I am very surprised a flood of people haven’t posted to sell them. There is an ongoing thread about expensive they are because people are “hoarding” them, because their needs are more important than yours, I guess. Check out the links flesh wound posted, and if you feel like you may want to go for any of those things, keep them, if not, make some gold.
Price would likely go up further with the next legendary weapon release. How much and how long depends on how popular it is.
Price goes up every time something happens to make people fear the supply is running out… and then it drops again, with the overall trend of slowly rising over time.
And its that overall trend that worries some of us. There is absolutely nothing in the game right now to keep the price from slowly rising till the game dies. Demand will keep going up, at the very least until the second gen of legendaries is fully released. If you ever plan on crafting even a single legendary then you will lose out on selling your MC because by the time you need them you will end up paying more money than you made selling them.
So since Leg armor is close to completion, can we get a preview of what medium and/or light leg armor will look like. Its fine if they aren’t finished, but a preview would be nice
I think you guys assume they know how to correct the issue.
It’s something you expect from professionals.
Programming on such large projects is not this easy. Its not as simple as “WPs are functioning wrong, time to flip that bug switch to off and make players happy!”
But by all means if it is so easy go ahead and submit the fix to ANet through a ticket. I’m sure they would love to have a well thought out, working, bug free fix to this issue that is compatible with their codebase.
Never said it is easy. But its their job, i got my own.
Exactly. It’s cliche to say “then you do it” and not hold individuals who are suppose to be performing accountable.
I’m not “not holding ANet accountable”, but it kittenes me off when people tell developers to “just fix it”. This shows that they clearly have less than 0 knowledge about how programming works, and is just asinine on their part. If it was as easy as “just fix it” then it would have been done already. And since he clearly thinks its so easy when Anet has shown that its not easy to fix by not fixing it, then he should take the burden up of fixing it. because clearly, according to him, he knows how to program better than ANet. So he should help them with their game
What would be cool is a way to fight against condies in the dueling line without making it OP in conjunction to the inspiration line. Why not give the mesmer access to some resistance ? How ? I would scrap the adept trait that puts you into stealth at 50% health because I simply can’t imagine any reasonable scenario in which I would want to passively gain stealth at 50%. We could then gain resistance in an active and meaningful way such as: “when blasting a field, mesmers gain resistance for 3 seconds”. 7 seconds cooldown. The effect is not applied when your allies are blasting the fields for you but you can chain blasting fields to increase the initial duration of resistance.
Note that I am biased and hate the resistance boon with a passion. I don’t think it ever should have been introduced to the game, much less in its current state. So I do not want to see it added to mesmer. It was bad enough that it was added to SoI imo. I still think the best way to diversify our condi cleanse is to move menders purity to either domination or dueling. This gives power mesmer more condi cleanse and would do so much to lessen our dependence on the inspiration traitline
> Plays an MMO this game should not have multiplayer content
The progression of MY CHARACTER (stats) should not depend on other people. In core Tyria I can do Hero Points all by myself, etc.
You need only 25 HP from HoT maps to complete your spec, down to as few as 7-8 if you map complete core tyria. So its not as if you can’t finish your elite spec solo, its entirely possible.
Who said anything about only getting HP to complete my spec? And what about new players who prefer to get their spec entirely in HoT? Every HP should be soloable. I’m not against group events, just against group events for HP.
Why should every HP be solo-able? Because you say so?.
How about because there are fewer and fewer people in the HoT maps and there will be even less when they come out with the new Story episode and eventually the new Expansion?
There are? How could you tell? It’s megaserver. The meta events are still getting completed at all hours of the day and here you are telling me that you can’t get one or two extra people to show up for an HP? I’m having no such issues. So, no. Not buying it. There is no reason that all HPs need to be solo content. Some of us prefer a challenge and we also like to help others with group challenges. That doesn’t need to go away.
I am in maps all the time where people are asking for help on HCs. And if I am nearby or in the mood to help people I can go there and a good 80% of the time either no one joins us or 1 person joins us. There are a few HCs I can do with 2 other people but not most of the time. I’m glad if you can do all the HCs with 1 other person. You can probably solo them. But that is not the case with most of the people I encounter. We usually end up dead.
So you want HP to be nerfed because not everyone can solo them? How is this fair to the better players who want challenging solo content?
I don’t know, I think that AoE attacks, like everything else, are best when they are diversified. It could be good mechanic wise if AoE skills were reduced to allow 1 or 2 classes to have huge access to relatively weak AoE skills. Their strength would be in pressuring lots of players at once, but they wouldn’t have enough individual pressure to kill anyone paying attention. Diversity is always good.
