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If you’re doing PvE, I’d say Ranger and Engineer are your best choices.
Ranger, just fight at range as best you can, use Greatsword if you have to melee. The auto attack has a dodge built in, so you’ll naturally avoid some of the hits coming your way. Bears, drakes, and wolves/dogs are your friends.
For Engineer, pick a kit that goes well with your weapon, covering what it doesn’t, but again you’ll want to fight more at range. Then, add in one or two turrets on your other skills. I’d suggest gun and missile launcher. The turrets fight on their own while they’re out, so they continue to operate even when you can’t see what’s going on.
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Forum bug?
Forum bug.
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For a while I played a charr that had only recently met asura and found them disturbing to be around. He said they looked like a deformed human doll that had ripped the teeth out of a charr and stuck them into its own mouth.
I think that’s an accurate way to describe them.
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I’m not going to decide until I see the skin that you’ll be able to earn as part of the Elite Specialization track. Chronomancer track has an interesting shield to it, maybe the bow here will be impressive.
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Just got this myself. One “Special Item Delivery” with a Heroic Chest (Contains boosters and a legacy suit of armor). One ""Welcome to Tyria" with a Letter of Influence (4000 influence).
I bought the basic game, then quite some time ago upgraded during a sale, and got the items back then.
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Huh. Not my guess, but I’m okay with Guardian.
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Well, they said that the FIRST one wouldn’t be Druid, but they never said it wouldn’t be the second one.
Given that we know more about it that most of the others, I think it’s next. My second guess would be the one for warriors, because it’s the one we know the LEAST about, and that gives them a chance to surprise us with it before we figure any of it out.
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Water – Grandmaster trait:
Heals can crit when effecting other playersOpinions?
I kind of like this idea.
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I think they need to work on the Rox / Braham relationship a bit more, but they need to do it carefully. The relationship can’t just be there to be there (we have one of those already), it has to be slowly forged and hard won.
Imagine if, at some point, Braham got the blessing of Snow Leopard and took on the snow leopard form in front of Rox. Rox gets to suddenly see him as something a lot more charr-like, and likes it. When she says it, though, Braham gets upset because she’d never say that to him as a norn.
That would leave Rox struggling with some tough questions (“Am I racist? Was I simply attracted to his appearance, or was I admitting to feelings I can’t feel towards a non-charr?”) And you could have someone offering some wisdom to Braham as well (“The spirit only changes your form, not who you are. Was it wrong of her to like you more in another form? Would you not like her more if she was norn?”)
They could quietly work this out, asking for advice on their down time, maybe even trying to understand each other’s cultures better. And when it’s time to act, they have to shut up and work together, rather than nattering on like another couple we all know.
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If I had the defense tree active, and do not happen to run a mace or shield, my choices instantly lose 1/3 of their viable options(per slot!). I not only have a choice between 1/2 in each line, with a pool system I have the option to choose 1 of 6 for each tree, meaning the limiting traits (weapon traits) are less impactful on how I design my build, which is a good thing.
You also have the choice of not having the defense specialization active. In fact, if you’re not taking it because you want some of those other choices, I’m not sure why you would have it active at all. That would be like an Elementalist going Fire specialization, then complaining that skipping past the fire attuned stuff leaves them no good options in the line to boost their healing.
that makes no sense at all…i could like 6/9 options and just be left with nothing i could use from the grandmaster slot…which is my current situation almost. i like several mid-low tier traits, and none of the grandmaster, but I have to take one of the grandmasters because “Anet Says So”
Since now we will not have the option to take partial of trees, we have the take everything or nothing….how is that defend-able?
You chose a really poor analogy since that isn’t what is really being discussed.
You want a trait that’s in that line. Is it enough to make you take that line instead of another, yes or no?
If yes, you take it. If no, you don’t.
Nobody promises that every level in the line will give you something your build specifically needs. I think that’s part of the reason they gave us the extra four traits, to kind of counteract that.
