That’s how you achieve absolutely godawful balance.
You cannot apply the same change to everythign in the game and hope it balances out. Believe it or not, there are plenty of skills and traits that already have way too long CDs for how little effect they have. All your proposed change would do is cement the current builds even further as the only ones people use, because the other ones would be that much worse.
There might be “more ways” to acquire hard leather, but the drop rate in each acquisition method is so low that I’m still swimming in way more gossamer than I am in hard leather. Your arguments don’t make any rational sense.
Add onto that that Mesmer can already punish you hard enough for using skills due to our high access to confusion, can you imagine the salt if we were able to punish you even more by not even having to time our interrupts?
Its not as simple as just blowing an unimportant skill to be interrupted due to our on-interrupt traits.
Just by taking domination alone, you could easily inflict vuln, weakness, increase the CD of that useless skill, deal damage, and gain quickness. If you also take dueling, you can then also inflict AoE confusion on them, as well as recharge your pistol attacks if you are using a pistol.
So, even if they blow a “useless” skill to proc the interrupt, it can still be extremely punishing for them due to our on interrupt traits, which is why the ability to interrupt an attack they havent’ started yet will be inherently OP on mesmer unless a lot of flavor to our class is nerfed hard.
Yes, this would add an incredible amount of flavor to mesmers. Yes, this would give mesmers another unique role in true fight/enemy control. Yes, this would be a hell of a lot of fun to play with. But it would be a balancing nightmare, either it would be extremely overpowered, or it would be nerfed into the ground. And honestly neither option sounds fun, especially since with my experience with chrono, the nerfs will come to core mesmer even if this ability is added to an elite spec.
Well I wasn’t replying to you, go read the comment above mine. They say distortion share can negate 20% of the damage over an entire fight (which again doesn’t mean anything as it assumes all damage is evenly spread out over 5 second increments….)
I do think that the original idea, of a hex-like effect that interrupts the next attack that they try to cast within X seconds, is a really cool one, and an elite spec could be built around that for sure.
But I also see how it could be extremely overpowered in a PvP setting. Being able to automatically interrupt anyone on their next skill cast as long as they don’t have stab? That would be nerfed into the ground immediately unfortunately
Giving backstab a huge initiative cost as well as a 5 sec cooldown when you miss isn’t adding any more risk to the thief, and just doubling the damage isn’t worth that.
And 50% chance to instantly down someone? I can’t believe you are still going with that nonsense.
The fact that there are still multi-page threads on these forums every few weeks, as well as threads being upvoted to the top of the Subreddit every few weeks, about the ridiculous state that leather is in tells me that a not insignificant portion of the community truly thinks something is wrong.
Whether or not you personally agree with that statement, Anet needs to stop ignoring these complaints. They keep coming because lots of people care. If the community as a whole thought leather was fine then it would stop happening. But it keeps happening, and we as players deserve that ANet acknowledges this and issues a statement on the matter.
Not much unfortunately. People have been bringing it up since HoT came out and it hasn’t been fixed.
On the brightside, there are some fairly easy raid encounters, including the Escort event (which isn’t even a typical raid “boss”) that you could pug easily enough as long as you are even decent at your class. Its the best you can do right now.
Except T6 Leather Sections costing 30 copper wasn’t “reasonable”, it was worthless. That’s why it accumulated over 5 million on the TP before HoT. It wasn’t rock bottom NPC value but it might as well be.
Why do you people act like there is absolutely zero middle ground between 30 copper and 30 silver per section? It makes every argument you guys make look downright silly.
The only problem with an aura menu that I foresee is the current use of multiple auras at once. A lot of us have characters with several different auras, including things like both of the SAB bauble auras, ghostly aura, oontz gems color auras, etc.
By placing everything in an aura menu similar to the wardrobe you will be severely limiting the number of auras that can be worn at once and I’d hate to see that happen.
Not necessarily. An aura menu wouldn’t necessitate only being allowed to use 1 aura at a time. There would be nothing stopping Anet from letting you have an aura slot on each item. You would enter an item with an aura into a particular slot, and then always be able to wear that aura in that slot.