AoE should be an anti-stacking measure. Problem is ANet made it spam-able and overly effective even with the cap. The current design limits diversity (everyone needs to have the nukes), creates an enormous calculation load on a server and forces ANet to cap AoE because of those problems.
Had AoE been on long cool downs and designed to be special class defining attacks, their game engine would perform immensely better, visual clutter would be massively improved and AoE would be more strategically relevant. Today AoE is just another rotation skill in many zerg builds rather than a tactic used by organized groups to destroy stacked enemies.
AoE in this game was a fundamental mistake and I very much believe if there is a GW3 with WvW a mistake ANet will rectify.
This is true, however I think we’re too far invested in the current way the game is setup to redo AoEs like this. We can reduce the amount of AoEs in the game sure, but I don’t think we could ever healthily get down to this few AoEs.
The current PvP season ends in about a week and a half, expect a balance patch sometime after it ends.
They are used to make legendary weapons, are used in legendary armor (which isn’t actually released yet) and ~90 other cosmetic skins as well as a few more miscellaneous recipes. If you have absolutely zero interest in any of those skins (which you can find here https://wiki.guildwars2.com/wiki/Legendary_weapon and https://wiki.guildwars2.com/wiki/Mystic_Coin/Equipment ) then feel free to sell Mystic Coins and take the gold. If you think that you might ever want one or more of those skins (especially legendaries), its better to hold onto your mystic coins because the incoming supply is time gated and slow per player, and you need a lot of them to craft a legendary.
I’m not sure that you’re talking about the same thing we are, achievements, not quests or masteries. Completing all the achievements for a chapter gives an ascended trinket that is part of a collection.
We are talking about the same thing, namely the point of doing these achievements, given that they are said to be tedious.
A collection of what?
I have numerous collections of all sorts of things from Weird Water to Odd Orbs. I have stones, oils, nougats, essences, slivers, silvers and seeds.
I also have a collection of books. Presumably Tyrians don’t have the internet.
Added to that I have an enormous collection of almost every wood available, 750 for most, plus: cloths, stones, blood, guts, bones, bits, things and enough food to make my long late grandmother complain, again, that it wasn’t like this in the war.
And I have two characters, who’s backpacks are serving as supplementary storage. and currencies which would send a normal economy into recession.
As tempting as an ascended trinket is, it might be nice to know quite what its purpose is.
Leaving aside where I am expected to store it.
I realise my collection of 3.5 thousand airship parts are ideal for buying bladed gear from the Itzel, but frankly, the gear isn’t as good as what I have or regularly find.
I would love to make Elite gear. Sadly, to get that Mastery I need 9 Tyrian points, but only have 2 and no means left to get more, as far as I know. If there are any means I would be grateful to learn.
So, to ask again, what is the point of doing something that is so tedious?
Literally none of this is relevant to the discussion at hand
That’s a pretty good list. I will say that about the new currencies for each map, in games its a way to make sure that players can’t get all of the new rewards on Day 1 of an expansion by saving up gold. And I agree with that, I think players should have to work for rewards. However, I also think ANet dropped the bomb with HoT and having 4 map specific currencies and having reclaimed metal plates and chakk eggs. With an expansion, all of the new maps will be released at once, so it should have a singular currency in my opinion. This way people still have to play through the expansion content to get rewards, but aren’t forced onto any specific map in the expansion just for currency.
For the HP issue, I 100% agree with you on this one. Personally my favorite way of addressing this would be to just give us 2 new elite specs per class. This would mean you would need at least 500 HP to max both of them, which would force you to do HP in the new expac to finish unlocking your elite specs.
He’s talking about the achievement for killing the alpha without reviving any allies. The story step itself isn’t the issue here it’s the sheer tediousness of this achievement.
I was pointing out that it’s all about technique.
And actually I’ve been told the party trick was fixed so now the only choice is to bring tons of Fire Ele Power and Ogre whistles. Or in other words, regardless of method, the only way to finish i a reasonable time IS TO CHEAT.
If something is possible and doesn’t involve altering programming code, then it’s hardly cheating.
But……..
I still don’t understand why you mentioned which classes you have done it on since the bunny is a transformation so you don’t have access to your class’ skills in the first place.
But your second point is not always true. Exploits don’t involve altering programming code yet they are still cheating.
People just love to QQ , don’t they?
A lot of classes can burst. Guardians, warriors, mesmers etc.
Why don’t you complain about Unload spamming P/P thieves? Those can do up to 50k (!) in a mere seconds, dropping target from full HP to respawn – from distance. Basilisk + steal won’t make your life easy countering that.
