“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
I’m certainly hoping for more checkpoint systems for any particularly onerous ones.
As someone with a great appreciation for werewolves, I’m glad that the tired vamp/wolf trope isn’t reflected here. I’ll take my Roman catdemons for every casually-violent second that they’re worth.
Still, I wouldn’t mind seeing elite or ‘core’ specs for racial abilities, if only to allow them to be suitably useful in PvE. Not a strong wish or anything. Giving them all type tags (trap, turret, etc) would give them unique synergies with existing classes.
And my thief still uses Shrapnel Mine. Much more effective than stupid tripwires and other lame traps that work for a fraction of a second. (Though Ambush is becoming a favorite.)
Which means there should be one. The API can certainly track and display it.
It’s about knockbacks, not just rangers. When I’m beating on things with my greatsword, along comes the engineer with his flamethrower knockback.
-Signed,
Ranger
PS, Longbow 4 has one use: Dredge Fractal. (I blame bad mob AI for that one.)
Please report bugs to the dev threads in either General or Bug forums. They’re paying close attention to these at the moment.
Seems to be the only thing they’re consistent about. And there needs to be a decent sink for all that candy corn!
Huh, suppose I should go get GW1 now?
If I’m upset about one thing, it’s that there’s not enough lions in Lion’s Arch. Too many dolyaks and sea creatures. More lions!
Really though, I hated a good chunk of the original Lion’s Arch. Difficult to move around in, not much to see. Yeh, it’s a pirate haven, etc yadda, but at least blowing it up somehow made it more convenient. The new design is bright and refreshing, and perhaps it’s a sign that Lion’s Arch is maturing with it.
I’m thinking lawn-chair toy. Folds up for easy use and bludgeoning people in costume brawl, but also has a handy “Sit” skill, so we can actually sit in chairs.
Or a gem-store emote/dance pack. (Sure that’s been asked for a dozen times.) Though, I’d rather that be applied generally.
Oooh, we could have a generic Mount specialization. It could give loads of special transformations that give speed boosts and swiftness.
/snark
Okay, that wasn’t really a serious idea. :P
Definitely worth considering. The changes to gear sets would possibly leave room for significant +boon duration as well, making for stronger support characters. And it would provide more options in filtering in offensive stats.
With Vit/Heal easier to gain in that regard, healing would have to scale differently, but we’ve been asking for that to balance healing power better anyway.
Or 5th option: remove Healing Power from the available stats
>.>
That would fix a lot of balance problems issues for the dev team. Or merge Vit with healpow and have one useful stat instead of two garbage ones.
I’d suggest:
- halving the base healing on regens, heals, weapon skills traits and utilities
- improving the scaling of said skills with healing, multiplying healing scaling with a factor 2.5-4 (maybe 5 in some -rare- cases) at least (3?)
- coupling boon duration to healing
- healing effectiveness should be affected by (receivers) vitality… no I’m not joking…
maybe base 1000 vitality should equal 100% of the conventional heal and each added 100 vitality should add a couple 2% (maybe 3?), with 1831 added (max) vitality (Without Runes/Food) possible for added 18.310 HP maybe this could be supported by 36.6% (2%) added healing effectiveness , 36.6% would be an added 3300 points on a 9000 pt base heal , or 55% (3) FOR an added 4950 points on a 9000 point base heal?Understand I’m not saying gw should move towards to the trinity, but as healing is useless in most builds… Some improvement is really wanted…
I doubt this game is limited to zerk and sin tbh, as sinister also has decent options…
At least when speaking PvE only.. outside PvE things really change….
+1 and a hat-tip, good person.
Healing Power is currently the dumpster stat. Adjacent to that is Vitality. At a measly 10HP per point that doesn’t scale, Vitality needs something else besides “alleged condition counterplay.”
And I think what a lot of proponents are saying is that we don’t want Trinity. We’re all sick of it in other MMOs. But, as a gameplay and design element, support focus and healing border on useless. Not to say that support doesn’t work; even base Guardians bring a ton of it, but the stats don’t affect it.
And to starlinvf’s idea, changing healing power to support power (at the risk of piggybacking too much on Wildstar), some incoming boons could scale with it:
Admittedly tl;dr, but not the first time we’ve seen the idea, either.
Personally, I’d love to see boon duration increased by healing power. It would shoot the utility into something useful.
Other idea I’ve seen (and thought) is to have healing power affect both incoming and outgoing heals, which could also affect scaling of personal heals by identifying them as outgoing and incoming.
I shall light a candle to commemorate the tragedy that befell us that day.