It sounds like you’d like more instant effects instead of skills that have an effect over time. But the number of skills has more or less stayed the same in GW2 over the years, and its certainly far less than a lot of other games have.
You’re assuming that the chrono can maintain the ability to pop a distort every 5 seconds. That would require a bar full of signets to even hope to achieve, along with a very strict rotation. So you’d lose out on alacrity and quickness sharing for the group entirely, and you still wouldn’t be able to maintain distortion share every 5 seconds for very long, certainly not an entire fight.
That’s his point. Every class has ways to avoid mechanics and whatnot. So why is distortion a problem? Unless you also want to remove all invuln effects from the game at the same time, there isn’t any rationale behind changing distortion
distortion is not a self invul only tho and most of the invul other classes have are very limited
And distortion share is also incredibly limited if you think about it. Its 1 sec shared with an ICD of 5 seconds.
Unless you want to be limited to only sharing 1 second of distortion every 42 seconds, you are locked into 2 traitlines just to share it. Not to mention that only being allowed to share 1 second of distortion at a time means that you need really good timing to make it effective.
There is a item, you combine with a normal hero weapon to make it into a mistforged. Same item is used to turn the normal hero armor to the mistforged. That iten already exists. ANET said they haven’t decided how to release it. I think that personally its not that cool and they should just release a way to get it.
People keep asking for the tournaments to come back to get the item but this is stupid. You can’t have tournaments with balance so bad in every aspect of the game.
It is true that, there currently is a reward track to get the basic Hero’s weapon, and you CAN upgrade that to a mistforged hero’s weapon via the mistforge, however, to do so, you need the ’ Gift of Heroes’, which is also only obtainable via Tournament tickets.
This is all we know…
Tyler Bearce.3427:
“The Tier 1 Weapons will be made available in an upcoming Reward Track, much like the armor already is.
We haven’t fully decided how to distribute the T2 Weapons and Armor yet. Though, we are currently leaning towards players purchasing them with a currency that they’d earn as a match reward. We may also set rank requirements for the various pieces, so you’d need to be a relatively high rank(1-2k) to purchase a full set."
cripes… 1k-2k?… I’m only like 46 at the moment.. that’d take weeks of heavy grinding to get that..
While I’m not a huge fan of such gating, the skins were supposed to show dedication to WvW, so locking them behind high ranks is one way to achieve that
That’s his point. Every class has ways to avoid mechanics and whatnot. So why is distortion a problem? Unless you also want to remove all invuln effects from the game at the same time, there isn’t any rationale behind changing distortion
Careful what you wish for. As annoying as skill spam is its better than ANet going to the other extreme, with utility skills being really powerful, but on 45+ sec CDs so who wins a fight is determined more based on which of your utilities are on CD when it starts, and not your individual skill.
Skills need longer cooldowns, not shorter ones. The short cooldowns are what makes the game feel spammy and skill-less.
Disagree. As it is a lot of utility skills (even more so for elite skills) are not good enough to justify their CDs as it is. Yes, ~20 seconds on a utility skill is too short imo. But anything higher than ~35 seconds is starting to get too high barring highly situational skills like portal (which, coincidentally, happens to be a very strong utility skill if used correctly).
Just so people know…
My second post was because for the past few years I have taken breaks, and during the breaks come back to the forums and made suggestions. The responses were always 1. GW2 does it already, 2. GW2 doesn’t need it. 3. GW2 would need to be completely overhaualed to change. Always the same outcome to my topics, but I honestly forget that over time and need to be reminded.
So in one response to my topic I was quickly reminded that the game just isn’t going to change, and I am looking for change. It’s all good everyone. good luck and have fun!
But the fact is that GW2 does already do some of these things. So when you complain about people pointing that out, you’re not making a very strong argument.
We unlock trailines as we level up, and a most traits directly affect skills and make skills better. So the skill add-ons literally do exist in GW2 already, its just that they are called traits, and we can select 18 traits instead of just 6 (even though 9 of them are locked as minors).
Context effect on weapon swap. Well GW2 does have on weapon swap sigils, which are the same notion. They are static, and the effect is always the same unlike BDO. But effects on weapon swap are already a thing in GW2.