Why don’t you complain about perma-stealth condi trapper thieves? Out of nowhere your HP will go down rapidly to 0 and you won’t even know what/who is attacking you.The thing is – thief is a very squishy class that is very hard to play properly. Yeah, thief can if lucky burst any class 1 vs 1, but the game is not about 1 vs 1, right? All classes have tools to do very well 1 vs 1. Vault has a long and obvious animation and is very easy to dodge in most cases.
People do complain about those builds as well. That doesn’t necessarily mean that any of these complaints hold merit in ANet’s opinion, but saying that people don’t complain about ghost thieves and thieves staying in stealth while loadnig you up with conditions is false.
But that’s part of balance, taking more survivability over damage. You shouldn’t have too much of both, and condi cleanse on every shatter is a lot of sustain vs condis. Its too much to be baseline. I do want to see more condi cleanse available to power builds, but condi cleanse on shatters going baseline is not the way to do it.
I think that Ross’s idea of moving menders purity to either domination or dueling is a much better way to give power builds more access to condi cleanse.
I’m generally more in favor of nerfing other classes than continuing to buff mesmer unnecessarily and promote power creep. Power shatter could use more access to condi clears I agree, but condi clears on shatters is too much to have baseline, and it also buffs condi chrono as well since they would be able to drop Inspiration and take a more offensive traitline instead.
The bigger problems with power mesmer is that other classes can run bunker-ish builds that output more power damage than power mesmer can despite power mesmer having little to no survivability. So its less a problem with power mesmer and more a power with other classes not having to cripple their survivability to deal ok power damage. And again here the better solution is to tune other classes down instead of just straight buffing power mesmer to be on their level.
So, requiring expertise for “regular” condi durations like we have now is one option. But if ANet went with that option, it pigeonholes condi players into even fewer gear choices. There are only 3 gear prefixes in the game right now that have expertise as a stat, and 1 of those doesn’t have condi at all, so players would be left with either going with viper or trailblazers, both of which are HoT stats iirc, which unfairly kittens people who don’t own HoT. And of those 2 stat sets, one of them is still tanky. In the end I don’t see this changing much outside of just making gearing up for condi builds more expensive.
@Vayne – So you don’t actually have to take the Cathedral of Glorious Victory to be able to gain that HP. I did it when the Pact didn’t hold that temple on a ranger just 2 days ago. All you have to do is rush up the steps to the statue, fight the few enemies at it, and then commune with it. This is definitely much easier to do on a class with movement skills, but should be easily doable on any class.
After completing all of Orr in the past 2 days on that ranger, the only HP that required me to take a temple was a statue of melandru in Cursed Shore that required you to take the Grenth temple. Everything else could be done if you didn’t hold the temples, but holding them definitely made it easier.
I don’t think he’s defending them at all. Simply pointing out that they fixed at least one issue. The OP was complaining that they didn’t fix anything.
To be fair, they had yet to update that at the time of writing. That, and the fact that gamebreaking bugs weren’t fixed, but rather a minor inconvenievce was fixed is quite infuriating
Actually, the Dev posted before you created your thread. I’m sure some players felt that not being awarded a ‘win’ for volunteering was just as ‘game-breaking’, rather than a minor inconvenience, as ‘no rewards’ (even though there are rewards for winning).
It’s all a matter of perspective.
For perspective the reward for winning is a token for 10 wins worth 13g, that is a decent reward, I agree. but getting those 10 wins can be rather frustrating if the chances of winning are set within the first 20 seconds of a game. Meaning it can anywhere from 10 to 50 games to get that token, and half of those games will not be enjoyed when you lose with 100-500 because you’re short a player
Its not that bad. The second game I ever played, it spawned me into a team that was down 100-300 and we still ended up coming back and winning. So no, not every game is decided in the first 20 seconds.
I think you guys assume they know how to correct the issue.
It’s something you expect from professionals.
Programming on such large projects is not this easy. Its not as simple as “WPs are functioning wrong, time to flip that bug switch to off and make players happy!”
But by all means if it is so easy go ahead and submit the fix to ANet through a ticket. I’m sure they would love to have a well thought out, working, bug free fix to this issue that is compatible with their codebase.
Shatters clearing condis baseline with no ICD would be too much. For core mesmer it would be just slightly OP, giving core mesmer the highest inherent access to condi cleanse, and this goes over the top when you run chrono and/or Signet of Illusions.
Power mesmer has more problems than just lack of condi cleanse though, so this wouldn’t be the appropriate changes to mesmer to make power mesmer viable again imo
Stealth is not unique to thieves, and is not a class mechanic. Stealing and the initiative system are their class mechanic, which do have their own traitline as well. Class mechanics are mechanics that are unique to that class. Since stealth is not unique to thieves it, by definition, cannot be a class mechanic.
