break. I feel like they should be back by now..”
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1 word. Tab.
You really still click to find your target? I actually think Asurans are funny to kill in spvp (I mean defeat, ehherm..). Specially when you are smashing them^^ They may be a little annoying to deal with but I hardly find an issue with targeting them with backstabs or flanking strikes.
Although this post does remind me of good old Halo 3 days, Elites in Team BRs.. man that was annoying.
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Few things I want to say about this topic. This game is 5 on 5 conquest. You assault, defend, and battle over points. This leaves us about 4 or 5 particular PvP roles. Bunkers, assaulters, team-fighters, and defenders. Being that there is a “really cool skill” called portal, and just the general fact that its conquest, forces us to 4v4 and 5v5 fight, mostly 5v5 with portals defending our nodes. This forces players NO MATTER WHAT to team fight.
Rangers bring several things to team fights yet nothing that is particularly “best” of any category. They have arguably the worst cleave damage of any of the team fighters, in other words, you aren’t going to see a ranger cleave down a team in mere seconds like you will the HGH condi burst engi or a well necro. They have no access to stun breakers so in team fights they are one of the easiest focus-able targets. Lastly, they have decent/good team support depending on how you consider roots, aoe fear, and quickness rez/stomps.
Be it as you will but people are so quick to call QQ when some of these builds haven’t even been used for very long in reality. Rangers remind me a lot of the QQ about mesmers, who are now considered one of the weaker and more countered classes.
Lets go people…
let’s cut the bull…
Sort of agree and sort of don’t. I agree they arn’t the BEST team fighters but that depends on how you play/weapon choice. Warhorn can track invis players/the real mesmer and buff greatly, Entangle can root a group and keep melee enemies away for a bit, and healing spring can save many people’s lives as it is a near instant cast. And we do have a stun break, its ride the lightning or somethin and if you get the trait to lower cd on survival skills, it comes back pretty quick.
The only thing that completely blows kitten dust is the spirit elite skill. SOOOOO easily killed it might as well start digging a grave once it spawns.
I want to remove / make optional the ranger mechanic because I play GW1 as a Ranger/Mesmer and never had a pet (except Pre-Searing start area). I was my favorite, barrage ranger, echo trap ranger mmmmm….. donuts.
I remember the days of GW1 ranger… ahhh (only had proph so I’m sure it woulda been twice as fun) but I liked their old system for ranger much more. It allowed for pets, spirits, etc. But you weren’t bound to it. You could spec in many ways, such as interupting skills(not reasonable here but it was A option) or your own dps and say forget this pet, back to your cage!
I dearly miss finding elite skills as well :/ Now we just level, get some magical currency and vwala, it is there now!
In response to Wanderer, I dont see targeting a pet effective at all. If they spec BM, they can summon the other pet and the other pet comes back fairly quick. It’d be like telling someone targeting necro minions is more effective, well if you mean single targeting the minions then absolutly no, but AoE maybe. The ranger has some very strong traits/utility skills but thats not to say they are unkillable. Even really good trap rangers(hard to say that without smacking myself) drop if you know what to do (pst, don’t walk into their obvious traps and use pull/teleport skills if you have to rather than running striaght at them or leaping.)
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I havn’t see any posts but maybe I’m blind. I dont suggest this above their current works like custom arenas and a matchmaking system
just suggesting.
Please oh mighty ranger, show me a better build (moving 5 points back into BM) isn’t changing the build by much. Show me HOW to really play ranger…it won’t take you long, I’m sure you have tons of stored video to display your leet skillz.
Lol @ that stereotypical answer. I’m sure you can do better, i’m disappointed.
Actually it’s not only the 5 points in bm. And i won’t post my spec (it’s not like it’s that original or innovative anyway). Also sorry i have no 1337 videos to show you. I don’t need to boost my ego by becoming a youtube hero.
I’ve always been more than willing to help other players, but you know i don’t like those guys who join a discussion on a forum only to qq about something (you are one of them aren’t you?).
Ppl like Eurantien or Wanderer, who seem to know how the class works, are not complaining. This makes me think it might be a l2p issue for you. Or maybe they play ranger only and they are trying to defend the class while knowing how op it is. I’m more oriented towards option 1, but i might be wrong…QQ? You talk about joining a discussion to only QQ and it is you who is crying. I was talking about pet scaling off of the owners stats which prevents bunkering builds from having dps pets.