Yes, there are different ways to do it so that it would help your build more. But they’d have to balance it differently, then. What you gain, someone else loses, be it in power now or in delay of changes later because it’s taking them longer to balance things.
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No, no, this cannot be an option for everyone.
Only the most courageous and highly qualified are entitled to fight bare-chested.
Only they can unequip their chest armor.
Does that mean that Logan gets some old school EQ female Dark Elf armor?
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If I had the defense tree active, and do not happen to run a mace or shield, my choices instantly lose 1/3 of their viable options(per slot!). I not only have a choice between 1/2 in each line, with a pool system I have the option to choose 1 of 6 for each tree, meaning the limiting traits (weapon traits) are less impactful on how I design my build, which is a good thing.
You also have the choice of not having the defense specialization active. In fact, if you’re not taking it because you want some of those other choices, I’m not sure why you would have it active at all. That would be like an Elementalist going Fire specialization, then complaining that skipping past the fire attuned stuff leaves them no good options in the line to boost their healing.
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If they don’t want to allow topless characters, then I’d gladly settle for a “minimal coverage” set for all armor classes.
The fact is that we have three races (Norn, Sylvari, and Charr) that have skin markings that make up a fair amount of their customization. Heck, a case could be made for Asura in there, too. Culturally, it makes sense that they’d have some armor styles that show it off. Humans can be just along for the ride on this one.
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We’ll basically get “Djinngots” where we get skill scrolls now, maybe a bit more frequently to make up for the lack of skill points for leveling past 80.
As to converting the “excess” Skill Points we now have, they never actually said they’d become Djinngots, but doing that instead of turning them into materials directly solves a LOT of potential problems and is the natural way to go. No storage space issues from the sudden conversion, and no complaints of “I got too much of Item A and not enough of Item B!”
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Given what they did to Warrior Adrenaline, do you really think they want a Mesmer’s shatters to be “DE as baseline” strong? It is a huge jump in power that, yes, should require a significant investment to obtain.
And if this is the “only good way” to make a Mesmer in most situations, then that kind of says they need to buff the other aspects to make them stronger, not make this way easier.
Correct me if I’m wrong, but creating a clone does not overwrite a phantasm, unless that’s all there is to overwrite. If there’s a clone, it will only replace that clone.
Consider yourself corrected. A clone created by anything will overwrite a third phantasm if there are three out.
That’s why I said “unless that’s all there is to overwrite”. Still, thank you for confirming what I understood. I don’t want my arguments to be based on incorrect data.
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Apparently we are getting information about the first specialization next week (not Druid) according to the stream, so should be plenty of information coming over the next couple of weeks.
I expect it to be Elementalist, as they’ve got the traits closer to done for them than most, it seems. They let us know the name, and had to be careful to not show us anything more about it, which means there was something already in the UI to show.
If they keep them coming at one per week after this I will be VERY happy. Honestly, I’m happy now thanks to that huge information dump on Traits/Skills/Specializations.
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Existing 80s will have traits/specs locked?
in Guild Wars 2: Heart of Thorns
Posted by: Palador.2170
I think it’s best to assume that when the new system hits, NOBODY will be grandfathered in. Want to make sure you’re not short some traits and skills when it hits? Go out and grab some easy skill points/challenges. Get some maps, then sweep through the lower level zones and grab all the skill points.
If it turns out that they find a way to grandfather old characters in after all, then it’s still not time wasted if you get HoT. Instead, you’ll be that much further along on unlocking the Elite Specialization.
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But wouldn’t a phantasm mesmer only have phantasms out? Not familiar with mesmers, but I wouldn’t think they would have normal clones out at all. So having DE baseline would screw them over.
This is true, actually.
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Correct me if I’m wrong, but creating a clone does not overwrite a phantasm, unless that’s all there is to overwrite. If there’s a clone, it will only replace that clone.
