wait guys
wait
wait
guys
stop
wait
does this mean we’ll be able to buy a SUPER ADVENTURE BOX?
So that’s like, $40-60 bucks a year, if it’s gentle.
I hope that includes a loooot of content. Expansion pack levels of content. Because that’s what $60 is; an expansion pack.
Also, something that I’d like to see; smaller transaction sizes available through the gem store. Paying $2.50 is nowhere near as intimidating to your wallet, compared to $10.
Also; will it be possible to gift Living World episodes to other players?
sounds like the problem is that so much of warrior survivability is predicated around CI
Bunny best finisher because bunnies are cute.
Daily achievements/crafting/gathering, at the moment. The game’s quite quiet. Waiting on the next content dump.
What if there’s a certain threshold of time after which vetoes get ignored?
Say, for example, we’re going with “pick 1 map pre-game, and you will never get it”.
Player picks Skyhammer as their veto. But after, say, 15 minutes, the game will ignore that preference, and throw them into a Skyhammer map.
My other idea, which I think I saw in an FPS somewhere; during the pre-game selection, you can choose to veto the current map. HOWEVER, you can’t choose what the next map is; it’s random, and you’re stuck with it.
I think that it is fine; if a guardian has absolutely no investment on their burning ticks, it’s fine if Melandru’s makes it never tick (which according to Bhawb, isn’t even how it works anyway, and Bhawb is pretty trustworthy on mechanics). The problem here is the condition duration +/- foods which have such a huge impact on a lot of play; a generic condi/boon duration changer should never be so huge as to make specific condi/boon duration changers obsolete.
(edited by Sarrs.4831)
In 1v1, yes you are right. but with XvX fights, Kill shot is not that easily to avoid. You kneel down and everyone will have to start watch you or waste a dodge, that’s great for your team.
IMHO forcing the other team to watch you is probably less of a boon than just stunning them with an earthshaker
define: balanced
i think necros are p balanced
If there’s one thing Anet should do next tourney, it’s do away with the “placement = reward” meta achievement. No matter what the transfer costs are, there will be an influx of players to “top dog” servers of their tier. Also, it’s a slap in the face of players who play very hard for their server but are rewarded based on their server’s PPT coverage. I would increase the amount of effort required to get the meta achievement, and takeaway the placement factor.
IMHO; players should also get tournament tokens for getting WvW rankups during a tournament. Five tokens a rankup, no tokens from bonus chests.
That way, someone in a low-end server can still get a ton of tickets by just participating in the tournament, and potentially get more than someone who’s on a higher-placed server, but who only did the bare minimum to get their meta achievement. The incentive to transfer north isn’t removed, but it’s diminished.
(edited by Sarrs.4831)
The optimal state for all players (using direct damage) already is melee range. While I’m sure some find that to be dreadfully monotone, that’s how it is.
That’s the least of the game mode’s problems. PvE has huge problems; there are two entire skill classes which are completely useless, control and condition. Tons of weapons have already been thrown out by Defiance and the condition cap; what’s two more skills with mechanics that slightly don’t jive with group play?
Keeping range open versus opponents is always going to be desirable in some circumstances, especially in PvP modes. Maintaining range is a benefit in and of itself, and does not require a contrived damage mechanic to make it desirable. Contriving a “your damage stinks at shorter ranges” mechanic to “enforce” staying at range seems unnecessary.
A “your damage stinks at shorter ranges” mechanic is exactly what Mesmer GS needs. If it wasn’t there, it would be a melee weapon, because of the bouncing sword.
I want to hear “Retreat!” so i know when to leg it
Given that it grants Swiftness, it should be called “Charge!”. The reason why I assume “retreat” was chosen was because of Aegis, but really, it makes the most sense to use a +speed and +1 free block skill when running TOWARDS the enemy.
new cash shop dlc changes “Retreat!” into “Charge!” for 200 gems
me gib anet good ideas
My lazy thoughts;
Training of the Master:
Your minions deal extra damage. Their active abilities deal more damage.
Damage increase: 15%
Ability damage increase: 25%
(they stack)
Necromantic Corruption:
Your minions’ special abilities convert boons into conditions.
