I’m not really sure why Anet would preview anything. It could be that they’re previewing the less contraversial abilities instead of the ones they know are going to cause a stir. It could be they’re not on the same page as some people.
It could be that they used some examples loosely, without thinking about it. It could be the person who wrote the blog post thought those abilities were cool and other people think different abilities are cool.
Are you suggesting Anet has never stuff up a PR point before? lol
Anet’s goal is to get people interested in the game. Their best way to do this is to post something and go “hey, look how kitten COOL this is”.
I very strongly doubt that they’d make their releases without thinking about them, and if we’re going to assume Anet’s incompetent, then anything goes, really. They might be introducing the ability to attach roller skates to dolyaks.
…Y’know now that I think about it that’d be really cool.
Because we’ve seen very single ability so far.
Why would they preview the lame abilities and not the ones which carry more impact, which everybody would find much more interesting?
People play alts in MMOs to have different characters, not the same character over and over.
Dunno about anyone else but I play alts in MMOs so I have a field of character classes I can use to buffer the buff/nerf cycle, so I can try different playstyles, so I can more effectively play dressup, and so I have more characters to RP with.
Does the ascended jewelry have as much magic find stat as the exotic crafted stuff?
I understand the amulet can have a infused piece with +20 you can’t get from crafting.
Ascended trinkets have 10% MF, Exotic trinkets have at most 7%
GW2 has had balance issues, just like DAOC, and comparable.. the difference is DAOC had 40+ classes, and a vastly more complex PVP and character system.. making it flat out the better game.
complex =| good
deep = good
complex =| deep
GW2 does have a depth issue in more than a few places, the game could really really use more build diversity and options in general, but plain sticking more crap on the screen just sounds like it’d make it a ginormous confusing clusterkitten than more deep, interesting or meaningful.
A much better patch would have been giving WvW characters access to ascended items via badges. Same with commander tags. A better patch would have been rewarding special behaviors like escorting a dolyak in. Say 5 badges? Seems awfully fair compared to getting 10-15 badges in a single zerg vs zerg fight. All ANET had to do was unlock these abilities with badges and it would have greatly motivated people to get back to WvW. Instead we get another currency.
I dunno, I think badges are kinda flawed; they reward activities that might not really be in the best interests of winning the game. Over in sPvP land, you get Glory for doing things, anything at all, that helps your team. Over in WvWvW, you get badges for killing people and finishing JPs; the first is helpful most of the time, the second isn’t.
Why should they warn you? When you bought this game you agreed to their rules. Yet you went against that and broke them any ways. You broke the rules knowingly, thus you don’t deserve a warning. You get punished directly for breaking the rules you agreed to when you first started playing the game.
Swearing’s a pretty minor offense, and you shouldn’t get temp banned on the first violation. Just a warning. If it were something more serious, like botting or exploiting, sure, ban away without a warning and let the appeals process sort them out.
“World Ability Points can be spent on unique WvW abilities that improve your character in whatever roll you may find yourself in—anything from increasing the amount of supply you can hold to increasing defense from siege attacks to new siege weapon skills. You can train multiple times in the same ability, which increases the effectiveness of the ability, but also increases the cost.
Keep in mind, the choices you make with your World Ability Points are permanent. Much like our skill system, over time all of the abilities will be unlocked as you progress in World Rank."
https://www.guildwars2.com/en/news/world-vs-world-introducing-world-ranks-and-more/
That where my point of view is coming from.
Oh, okay.
I still don’t really care all that much, because I’d rather have some benefits that I’m not building a particular character for rather than no benefits at all, assuming that XP scales in a similar way to PvE rather than the brutal slog that is sPvP.
Then again, if it scales like PvE, then it’s not much of a slog at all to get to max level, in which case this entire debacle is pointless because you’ll be 100% maxed out in 20 minutes.
What’s the matter were you never good enough to get one “bro” again, you’re not getting it. It’s about adding Oh forget it… I’ll comment when some intelligent posters reply and not fanbois. Not one of you have made a valid argument, for or against what I suggested. People like you are the ones that eventually hurt games.
You’re not likely to get many intelligent responses when you’re flinging mud at people so early in the thread.