Like you said, one of the tells of a class mechanic is that it has a traitline tied to it. But just because something fulfills that one thing does not mean that is is a class mechanic. As evidenced by stealth.
Edit – And under your logic, critical hits are a class mechanic of thieves due to the Critical Strikes traitline. Do you see why your argument that “Thieves have a traitline for stealth, so its a class mechanic” is silly now?
It’s not just Shadow Arts but also the Stealth Attacks which also tie Stealth even further to Thief which indirectly makes Stealth a Class Mechanic again name another class with the Unique Stealth Attacks and a Traitline Uniquely affecting stealth at every tier. There isn’t any.
Again without Stealth there is no Stealth Attacks, and since Stealth Attacks is a Thief Mechanic that ties Stealth to being a Thief mechanic on top of the Dedicated Traitline.
GW2 does not have “indirect” class mechanics. Either something is a class mechanic or it isn’t. Class mechanics are unique to each class, and furthermore they are the F skills. Stealth is neither. I understand that you think thief should have been the only class to have stealth, but this just isn’t the case.
Stealth attacks are a unique aspect of thieves, yes. But that does not mean that stealth is a thief class mechanic. It just isn’t, you are going to have to let go of that notion because its wrong. And again with the traitlines, convenient how you ignore Critical Strikes which buffs critical hits in every tier, yet I don’t see you claiming that critical hits are a thief class mechanic.
@TheDarkSoul – I agree that really the only thing that stealth needs is that applying damaging conditions should break stealth. Its beyond broken in design that you can deal damage to other players without breaking stealth. It doesn’t matter if the numbers are low, or if the build doesn’t have a lot of pressure. Its fundamentally broken to be able to deal any damage whatsoever without breaking stealth.
Reallly only f skills? So what about Initiative, energy, alacrity, Lifeforce Stealth Attacks Dual Wield Skills, those are all class mechanics as well. Go peruse those quotes again it says primary class mechanics are f skills, but again I was talking about how it’s a secondary class mechanic.
And let’s repeat it one more time, Name another class that Has a Class Mechanic Tief behind Stealth and stealth being tied to a dedicated Specialization? You keep avoiding that question. Is it because you can’t answer it.
And remember Consumed plasma? Need I say more?
And it’s hard to take people seriously on what are class mechanics when they don’t know the simplest skills from class mechanics especially one that is derived from their main class
Players on this forum need some reading comprehension or to fully read posts before replying.
I’ll answer it as soon as you stop dodging and trying to derail the conversation. Its all you do in every thread. Tell me why you don’t consider critical hits to be a thief class mechanic even though thieves have an entire traitline dedicated to it. You can’t, and you won’t. But I guarantee that you will deflect and try to find a way to ignore that question and believe that you have “won” an argument.
All you do is attempt to derail and ignore questions that you cannot answer because you know the answer and it is the exact opposite of what you want people to believe. Stealth is not a thief class mechanic. Never has been, and never will be unless ANet removes it from every other class. But seeing as how you will steadfastly refuse to answer my question about critical strikes traitline and pretend as if it doesn’t exist, I don’t see a point in continuing to reply to you in this thread.
> Plays an MMO this game should not have multiplayer content
The progression of MY CHARACTER (stats) should not depend on other people. In core Tyria I can do Hero Points all by myself, etc.
You need only 25 HP from HoT maps to complete your spec, down to as few as 7-8 if you map complete core tyria. So its not as if you can’t finish your elite spec solo, its entirely possible.
Who said anything about only getting HP to complete my spec? And what about new players who prefer to get their spec entirely in HoT? Every HP should be soloable. I’m not against group events, just against group events for HP.
You complained about character progression. After you have maxed your elite spec there is no more character progression to be gained from HP. Either this is about character progression or it isn’t. And besides, there are still more than 25 HP that are soloable in HoT. There are 36 HP in HoT maps, and there aren’t 11 of them that require more than 1 person to complete.
Besides, even if you can’t solo 25 HP in HoT, you can skip all of it with proofs of heroics in WvW.
Its fine if you want everything to be soloable, but don’t act like this is a matter of character progression, because its entirely possible to fully progress your character while playing solo.
If ArenaNet didn’t go the cheap route that is masteries, your first glider probably would have been something you put together yourself by collecting parts in VB. If it was an item you actually equipped, you’d also be able to control when you didn’t want it. All of the glider masteries would have been craftable upgrades, likely as an account collection, or to the item itself.
It’s very unlikely that they’d use crafting now on top of it. The closest thing we’ll likely see to an upgrade is having gliding disabled in the next expansion, where a new mastery re-enables it.
