We might be able to be more reliant on our friends for mobility; stuff like the holosmith’s jump pad can help with our Swiftness shortcomings.
IRT Stability, Foot in the Grave might be crazy with Scourge.
This is a big middle finger to those who like PvE but hate the raid content.
The mode which everyone says gets the least development time and is usually made fun of, said to be on life support, etc. gets something nice and all of a sudden it’s a big finger to PvEers.
Come on guys. You get new content and new rewards every two months. You got a legendary trinket just with the last patch. WvWers don’t get much. Let them have their day.
I thought it was 2620 tickets for T2? That’s way more than just 9 weeks.
Not counting the time you have to put into wvw just to get the 2k ranking since I’m sure not everyone has that.
No, 2620 is for t3, 1310 is for t2. T1 is from reward tracks.
I think WvW players SHOULD have WvW armor but that isn’t the point. Its WHAT is needed to do in order to get it is vastly different in difficulty that it completely invalidates PvE acquistion.
But you don’t even know what you’ll need to do to get the WvW legendary upgrade. :?
Are you serious? Dude, even if that were the case you still need 150 LI boss kills, in order to pay for all that you’d need over thousands of gold in order to spend thousands of gold to craft your legendary armor. You make 0 sense and less than 1% of the community is willing to do that or can do that.
How much of the community do you think will be willing to work for WvW armor?
I’m genuinely curious how much you expect the WvW gifts to cost.
Personally I’m hoping they do the full balance patch. The game will be broken for a month and a half but it’ll be fun, honest
Territories has nothing to do with server links :?
Nah, the thing is if u go via the T3 route, it will be obviously take a longer time compare to T2 unless they make a discount of some sort.
If you’re going for T3 armor, you already have T2 armor. You can start working on your legendary Gifts immediately anyway- or you can wait for your fancy skin.
Also, if you tied it to the last tier, then the pver will not have any good reasons to complain.
As though that’ll stop them :p
You can get a easier to get stat swapping version through these game types.
The armor’s going to be gated behind thousands of tickets and tens of thousands of badges, proofs and memories. You wait and see.
I find it weird that T2 WvW armor is not excluded, this will be a good opportunity to actually justify T3 wvw rank requirement.
I’m expecting the ticket cost for the WvW stuff to be pretty substantial so your ranks will make life easier if you’re targeting this gear.
looking for an answer Anet
Expect them to do nothing because your armor is still functional and more than likely your build is still functional. Losing 14% condition duration, or around 7% real condition duration if your condition duration is capped, which will probably pan out to less than 5% real DPS, will not ruin your build.
Just one quick question: If you bought the Exotic version of the WvW Triumphant Hero’s Armor and transmuted another piece of regular Ascended armor with the skins, are you able to convert it to legendary armor?
Because the cost of tickets to get the Exotic version is the same of the Ascended and a lot of people (myself included) already bought the Exotic version just to unlock the skins and transmuted other Ascended pieces to it.
You should be able to convert neither item into the legendary
The exotic armor is cheaper than the ascended armor and presumably it’s intended that you need to spend the GM tokens to be able to get the legendary armor.
The ascended, reskinned armor will still use the Illustrious armor base and that will not be convertible to legendary.
Big advantage if you own hills, nothing at all for bay. SMC owner will be able to stealth and glide bomb anyone who tries to take the castle. Feels like servers who struggle in WvW will be even more sacked with that new system.
You’ll be able to glide from Outer to Inner if you own Bay. This’ll likely mean defending reinforcements have a much easier time getting to Lord.
Also on stealth bombing they might not have the PVE masteries so you won’t be able to dodge for stealth gliding.
Does it matter if any skins were transmuted onto the ascended gear?
Skins shouldn’t matter so long as the base item hasn’t been changed. Base item is what it says under “transmuted”.
Yes you will lose your infusions and other upgrade components when you put it into the forge. Same as with any other mystic forge upgrade.
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Sounds like it could shake things up quite a bit. Interesting. Worried that ganks in some areas will be a bit trickier, but that swings both ways.
The territory mechanic looks like it’ll expand to other stuff too. New tactics that use territory? WvW-specific mounts?
A thought; a tower/keep improvement that makes yaks move faster in their territories.
https://heartofthorns.guildwars2.com/game/raids/
“As part of rewards for raids, we’re introducing legendary armor.”
Does it say they’re going to perpetually be raid exclusive?
More HoT locked stuff, just in case you were thinking on passing on buying the bundle when purchasing PoF.
I’d be amazed if this was genuinely their design intent.