1 Boon converted
4sec CD (So Rigor Mortis and Charge only flip one boon)
The first one moves the emphasis of their damage more to their actives. The second makes Necromantic Corruption a not-rubbish trait.
I don’t know how I feel about mega lists of how a trait affects different abilities differently. The most recent examples, I think, are the engi traits for gadgets and turrets- Speaking of which, I think a boon-on-minion-death trait could be pretty cool.
Also, I don’t know if I’ve said it here before, but Minion abilities which don’t summon a minion but instead affect your other minions, would be cool. A bit like the Ranger shouts.
(edited by Sarrs.4831)
What is the goal inherent in having ranged attacks do inherently less damage than melee? The obvious answer is that attacking at max range involves less risk than attacking at melee ranges. More risk —-> more reward. Would it not then make more sense for ranged attacks to do more damage at melee ranges rather than less? Why are these attacks, which provide much of the damage the weapon offers (especially for LB), an exception? Why don’t all ranged weapons do more damage at point blank range than at long range?
You’re right in that there’s a ‘risk=reward’ calculation in there, but that’s only one of a lot of factors. A few of them;
Projectile attacks are easier to punish than ranged attacks; projectiles can be destroyed and reflected, while melee attacks cannot. Projectile attacks also do not properly trigger counterattack skills like Riposte.
Requiring extreme range is just as much of a weakness as requiring melee range. Siege Tanks are useless against enemies in melee. Being extremely powerful at range is allowable, as enemies can actively negate that power by closing the distance.
A game in which the ‘optimal state’ for all players is melee would be dreadfully monotone. Different classes and different weapons should feel and play differently, and require different tactics.
Whereas any other ranged weapon can work with any team composition (with the exception of the one limited to the greatsword and longbow) without issue.
Five scepter necros, or any other bleed-stacking ranged weapon.
(edited by Sarrs.4831)
The only f1 skill that sucked is GS f1.
Kill shot arguably sucks because of how easy it is to avoid.
The new mm necros, but better since the turrets a condi immun and crit immun…
And the turrets don’t explode if you get moaed. At least, I don’t think they do.
take a nod from StarCraft 2 ( i think they have a bit of eSports history ). in tournies like ESL, they should do a full map vote. ( Red veto -> Blue veto -> Red picks 1st map -> Blue picks 2nd map -> Red picks 3rd map )
I searched for starcraft particularly. Cheers for posting it.
Starcraft has a pretty good way of letting people veto maps they don’t like, at least in casual play. I think that could be servicable for solo queue.
- GW2’s idea is that Ranged is more defensive, avoiding most damage and AE spam. In turn, melee automatically AEs, while ranged weapons which inherently AE are always restricted in some way (Necro staff is a DD attack on a DoT weapon and is line, Engi is line and shorter range, Mesmer GS has a really weird AE-line mechanic, Ranger Longbow needs a trait to AE, etc etc). Daggers don’t AE for… I’m not quite sure why. I think for lore purposes, or the idea originally was to have them deal more damage, but then it was never materialized.
Necro dagger, at least, is more powerful than every other weapon a necro has- even Life Blast.
I want to hear “Retreat!” so i know when to leg it
I don’t see why Gifts are only purchasable with Tokens, and not Badges. I think that’s a really peculiar decision.
So what if people can make 3-4 Mistforged weapons rather than 1-2? Assuming biannual seasons/leagues/whatever, they can only make about 7 mistforged weapons, and that’s if they spend another 3.5k badges on it. Unless these skins are intended to take something like 8 years to collect in their entirety?…
I was also thinking my suggestion of multiple skill sets for weapons would address far more than just the longbow and mesmer greatsword. There are plenty of weapons out there that might also benefit from such a system.
Just gonna post in response to this;
I thought you meant replacing individual skills on a skillbar, so you could replace Long-Ranged Shot with Generic Ranged Shot, for example. A system like that, I think that’d be a lot of work- weapons are balanced with their full range of skills in mind.
Adding entire new skillsets, so you could make a longbow’s 1-5 into a completely different set of skills, is I think a bit flawed. One of them; how can another player tell which skill spread you have? They’re both longbows; how do you know when they’ve changed weapons?