Asking on a Monday is a bit premature. I’ve seen the teaser images go out on their Facebook feed a little after Tuesday at noon, Eastern time. And then the actual community news posts get updated Thursday.
So hang in there, the news is coming!
Axes are kinda boring. I want a whip.
Yeah. If the stupid Nightmare Court gets them, I could make real use out of them.
All of the transformations, not just the Norn ones, suffer terrible animation locks that don’t fit with GW2 combat. It’s a pretty big disappointment.
On Guild Halls, maybe… just maybe, Guild Halls are the precursor to Player Housing?
Tcshshshshshhhh, you can’t use the P-word! (The idea of a guild hall being an uber-rare drop makes me lol though. :P)
While I can hope for player housing and guild halls as a test case, I think ANet’s general vision is still to have things bring players together, rather than letting them hide in little cubby holes.
Then again, we have “home” instances. All of which are very meh and in NPC-public spaces. I’d love to have an actual homestead. (But maybe not how FF14 does it. o_O)
+1. Full support.
Because reading the donuts in Subject Alpha is simultaneously obnoxious and hilarious.
Congrats on the home purchase!
Take it from me, get those trees trimmed early. >_>
I would love to have a more active home space, sort of like the guild halls are panning out to be but more personal.
I’ve been wishing for this, actually. The wardrobe at the bank isn’t as convenient.
Just Play some Dry top. You’ll use a handful of keys every sandstorm, and the sandstorm is very predictable when it arrives.
The point of asking for the chest is to avoid Dry Top. That zone is a clusterkitten and navigating it is one of the most un-fun things in the game. Waiting for those chests to even be available is yet another terrible design decision for the zone.
I wouldn’t even have to worry about going to Dry Top if Silverwastes loot would stop dropping the ruddy keys. -_-
The limited time frame to find Dry Top chests doesn’t match how quickly I obtain these keys. I would love to have a chest that uses them in my home instance.
If the common clothes tonic were made into an outfit, then you could arguably say that other town clothes tonics could be made into tonics, however, there’s a ton of problems that would arise from that conversion because they can be bought and sold without gems. What is the line where you say “ok, no more converting these tonics into outfits?”
If these tonics were converted to outfits, there’d be a buying frenzy and releasing the converted outfits on the gemstore would be unfair due to the gold to gems conversion price discrepancy—unless the prices in gems reflected the approximate value of the outfit’s gold cost in the BLTC but I assume it’s changing fast in such a situation.
Even so, converting existing non-common clothes tonics to outfits would require tons of work if only because of the possible backlash because existing tonics can be bought and sold for gold.
It wouldn’t even be the first outfit supplied without gems. The hexed outfit was an easily-farmed reward during Halloween 2014, which sets an interesting precedent.
Out of the tonics I’m aware of:
Town Clothes were freely given when the wardrobe system started. Every character that converted got at least 3 tonics, one for each piece of town gear they had. That makes for a huge supply mostly being hidden behind veteran bank accounts. There will be market barons to prey on the non-replenishable nature of them, but the market on them will remain volatile long enough for people who don’t have them to get them at a decent price. I personally have a pocket full of these and would trickle them in for market value, or just give freebies to newer guildies. Limited demand would keep the prices low for a while.
The tonics that sold for gems at the time could be a stickier issue. Their sale prices run several gold right now, so it’s not likely they would be sold directly for gems if they’re still tradeable at the time they convert to outfits. Which means they’d either convert to account bound on acquire and sell for gems, or ANet would likely keep them tradeable and stick them as a reward in Black Lion boxes. Regardless of acquisition method, there will be kvetching. But it also opens up another gem-cash fountain when they do re-release them as outfits.
The issues to resolve:
The assets themselves are done. A huge bulk of the work has been done already. They could likely crank out conversion in a very short time, and there are (at least) 14 tonics currently awaiting that conversion. That’s over 3 months of weekly, one-at-a-time releases to earn them a decent chunk of cash.
This has been posted before and I think it’s a great idea. However, I do wonder about the logic that, if all commoner town clothes were made into an outfit, why not make all the former town clothes (now tonics) be made into outfits? Basically, where exactly does it stop and end?
That’s what we’ve been asking.
I have more than just the Town Clothes tonic. I and several others got leather hoodies and khaki shorts way back around Southsun’s introduction, and those are tonics now. They used to have dye channels and such, but now they come out very bland, and you can’t do anything in them because of the transformation.
Aww, quitting. Well, can I have your stuff?
Y’know, from those other classes you’re not using. XD
Hope you enjoy Revenant!