With that said, clones on dodge should not be baseline any more than a thief scattering caltrops on dodge should be. If it’s too hard to keep a steady stream of illusions coming out (and with them wanting us to focus on shattering them, it may very well be), then THAT is the problem that needs to be addressed for ALL builds.
I would love to have DE as baseline, but it shouldn’t be.
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and yes, I realize that some of you are wondering if I’ve been hacked, given my general stance on these things.
That’s funny I really did do a double take on your name lol.
I get what you are saying but I see no reason they can’t give my level 80s that have all skill and traits currently unlocked the full skills and every specialization bar filled. Then again if they really don’t want me to come back and really want me to quit posting here for ever, then they can make me have to grind out what already have. That would seal the deal, yall would never hear from me again.
Because the new system will involve tracks, just like masteries. Each skill group, and each trait line will be their own track. Each track is then unlocked one piece at a time with hero points (read skill points.) For those that already have everything unlocked it probably won’t be difficult to just unlock everything in the new system since you’ll probably get enough hero points allocated to you based on level and completed skill challenges. But for those that haven’t it will be very problematic to unlock things at random. It could very well break their system. So rather than take that chance that some characters end up legitimately broken because they can no longer progress properly, they are not unlocking anything.
Also, there isn’t a one to one correlation between traits in the current system and the new system. Should you unlock traits that never existed before in any form simply because you unlocked four other traits that don’t even exist anymore?
Grandfathering is not a thing that will happen. It just isn’t. If that means you’re taking your ball and going home, then that’s just how it’s going to have to be. Before you leave, can I have your stuff?
I mostly agree with this.
If a character is level 80, then you’ll have enough Hero Points to unlock most of the core stuff (normal 5 trait lines and skills). If you’ve done enough of the skill points on the map, then you’ll have enough points to finish buying everything when this goes live.
If you want to make sure your character is ready for this change, just go around and hit any skill points you’ve missed. Even if you have to skip the occasional one, it sounds like a level 80 will have little problem having enough Hero Points built up when this hits.
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I’ll echo the thanks. I’m still not entirely sold on the idea, but I’m glad to have a lot more information about what’s going to happen now.
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I gave the suggestion of having the keys work like the Matrix Keys from the reactor for a reason that actually has nothing to do with the dungeons themselves, but I’ll get to that in a minute.
In a dungeon, there’s some fights that are just not worth it right now, and are better off skipped. By making the fight drop an end chest key, they can adjust the rewards of that fight by improving just that chest’s rewards, and still require you to clear the dungeon to get the reward. It will allow a better fine tuning of the risk vs reward on major fights.
Now, as for outside of the dungeon, let’s replace “fight” with “pre-event”. I’m sure we’ve all run into the big event chains where people descend into the area just in time for the final fight and the big reward. And it can be frustrating to do all the extra work, and get very little extra reward for it. So, we apply the same system here. Do a pre-event, get a key for it. After the final, big event, you can use your keys. Suddenly, there’s a reason to want to do the entire chain, or at least as much of it as you can.
Dungeons would be a good place to test this system. They’re cut off from the rest of the game world events, and it will be easy to track how much it changes player behavior and rewards. If the idea looks viable, then before it moves out into the world at large, the keys in inventory can be moved to a “key ring” of sorts, that keeps a simple “have/don’t have” record on all the keys rather than taking up inventory space.
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Question 7: Will it be possible to double up on a Specialization? Example: An Elementalist going Water/Water/Arcane? While I strongly suspect the answer is “No”, I feel it’s worth getting it clarified.
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One more from me.
Question 6: Looking at the picture of the Water Magic track, it appears that each skill type is on a track of its own. Is this correct, and we have to do separate tracks to get our skills?
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Question 1: Am I correct in understanding that, if I want an existing character to be as prepared for the change as possible, I should hit all of the skill points that show up on the map that I can? And these will translate to Hero Points for them to spend?
Question 2: Does this system make it easier for people with alts to get them up to speed, or do they have to claim the hero points all over again for themselves? If it makes it easier, how?