I think it’d be better (and by “better” i mean “super cool”) if they added new weapon:class combinations to fill those gaps. For example, instead of changing Longbow’s skills or adding another spread, add Ranger Rifle, with a range-agnostic spread of skills.
(edited by Sarrs.4831)
Why does 1-week retention even warrant a statistic? That gives me the immediate impression that even they believe the game is shallow.
I find this humorous.
Very early data gathering is very important for identifying and analyzing trends. I’m inclined to believe this is especially true for GW2, because of the Living Story model.
Haha, yes, those were the days when we thought that too.
Well, if they actually, genuinely think GW2 could make it as an esport, we could actually get some more effort into it over here. If China makes it, then ANet’s gonna start pushing really hard to make it happen over here.
How, from a design standpoint, is encouraging a play-style that is detrimental to the team unless everyone is also using the exact same play-style, considered healthy for group based play or of good design?
It’s not detrimental. It’s subpar. There’s a distinct difference between the two.
And no, it’s not healthy. However, the problem is deeper than these two skills. Changing Long-Ranged Shot and Laser Pew Pew will not fundamentally change how dungeons work; it’s a bandaid fix, and not one that’s even assured to make LB/GS viable.
The issue is this; some classes, weapon choices, skills, ect are fine in one game mode but have no competitive place in another. The game is not not equal in every aspect, and so the same skill won’t fit in everywhere. This has lead to a plethora of uncompetitive options, creating a very poor variety in competitively viable builds and options.
Rather than having a lack of competitive options we should be working to make those aspects viable in more areas of the game. I don’t suppose you have a better approach to doing this that wouldn’t impact them in other formats, making them overpowered or ruining them in one area for the sake of another?
“Not all weapon, skill and trait combinations are viable in all aspects of the game. Therefore, change.”
I think Swagg made a series of threads about this. I could link you to them. I don’t agree with him at all, however he was very in-depth, so his list of changes could be considered a fair approximation of what you’re asking me to do. I think, in total, it was over 100 posts worth of changes.
Please reduce the scope of what you’re asking me to do.
The only suitable ranged weapon for a power based ranger is the longbow. However, because of distance based damage I take it players are not meant to use this effectively and instead behave like the infamous “bearbow ranger”? So then, if your “weapon spread system” worked, where is the weapon that functions properly in a group based PvE environment?
It’s the greatsword. Or sword/warhorn. I think you’re supposed to use them both, actually. I’m not a master ranger but that’s what I heard somewhere.
But wait! We could just add another real variation to the longbow, one that truly fits into group based play through something like I suggested.
It doesn’t fit into group based play. The 1’s still rubbish damage, the weapon has no cleave, its damage isn’t that great, and it provides no benefits to allies.
You’re asking that an entirely new system be brought into the game exclusively for two skills, which fixes a problem which is only a contributing factor to a bigger problem.
It would be a step in the right direction at improving the weapon at least.
Improving the weapon from a player standpoint, or improving the weapon from a design standpoint?
Encouraging you to play differently by varying the mechanics on each weapon is good design. While it might make the longbow more powerful, it makes it less interesting.
When it comes to balancing around different game modes, Its a mistake in my opinion not to design and balance the game differently for each major format. PvE, PvP, and WvW are so different that you’ll never achieve an acceptable balance unless you do things separate for each one.
Whenever this is brought up ANets argument always seems to be that they don’t want to confuse players moving from one game mode to another, but if they want a well designed and balanced game in every area you cannot use the exact same skills across every format.
Being balanced does not necessarily mean that it is a good game. Rock paper scissors is a balanced game, but it is not necessarily a good one. Rock paper scissors spock handgun is a balanced game, but it’s worse than rock paper scissors.
I disagree very strongly that it would be a better designed game if it were to change skills for balance when moving between modes. Keep in mind that you aren’t asking for a simple numbers adjustment; you’re asking to change LB1 into a completely different skill by removing the variable damage.
“It seems that perfection is attained not when there is nothing more to add, but when there is nothing more to remove.” Excessive complication makes a system worse, not better.
Perhaps a good solution would be allowing players to select multiple variations of each skill, or perhaps each weapon loadout? This would allow them to create multiple builds of each weapon suited more for one game type than another without causing that confusion.
This would also allow players who like the distance based damage design to still use it, while allowing viable alternatives to those who don’t.