Fascinating. But what are the PvP gifts? I’m guessing that Gift of Battle/War will be one of them, but the others?
This also means I can swap between Flock and Lyssa runes without spending 15s each time :^)
That’s easily solved, you just put a symbol, like this one, “%” next to the ones that are intended to be taken as a percentage value. There are already abilities in the game that do this, like the traits that give a percentage of Stat A as Stat B.
They also changed the name of the stat from Boon Duration to Concentration so that it’s extra clear and you don’t have to worry about mixing datatypes.
I am generally scared for the game staying alive after this. If there more info Anet needs to put it out there NOW. Or be very forgiving to players who feel they have been wrong. This is more then max min game play this is pulling the rug out from ppl.
I actually had a bit more of a look at the chart. Power/precision/vitality/toughness grant you half of what healingpower/condidamage/ferocity/concentration/expertise do. If you have Zerk’s gear you should get roughly the same overall amount out of each stat, even though you have less Ferocity than you have Precision because of your base Precision.
Looking at a Zerk’s player for example, you will likely have something in the field of 2100 precision and 1000 ferocity. The base sharpening stone’s rates will give you roughly the same amount of power from each, though, at 550 and 500 respectively.
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So what is the base ferocitly for classes?
0
It’s a pretty big issue for how powerful the effects are, and has been for a while, there was one Ranger trait that gave a stat conversion based on Healing Power but because you have no base Healing Power the amount it actually gave was always pathetic.
I actually snerked at that, so true.
Though I wasn’t aware the new ranger spec was condition based. I figured it’d be some sort of hybrid seeing as they’ll be able to use their pet abilities.~ Kovu
The mainhand weapon is condition based but there’s not really any distinct “you must play condi” in the build. The theme obviously lends itself well to a lot of power damage though.
To Grievous. Griever’s is weird to pronounce.
But why not just have a stat that is called “Boon duration” that you can raise and lower, and what that stat does is raise and lower the duration of boons?
Because then you have “boon duration” in your traits and effects that is a percentage value, and “boon duration” in your gear and food that is an integer value, and then you have upgrade components which are a mix of both of these. If you had an upgrade component that read “+5 boon duration”, as a newer player, you would likely not know if it’s intended to be a percentage value or a fixed value until you equip it.
Before you suggest it: you can’t flatten these values to both use a uniform +value or +percent. That makes them work differently than they currently do.
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So you have a stat in the game called “boon duration,” which controls the duration of boons, and you have a stat in the game called “Concentration,” which controls the duration of boons, and you decide to remove the one call “boon duration?”
WHY?
Why remove the stats that do exactly what they say they do, and leave in the stat which nobody will have any idea what they mean unless they look it up in a wiki?
How does that make any sense?
Why not just leave Boon Duration and Condition Duration as the stats, and remove Concentration and Expertise?
They aren’t removing boon duration and condition duration. They’ll still appear on traits and effects, just no longer on food or equipment.
Why have a distinction between boon duration and concentration/same for conditions/same for crit chance/same for crit damage? Because then you’ll be trying to calculate your total values from roughly 50 slots from raw percentage values, when a converted gear value is both easier to use and provides more accurate values.
This is wrong. Damage absorption is, pound for pound, better than healing. Drastically more useful.
Explain this one.
A character has 12k HP. They are hit by a 15k hit.
If you place a 5k barrier on them beforehand, they survive with 3k.
If you try to heal them afterwards for 5k, it doesn’t work because they are dead.
If deathly chill isnt nerfed and dire/trailblazer stats isnt changed it’s not a balance patch. It’s the single most OP condi trait and people are abusing the most bunker/max condi damage armor stats in the game with condi builds.
Yet nothing of this is mentioned.
WvW is truly kittened for balance.
Will we ever have anything resembling balance? Will Anet ever admit that WvW is not PvE?
yeah but condi necro uses +20% duration food which is getting nuked, and condi necro has a broad spread of condis. they’re seriously hurt by this change :x
So, as a condi Reaper who spent a lot of time/gold getting full ascended Viper stats it’s a big FU…got it.
So glad I didn’t preorder…
Viper’s will likely still be an exceptional statspread for Scourge. Don’t lose your head just yet.
So you think it will be like this: 2x Scourge > PS+Real Healer ?
Because of how Barrier works and how it looks Shroud Savant will work, you will probably only want one Scourge across the entire raid. Two Scourges will probably not stack very well. Might/Barrier/Savant Scourge in one party and a scourge just using those Might generating skills for the second party may work to feed the entire raid Might tho.