Crafting is unlikely for gliders, but I don’t think this is the most we will see with gliders. ANet could easily add in stuff like downdrafts and windwalls where you have to train masteries (or if they really kittening wanted to could do it by crafting upgrades that you equip) in order to navigate around/through them without being knocked out of the air
Stealth is not unique to thieves, and is not a class mechanic. Stealing and the initiative system are their class mechanic, which do have their own traitline as well. Class mechanics are mechanics that are unique to that class. Since stealth is not unique to thieves it, by definition, cannot be a class mechanic.
Like you said, one of the tells of a class mechanic is that it has a traitline tied to it. But just because something fulfills that one thing does not mean that is is a class mechanic. As evidenced by stealth.
Edit – And under your logic, critical hits are a class mechanic of thieves due to the Critical Strikes traitline. Do you see why your argument that “Thieves have a traitline for stealth, so its a class mechanic” is silly now?
It’s not just Shadow Arts but also the Stealth Attacks which also tie Stealth even further to Thief which indirectly makes Stealth a Class Mechanic again name another class with the Unique Stealth Attacks and a Traitline Uniquely affecting stealth at every tier. There isn’t any.
Again without Stealth there is no Stealth Attacks, and since Stealth Attacks is a Thief Mechanic that ties Stealth to being a Thief mechanic on top of the Dedicated Traitline.
GW2 does not have “indirect” class mechanics. Either something is a class mechanic or it isn’t. Class mechanics are unique to each class, and furthermore they are the F skills. Stealth is neither. I understand that you think thief should have been the only class to have stealth, but this just isn’t the case.
Stealth attacks are a unique aspect of thieves, yes. But that does not mean that stealth is a thief class mechanic. It just isn’t, you are going to have to let go of that notion because its wrong. And again with the traitlines, convenient how you ignore Critical Strikes which buffs critical hits in every tier, yet I don’t see you claiming that critical hits are a thief class mechanic.
@TheDarkSoul – I agree that really the only thing that stealth needs is that applying damaging conditions should break stealth. Its beyond broken in design that you can deal damage to other players without breaking stealth. It doesn’t matter if the numbers are low, or if the build doesn’t have a lot of pressure. Its fundamentally broken to be able to deal any damage whatsoever without breaking stealth.
> Plays an MMO this game should not have multiplayer content
The progression of MY CHARACTER (stats) should not depend on other people. In core Tyria I can do Hero Points all by myself, etc.
You need only 25 HP from HoT maps to complete your spec, down to as few as 7-8 if you map complete core tyria. So its not as if you can’t finish your elite spec solo, its entirely possible.
I will remind the people who play thief and mesmer, that Stealth is NOT a profession mechanic. It is a game effect/mechanic.
Stealth is incredibly broken, and needs to be finally brought into line. Whether you like it or think it is useful is irrelevant, it is broken and unbalanced plain and simply.
Bahahaha Shadow Arts and All the Thief Weapons having Stealth attacks beg to differ…..
I mean it’s not like Thief has different mehanics while Stealthed or has their class Directly influenced while Stealthed Like Thief, but yes on the other 8 classes It is not a class mechanic per say.
He’s right. Technically the thief mechanics are
- Initiative system
- Stealing
- Dual Skills
- Stealth attacks
Class mechanics are unique to each class, and since Stealth is not unique to thieves, its not one of their mechanics. Yes, 1 of their mechanics does require stealth, but stealth is not their mechanic.
Yes Stealth isn’t exclusive to Thief but one of the Criteria for a Class mechanic is a Specialization directly tied to it which Shadow Arts fills that requirement. Again no other class has a Specialization almost soley tied to Stealth (only two traits don’t affect Stealth in the whole trait line), and then there is the fact that Stealth Attacks again indirectly make stealth as a Mechanic because without Stealth there is no Stealth Attack.
Stealth is not unique to thieves, and is not a class mechanic. Stealing and the initiative system are their class mechanic, which do have their own traitline as well. Class mechanics are mechanics that are unique to that class. Since stealth is not unique to thieves it, by definition, cannot be a class mechanic.
Like you said, one of the tells of a class mechanic is that it has a traitline tied to it. But just because something fulfills that one thing does not mean that is is a class mechanic. As evidenced by stealth.
Edit – And under your logic, critical hits are a class mechanic of thieves due to the Critical Strikes traitline. Do you see why your argument that “Thieves have a traitline for stealth, so its a class mechanic” is silly now?
(edited by OriOri.8724)
Content is something that you can play. You can’t “play” armor sets. They are almost universally released with content that allows you to obtain them, but the sets themselves are not, and never will be, content in and of themselves.