This is the goal of the weapon spread system. There is a variation of the longbow, which instead of being an extreme-range weapon, is an extreme melee weapon- It’s the greatsword.
My thoughts:
Change Dark Armor (and crossclass equivalents) to apply a defensive boon when something happens, rather than grant additional toughness. These traits are weird and smelly because they’ve got awkward, or completely absent, interactions with skills.
Change Signet of the Locust active to this:
30 second cooldown
Instant cast
Damage: 158
Healing: 932 (0.24)
Radius: 480
Breaks stuns
The damage/healing/radius numbers are ripped straight from wiki.
The CD is INSANELY high for what the ability does. For the pitiful active effect that it currently has, it should be a third of what it is now.
Instant cast- again, it’s a pitiful effect. It doesn’t demand a 3/4 sec cast time.
Breaking stuns fills an immediate need, and gives the signet a solid use as a generalist signet. A necro can always use 25% movement speed, and a necro can always use a stunbreaker. Just by doing this, it already has a good place in any build.
Movement speed has its uses in battle, I use this signet a lot in battle and out of it. Hell I even chased someone with it in wvw. So no the passive is fine.
It does have its uses, but the passive being solid doesn’t make up for the active going to complete waste.
(edited by Sarrs.4831)
LB1 is kinda dinky anyway, even if you use it at its intended range, and closing that range wouldn’t actually make it a viable weapon.
Also, dividing skills between gametype is bad, unless you want people going to the sPvP forums and going “lol wtf y dos lb suck in pvp but its awesum in pve?”
Doesn’t fix a problem, and adds unneeded complexity. I don’t think it’s a good idea.
I’m a little surprised that no one has thought of putting a second or two(?) of stab on the Dark Armor trait. Give that a balanced cooldown, and it would give easy access to something Necros kinda need.
EDIT: This would affect Life Transfer, Life Siphon, and Ghastly Claws, if you’re curious.
EDIT2: Maybe move it up one on the trait tree. Maybe.
This list of skills is really limited. While that fits for an Adept trait, it really doesn’t change much in the overall meta for the class- Unless you build to use Life Siphon->Ghastly Claws->Life Transfer in succession, it’s not really going to do all that much. For a Master, it would be very underbudget.
EDIT#
%%
#$: As for SoL, remove the movespeed, have it buff lifesteal like Bloodthirsty, give it an initial heal that scales down based on how many enemies are nearby.
This just seems like it’ll make Signet of the Locust even worse. Locust is popular (where popular = worth using at all) because 25% movement speed for what you spend is huge, considering you have very limited access to mobility otherwise. Get rid of that, and now the skill’s got both a useless passive and a useless active.
If it’s gonna be a heal, it should scoot on over to the Heal slot. Then it just… Gets eaten alive by Consume Conditions, I guess.
I don’t like large group content. I haven’t touched Wurms or Teq because of it.
I want 5-man dungeons. They are fun, and with a healthy meta which respects GW2’s trinity, they’d be even better.
Also I want TA spiderpath back, because it’s silly that it got removed.
The problem is some of Anet’s living story events, the chance to “success” on the event if you just “wonder in” the map is very low. For example: Lion’s Arch save citizen, or Boss Blitz.
Boss Blitz is, I think, an experiment to see whether they can successfully make a ‘boss fight’ with rewards which are dependent on your performance.
(edited by Sarrs.4831)
There are a few reasons I don’t think this is true.
1. Minions are a very expensive build. You need Flesh Golem and you need all utilities filled with minions. The only ability you have wiggle room on is your healing skill, and that’s usually because Consume Conditions is so dag nasty good. Additionally, you don’t have much room to grab traits- The most points you can get ‘free’ from an MM build is 2, and that’s with 00660, which I don’t think is the most popular of builds. The worst that can happen in standard 40640 is the free Spite Adept Major and Blood Adept Major, and there’s only so much you can do with those. Anything above Adept is out of reach for MM, so it’s not a factor.
2. There are very prevalent meta builds available which completely neuter an MM necro’s strengths. Throw an intelligent hambow (and it doesn’t take a genius to operate hambow) against a similarly skilled MM, and the hambow will probably come out on top. Hambow’s just one example; pick your own.