If it is such a widely known build then post it. I personally play the build I post and haven’t found much better, so I do play ranger as well as ALL the other professions. Not exactly sure where you’re going with this.
Take your child talk to private messages, OP has a serious issue now! (Also, OP, I would suggest learning the core of a trap ranger, understand how their skills work and what they do/look like when casted to better understand what your up against.)
Why should we mess with such a large storage of skins?
Why should we have to walk to the locker room to change our shirts when we just wana get into a match and keel them dead!?
Not my favorite game, but anyone who played DC universe (and I’m sure other games may or may not have used this system before), changing skins was a button click away. First ofc, you must unlock that skin but it was forever availible after that. PVE is different, since you get currency in it and nothing is free, you should have to work if you want a closet full.
BUT for pvp it should be on the hero panel and you simply scroll through the list of skins you have unlocked. Now normally I woulnd’t mind the trip to the locker room if it meant the outfit I just took was still there for my other toons to use. But they’re not, and thats the main issue I have. If I take helmet X for my thief, but I really like the look and want my ranger to have helmet X also well I’m stuck booting myself to pick 1 already. Could just let skins stack in the pvp storage but I think letting us change the skins we have unlocked (in the mists) through the hero panel would be far better and get rid of that excess storage space(to keep the nice feature, can keep the faded skins we don’t have unlocked in these lists for that preview option, really nice feature). Skins, hero panel, left click, mists, done deal.
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I played trap ranger for a little (got bored, too typical) and the people who gave me the most problems were mesmer. They send their clones in, trip my traps and the mesmer usually just teleported past my traps and wailed on me. Necro does have a good amount of conditions chill and weakness being very annoying so maybe try those? IDk necro to well but best advice is to just avoid those traps if you see them(hence, why they’re called a trap).
IF those builds offer something worthwhile, yes. Most people just pick whats easy unfortunatly, things arn’t moving forward for balance without addressing these current builds ppl run. Worst part is, soo many people run glass builds and the only true counter to them is, not glass. So if things keep going this way everyone will just run full defence builds and have a starring competition over who should get that point. Stun breaks go a good distance in 1v1 but in group fights? your just a ragdoll who must live through the abuse or your going to see that respawn timer.
They just gata lower their ability to remove cond and burst heal with friggen 2 perma regenerations. Atleast let them be killable, then I doubt ppl will mind their insane burst/mobility/cc etc..
There are plenty of high skillcap profs and specs that are balanced well.
Really? Please show me one. ANet has so far done a terrible job of balancing, either using a sledge hammer on a finishing nail and destroying entire and unrelated playstyles as collateral damage (RIP GS symbol support) or even worse rendering entire professions irrelevant (cough-engineer)
Engineer is really good actually, you just don’t see those ppl that often. They can hold a point really well, and play great support depending on the build or just wreck havoc from afar.
Ele has like 2 builds, burst ppl down or that classic kitten of a bunker. Option A usually gets them killed, no matter how good they may be. How often do you see staff ele? Well when you do they die instantly. How often do you see staff necro? pretty often. Problem is staff ele is just way to slow and doesn’t offer anything in fast paced combat aside from laying meteor shower down on a capture point or any of those easily spotted timed skills. I don’t blame ele for using S/D or D/D, I do however blame that generic build they all use that is obviously OP and no 1 running around like the unique butterfly they should be. Build diversity in general is just in shambles imo for spvp. Some professions can spec using different weapons and perform well, ele really has no other option.
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Couldn’t find my answer in the search bar (mostly about the sigil of smoldering and w/e else). SMoldering arrow says it explodes on impact burning nearby foes when the cond it gives instead is blind. I like the blind actually, but the skill description is wrong atm.
Also, Arching shot doesn’t burn even though the tooltip says it gives 3 seconds. Just thought I’d point that out.
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stability and quickness finishers are fine imo, stealth are NOT, the reason is even if they are hard to counter quickness if you are fast enough can be interrupted still, and well stability can be bursted down, a stealth you cant even see is coming
burst down stability? not so much. The people who have access to a stability utility skill either are heavy armor or are pretty good at staying alive regardless of the 3 or w/e seconds it takes to finish(ele stability gives protection and they already outlive anyone atm, mesmer just makes clones and you burst down likely the wrong one). Not to mention mistform finisher or that mini engineer skill. If they wana use an elite skill just to gain stability for a finisher well then thats their loss but I rarely see that.