The only thing that GW2 doesn’t have in any form is being able to use skills before their CD is up. And frankly I’m glad that we don’t.
You might need to give some examples. Currently SAB Blue skins are probably close..
Hero-Tron?
Job-o-Tron?
Ya know the gw2 universe “tron”?
That’s not at all what I thought you meant when you made the thread. I could see it making a nice focus though.
Sort of. Ideally you’d unlock both skins in the wardrobe (with the default skin being the current one), and you could switch whenever you wanted with a transmutation charge.
I realize that it would be a significant effort to design these new skins, but ultimately it would be significantly easier than redoing all weapons to fit the dye system. And hopefully it wouldn’t be too much work since the weapons and auras are already designed, it would just take some tweaking to get color schemes that look good for each weapon.
Edit – And I would only support this for legendary weapons (and possibly the legendary backpacks) because of their status as end-game cosmetic items. It wouldn’t make sense to me to do this for any other weapons in the game.
(edited by OriOri.8724)
On an almost related note: I would like to see a few legendary weapons receive additional skins with different color schemes. It wouldn’t make sense for all leg weapons (eg Sunrise/Twilight and Eternity are about 95% painting), but for a few it would make more sense.
This way, players would have a bit more customization for weapons that they spend thousands of gold on (say you could pick from the orangey theme on C&C or go for a green theme, or a blue one), but since it would be an additional skin instead of dying it, the existing system could remain the same. It would take some developmental resources to make new leg skins, and it wouldn’t be perfect (highly restricted options compared to the actual dye system), but I think it would be better than nothing. And of course you’d just unlock all of the skins when you acquire that leg weapon for the first time, so you can switch them whenever you want.
But that doesn’t account for ascended gear at all. A lot of people will eventually want to go for ascended gear for various reasons (min/maxers, skins, character progression, bored, etc…), and this does include new players. Even ascended weapons can now require large-ish amounts of leather if you choose to go the route of crafting weaponsmith marks and then buying the weapons. And if you ever want to change the stats on your gear, it requires T6 leather in large quantities for how infrequently its obtained through regular gameplay.
It does nothing but give players who are done gearing up their characters a bit of extra gold, at the expensve of everyone else.
And the fact that there are still posts being upvoted to the top of the subreddit about once a week about leather shows that large communities in GW2 are not ok with the price of leather either.
Nostalgia aside (because I didn’t play before it was destroyed and rebuilt), I think that OLA was just hands down a better city.
Now I don’t think that is enough reason to assign developer resources to bringing it back, but I would very much like it if the map did come back.
But it doesn’t benefit them to sell it, becaue then they would need to buy it back again just to craft anything!
There is zero benefit to new players with these high leather prices. Zero.
This threads keep popping up not without a reason. T6 leather price is broken and some fixes should be done. The only people who benefit from the situation are old players with fully geared characters, who make a profit on obnoxious leather prices
And as one of these old players (btw still need ascended on some toons), my opinion doesn’t matter? I don’t need gold? See that’s the problem. I don’t see why I should have to accomodate for these percieved problems.
And new players can benefit as well.
How do the new players benefit from this?
It also only uses up 1 mat at a time, and requires obsidian shards. Not every is drowning in obs shards, so its not practical for them to use fulgurite crafting as an “eater” for the HoT ascended mats.
Slap a 10s ICD on the new Deathly Chill in sPVP so it doesn’t go bananas and things are looking pretty good for Reaper.
I hope they’ll don’t do it: even 2sec icd would destroy the means of the ice-whirl
ehh either that or rentroduce the condi cap but one of 2 things needs to happen
They where talking about turning DC into a PI type power attack nothing to do with condis.
Also this isn’t WvW. Please take your necro salt to the appropriate subforum.
what salt? And yes makin git like PI could deff make power reaper more viable but it would kill the condi build at the spot
Which is a good thing. The only reason condi reaper is good is because of that one trait, and Reaper is not suppose to be a condi spec! Its crazy to think they will not make a new condi elite spec, so there is no way they’ll keep a competitive condi reaper build around that only works because of one trait.
By making Deathly Chill direct damage we’ll get some actual purity of purpose, and give a badly needed buff to PvE power necro.