It doesn’t take that long unless you decide to start refining hundreds and thousands of mats at the same time. The legendary journeys do require thousands of mats to be refined, but they were designed as a journey, not designed for the people who would do them instantly.
Still though I could get behind 1 of 2 improvements. A core tyria crafting mastery track, one or two of the masteries in it would increase crafting speed by 10-15% (among other things, like chance to automatically salvage leather from lore appropriate animals (basically anything with a hide) when you kill them, chance for harvesting tools to not use up a charge when you gather mats (likely T1 mastery) and stuff like that). Or, the speed cap for every recipe could be raised a bit. I would say that after you have crafted 100 of the same recipe in a row, the speed cap for that recipe would half one more time, essentially cutting in half the amount of time required to refine thousands of mats at once.
Well they didn’t really set themselves up well to develop armors quickly. Each time they develop an armor set, they have to develop 6 different sets (male and female versions for each armor class), so when you talk about the time to make a single armor set you are really talking about the time to make 6 armor sets. On top of that though, they have 3 separate character rigs to make each armor set fit (human/sylvari/norn, asura, charr), which means that they now have to test all 6 pieces of all 6 sets on 3 different rigs. When you take a look at all of that, to design a single armor set, ANet has to develop 36 pieces, and test a total of 108 combinations of piece/rig before they can release it.
Are they slow at releasing armor sets? Yes, they are. And that is partly due to how much work goes into a single armor set. I wish armors came out much more frequently than they do, but unless they overhaul their process to be significantly easier to model each of those 36 pieces and make them mostly work with each character rig, I doubt we will ever see faster pace for armors.
I will remind the people who play thief and mesmer, that Stealth is NOT a profession mechanic. It is a game effect/mechanic.
Stealth is incredibly broken, and needs to be finally brought into line. Whether you like it or think it is useful is irrelevant, it is broken and unbalanced plain and simply.
Bahahaha Shadow Arts and All the Thief Weapons having Stealth attacks beg to differ…..
I mean it’s not like Thief has different mehanics while Stealthed or has their class Directly influenced while Stealthed Like Thief, but yes on the other 8 classes It is not a class mechanic per say.
He’s right. Technically the thief mechanics are
- Initiative system
- Stealing
- Dual Skills
- Stealth attacks
Class mechanics are unique to each class, and since Stealth is not unique to thieves, its not one of their mechanics. Yes, 1 of their mechanics does require stealth, but stealth is not their mechanic.
As scarce as T6 mats are I usually find myself needing many, many times more T5 mats than T6 mats. I wouldn’t be opposed to increasing dungeon rewards, but first I really just want to see dungeons changed. Remove 33-66% of the trash mobs in each patch and make the rest of them unskippable. This makes dungeons shorter for PUGs, makes them longer for organized groups that skip content, but mostly it goes a long way towards normalizing the time needed to complete a dungeon, which means ANet can adjust the rewards more fairly. Because right now they aren’t balanced that great, a speedrunning group is getting those tokens and gold in ~2-3 minutes on most paths, whereas an unorganized group can take up to 20 minutes or longer if they are really bad. Its hard to find a reward level that is appropriate for both extremes imo
It’s not 2-3 minutes on most paths. The ones that can clear the very few that can be completed that quickly are highly skilled and coordinated groups which are beyond what you’d encounter in most pugs and non-pug groups. Dungeons shouldn’t be balanced around groups that play terrible otherwise you just remove whatever challenge is left and we’re stuck with even more boring dungeons.
I wasn’t calling for dungeons to be rebalanced, just for the time to complete them to be normalized between all groups. The reason that a lot of PUGs think that dungeon rewards are crap is precisely because of how long it takes them to do a dungeon, and for their time investment the rewards are truly pretty kittening terrible. I don’t think the solution is to increase rewards, but rather just to remove some trash mobs, make the rest unskippable and then just leave dungeons like that.
You are correct on the time, I underestimated it due to the quickness of Caudecuss’ manor clears. But still most dungeon paths can be cleared in under 10 minutes, and a good portion of them are under 7 minutes.
I’d rather ask here instead of making a new thread because it’s about the legendary armor:
Anyone else thinks that Legendary armor is going to be like an expensive Outfit?
And what I mean with that is, if each piece is created with animations that work when you enter combat, it will be really hard to combine an animated piece with a non-animated piece, reducing any kind of skin variety.
Not necessarily, it remains to be seen with medium and light armor what the animations will look like. But certainly some of the smaller pieces like the helmet, shoulders, gloves and boots could fairly easily mesh with most other armor skins.
It’s partly delayed because it requires the next round of raids to patch into the game. That was my understanding anyway.
If anything is getting delayed it’s the actual raid because of legendary armor. They are horrendously slow at creating armors for some reason.