You don’t always have to teleport 1 direction, the point of that 2 is to get distance between you and the stomper and to annoy the hell outa them (:
If anything it should just work like mesmer portals and actually teleport you to that point regardless of obstacles or bumps in the ground (excluding walls the block your view)
I’m not sure if anyone else is experiencing this. I don’t think it’s my pc but don’t know for sure, gw2 when closed will keep running in the background. I have to constantly go to task manager and close it from there to reopen GW2. This happening to anyone else recently? started happeneing like around the end of January.
Edit: Didnt see this post, my question has been answered lol ty for merging me moderator ^^
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Ele bunkers could use a nerf, however, I don’t know why guardians would go overlooked if they’re just as unkillable.
As for the ele class as a whole, in the other variations of their builds, they’re fine. They take at least a little skill compared to pretty much every other profession in this game.
They are killable, if you play it right with conditions and interupting skills. They may or may not get overlooked simply because they can’t really kill anyone when they play bunker. They just annoy the crap out of you, ele can kill and “tank” too well atm and that’s where the issue is.
Mesmer’s need a cap on the amount of clones if Anet doesn’t wana go down the same path. Then it will just shift from ele hate to mesmer hate and nothing really gets accomplished by that.
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jon said “lets keep 1 map in at a time so we can see how the meta changes”. well jon i hope you see that it doesnt matter what map you see there will always be 2-4 eles and 1-2 rangers.
(off topic we dont want one map per week can you put maybe 1 map per 4 days and after that cycle change it to all maps rotate? i mean will you please)
It isn’t always about us, and that is an opinion btw. John said the 1 map per week gives them valuable information, and them being the makers of this game I would trust them and let them do what they’re doing. It probably won’t be 1 map per week for ever so wait it out and enjoy what you can.
And yes Ele are clearly OP atm and from rumors everywhere I’m hearing, sounds like they’re getting super nerfed this month. But you could of shortened that post a ton just by asking for 1 different profession per team, it probably would suit tpvp a lot more than sparring with troll teams like 4 clone mesmers and a guardian :/
So… my suggestion is on your next game please take in consideration the “other players” and now I open the floor for those that felt insulted or need to show how their point of view is the only right one, so go ahead and tear me a new one.
You dont NEED a legendary, and you certainly don’t NEED to wait a year for something that you will get tired of after a couple weeks (because everyone already has them :/) This game, believe it or not, is still not complete. There are things to be done and mountains to be paved for the road to newer content but they (ArenaNet) are constantly working on the current existing content(they said so in their videos, so it is a fact not conspiracy). They may not of given any real details on legendary weapon aquisition but I’m sure they will make more appropriate ways to get them without grinding your way up a pile of rubbish to look like everyone else.
And I highly doubt they will release GW3 anytime soon in this decade. There is just way to much opportunity here and acres of undiscovered territory.
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I completely agree. Healing power should benefit the player greatly if they want to invest into it. On the other side however, it would require a complete rework of how healing skills scale off healing power. Nevertheless, if people (ranger support here in pve) want to invest into healing power they should be rewarded as such. Not 10k heal but it should feel impressionable.
I agree however, don’t they have a post like this already? and it has a TON of responses on it. Just sayin…
Wack-A-Dredge
soft looking handle with a air blown hammer head. Dyed red and yellow(and w/e else) to match traditional carnival colors.
On-hit-effects: Whoopie cushion sound and the hammer head cruntches in a little every hit.
When stowed: Hammer head defaltes and makes a deflating baloon sound.
If you really must resort to buying a legendary, than you don’t really deserve one. I understand people have lives outside of GW2, but if you can’t put the time in, then you shouldn’t have one. Legendary weapons are for the most dedicated players who have put countless hours into the game, simply buying one defeats that purpose, and makes the accomplishment null & void.
This.
When I first started, I was used to the gear grind older MMOs granted (FFXI, LOTRO, SRO, etc.) After seeing how it plays out in Guild wars 2, I can’t say I would go back to the old ways. I played GW1, and I even with complete kitten gear on my ranger and only having access to proph skills I felt strong. I won’t forget that feeling, and I won’t forget what ArenaNEt allowed here. For once I don’t have to look for that healer class to do a dungeon!