Careful what you wish for. Engineers got some changes in the name of “purity of purpose” and it hasn’t worked out that well for them.
So, if you are trying to solo a dungeon you won’t have a single build that will let you do it.
What you should do is have several builds. One for stealth to quickly and safely skip as many trash mobs and fights as you can (you can watch videos to see what you can and can’t skip in each path). You’ll then need a build to actually fight the bosses with. Ideally it should have decent uptime on protection, in case you can’t dodge all of the attacks. And you might need several different builds for the different fights to help deal with each specific encounter more easily
I think my opinion has gotten lost in this thread.
I’m not explicitly against bigger bags. But it wouldn’t actually solve any of the problems that we face in regards to our inventories right now. Which means that the development effort that would go into make the recipes/cost of these bags would effectively be wasted, as the actual problem wouldn’t be addressed in the slightest.
I don’t think we need bigger bags.
But as a programmer with experience with game engines and object oriented programming in general, I take offense at the fact that people are talking about “development cost” of adding bigger bags.
The development cost is nothing.
The engine already has provisions for adding arbitrary game items, and the engine already has provisions for arbitrarily sized bag objects. Adding new bags of a larger size is trivial as far as development costs is concerned.
The question of bag size is purely a question of game design, not development cost.
I’m actually in school for programming lol
I think you missed the point I was trying to make, or I didn’t explain it fully. When I say wasted development time, I meant it. Sure, adding the bags to the game is easy stuff. But still JS would have to evaluate the recipes, and management would probably hold several meetings with different groups of developers to see how ti impacted the game. And overall it would eat up a lot of hours to not even start to solve the problem itself, which is why I find it hard to support this idea.
I disagree with your change to adrenal health. It turns it into more of a burst heal while in berserk mode.
The only change needed is to make primal burst skills count as T1 adrenaline skills.
I know you don’t like big reworks. But personally this sounds interesting, and I would love to see it implemented, yet I don’t think it will be given justice unless we do get that bigger rework to really make it mesh.
Still though, I love this idea. Would be something unique to mesmer builds.
Also, to bring some numbers to this. The laurel vendor sells pieces of exotic gear. 5 laurels will get you 2 chests of gear for any specific class, which means each chest is 2.5 laurels. Rouding up to 4 laurels to chest due to the RNG nature (eg you could get items not at level 80, or 2 items for the same slot), this still means that Anet “values” exotic gear at approximately 4 laurels each.
You can buy crafting bags for 1 laurel each, and then sell the mats for direct gold. Which means that based on the vendors they implemented, ANet values 1 piece of exotic gear at around the cost of 4 crafting bags. That’s not 10 gold worth of mats. Anet themselves don’t think exotics are worth that much. So why the hell are they ok with artificially forcing the price up to over 10 gold per exotic piece due to the asinine cost of leather?
But I make gold selling it. What’s in it for me?
I hate it when people bring this up in these discussions, because they focus on themselves over retaining new players.
The exhorbitant price of leather drives away newer players to the game. Its literally only a good thing for those people who don’t have any more crafting to do to gear up their toons, and can afford to sell off all of their leather. For everyone else, the price is so out of line that it hurts their experience in this game.
And I say this as someone who either has all of my toons decked out in at least full exotics or have exotics for them for when they get to level 80. I don’t have a hidden agenda here. I just genuinely, 100% believe that the absurd cost of leather is ruining the experience of GW2 for thousands upon thousands of players.
Its way out of line with other base mats. On top of needing more leather than any other mat to craft anything, its also the most expensive mat you need (so you get hit by it twice in essence). And, quite honestly, the fact that you can buy an entire set of exotic gear for less gold than it would cost to make a single intricate gossamer inscription, which would let you craft a single piece of exotic gear, should tell every single person in this game that this is a kittened up market. I’m not trying to argue that it should be cheaper to craft exotics than to buy them, but the price difference most definitely should not be anywhere near as high as it currently is.
I think my opinion has gotten lost in this thread.
I’m not explicitly against bigger bags. But it wouldn’t actually solve any of the problems that we face in regards to our inventories right now. Which means that the development effort that would go into make the recipes/cost of these bags would effectively be wasted, as the actual problem wouldn’t be addressed in the slightest.