Question 3: Can Elite Specializations be accessed before level 80? If so, does it require a level 80 of the same class to unlock it first (as per Question 2)?
Question 4: Will racial skills be unlocked at specific levels now? If not, then how?
Question 5: How many Hero Points will it take to complete a single track?
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You have to admit, though, that this is information that will affect everyone playing the game.
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- I don’t know what the new utilities should be, but they should either replace spectral or minions skills (probably minions).
I truly hope they don’t replace minions. With my human necro, I tend to just rush in and fight with daggers, while my minions (hopefully) jump in and do damage as well. I’m really looking forward to using a greatsword, and having to choose between it and the minions would ruin my desire to play the specialization.
(Yes, I know what I described is not anywhere near the best setup for a Necro. But it’s fun for me.)
Specialization create new utilities that replace one of them. If you like how you play now, then don’t use the speciality, just keep the standard Necromancer.
I like how I play now, but I’d like it more if I had a heavy melee weapon to go with it.
Back to the topic of the thread, please note that we’ve seen just a couple of the legends in action so far. The other legends may have next to nothing to do with conditions, and result in many a Rev that has nothing in common with a Necro.
Actually, we’ve seen how Rev can out shine Necro, Guard and Warrior if played right, or did you not see the Rev on POI?
I’m sorry, did you play the rev during the beta?
We have seen very little, about how the rev will do anything.
Here is the full match with revenant gameplay in pvp.
You can basically taste the weaknesses this class will have
https://youtu.be/BjS07N964vE
And it still has to undergo final balancing, even on the parts that we got to use.
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I made mine as small as I could. While I sometimes use him in PvP, it’s not often and that’s not why I did it. (Also, he wears bright yellow and blue, very hard to miss.)
He’ll tell you his name is “Yammi”, but everyone calls him “Yummy” or “Yummy Snack” (his in-game name). Why? Because so many animals have tried to take a bite out of him, he must be yummy. And he’s small, so he’s only a snack.
He’s a ranger, by the way. His stalker is named “Hungry Kitty”, so I can have him run through an area and people can see “Yummy Snack” being chased by a “Hungry Kitty”.
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I hardly ever do dungeons or group up, but I can foresee an upcoming problem that nobody’s mentioned yet.
When HoT hits, we’re going to have events in a new area that not everyone can access. Not only that, but the mastery system will make some of the new areas inaccessible until you’ve progressed far enough along the right mastery tracks, and some foes unreasonably difficult until you’ve gained the masteries to fight/survive them.
This is going to make the LFG system problems much, MUCH worse for people playing in HoT. We need to think of a way to fix it now, while there’s still a hope that good ideas can be implemented to deal with it.
So, at every chest (after completing the mini-bosses/tasks) you receive a key of some-sort that you can use when you reach the end chest. The key stays in your inventory even if you dc. The key is accountbound and specific for the dungeon (e.g. “Arah Chest Key”). There is a limit to how many keys you can use in one dungeon instance (if there are 5 chests to open throughout the dungeon, the end chest can only be opened 5 times). The keys have a 24 hour timer on them and automatically get destroyed/broken.
This surely bypasses the dc problem. The details also prevent people hoarding them and farming the first boss of a dungeon and leaving (and then jumping into a party at the end and spamming their keys).
I really, REALLY like this idea! I’d change the bit about keys disappearing after 24 hours, and instead make them work like the matrix key from the reactor (can’t carry more than one of each type in inventory). That, plus the right number of chests at the end (5 keys in the dungeon? Then only 5 bonus chests.) should prevent any problems.
This also might make speed runners reconsider what parts they want to try and skip, if there’s a key to be had in those parts.
If I may, I’d suggest making a new thread for this idea, as it’s a bit off the main topic and I’d hate to see it get lost in the discussion.