It is already extremely easy to plow through low level zones when fully geared, and you want it to be worse? What using 1 skill per enemy is too much? In Wayfarer foothills my power thief can 1shot some enemies if I build enough might. No, have to disagree entirely. And this isn’t a traditional MMO, it is entirely a new game and you should be glad someone isn’t going around 1 shotting everything with a basic attack.
You’re honestly concerned about stealth stomping when it’s only a visibility advantage?
You do know that stealth doesn’t mean invuln right?
Mistform, stability, mini engi stomps are true 100% guaranteed stomps. You can still interupt, kill, or do whatever you were doing before to the thief WHEN he is in stealth…just learn their position and act accordingly…
So all the professions with on target interrupt when downed…how are supposed to do?
Pls do explain us how it is possible to target an invisible foe and how that’s different from mistform/stability stomp…ohhh what about stealth ressing?Can mistform also stop others from stomping your ally? I’m all ears!
Most stealth finishers I see, ony my ranger, I use my daze thing either on them right b4 they enter OR use it on a nearby enemy. Warrior, well your kinda screwed atm.
In response to Exapansive, I play a thief. I know atleast 90% of the tricks to it and when I vs other thieves, I can easily predict where they will be going or are simply due to 2 things.
1) Cond numbers keep appearing once they exit stealth, no matter how many buildings they get behind
2) I cc them such as immobilize at last second, or use a tracking skil such as weapon skill 4 on ranger warhorn.
Bottom line, most people don’t know stealth well enough and just run straight after using it, which is sad :/
Another thing is traps (and i think wells from necro, although not 100%) still activate if a stealth enemy trips them so use those as a tracker. There are soo many ways to track an invisible thief, but tracking an invisible clone spawning mesmer? not so much…
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Stealth finishers arn’t the only problem. Mistform, mini engineer stomp, and anyone with stability(also ele). Quickness finisher is just stupid to waste, but if they wana waste the effort to do that then by all means let them have that 1.
Why is the quickness finisher a waste, but the invulnerability finishers aren’t? You do realize that the quickness skills have the same (engi) or lower (ele) cooldowns than the other skills you mentioned, right? Also, a quickness finisher can sometimes be more successful than an invulnerability finisher if it is able to stomp someone before they are picked up.
On topic: I do not think stealth finishers are a large problem as stealthed enemies can still be hit by abilities, but I also don’t think it would be too detrimental to balance if they were removed.
Their all a waste, but quickness from a utility skill to finish someone just seems the worst waste of all. Unless its a bunker ele or guardian and you really need them to go sure but I don’t see that coordination, its just pop quickness to kill anyone whose down. Its the worst for thief because (I’m only going to assume your in a team fight and need to down someone to get back into the fight) thier quickness removes all endurance and endurance regen. Unless they run signet of agility which is then 2 wasted utility skills when you could just as easily dodge w/e their down skill is or steal if they are a thief that teleports away last second.
It just seems like they would be putting way more effort than necessary to accomplish something like popping stealth or if they could, stability. I don’t need to stealth finish anyone, most finisher skills are very pridicatable and you simply dodge, start finisher, done. It’s too easy, unless they are an ele…. who just mist forms away..
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That’s evolving meta game.
But at some point when a certain class becomes so overpowered it negatively affects the game as a whole, you really need to swing the nerf bat. There are a couple of synergies in the Elementalist build that are clearly too good.
But once running 3+ Elementalists in your 5 man group becomes increasingly popular you start having a problem.
Eles aren’t the only ones in dire need of a nerf however. They’re just the most obvious.
Synergies in a profession makes things fun. Strategically choosing abilities, having options and dynamics in battles makes them fun. Instead of removing them from one profession, they should add them to the others. Naturally, this requires more effort hence the fact that developers prefer to nerf instead of buff.
If we all ran the strength of a bunker ele pvp would go nowhere and the idea of it going full esport would diminish. Nerfs arn’t the best solution, but for some cases it is necessary. I do agree we need more options, and to make more viable builds for all professions but maybe mixing nerf+buff in various ways would do better than straight buffing the useless builds. And as the Anet way, these things won’t come suddenly. They tweak it little by little till it is just right.
Stealth finishers arn’t the only problem. Mistform, mini engineer stomp, and anyone with stability(also ele). Quickness finisher is just stupid to waste, but if they wana waste the effort to do that then by all means let them have that 1.