I can see your point OP but destroying watchtower in the scenario outlined above doesn’t add up in the game economy, watchtower is a guild upgrade. Make another guild upgrade to destroy upgrades…perhaps/fair enough. But as someone who has to make these upgrades for my small guild, it just doesn’t seem fair. Those things cost gold to make.
How would you feel about it if destroying the spy balloon DID NOT wipe the schematic from the objective but instead merely required someone to spend supply to repair it like vier suggested above? Perhaps the schematic would remain slotted on the objective until the objective is flipped by an opposing side just like it currently is, but if the balloon is shot down it requires someone to repair it?
That would be better. Personally I’d rather have the mechanic be where you can’t destroy the spy balloon at all, but by killing guards you can decrease the radius temporarily (until the guard respawns). 25, 50 or 100 unit decrease in radius per guard killed or something, up to a set minimum of course.
That’s 2 of 9. The others are almost always undeniably better than core specs, which is a huge problem still. Saying that druid and scrapper are in a better spot is a weak argument against not nerfing elite specs to be in line with core specs
Shouldn’t an Elite Spec be undeniably better than a core spec? Otherwise it would just be another core spec.
They were originally sold as horizontal progression, so ideally they wouldn’t be any more powerful than a core traitline is. Ideally, for me, all 5 traitlines would be just as powerful depending on what role you wanted to play with your class. But balance that perfect is effectively impossible, so I’d settle for elite spec lines being on the same level as the most powerful core traitlines for each class. This would also mean changing elite specs so that they can’t do everything (offense/defense/mobility/support), since no core trailine has the ability to offer all of those at the same time.
Regen is kittening fine people. Its handed out like candy, and is made weaker to compensate for that. If you guys want it to be super powerful, then it would start to be restricted like quickness or resistance is, and then overall you’d more than likely get less usefullness out of it due to the increased difficulty in keeping it up.
It is absolutely impossible for anyone to get ‘less use’ out of Regen than its current incarnation, because it currently does absolutely diddly-squat of value. So, no, Regen is NOT “Fine” – It’s completely useless.
Stacking intensity instead of duration would probably fix all its problems.
No just no. You solo almost all content with full Berserker gear and end game PvE survivability is not an issue for any class. This will mess with game balance significantly making it so much easier to solo things you are not supposed to solo, and render a lot of PvE mechanics useless. Why?
And certainly should not apply in PvP.
Saying that is just tone-deaf to the details that have been put forward.
Stacking Regen as it exists now? Yeah, that might screw some things up in PvP. It might encourage groups to linger around the party bunker, but Regen would never do enough to out-heal what a team would put out for damage. So that’s not even a real concern.
But what’s gone around as ideas isn’t even suggesting Regen at full strength, but lowering that in some capacity (duration or effect) and letting the stacking take care of burst healing that a party can commit. Which means some abilities will have to be redesigned to handle it, and done in a way that doesn’t spit out too many stacks at one time.
And to keep it balanced, it would mean that in most situations players would be receiving less usefullness out of regen than they currently do, unless they are running in a group with at least 1 person whose build is designed to pump out regen at all times.
Other than that, it will always be less useful than it currently is, because otherwise it would be ridiculously overpowered. Which means, overall this would be a change for the worst.
The warrior’s not.. in the worst spot.. but he’s miles from being overpowered.
We’re rpactically helpess against stealth and enemies with perma-stability or perma-blocks……………. really? Because its not like warrior has a signet to make all of his attacks unblockable or anything.
FOR 6 BLOODY SECONDS. your 2 dodges can fill that entire time. “all of his attacks” PUH LEASE.
Are you forreal? 2 dodges is only 1.5 seconds out of 6. Second, most classes don’t have the ability to make all of their attacks unblockable for any length of time, yet they manage just fine. So if you are having trouble when you can make all of your attacks unblockable then I don’t know how to help you.
warriors also have a cd on their zerker skills. i cant just spam 6 skull grinders in 6 seconds. i know you probably dont know this as you dont play warrior but if you dodge 2 zerker attacks during that 6 seconds they completely waste it. i know i know mind = blown
Again, 2 attacks in 6 seconds are dodged. The rest will land unless you are out kited (which is on you). If you can’t bait their dodges well enough to land at lest 1 skull grinder in that window, well its partly on you.