That has been explained. With each armor they not only need to make sure there’s as little clipping/misjoins as possible. They also need to make sure there’s no clipping/misjoins on every combination between each new armor piece and every already existing one within the same weight category.
Which, of course, means that each next armor takes them longer to make than the previous one.
I assume, that, with legendary having animated pieces, it’s even harder.
And that’s only technical problems. There might be an additional slowdown if they decided to, for example, make a second legendary set for a different content (which, frankly, they should have done at the very beginning).
Well this is clearly a structural problem they need to solve, and actually serves as a perfect example of how inefficient they are at creating new content. It’s not an excuse.
I have to address this misconception. Armor != content. It never has and never will. Just because ANet is slow at making new armors does not mean they are slow at making new content. One does not cause the other. Whether you think they are also slow at making new content or not is a personal opinion, but being slow at making new armor does not in any way mean they are also slow at making new content.
Discussion of future Legendaries/ls3 episodes
in Guild Wars 2: Heart of Thorns
Posted by: OriOri.8724
No one at ANet said that we would have the second set of legendary weapons finished by the time LWS3 finished, and I wouldn’t at all bank on it. The only things I’m expecting from HoT legendaries is for all of them to be released before the next expac, regardless of whether that expac brings new legendary weapons or not.
I think its safe to assume we will get 1 legendary with each new LWS3 episode. I don’t know how much work goes into making one, but I imagine that 2-3 months should be plenty considering they don’t have to make a collection for it anymore.
As scarce as T6 mats are I usually find myself needing many, many times more T5 mats than T6 mats. I wouldn’t be opposed to increasing dungeon rewards, but first I really just want to see dungeons changed. Remove 33-66% of the trash mobs in each patch and make the rest of them unskippable. This makes dungeons shorter for PUGs, makes them longer for organized groups that skip content, but mostly it goes a long way towards normalizing the time needed to complete a dungeon, which means ANet can adjust the rewards more fairly. Because right now they aren’t balanced that great, a speedrunning group is getting those tokens and gold in ~2-3 minutes on most paths, whereas an unorganized group can take up to 20 minutes or longer if they are really bad. Its hard to find a reward level that is appropriate for both extremes imo
I actually think that the seasons are too short considering the downtime we have between each season. I would certainly not be opposed to shortening the time between each season. And now that we have a much better season structure in place (what with the changes S5 brought) that could potentially mean less development time is needed between seasons to work on backend stuff, so it could mean seasons coming more often.
How does this work? We vote for our favorite and then the top X become real merchandise? Or any item with more than X rating becomes real merchandise? Either way, I think this is really kittening cool
They should remove or expand the cap when they remove 99% of the AoE spam. I would bet a big regret of the design team is building in too much AoE. It frags server performance, greatly limits the size of player fights, generates mostly unskilled play and reduces group dynamics since AoE is the best DPS in the game even with a 5 cap so groups basically have to roll with it to be effective.
There should have only been 1 or 2 AoE skills mostly elite skills on most classes and they should have been treated as class defining skills. Had they done that Anet would have likely doubled or more the performance of large scale game play.
I don’t know, I think that AoE attacks, like everything else, are best when they are diversified. It could be good mechanic wise if AoE skills were reduced to allow 1 or 2 classes to have huge access to relatively weak AoE skills. Their strength would be in pressuring lots of players at once, but they wouldn’t have enough individual pressure to kill anyone paying attention. Diversity is always good.
@OriOri: That’s fair. Ghost thieves should not be a thing.
~ Kovu
Agreed. A mechanic where you can deal damage without ever being seen is fundamentally broken, even if it isn’t OP
Don’t compare Mesmer to Guardian, ANet intentionally made guardian stupid easy to play. They even said themselves that its too little investment for too much reward yet haven’t done anything about it yet…..
Mesmer is hard to play well, most mesmer players are mediocre at best. And unfortunately this class cannot carry a mediocre or worse player very well, so if you aren’t very good at PvP in GW2 I would suggest rolling another class instead.
1, Condi thief – press 1 button
2, Staff thief – press 1 button
3, Any druid – pets, so many escapes and sustain. Esp with longbow as you just press buttons
4, Any scrapper – so much sustain. Tank everything and never die
5, Any DH – see above
Considering you have an entire thread dedicated to how OP you think mesmer is, I’m surprised its not on your list even though Thief is at the top.
For your gear, first get full exotic gear. Its a nice boost in stats over rares. Berserker gear should be fine for most content, but its not ideal for everything depending on your class. After you get full exotics, you can start a legendary weapon collection (costs 5 gold and 10k karma, but you have to have HoT to be able to buy them), and start saving mats up for ascended armor. Then go achievement hunting, or go for map completion.