My main issue with ele is cond removal. WAAAYYY to much access to this and the traits that help them remove conditions have no real cd. Cond builds are 100% useless to a good ele, power builds have to struggle as well since ele can heal massive amounts without even full spec in healing (2 regenerations and small burst heals constantly, yeah…). I agree some other professions need tweaks as well for balance, but ele is of major concern.
Power builds can deal with D/D ele, but cond removal needs to be reworked on ele. Only thing my thief can do is outlive an D/D ele long enough for a teamate to come by and help, which usually leads to that ele running away quicker than anyone can catch up to.
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OP, (s)he obviously was hunting you and decided to stealth when (s)he got close enough. Point being there is no perma stealth. The longest stealth from 1 skill is rouhgly 14 seconds with 15 in shadow arts. If they want longer they would have to sacrafise other utility slots and a healing skill to “perma stealth” which is just silly.
I have done it before, its called stalking your prey and you dont stealth the entire trip to them. Hang back a little, get closer, stealth, initiate. Good thieves pick their fights, they don’t jump into a 1v3 and expect to come out on top (assuming they’re a BS thief). If this was a roamer who killed you then the post is invalid and serves no purpose. If this was you and 2+ other allies and you got targetd well then the thief saw you being a mesmer and wearing light armor a disadvantage and seems to know what they’re doing. And if they honestly crit you for 14k they most likely are full glass cannon so maybe you died once there but see them again and you should have no probem at all countering their defenceless build.
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Well thief and mesmer may be annoying but not all of them (I main thief) fight the “cowardly way”. The only stealth skill I have is shadow refuge, which is EXTREMELY easy to counter, and steal. Both of which I only use for either a last minute escape or to put on SB for the immobilize skill. Can’t call out 2 entire professions, its the players who spam HS or cloak and clone the entire fight that are the problem.
Entering water should remove burn as well. In fact, I’m not sure how they pulled off burning in water combat aside from the blue flame which we know as foefire.
Thieves have many great things, some may say too many great things (this isn’t the place to start Q.Q). One thing they completely lack however, is a viable trap build. Necro places a sort of trap called wells that pulse for a bit and help block a path off well or even melt away an enemy. Ranger has 4 traps that each have a great purpose last considerable long and work greatly at protecting a spot or blocking a narrow path. Thieves well…. none are really worth the utility slot.
I think these traps and some of the traits that apply to them for thief should be reworked. I would really like to try out a build like this but the current skills just arn’t attractive. Maybe things like:
Ambush Trap: Couple things could be done here for summoning thieves in general. Add a SB thief that uses skill 3 occasionally and will stealth + SB stealth attack on occasion. Also summoned thieves should utilize dodge a little more as they are very easily killed (anyone who can’t dodge is easily killed).
Trip wire: Here is where I think things could get interesting. Currently, the kd is busted and doesn’t even work half the time. Maybe a complete change could be done and this would be very useful for a cond build. -When triggered the foe is crippled for 3 seconds and a time bomb is place onto the ankle of the enemy (would require art work to fit the bomb on each race without looking funky) 3 seconds later, the bomb will active and burn the enemy while dealing moderate dmg. This would be our 1 and only reliable sorce of burn which thieves need to better themselves at conditions. Since it would be attatched, it couldn’t be dodged or removed but block would work. burn could be moderate
Needle Trap: this skill needs to stick around for a bit after it activates. Plain and simple. This could serve as a great escape route block if used correctly. -When triggered, the foe gets immobilized and poisoned (I think the poison should last a little longer but the immobilize is fine). That foe cannot get affected by the trap for another 2 seconds. If they cross it again, they are once again poisoned and immoiblized for half the duration. Trap lasts 5 seconds once triggered.
Shadow Trap: some bonuses need to be added to this. It’s an amazing escape skill, and people rarely see it coming but it needs more to be attractive. -When triggered your foe becomes marked and you may shadow step to them. If you shadowstep to them, your next strike gains 100% crit chance and steals some life. Maybe just one or the other but this trap should lead to a powerful initiation if the player wants, not just another stealth skill to run away.
Traits=====
Corrosive traps: 5 stacks of vulnerability for 10 seconds instead of 5 seconds. Cooldown 4 seconds once triggered.
Master Trapper: Traps recharge 20% faster. Additionally trap skills daze foes that cross them for 2 seconds.
Trap pouch: I can’t find a major trait that is suitable to replace for something like this, but I think this trait would complete the trap build.