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Please don't reward retroactive MasteryPoints
in Guild Wars 2: Heart of Thorns
Posted by: Palador.2170
Don’t worry, ANet will have thought about all of this. I hope you realise how long this expansion has been in development (a very long time
)
PARTS of the expansion have been in development for a very long time. That doesn’t mean they were being worked on, mind you, just that they were “in development”.
The expansion as an expansion, however, has not been in the plans for a very long time.
With all that said, I don’t know how long the mastery system has been in development, or how much work had been done on it prior to our being told of it.
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This isn’t a demand for more information simply a request for more information.
FTFY.
I’ll tell you what I tell everybody. Get over it. Do you seriously not have anything better to do in your day than wonder what’s going on at ArenaNet right now? And do you really think they care if you’re not satisfied with the information they release? Nobody who’s already set on buying the expansion is going to suddenly change their mind because they’re unhappy about not knowing everything about it right now. Furthermore, having more information about the expansion is worth absolutely nothing. The only reason you and others are continually asking for this is that you’re impatient and, for whatever reason, believe you deserve to have more info. And what if you get it? Will that make you happy? Or will you just ask for more?
This is a L2W issue, i.e. “Learn 2 Wait”
First of all, yes they care that people are not satisfied with the information they’ve released. It’s this thing called “Marketing”, and right now ANet isn’t doing a very good job of it. Right now, hype for the new product isn’t growing, if anything it’s falling. It wouldn’t surprise me if someone’s job is on the line over this by now.
As for the “Nobody who’s already set on buying the expansion is going to suddenly change their mind because they’re unhappy about not knowing everything about it right now.” part, that’s true. But look at it this way: Releasing GOOD information will make people that are on the fence more likely to buy it. Releasing BAD information will make people that are on the fence less likely to buy it. When ANet’s answer is to say nothing, it creates the understandable worry that the information is going to be bad. In fact, ANet has a history of saying nothing about bad decisions until it’s too late for our feedback to change them.
I think the desire for more information is quite understandable. And is more productive than worrying that people on the forums are wondering about what’s going on at ANet.
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- I don’t know what the new utilities should be, but they should either replace spectral or minions skills (probably minions).
I truly hope they don’t replace minions. With my human necro, I tend to just rush in and fight with daggers, while my minions (hopefully) jump in and do damage as well. I’m really looking forward to using a greatsword, and having to choose between it and the minions would ruin my desire to play the specialization.
(Yes, I know what I described is not anywhere near the best setup for a Necro. But it’s fun for me.)
Specialization create new utilities that replace one of them. If you like how you play now, then don’t use the speciality, just keep the standard Necromancer.
I like how I play now, but I’d like it more if I had a heavy melee weapon to go with it.
Back to the topic of the thread, please note that we’ve seen just a couple of the legends in action so far. The other legends may have next to nothing to do with conditions, and result in many a Rev that has nothing in common with a Necro.
delicate, brick-like subtlety.
- I don’t know what the new utilities should be, but they should either replace spectral or minions skills (probably minions).
I truly hope they don’t replace minions. With my human necro, I tend to just rush in and fight with daggers, while my minions (hopefully) jump in and do damage as well. I’m really looking forward to using a greatsword, and having to choose between it and the minions would ruin my desire to play the specialization.
(Yes, I know what I described is not anywhere near the best setup for a Necro. But it’s fun for me.)
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To be fair, a recap on the PoI was expected, and this week they’re going on about PvP and another tournament. While I don’t give a rat’s buttocks about the PvP tournaments, they do have to be advertised in real time for the events. And when advertised, you don’t want them overshadowed by something else.
I do want more information about specializations guild halls, but … ::sigh:: But to be fair, I personally can’t fault them for no new information this week. I’m sure the PvP tournament will take the focus for a couple more weeks as well, here and there. I think ANet’s PvP fixation is unhealthy for the game, but it doesn’t surprise me.
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It’s easy to see that they play the game. The real question is: How do they play?
How many of them main one class/race? And what classes/races are they?
Do any of them actually RP?