3. MM is just as much of a ping pong ball as any other necro. We’re still going to have those key weaknesses- even if new utilities or traits are introduced which attempt to cover those weaknesses, MM can’t afford them because of 1.
Shortbow- 900 range Power weapon, focusing on spectral synergies/themes and chill. shoot spooky ghost arrows
In any case, what would your criteria be then?
No time-limited content
No Explorable dungeons
No >10 fractals (individual fractals, like, say, “defeat Mai Trin” is okay, so long as they’re not tied to the fractal level)
No difficult/high-coordination world bosses (teq/wurms)
The main complaints I have are about problems which already exist in the game, those two which I said; exacerbating the “fail on purpose for more loots” problem that already exists for Temples, and Overgrown Grub being a boss in a place it shouldn’t be.
The other complaint I have is about the Karka Queen one, but that’s mostly because I really don’t like the new boss timer system. I’d rather bosses spawn organically as a result of meta chains rather than conform to a timetable.
The rule of cool
Rule of cool is no justification for anything.
You wanna know what’s really cool? An internally consistent universe!
This would be nice. While with a lot of practice, you can intuitively ‘feel’ what the cooldowns are, this would take out the guesswork.
Personally, I’d prefer it if the Cultural armors were kept race-specific…
…However, we should get more armor sets which are inclined towards cultures other than human. Outside of cultural and appropriate dungeon gear(TA gear is Sylvari for example), most armor sets seem to be very human, as far as design go. More armor sets which have a racial/regional flavor while also being equippable by everyone (and not being gem store stuff) would be fantastic.
Specifically this set because I want the top.
And i have no intention of desiring a Longbow that does not fit this class at all just because other mmos think its cool. What the hell am i supposed to shoot? snakes? preposterous. Poison arrows? its been done.
why not shoot SPOOKY GHOST ARROWS?
So basically, jumping puzzles and personal story, and that’s about it- But even they could be considered ‘chores’ because some of the longer jumping puzzles are really annoying and you need to slog through Trahearne saying THIS WON’T END WELL.
I don’t think your criteria is reasonable.
Plate armor isn’t that encumbering, ridiculous models notwithstanding. A well fitted suit of armor is still pretty easy to move around in, and it probably breaks even with some of the bulkier light armors, and DEFINITELY the bulkier medium armors.
I mean, Medium Armageddon. That stuff looks INCREDIBLY difficult to move around in. Thick leather trenchcoats are really heavy- let alone ones with loosely fitted, thick metal plates decorating them.
(edited by Sarrs.4831)
We need a new weapon that’s all. A 2 handed scythe. You know you all want it. The scythe animation on staff is cool, but not a real scythe, and i want a power weapon anyway. A gap closer or some kind of teleport, a pull, a block, and maybe a life drain of some sort. That’s what i’d love to see on scythe.
I don’t want it. Scythes are overdone. Actual war scythes are more like spears.
Like aura wifesteal?
It depends on how easily accessible it was. If it was a utility skill or elite (that didn’t lock us out of our skills) then yes, but if it required significant blood magic investment (and it would probably have to to be balanced) I don’t think it’d be worth the DPS loss of not having close to death or target the weak.
I’ve actually been thinking of something along the lines of;
Blood Grandmaster
Order of the Vampire
Nearby allies (5 people, 600 range) receive a portion (50-100%) of your life drains.
And then stickytape Vampiric Rituals and Ritual Mastery together to give it room. It might seem weak if you’re looking at it from a glance, but you can get a lot of life drain through combining sigils, Vamp Signet and Dagger 2. I don’t know whether it’d be viable as a dungeon option, but I personally think it could be a wildcard in sPvP/WvW.
(edited by Sarrs.4831)
But most importantly, GW2 needs a class that doesn’t suck with their longbow. (Warrior doesn’t count since they only use their longbow as a setup tool, not a primary damage dealer)
Well that’s hardly fair, seeing as the only other class that uses Longbow is Ranger.
To suggest you cannot counter something, simply because you refuse to build for it because you prefer to build in other ways is a horrible reason to demand changes to any given profession.