-Ambush trap and Needle trap have 2 uses before going on cooldown (2nd use must be used in 5 seconds or it goes on cooldown). Cooldown reduction on these 2 traps are removed as well. The cd removal would be to balance it out so you can’t just run and put a million traps everywhere (unless you used up 3 utility slots for them).
These are just suggestions, and I’m sure Anet would have better ideas but trap thieves should become a viable build. Not to match the trap rangers and take up 3 utility slots just for traps, but using 1 should not be a wasted slot.
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There are more than mesmers and thieves. Although they are common, the title is completely false. If anything Engineer is the least played, but necro warrior ranger and guardian I see very often in both spvp and tpvp. What they need is more viable builds for all professions since most of these ppl flock to 1 generic build and spvp becomes very much the same every match on who you fight.
No.
The t3 cultural armor is the only armor in the game that requires a bit of work to get. This has been discussed since the beginning of the game and it would be highly unfair to everyone who bought t3 if they ever reduced the price. The price remains as high as it is because it is a gold sink and it gives people something to work towards.
Work for it or don’t get it, its completely optional. Good luck.
I don’t like the idea of “work” they laid out for us though. I have to sort of agree with OP but I don’t think a price drop or allowing karma to buy it solves the issue. Working on gold isn’t work, its a cc + selling gems away to some. There should of been more depth in getting cultural armor as well as legendaries but, some things just can’t come together so quickly.
You get “Master Crafter” for getting all disciplines to 400. For little titles here and there, I dont think we will see that. Most titles take time to get so it’s something worked on not just “get this title for playing 100 hours” which is just passive.
More hoods, and dual swords already. Why does the kitten mesmer get dual swords but the dual master doesn’t?
Not really game breaking, but any finisher including stealth, mist form, stability, or that engineer mini stomper… those are very unfair in pvp.
Game breaking for sure is the weak dragon liutenants and making legendaries. Both very dull and need more attention than they are getting. But would I quit because of any of these? probably not.
Don’t get me wrong, there are some challenging events and dungeons in GW2, and people making mistakes will fail it. However, the difficulty factor seems to disipate after a certain number of people, and limiting challenges to only dungeons seems like a step away from the idea of, many people joining a fight and making it truly large scale and/or enjoyable. Dragon liutenents, definitly need restructure, but thats just the start.
From what I’ve read from Anet posts, some zones will be getting new events but will they just be another daisy walk through trash mobs or will they be truly test worthy? I really hope (in the future, not anytime soon) that future content or even some currently existing content has some open world encounters or even a dungeon or two that is just complete chaos. Not necessarily as large scale as the live Ancient Karka event, but along that lines of diffulcty (and less of just kill this many thousand waves… that part was dreadful).
Pvp can stay alive forever, they just need some better rewards for doing so and to keep doing what they’re doing already. Wvw is the same, it just needs some tweaks but I never see that battle go untouched. PVE seems to just end once you get all your gear and skins which happened a lot faster than anyone probably anticipated (short of releasing more legendaries so more people will work on them, it isn’t really exciting… and the current legendary system is just a dull grind).
If anyone here reading this played FFXI, you know what kind of encounters I’m talking about (unicorn, pandemonium warden, cerbereus, Dynamis, etc). They were extremely difficult took a long time to even unlock, but you felt satisfaction once your group finished it. Now to translate it to GW2 style, such things as these should and would offer no gear with better stats than what is already obtainable but skins are a possibility.
All I’m really asking for, is a few short story lines that lead up to a 1 time non-repeatable dungeon that is hard as kittens and allows a max of like 8 or 12 players to try and complete a ridiculously challenging instance with account bound skins or maybe even legendaries(if legendaries, they would have to really, REALLY make this dungeon hard and the story line leading up to it difficult). It would take time, and careful attention but I think it could really spice up the PVE world if we had more challenges that weren’t just based on number of people but also their ability to cooperate and work together, without just throwing 1 shot mechanics in.
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FYI those that did not play Gw1, it never had waypoint costs or armor repairs.
Yeah, but those wp were only to towns and cities. None were scattered all around the areas you need get to.
And they didnt have armor repairs, but they did have death penalty which made it near impossible to progress through a zone without visiting town to reset that penalty… which I absolutly hated when I ran with a kitten group.