Dungeons? SPvP? WvW?
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That is correct. I did that with my asura.
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An axiom of advice on character development:
Trauma breeds drama.
Throw your character into something of conflict, and see how he emerges from it. How much you can do that will depend on how much you can interact with your surroundings and extend your imagination.
Though, doing it by yourself might not yield much. Having another player along for the ride can add a fresh element to otherwise unchanging or repetitive scripted events.
Good advice, to which I’ll add a bit more:
You can’t win every fight. Think about what’s really happening that the game’s not showing you. Yes, you may have driven the Flame Legion from an area, but what did they do while they were there? Who died, or suffered? Who has your character not saved, even if he tried to? If you’ve ever been forced to retreat, who would have been left behind on the battle field?
Don’t base it all on just the NPCs you see in the game, either. Just as the maps cutting out the unimportant “dull” parts doesn’t mean your character can really run across the Shiverpeaks in just a couple of hours, the shown NPCs are not supposed to be the only ones there. They’re just the important ones needed to make the game function. Invent minor ones as (reasonably) needed.
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Hate these outfits that only look good on female humans.
I think it looks pretty good on male charr, actually.
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So we have this Tuesday and next Tuesday to hopefully see an actual update to the trait system and 2 more weeks to hear…anything really.
Anet? Still playing this one close to your chest?
Is the world ending after next Tuesday? I’m not sure I understand the limiter here. The way I see it, they’ve got an endless number of Tuesdays stretching out before them.
Oh they do.
I was just “giving” them the out of getting us some kind of info in the month of the day that they set all this nonsense off.
As in, they started this last April, the least they could do is fix it in April or if nothing else ACTUALLY give us real detail about what is to come.
I think they have told us, looking back.
“It’s going to be like masteries!”
Mastery info… Fill a bar to incrementally progress X.
Ergo,
Traits, fill a bar to pick a trait… Yawn.
I’ve been thinking about that myself. Here’s what I expect:
Trait “points” like the Mastery points we’ve seen in the stress beta. Then, you spend them on traits you want to unlock, and then fill an alternate EXP bar 1/2/4/6 times (Adept/Master/Grandmaster/New Grandmaster) to unlock the trait. Perhaps account wide, perhaps not.
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It was a question of managing resources. If they had made all town clothes into outfits, we probably wouldn’t have seen the wardrobe for another 5-6 months. Much as I like some of the town clothes (and little as I use the tonics), I am happy to have gotten the wardrobe sooner, in exchange for losing out on some cool sets.
I think this is about the “basic” town clothes, the ones that looked different for each race.
Those, at least, should be outfits. Consider them a “gateway outfit” to let people try the idea, and maybe get more new players to buy some from the gemstore.
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Contact support and give them any screenshots you have, I guess? I’m not sure what will happen, if anything, but it’s your best bet.
Edit: Might get them for language, if nothing else.
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So it isn’t even information people are complaining about. It is information they are personally interested in.
Not for all of us.
I like a bit of lore, but I’m worried that they’ll give away too much of it. I want there to be lore to uncover in the game without going “Yes, yes. I know this already.” What they gave us about the Kermits is good, but any more may ruin the fun of meeting them.
The mechanics of the game systems, however, are something we need more information on. In this case, not knowing doesn’t make the game fun, it makes it frustrating. Playing around with traits and skills is fun, but only if you understand how traits and skills work. The same will likely be true of the Mastery system and the class Specializations.
They gave us this today as well: https://www.guildwars2.com/en/news/hidden-arcana-mastering-the-maguuma-2/ Sadly, it doesn’t say anything we didn’t already know. Again. The way they keep repeating and restating everything they say is starting to remind me of someone.
See the part I put in bold, you see, there are also people that like/love to figure out how things work on their own, so getting this information beforehand is irrelevant to them. Everyone has their personal like and dislikes as to what information is being given out, for me personally, I could care less about the mechanics, I can figure those out myself once the game goes live, makes it more interesting that way, but that’s just my personal preference. Everyone has personal preferences and there in lies the problem, no matter what information is given out, some segment of the population isn’t going to be happy with it, when everyone should really be happy that any information is given out at all.