Without seeing the changes in the upcoming patch though it’s really impossible to say.
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An overall reduction to boon and condi duration is probably good for everyone. Other targeted food changes will also go far. I said so in the other thread but I’m very happy to see this.
We basically get tons of ways to convert condies to boons and boons to condies…which in raids means jack, cause unique boss boons and condies.
Not really anything new, we already had these
We get tons of torment which is shafted vs raid bosses that are held stationary by the tank. No one’s gonna start kiting boss and change a boss run into merry go around so you can get your torment damage off.
Bosses move. Adds move. After trait, torment will deal more damage per stack than bleeding even on stationary targets. Moving targets, tons of damage.
We get burning, but i can see a-net’s doing it’s best to keep it tame – low stacks, internal cooldowns, low durations.
Specifically just on the torment conversion trait it’s a decent amount of burning. Burning is only particularly interesting for Target the Weak overall. Dhuumfire might change to be exceptional though.
We get barrier which is ….yeah well..what? I don’t think it’s gonna replace a healer, guess bonus utility that actually works in raids…might be nice.
This is wrong. Damage absorption is, pound for pound, better than healing. Drastically more useful. The healing tools we already have being rejiggered will likely put Necromancers in a very good spot.
We got mights on elite…with 300 radius….PS warr ain’t losing his spot anytime soon.
We also get Might on Torch 5, 2 stacks per condition on target with 50% baseline uptime. Might on a new Punishment skill (not the elite) with 50% baseline uptime. Trait for Might on Shades as an Adept Minor granting 40% 2-stack uptime, with Shade Savant granting 60% 6-stack uptime to the entire raid.
Between these skills and BiP, Necromancers are going to give PS a serious run for their money. And you can get these and the Barrier traits at the same time.
And on top of that they wanna gut perfectly good reaper from condi damage, cause kitten good spec that actually let necro be played the way you wanted (tank/condi/power), let’s bucher it, can’t make scourge look bad!
All condi classes are taking a major hit with the food changes. Hybrid reaper’s condition damage comes mainly from Bleeding, and it’s very easy to jack up Bleeding base durations – +85% with Curses, Krait Runes, Agony sigil. The new Griever’s statspread is already an amazing hybrid Reaper statspread and there will be more.
I am not a happy necromancer.
Change this. Scourge is an extremely strong healer that also fills a PS role.
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Is it based on vitality or max health?
Why can’t they just break the mold and do something different for us.
Dude it’s a literally new mechanic and we’re the kings of it. I don’t know how much more mold-breaking you can get.
Nobody cares about defensive utilities in the raid scene, it’s all about that max dps.
Farm raiding or progression raiding? Of course nobody cares about defensive utilities in farm raiding. Progression raiding is all I care about.
You could make an argument that people like distort because it lets them ignore mechanics (and thus increase their dps)—which is true. But as we’ve been seeing, anet is moving away from distort by having all of their new bosses have mechanics that go through distort. It’s HIGHLY unlikely that they would add a new defensive utility that avoids/absorbs enough damage to be relevant when they are clearly taking steps to go in the direction of making groups actually have to do the mechanics.
I don’t think “Barrier will literally do nothing” is a fair worry to have. And yes, there’s a massive argument to be made that Barrier can allow you to build strategies to counter mechanics. A good disc priest let me solo soak Xhul’horac black holes with no trouble.
Even if Sandshroud’s utility was as strong as like a group wide permanent pre-nerf-Rise! (50% damage reduction), the raiding community would ignore it. There’s a reason hammer guards, stone spirit, and rev’s pulsing protection never really caught on and this will probably fall under the same category. If it’s like aegis, I guess it’d be useful for Deimos CM or things like that, but that’s the type of incredibly niche usefulness that already haunts necros in PvE.
Damage absorption is not damage reduction. They are both fundamentally different things in that you can have both at the same time, and in that they fill different roles. Damage absorption should be viewed as healing-but-better.
I don’t see it as being useful for specific fights, I see it as being mandatory for certain strategies and always useful. Damage absorption always beats healing pound for pound. The only issue will be the decay, but that heightens the skill floor of Barrier rather than impact its usefulness.
So raids will be 16% harder… Ty for killing my motivation. Just made 6th viper set, so that when i do raid I would be fully geared nope.
Also with the addition of power precision ferocity AND condi damage gear, ty for combining that with viper. It’s a kill to my gear, as that Grievers gear (of what the name is) is new meta… Ty Anet.