Or maybe each of the maps is getting a major meta event later on in the story. (A player can dream, right?)
Unfortunately as the plan seems to be to introduce a new map with each episode I doubt we’ll be heading back to any of the maps later. Maybe if we’re really lucky they might expand Bitterfrost Frontier?
We might though. In the last AMA one of the devs said that there were 3 different teams working on LWS3. Now that episode 3 was released we have cycled through every team once, which means that Episode 4 will be made by the same team that worked on BF. Its not entirely out of the realm of possibilities that they expand BF when episode 4 is released (part of this assumption is also based on that I vaguely remember something about BF not being fully released yet? But I can’t recall if that was a dev that said that or player speculation at the time episode 1 was released).
3 seconds of superspeed at the end of CA (which is locked into being utilized at the same time as that stealth) won’t keep up with the various kiting abilities and gap closers available to thief. I’d gladly trade that kitten for a CA stability trait. I don’t like blowing 60~75s stab cooldowns just to be able to heal my zerg in a larger fight.
Also, having condition ticks break stealth is an awful idea. It basically destroys any hope of not being revealed — many power builds have a small number of unavoidable conditions built into their weapon skills (or traits).
I do like the idea of diminishing returns @ hard cc though.
~ Kovu
Applying damaging conditions is different from every tick on a damage condition….. Applying damaging conditions should break stealth the same as dealing power damage breaks stealth. Both of those things actively deal damage to another player, yet only one of them breaks stealth.
I would love it if they could find a way to implement dying on leg backpacks only. That way they only have to worry about a very small handful of backpacks (since I assume we will eventually get more leg backpacks, at least I hope we will). I don’t know if they can just make select backpacks dyeable without reworking the entire system though
They can’t. (Specifically, as a developer, I’m used to reading developer text for the underlying meaning, and what was said above was: huge rework to allow dying anything.)
It’d actually be more work to make some-but-not-all backs dyeable, because not only would you do all the work to make them all dyeable, you would then have to do extra work to make some non-dyeable again afterwards.
That’s sad to hear
2. Stealth is too advantageous and too forgiving and too unbalanced.
- Stealth has never been implemented well in any game ever
- Judging by alterations made since release, I believe it’s far too late for Anet to make alterations to key class mechanics
- Our only option is to hope that future games either have zero stealth or a radically improved version
Its not too late, it would just necessitate that the classes whose mechanics are being changed would get an entire redesign instead of just a few skill numbers being tweaked.
With the tech they can fiddle with some nobs on problematic things quickly. Yes, bigger changes take time, but it’s completely possible. Seeing that other games have redisgned “things”… overhauled their classes… and have been capable of maintaining a more consistent class balancing act, none of what I’m talking about is out of the realm of possibility. Anet is more than capable… In fact, with the level of creativity this team has, I’m 1000% sure gw2 could be one of the top mmos out there for profession, skill and combat designs. I say that because there is talent under the roof and the base foundation of “things” is really good. Just need some tlc. Besides, MO talked about taking balance and such seriously last year, and I have full faith they can deliver.
Oh I know they can, and I hope that they will. Thief and mesmer in particular are two classes that I want to see redesigned. I don’t however think that balancing is actually a priority for ANet though, at least not right now. If it were we would be both receiving more balance patches and larger, more comprehensive balance patches. Instead we get 3-4 a year, which don’t even necessarily touch every single class in the game. To me that isn’t taking balance seriously, its just balancing a single build, 2 at most, for every class. And considering the very limited scope of their balancing, they aren’t doing that good of a job at it either.
2. Stealth is too advantageous and too forgiving and too unbalanced.
- Stealth has never been implemented well in any game ever
- Judging by alterations made since release, I believe it’s far too late for Anet to make alterations to key class mechanics
- Our only option is to hope that future games either have zero stealth or a radically improved version
Its not too late, it would just necessitate that the classes whose mechanics are being changed would get an entire redesign instead of just a few skill numbers being tweaked.
I would love this, but I highly doubt we will get it
I would love it if they could find a way to implement dying on leg backpacks only. That way they only have to worry about a very small handful of backpacks (since I assume we will eventually get more leg backpacks, at least I hope we will). I don’t know if they can just make select backpacks dyeable without reworking the entire system though
Bring a full party where everyone has fire elemental powder. With 5 fire elementals out it won’t take long at all. This isn’t cheating, if it was ANet would have patched it so we can’t use consumables period in that instance. This achievement was not at all fun to complete, like you said it was just plain tedious to complete, especially for how few AP it gave.
Would be nice to have for sure