The supply would definitely change dramatically. Consider I’m probably sitting on 20+ of them right now, after all my characters have one from the town clothes conversion. Each character got at least 3 at the time of conversion. So, yeah, the market on some of those tonics would shake up a lot, then eventually climb slowly in a way similar to unidentified dye. If that market ever gets to the point of ridiculously expensive, then it becomes a ripe time to “favor” the players with a gem store release of the outfit so it becomes available again.
I’ve been thinking this since the new system came out and all the heal/elite skills got reclassified. I’d very much like to see them evened out.
( And maybe classify some of the racial skills too? )
My answer to the basic question: Poor planning.
They decided to link specific stat combinations with specific materials without considering they could have had a much better, much freer system had they designed a better crafting system at the onset.
Tacking on torment/confusion to Taunt is hilarious, Morfedel.
https://forum-en.gw2archive.eu/forum/game/gw2/Tonics-to-Outfits-It-s-time/
There’s the one I started. It’s not a highly volatile topic, so it hasn’t gotten much attention, but it’s an easy enough request and the consensus is pretty positive.
I brought this topic up a while ago. Still strongly in support of it.
o/’ I’m all about the beards, ‘bout the beards
o/’ No stubble~
80 copper whenever there is a Mystic Forge daily .. to buy 4 cheap runes / sigills
Else i only use it to promote cores to loadstones.
Aww, you stole my estimate! XD
I know how you feel, OP. FIGHT FOR YOUR LIFE is so.. antiquated.
I’d much rather prefer:
When it comes to GW2, I like two aspects of the game as related to healing:
1. No trinity healers.
I like being the support guy, but trinity healing is boring. It’s an inverse whack-a-mole with a stroke limit. And most of the time, it’s the GW2 equivalent of 1111111. Being self sufficient is great, and I strive for that in almost every game.
2. Making it work.
Because of dodges, blinds, and other mitigation tactics, damage means something when it happens. (Usually. :P) And healing is somewhat scarce. So knowing I can potentially bring an ally from near-dead to near-full just like a trinity healer, it feels fantastic when I can actually be a healer in GW2.
Anet should finally remove all the fall damage traits from the trait system, replace them with way more useful traits and turn the fall damage traits then into a MASTERY that islearnable by everyone, regardless if you own HoT or not.
Fall Damage Reduction
Movement Speed Increase
Special DodgesThese things should become part of an Movement Mastery
Something like this:
Heroic Movements:
Save Landing = 1 Mastery Point > Your Character performs now a more heroic landing move, when falling down, preventing your character to fall flat on the belly, landing always on your feet, able to move without interruption.
Stylish Fall = 1 Mastery Point > Your Character performs now a Class Based Skill when receiving Fall Damage and receives 50% lesser Fall Damage from now on
Fast Feet = 2 Mastery Point > Your Character runs now permanently 25% faster (by adding this, all other movement speed incresers of this game get replaced/removed, likee the effect of the signets gettign changed, making them more useful, as this Mastery would make half of their effects obsolete, so these skills/traits would need to get redesigned)
Masterful Dodges = 5 Mastery Points > Your Character performs from now on Class Based Dodge Roll MovesPowerful Legs = 7 Mastery Points > Your Character can jump now 50% higher and you perform now automatically after falling a no Endurance costing Dodge Roll, what will further decrease your Fall Damage that you receive by another 15%.
Side Flips and Somersaults = 10 Mastery Points Your Character is now able to perform class based Side Flips and Somersaults, backwards as like forwards.
Performing a Side Flip or Somersault counts as a Dodge Move, the point here is, they have longer animations and bigger distances, than a normal Dodge Roll.
You can manually decide, if you want to perform a Side Flip/Somersault, or a normal Dodge Roll through pressing Shift + Dodge Button, just pressing the Dodge Button and you do a normal Dodge Roll, but together with Shift, it will be the slightly longer distanced/animated Side Flip/Somersault, so you can make in combat the decision, what is better for your situation, either a quick and fast dodge, or rather a slower, but slightly longer working dodge.
—-If Anet would do this, then we could free up alot of trait space for much more general useful traits that aren’t just only very situational useful at all like Fall Damage Traits, which are unless you are actually falling most of all the tiem just a wasted trait slot and which further decreases build variety (I’m still at the opinion, Anet should change the new Trait system from a 3×3 + 3 static minor traits-system to a 4×5 trait system to increase our build variety to let us have more useful options and mergign the static minior traits either into existign ones or puttign them up into the list of the 5 options per tier of Adept, Master, Grandmaster and new Sage Traits as new 4th tier.
If it weren’t for the WvW/PvP applications of fall and revive traits, I’d say that masteries are an idea place to put them.