So in conclusion: 100% condi duration (clearly meant to be achieved by lots of classes) is killed… ty so much anet. And you think power has just as good food? Power has some things that are really strong for it (like decreased stun duration) wich is useless for most condi. This change is just a overreaction to the current raid status. (and making raids actually worse).
why not just chill for a lil bit and wait for the rest of the balance changes
Good changes. This should help a lot in making WvW builds a bit less broken. Big hit to durability.
I’m guessing there are no changes to boon/condition specific foods/runes/sigils?
Also, some of these utilities are really bad because you have no baseline condition damage, ferocity, healing power, etc. whereas you do have baseline power, vitality, toughness. Will this be addressed? (Nvm I actually had a bit of a review and it was, I wasn’t paying attention)
What will be the new effective condition duration on giver’s weapons?
Is there any plan to make ascended giver’s stats available? All my condition builds use exotic giver’s weapons because ascended is unavailable.
Tixx’s Armor/Weapons would be great to add this christmas.
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I’m sure we’ll be able to get them when the expac comes out, they look cheap enough to basically be the PoF version of Reclaimed skins.
For what it’s worth, mechanics like Barrier are extremely powerful in raiding situations. There is a very short list of things that I think are competitive with Grace of the Land when it comes to powerful raid tools, and powerful damage absorption skills are one of them.
For WvW? No, glass is glass. I would be worried about boon duration or tankier spreads.
I would be surprised if they plain remove the ability to play a hybrid reaper. Knocking the bleeds back down to 1 for 8s per chill, with power buffs to counterbalance, will be enough to make such a build doable.
From what we’ve seen of Scourge, it’ll be a condi monster without needing to do chill whirls or anything. Big shade will send out a ton of torment without much effort.
I don’t really get it
They announce 9 new elite specs that change how classes play. Some of them change very drastically, some not so drastically, but still a comparatively big change compared to HOT class changes. With espec exclusivity, it’s basically adding 9 new classes.
If someone was selling DLC for a fighting game and it had 9 new characters for $30, that seems reasonable to me? I guess there’s a case that it’s not adding that much gameplay but I don’t know. Just adding especs is enough to greatly variate the play experience. They look like they might powercreep a bit but we’ll see if that actually happens, with a balance pass coming soon and further balancing down the line.
Not including new reward tracks, statspreads, stuff like that.
Community 5 years ago “We want competitive maps other than conquest. How about KOTH, TDM, lord rush, alliance battles?”
Didn’t they do KOTH and TDM? They just released a new map not long ago which is 3v3 I think? And they also updated Courtyard to be a KOTH map?
still waiting (We can all agreed stronghold doesn’t count)
Why shouldn’t we look at what happened with stronghold?
If solo queuing, play a class that has a consistent impact on the match without requiring specific outside support.
Alternatively, start duo queuing with a pair of solid classes/builds.
I thought you were going to go with “lock them out of the entire game”.
No thankyou. Permalocked core servers means they’ll get starved out and people will slowly but surely migrate into the link servers, which can be effectively managed.
not just the few in the gated community of T1.
Please don’t spread T1 to every other tier. I joined a link server to get away from that.
I’d personally quite like it if Regeneration changed to stack in intensity and rebalanced appropriately. This stops being an issue and we get a bit more build diversity.
They should increase the bag slot limit imo. Always getting full. I gotta wonder if the reason they don’t is technical, or something else.
What is a decent pace for ranks? I follow tags and try to do as much as I can roaming camps but I can barely get 2 ranks an hour. By my math it’ll take me over 800 hours to get to 2000 (almost 400 currently). Just for an ascended chest with cool wing thingies.
2 an hour is what I’d consider a reasonable rate and what I used for my math.
And to clarify, I played wvw back in 2014 and got my mistforged daggers. Am a somewhat vet player to gw2 and played hours in wvw and i’m barely approaching rank 100. Obviously I enjoy more pve but if I can’t get these within the 100’s I’m not even interested in working for the armor.
Don’t work for T3 armor. Work for T2 armor and T2 weapons. You have plenty of stuff to collect before your tickets overflow.
If you play consistently and rank at a decent pace, you will reach rank 1500 without having run out of things to get. I’ve done the math.
It’s not like you can’t meet new ppl to play with . . .
That’s not the problem. Doing this kind of thing, if you make a single mistake in how the game calculates where somebody should be ‘deported’ to, a player quits the game instantly. Proposing any kind of system which has such an obvious negative results should the slightest thing go wrong is not an option.
If you really want to do it, you can’t use sticks. You need to use carrots. Give link servers bonus pips, track reward progress, XP, MF. Remove the transfer price. Add new link servers if you like. People will move for that.