I liked GW1, a lot. But they did something different here and it works fine. Maybe removing soo many wp would be a small solution but either way ppl will teleport around to cut that insane travel time. The 1 thing they carried over here is instant boat travel.. that disapointed me.
forgot that one too, yeah!
Something I noticed in game, is a lot of people already have legendaries (no I’m not about to start talking about the aquisition of them). It’s no body’s fault, but soo many people just have the same legendary, hardly feels unique. It takes time to put together these skins, but if they released tons of legendary skins over time you would see soo much color and diversity, maybe skin X for a sword suits certain players over skin Y for sword. Aquisition, and skin variety are what incentirves there should be for making a legendary and let people find their own unique snowflake in the mystic forge.
P.S. These skin ideas are awesome! Keep em coming
This could work, push GS weilders from using the same 4 skills and just being repetitive. However like Anet has said in their videos, they need to fix what is already here before expanding. I am 100% on board for new weapon skills, but the current ones have balance issues atm and some are… well plain useless.
If they remove stealth finisher, remove stability finisher as well. Just that as well.
Sparkfly Fen, the Frog village in the center of the map… done. Easiest daily “chore” other than visit a laurel vendor.
You do know npc’s count as a revive? You don’t have to look hard to find already dead npcs.
It is being worked on according to wiki atleast, just be patient ^^ We all want the same thing.
==Shadow Cavern==
-Location: Dark cavern with various pillars, machines, and scafoldings leaning towards a construction project from miners to collect earthly metals.
-Game Mode: Conquest
-General Map layout: 3 set floors, the 2nd floor being the main floor where both teams’ spawn pools lead to and where 2 of the 3 capture points are (Spawn pool is a guard tower that you drop off of to enter the arena). The 3rd floor being a high risk for falling from ledges and leading to a capture point. The 1st floor is a dark tunneled section with “quick” paths towards various places in the 2nd floor. The 1st floor is accessed through various pits throughout the 2nd floor. Both the 2nd and 3rd floors arn’t leveled and are a bit more tricky to navigate while the 1st floor is mostly a striaght shoot towards the other ends.
=Map specialty: Power. No, not the stat power. Actual electrical power. Power is used to make travel through a particular area much more troubling, which effects both teamates and allies so cooridnation is important. Some areas have light switches, when turned on the affected area has lighting and nothing special. When turned off, shadow skelk will appear and attack anyone passing by. Other areas may have a large lever which when turned on, wires on the ground of the affected area start sparking crippleing anyone passing over.
-Skelk: They spawn only where there is no light. Skelk are comparable to the sharks in Raid on the Capricorn in terms of dmg/defences. Depending on the size of a dark area, it may have numerous shadow skelk. Skelk only have a bleed slash skill and a normal attack. Skelk will not follow anyone into lighted areas.
-Wire traps: Only 3 of these are around. When turned on, they cripple and lightly damage anyone passing by for 1 second every second they remain in the trap. Trap lasts for 15 seconds and then take 2 minutes to recharge. The switches to these are usually near a capture point or point of high interest such as "the quickest path to " point A or point B. They will be something a team can work with to slow down incoming enemy reinforcments giving them more time to fight a point. * Some paths are free of any control but usually arn’t the most time efficient routes or best escape routes. These paths will not have a trap or a controllable light fixture*
-The 1st floor: completely dark and offers no light. However, the appropriate entrances of each of these pits leading to the 1st floor have a blue torch on the wall that can be picked up by players. Some notes on the 1st floor:
-Torch acts as a enviromental weapon and offers no weapon skills but simply having the torch on you will scare away shadow skelk and keep you safe (from them atleast).
-Once dropped, it offers light for only 10 more seconds unless it is picked up again. If not picked up after 10 seconds it dissapears.
-The 1st floor has a few unlit lanterns throughout. They can be lit by pressing the action button (defaul [F]) while you have a blue torch in your hand. The light from them will last 15 seconds scaring away skelk from it and then burn out. Light time does not stack in duration, but will refresh if you relight before it goes out.
-Some unintended entrances to the 1st floor are around such as drop offs.
-Most paths are a generally straight path to various locations to the 2nd floor, and 2 paths lead towards a uneven climb towards the 3rd floor.
====The center of the map: This is a large opening with a broken roof, allowing natural light in (so cannot be affected by light switches even if there were some). Along the edges are some scafoldings or paths leading towards the 3rd floor. The center of the map on the 3rd floor is a capture point, a large rock held up by a pillar and slightly rugged on top. Falling off this rock will cause you to take falling damage but nothing severe.