But even if both skull grinders are missed, this doesn’t change that you still have 6 entire seconds of all of your attacks being unblockable. Of all classes, warriors have the least right to complain about blocks in this game.
Of course you’d kick them, its not a good dungeon build at all. Its designed to eat damage from mobs, allowing you to not have to dodge to survive.
Its a decent build for people who are struggling to stay alive, but ultimately I feel that stuff like this may hurt people in the long run, because it teaches them to eat damage.
400% damage increase on weapon skills seems……high.
I got over 1000
Hey its me, your cousin.
Just kidding. I would hold onto 500 of them though. That’s enough to craft a HoT legendary (250 since you need an entire stack, and then another 250 to craft clovers), which is important to me since only part of the set is currently released (AKA one of the ones they release later might be a skin that you absolutely must have, no excuses). Or if you like farming clovers from reward tracks/already have 77 clovers, only keep 250 mystic coins.
In all likelihood we will not get another source for them, but we are 100% guaranteed to be getting more sinks for them (leg armor, the rest of the HoT leg weapons. Expac 2 is almost guaranteed to have new sinks for them as well), so the price will either stay the same or just keep going up. So best to hold onto any that you think you may ever have a use for.
I’d go with engineer. You can play it braindead simple with either grenade or bomb kit if you want, or you can play around with the kits more to make the class much more engaging. And it has so many skills due to toolbelt skills and their kits.
I’m pretty sure they said that as long as we get new PvP seasons we will always be able to work towards completing the achievements. That said, the future of PvP doesn’t look that good right now, so I’d try to finish it as soon as you can.
Guys, there’s no downside to creating more bank slots, bigger bags, and more inventory bag slots. Those who have chosen to spend their time managing inventory simply don’t buy them. Those who have decided that time is money, and therefore they want to think about it less, they buy them. Which earns ANet more money.
Almost everybody wins, and absolutely NOBODY loses. Why is there even a discussion about this? This is a no-brainer:
ANet should just continuously add slots to all locations, until the amount of real-world money they receive for doing so drops to near what it costs them to create and maintain the extra slots.
As mentioned multiple times in this thread, its not about people winning and losing. Its about the fact that bigger bags won’t do anything to solve the problem itself, so why even bother?
The actual problem is inventory management. Some players might get angry for being called out like this, but it is the actual problem. And yes, a lot of it does lie on Anets shoulders for giving us so many things in our inventories that shouldn’t be in there (again, currencies should go in wallet, crafting mats should be in mat storage, “mass” eater, bookshelf etc…). And making bags bigger won’t address this problem in the slightest.
You are surprised? I’ve seen this coming since November:(
I saw it when ESL became a thing. I believe my words were “The game is so unbalanced atm, why are they pushing any type of esports?”
And here we are.
Bad management, poor design choices, a lack of vision from the game director, and a lack of proper communication.
It FEELS like people at anet are just lazy, I know thats not the case (well I hope, at least), because they hardly get anything done., and when they do it’s a mess.
They aren’t lazy, I just doubt they have any real vision for where they want to take PvP and WvW.
You’re right, having elites not be affected by CS is a huge nerf if it came by itself. If you had bothered reading past that line you would see that they’ve been buffed enough, and CDs shortened on TW and SoH, such that they would be suitably strong for the CD they have.
Like it or not, its impossible to balance elite skills on core mesmer while they are affected by CS. Flat out impossible. And for that reason alone CS shouldn’t affect elite skills.
That’s all fine and well, but if we are going with that route then they shouldn’t be allowed to be hurt by other players.
If I target a tempest, than the berserker shouldn’t be able to damage my illusions, and vice versa.
As it currently works though, our illusions can be killed by anyone sneezing in their direction (meaning they are clearly very real apparitions in the world, and not just mind tricks against one person), yet die as soon as their target does, which doesn’t make sense because we know they aren’t just inside the targets head.
Wow that looks extremely tedious. Thanks for posting a video guide