Well… yeah. Okay, I guess you have a point there. I don’t agree with it, but I can’t deny it either.
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<thread necro>
Is obtaining a Gem Card in actual stores still a problem? I saw online that my local Best Buy has them marked as “available” in my town, but when I went there to get a card tonight, there was shelf space and price tags for both the $15 and $25 cards, but the space was actually taken up by other game cards. No Guild Wars 2 Gem Cards to be found.
There’s three stores near me that carry them. Game Stop, Best Buy, and Target. But if there’s space marked for them and something else in that space, bring it up to someone at the store. It’s possible that someone simply read the wrong tag while stocking, and put something else in that spot. They may have them.
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Agreed. I’m kind of hoping some of the corrupted sylvari will need to be finished when taken down.
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Think of it like how Elder Scrolls games tell their lore. They do it through in-game books. Why other games, especially MMOs, have not capitalized on this idea perplexes me, it’s such a good way to keep your players playing the game. Of course I’m not sure how they would do certain parts of the lore like Scarlet’s background, unless she kept a diary or something. But something I think Arena Net should look into for sure.
Actually, she did and they used that idea for a bit. It was great, save for the fact that so many hated Scarlet already. If it had been for another important character, I think it would have been much better received.
Also the bit about looking forward to hearing our constructive feedback when we get to try the Mastery system…….. sneaky way of letting us know another Beta is looming soon..? (By soon I mean a minimum of 4 weeks away)
<< C’mon Arena Net >>
They also said they were listening to our feedback on the NPE and the Trait system changes. Look where that got us. What they say and what they do are two different things.
One final thought: Let’s all remember that any lore that appears OUTSIDE of the game is not considered canon. This was stated by ANet themselves, as I recall. So, anything we read in a blog is entirely open to change before or after the expansion launches. Keep that in mind.
delicate, brick-like subtlety.
(edited by Palador.2170)
IF they ever bring them back, they’ll do it unannounced and for one day only.
Why?
So that the people that missed them, or are waiting for some other old item to reappear, will become obsessed with checking the gem store every day, making it a bit easier to pull them into buying something else while they’re there.
delicate, brick-like subtlety.
I don’t understand the sylvari hate here o_O I mean lots of ppl are saying they don’t like them… i think their design is really creative and awesome.
For some people, sylvari hit the uncanny valley. For others, they’re just sick of them after the story has pushed them into the spotlight for so long.
For me, it’s mostly the uncanny valley. My one sylvari has his head exposed, but the rest of him is covered in armor. His face is fairly human, so it’s not that bad for me.
delicate, brick-like subtlety.
At one point, CoH added a sort of “check and reserve” for picking names to its character creator. You could type in a name at any point, and it would check to see if the name was open. If it was, it would hold it for you while you made the character, then let you apply it at the end.
It was a great idea, and GW2 could use something like that.
delicate, brick-like subtlety.
So it isn’t even information people are complaining about. It is information they are personally interested in.
Not for all of us.
I like a bit of lore, but I’m worried that they’ll give away too much of it. I want there to be lore to uncover in the game without going “Yes, yes. I know this already.” What they gave us about the Kermits is good, but any more may ruin the fun of meeting them.
The mechanics of the game systems, however, are something we need more information on. In this case, not knowing doesn’t make the game fun, it makes it frustrating. Playing around with traits and skills is fun, but only if you understand how traits and skills work. The same will likely be true of the Mastery system and the class Specializations.
They gave us this today as well: https://www.guildwars2.com/en/news/hidden-arcana-mastering-the-maguuma-2/ Sadly, it doesn’t say anything we didn’t already know. Again. The way they keep repeating and restating everything they say is starting to remind me of someone.
delicate, brick-like subtlety.
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