Summary: Large cavern, with many wide tunnels leading to some tricky but potentially life saving routes. The key control of this map is of the switches, if your team can coordinate to them it can drastically help or hinder.
I am working on the actual design on google sketchup (dull program but its all I got.) If you’d like to see it, I will gladly post it once ready.
Remove waypoint cost from every single zone, not just cities.
The huge problem with waypoint cost is that it taxes exploring instead of grinding. Which is wrong with Guild Wars 2.
But then, you’ll say “gold sink!” or “Waypoint cost is cheap!”
Lets be honest, the most profitable activity is not exploring or going out into the world. It is dungeons or farming, which both are hit very low from waypoint cost. So in order to make money, you have to work long enough to make the waypoint cost miniscule. If you want to have fun by exploring, you have to have money and sometimes the cost to travel hinders the enjoyment for traveling. The money you get from Dynamic Events is so little compared to one run of any dungeon. Every dungeon, you can get around 1g. If you explore around a lower level zone, you’ll be lucky to get 20 silver at the end of the day but waypoints will eat all that money up in no time at all.
Black Lion TP is a better goldsink than waypoint. Repair cost in dungeons definitely make a good goldsink as well.
tl;dr: Don’t tax fun. Remove waypoint cost.
You seem to be looking at these costs as something you can’t get back… First off, pvp lobby or wvw lobby or any asuran gate can significanly reduce your travel costs from one side of hte map to another (because they’re free, just pay the 30 seconds of loading screens and keeping your head away from the desk). Secondly, look at where you are going.
Lets say you are doing dragons, teleport there. Do the event. Get tons of loot, and event coin, and the chest rewards.
Now lets say you wana go to orr. Well my guess is you’re there to either harvest nodes or do events. Both of which provide excellent money (dungeons are good monkey makers, but not everyone cares to repeate CoF and AC for life.).
Point is, you make that cost back so quickly you will hardly notice it. Now if your definition of “exploring” is teleporting to every zone without doing anything once there well then theres your problem… WP costs are just something ppl gata get used to, it isn’t breaking the econmy and it surely isn’t forcing anyone to walk from Metricia Province to Fireheart Rise.
Death blossom has strange issues where it sometimes still lets you get hit while it is going off. SImply put, (yes, I am one of those who spam this, but here is my advice to counter) use pulsing skills or channel skills. We can’t dodge forever, and for that split second or so after we use it, a trap or a channel skill will get its hit off. Condition builds can do this better since they only need the put the cond once on you unless its bleed. But burn, poison, and confusion will hurt a lot.
Additionally, since retaliation is based on number of hits not the amount of dmg 1 hit does, it greatly counters death blossom as it hits 3 times to multiple enemies. There are many ways to counter this, just gata ask around… not ask for more nerfs.
The new ranking system I’m sure will be very inviting and solve many current issues. The problem I have however, will this rank be across your account or based on profession? If its based on account, one person who may excel as an engineer, but play an aweful guardian(just an example) may notice serious problems when trying to better themselves. Could a moderator respond to this, it raises a serious question which could ruin peoples’ hopes or learning a new profession if not addressed.
Builds arn’t too much of the issue, but professions generall have different playstyles regardless of how you build them so it would be much harder to learn a new profession if you acheived a high rank on a different character.
Like the op I liked the old dailies.
They weren’t a grind, I got them while exploring each map, and they’d just pop up as being done.
Now…
You have to grind crafting…
Grind healing people…
Grind looking for Veterans to slay…
Grind killing things under water…
Just grind and grind and grind…And, if the old dailies were boring it’s probably due to just grinding dailies instead of playing the game.
Of course, the rewards for dailies are kinda useless… I have half a stack of those useless Karma jugs. There’s just not that much worth buying with karma…
Laurels, you get numerous items with those, 1 laurel per pve daily, and 10 laurels for pve monthly.
And I hardly call reviving 10 npcs a grind, or 10 crafted items. Most people are used to gathering nodes on a regular basis, so you must have mats. USE THEM, gets you exp and levels up crafting if you havn’t already. Grind killing things underwater? Its 25, not the 50 or so from that other daily. I don’t think you understand the definition of grind… hardly call various small tasks that change daily and add up to 15 minutes a day tops a “grind”
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