Not quite what I want. Low necro defenses against CC is not what I’m concerned with, and it’s not the problem that I want to address. Different classes having different strengths and weaknesses is a natural part of balance and a good thing for the game; beyond that, there are people more qualified than me who can decide whether the balance is right. Any of my observations are just that; observations.
I am looking at this entirely through the lens of “Signet of the Locust has one of the worst active signet effects in the game; how can we fix this”. Because it does; it’s horrid. It’s a <1k heal per target on a 60 second cooldown. It has no place on the bar of even the most dedicated lifedrain build.
Necros being sucky at managing CC is a route through which Signet of the Locust can find a place on a necro’s bar. If it becomes a clean and simple stunbreak, it now has a place- as a clean and simple stunbreak which gives you a dollop of healing when you use it.
Having said all that, I do think that when we look at all of the other professions as a while, all of the stun breakers on the necro seem to lean more towards a 6th cool down, and probably should be reduced to a 4s cool down. I know personally, I would much prefer that over losing something like my 25% movement rate increase.
I’m not sure what you said. I think what you said is “i’d rather have my other stunbreaks buffed than have to ever think about using Signet of the Locust”. That makes Signet of the Locust a bad signet. It’s exactly the opposite of how Signets are supposed to play.
The other stunbreaks aren’t in a bad place- at least, as skills. They’re good skills. They might be bad stunbreaks, but they’re good skills, and they don’t need adjustment. The problem here is simple: signet of the locust sux
Because knowing what you’re talking about would just give us too much frame of reference to actually understand what you’re saying.
Support might actually be useful because I see people dying on Shrek.
Control can help wipe out adds, at least? I guess?
I would say you should use the Molten Jetpack over the spinal blades.
Elementalist survivability is very strongly predicated on their ability to heal themselves. By giving them a monstrous healthpool on top of that, they’d be crazy tanky.
I’m not sure giving Necros more stability would be wise. That susceptibility to CC is what allows Mesmers and Engis to compete against a class that hard counters them. It would certainly allow Necros to have a better time against Warriors but then again, most classes struggle against Warriors in their current state.
I haven’t touched my Necro in a while, but does nobody use multiple stun breakers anymore? I mean, if I don’t take Blink and Decoy on my Mesmer I will get obliterated by the first competent Warrior or Thief that comes along.
Necros don’t use multiple stunbreakers because you really just can’t fit them in. Each class of skill only has one stunbreaker, and you’re kinda locked into your utility setup depending on what your build is. Power Wells, you need Suffering/Corruption. Condi, you need Signet of Spite and Epidemic(or BiP, I don’t keep up that much). MM, you need all three of your utilities to be minions. This pretty much jams you into one stunbreaker on a very long cooldown(Spec Armor), or a modest cooldown which requires preparation for Flesh Wurm.
With that in mind… I don’t know if putting 3-5 second stability/stunbreak on locust signet and leaving it there will be that big of a deal. It’s still a 60 second cooldown. It definitely could use changes, because the active portion of the skill is just a waste of time(and therefore, a bad signet)- But I don’t think it’ll have an incredible effect which turns the necro into a powerhouse, especially considering you still have to get at least two vital utilities. Instead of Spectral Armor/Walk, you take Locust Signet, and swap out Protection/Swiftness for a bit of Stability.
On it being a bad signet; Siggy of the Locust is just as bad as Healing Signet. You should never press Locust Signet, just like you should never press Healing Signet.
(edited by Sarrs.4831)
Lich Form locks the necro out of all their utilities and their Death Shroud- All they have left is two dodges. Just start absolutely beating the crap out of him, and you’ll wear through the bonus vitality soon enough. He’ll either go down, or he’ll switch out so that he doesn’t- either way, threat neutralized.
He’s also out of tricks if you throw up a reflect or maintain good blinds. If you’re at range from him and keep moving, you can just walk out of the way of his autoattacks.
do you have any idea how many people actually load up their gems with real dollars in order to buy lots of black lion keys?
do you? i’m actually genuinely curious
I wouldn’t call 100/150 range “far greater”. Sure it’s nice, but not gamechanging.
Also I don’t think that water will become a DPS attunement until it gets a damage-oriented grandmaster that its damage can be really tied to. If water were to do what it already does, and do solid damage, it’d be too good.