world” bosses arn’t as a rewarding experience as they first were.
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This is primarily aimed at the Champion Shaman, The Great Jungle Wurm, the Fire elemental, and the Shadow Behemoth.
I still see many issues on these bosses. The problem being, they scale in the wrong way. More people show up, it just turns into 1 shot mechanics, very slow attacks but this feels like a band-aid fix than a real surgery. Also in the past, it seems like to make things longer all that was done was increasing the health of them. It was most certainly needed for the jungle wurm, but it really doesn’t amount to anything special. Mechanics should change, not values. You can’t scale starter zone open world boss’s damage to players around because it’s not fun or inviting to low levels or new players who tag along and get kitten slapped for not dodging.
Jungle Wurm:
-Make it a legendary instead of a structure.
-Add a skill fact “Burrows” where it can move about and becomes immune to conditions for a short time afterwards(8 seconds?).
-Increase the number of mosshearts around the area when it spawns.
-Add a skill where it will burrow to a nearby mossheart and consume it healing it greatly.
-Add a inner mechanic that it heals for more if the mossheart is poisoned but heals for less if it was burning(poison outweighs the burn difference).
-Add a skill fact “Summons Husks”. Instead of using Avatar of blights as part of the pre-event, use these as spawns. The husks will have an aoe root and hit a single target with high damage.
Champion Shaman:
-Increase toughness of shaman greatly when it turns into the collosal. Turns into a collosal when it hits 75%.
-Add skill fact “Blizzards transfer conditions”. Players inside the twisters will receive 1 condition a second that the shaman had. This includes conditions that stacked in intensity.
-Make blizzards move slowly around. To prevent an exploit, the shaman summons a corrupted ice wall around the maw area to prevent players from standing back with range and avoiding to ever have to move from the twisters.
-Increase the size of the collosal form.
-Add skill fact “Ice tremors”. Essentially it is the warrior’s mace #5 but in ice, knocking players down in a line. Increased range to 1500.
-Add skill fact “Frost armor” where it gains retaliation and protection if it is inside a blizzard. This effect proc’s 2 seconds for every second it is inside a twister.
Shadow Behemoth:
-Add melee attacks where it will strike down with its 3 claws. Each claw deals damage, being hit by multiple claws will likely result in death. Red circles to indicate the melee area.
-Add skill fact “Reflects projectiles”. This only happens when it is screaming.
-Make it rain shards when the portals are open and it is untargetable. Increase shard projectile speed.
-Change the stage fight to a 360 degree fight.
-Add skill fact “Increased armor in front”. Players can move to the sides with ranged weapons and target his back or sides for extra damage. However it will gain increasingly violent to players who do and swipe it’s arms in a flurry dealing moderate damage each hit and launching players back (in other words, stability will hurt).
-Add skill fact “summons”. It will summon shades that attack players. Shades health scales highly off player count. If the behemoth is screaming all shades that are alive become immune for the duration and gain stacks of might (at the same rate as empower).
break. I feel like they should be back by now..”
I hated the Underworld in GW1. The only reason people went there is because it dropped “Globs Of Ectoplasm” which were worth 7 Plat, and helped towards Oblivion armor.
It was a grind, nothing more. The “Tense” I from it was spending 1 plat just to get in, it really makes you tread your feet, and take your time.
Too boring IMO.
Who said it would be copied pasted here?
Raids are certainly fun, but with no holy trinity (not as clear atleast) they have to make large group dungeons carefully so all builds have a place. No more cof p1, thats just a sad place.
break. I feel like they should be back by now..”
Racial elite skills are basically cosmetics atm. They arn’t strong, and they have a loooooong cooldown. Very few racial elites have a place, kinda sad.
Idk about matching Become the _ to 150 but atleast 180. Or make completion of the personal story reduce racial elite cooldowns by a respectable amount, giving an incentive to redo the personal story (not as fun the 3rd time)
break. I feel like they should be back by now..”
Since the “personal” story led up to fighting zhaitan, does that mean future personal stories will only come when a dragon comes?
Personally I’d like a mix of living story and expansions where the living story releases relevant parts and even zones to the storyline while leaving the expansions to big projects like elder dragons and their main zones or a major city.
Also, Colin said not this year for elder dragons, but in today’s day and age I have to ask, does that mean for 2013 or for the next 12 months? Considering how disapointing Zhaitan was I’d sure hope the next elder dragon be worked on very carefully so the fight itself is memorable.
break. I feel like they should be back by now..”
Would be nice if those roaming champions meant something. Idk if a stack of lodestones is reasonable but maybe 1 or 2 guarunteed, cores for lower mobs, shards for even lower, etc. I wouldn’t expect a lvl 30 champion to drop a lodestone.
break. I feel like they should be back by now..”
Until time = reward, cof p1. Also if you have a large sum of gold, you can flip things on the market but thats difficult to get into. You really have to watch things carefully on the tp.
break. I feel like they should be back by now..”