Easy ways ANet could and should fix boon duration:
Raise Giver’s armor contribution.
If Giver’s got a significant boost, not the painfully low +1%, I’d consider adding a piece or two to make up for the utter gutting of my warrior’s boon duration. Considering the actual stat spread is garbage, +3% to +5% isn’t such a terrible trade-off.
Return boon durations (and condi durations) to the skill lines they came from.
It’s actually a bit insulting that some classes got to keep their support line benefit, while others got gutted. Adding +10% to +20% at the fifth step in the support line would return that boon duration. Or, if the devs are afraid of “locking” people into trait lines, add half the bonus to two trait lines, and make their bonuses stack. Support-minded players are going to take those lines anyway, while offense-minded players might get a bonus out of it.
Add 1% boon duration per 100 Healing Power.
Or some similar ratio. There’s precedent with Revenant now, and it’s a trait that could be introduced to every support line, and it would make HealPow more useful, which it needs to be. It would even help HealPow add a wee bit of offense by extending Might/Fury durations.
I used to, but my warrior’s Strength line isn’t in use, currently. I find I miss that silly trait after a long tumble that almost kills me. :P
I must say I’m very grateful to the guilds running daily maps. You people are awesome. I don’t have to hop on at 8pm to see which is the boss-du-dour, wait up to two hours, or interrupt my play, or follow the 50-man event zerg, desperately clawing at evaporating mobs for credit.
5-10 minutes in ‘PvP’ and, bam, two to three dailies done. I do the gather when it’s up and the vista, then it’s off to whatever it is I want to do.
So really, thanks to the awesome guilds out there. I owe y’all a game time token.
Hm, I could take a crack at it.
Tier 2, +20% Taunt Duration
Tier 4, Attacks made by enemies with Taunt grant Protection (3 sec, 10 sec cooldown)
Tier 6, 50% chance when hitting with an attack outside of range (>240 range?) to apply Taunt (2 sec) to the enemy. (15 sec cooldown per target)
Maybe go Tough/Vit/Tough or Tough/Tough/Vit for Tiers 1/3/5?
It’s an interesting concept, at least.
The more I think about it, the more I think each elite skill should be a transformation into the legend in question (and that’s considering I don’t like transformations in general), complete with it’s own weapon & skills. On the surface, that doesn’t seem like it would really increase build options, but it ensures that you can mix any weapon with any two legends and make it work if you want (since no matter what you choose, you will always have an appropriate set of weapon skills at your disposal).
A transformation would be pretty sweet. With a very important caveat.
Transformations are terrible overall, because they’re stiff. They don’t work within the fluid combat system that GW2 has. They’re also fairly short, so knowing what they do requires some off-site research.
2H axes, while I wouldn’t argue, don’t seem to have a role or overly unique look to fill.
2H axe would be slow, cleaving, high damage. Sounds just like Greatsword.
Not sure if land-spear would be much different, though it could at least have more straight-line attacks and less cleave.
I’d be hyped if fist weapons made it, though.
I can see two relatively easy choices for expanding Revenant options:
Colin uploads himself to the GW2 servers and decides to start deleting everyone with banhammer 2.0.
No, he forces everyone to play GW2 24/7 and a death in game becomes a death in real life ala Sword Art Online.
Calling it now.
I’ll be very sad if I get stuck in GW2 SAO/Log Horizon style. ;_;
It’d make me very sad that I didn’t get stuck in FF14 after Heavensward.
Also, final boss, Taimi. After she ruins Tyria’s leyline structure (callback to FF6’s Kefka, holla!), the Tyria of Ruin has a new Nightmare Tower where Lion’s Arch used to be. It will take 3 raid teams to climb the tower and defeat wave after wave of bosses until we fight the Enslaved Six Returned, and finally, the six-winged (one for each elder dragon she tricked us into killing) Taimi the Usurper!
Any indication that the name will be changed or is this topic just here to keep us occupied from starting another riot :’)?
SAB or R-
Wait, no.
GET RID OF DRAGONHUNTER or … I’ll be slightly put off?
I think it’s a lazy, forced-fit name, but we’ll be expecting Brahm to go full mom-revenge mode and “hunt dragons” in her stead. (Wait, a ‘stead’ in Norn terms is a home so..)
Very much appreciated, Linfang!
It’s not an all or none situation. You can always just use the level 20 scroll get to level 20 instantly and then level while playing and use the tomes as wanted to speed up the leveling when you get bored or in a slow spot.
That’s my current plan. Previous plan was make a tome-80, but I think I’ll appreciate it more by poking it more slowly and finding skills I like to experiment with first.
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