For what it’s worth, I mostly agree with you, to differing extents. More stuff in dungeons, of pretty much any kind, would be great, and they need balance tuneups something fierce. WvWvW could use some more depth. Raids would be… Ehhh, but challenging content with large numbers of players would be nice to have, better than the mind-numbing fests that are standing dragon fights. Laurels are green, artfully arranged pieces of time gating and I can’t think of anyone who thinks the current model of getting Ascended gear from them is a good idea.
2.) Only if you’re in a bad tier that crap isn’t happening in T1 or T2.
So there’s an environment with the gameplay that you want
But you don’t want to go there because it’s “crap”.
Ok let me put it this way image how annoying it would be to take each of your off heroes to have to retrate them every time you want to play them. That is what your asking for. If i want to go all in dmg to camps i will need to redo my trates for wvw.
Stop thinking of it was a true “rank” its an leveling system that you chose where to go into. The only thing that is close to a rank is the titles.
…Uhhh. Is this trait points or trait selection? Because if it’s trait points, that’s fantastic. I can get free respecs and play around with whatever I feel like on the day.
Trait selection? I have to do that on most of my characters whenever I go underwater anyway. There’s not even any indication that you’re able to reallocate your wuvwuv points at all, nor is there any indication that you can’t just buy every one of them anyway. If you could have a “second spec” that you could change into when you change characters, would you be okay with that? Because I’d be really happy with that, just for the one character! My main bounces between 3 builds with 8 variations all up!
I’m very skeptical about thinking the way you’re telling me to think because you don’t really seem to have thought about it all that much yourself.
EVERYONE GETS NEW WEAPONS
Guardian – Longbow
- 1200 range, mix of bleeding attacks and fast attacks
Warrior – Offhand Pistol
- 900 range high control off-weapon to allow double MH/OH kits to be a little more punishing when kited
Ranger – Rifle
- Less mobile, more raw power than shortbow
Thief – Offhand Torch
- Condition OH with lots of FIRE
Engineer – Mortar changed to elite Kit; abilities cannot be used while moving
Mortar seems kinda useless at the moment, and Engineers could use a dedicated ranged kit; this allows them to exchange their elite slot for a ranged option which is usually out of their portfolio, and without a CD or destroyable object
Necromancer – Shortbow
- Long-range single-target power weapon, low control
- Mostly so I don’t look like a complete kitten when I use the quiver back item
Elementalist – Mainhand Axe
- Permanent version of the Flame Axe 1-3, ranged single-target power
Mesmer – Mainhand Torch
- AoE focused weapon
- You look like a juggler!
PvE:
-Story mode dungeons will now reward appropriate tokens for the dungeon in question at the end of the run.
A. This incentivises running story mode several times, making it much easier for newer players to complete them
-Dungeons can now have their difficulty tuned on a scale similar to Fractals, with a similar reward/difficulty scale. It is possible to elect to tune down the difficulty scaling after wiping at a boss.
A. Allows the group to place the dungeon’s difficulty at an appropriate place for them
B. Tuning the difficulty down can allow a subpar group to continue through without wasting the run
-All zones have an end boss which drop a chest; all end bosses are related to 3-5 chains across the zone like Temple of Balthazar is dependent on North/Central/South invasions.
A. Encourages participation in all zones
B. Invalidates online timers
-Magic Find, Gold Find, Karma Boosts, Experience Boosts on gear are no longer available; instead added to an account-wide level/talent system which affects drops (like those levels you get in D3 when you’re already 60). MF already on gear will be converted to an equivalent amount of +healing, except for Wayfarer’s, which will be converted to +Condition Duration. MF/GF/Karma/EXP infusions will be converted into Simple Infusions and refunded.
A. Nobody likes carrying an MF-geared player
B. Adding it to a secondary, account-wide system offers a progression system for players without directly affecting power output. May affect economy; advise.
-Ascended trinkets can now be created in the Mystic Forge using those crappy green and yellow trinkets that drop from dungeons, and from BoH gear in wuvwuv.
A. More means to get ascended goodies, possibly unique ascended goodies from particular dungeons
-Altered the DE mob calculations; the game will now favor spawning Veterans and Champions a bit earlier.
A. Moving to veterans over huge masses of normals lowers network requirements and makes it easier to tag
-Damage calculation for certain abilities and traits has been changed to normalise damage done by player characters in PvE.
A. Players in PvE content’s worth is currently measured by their outputs
B. PvE-specific so that it doesn’t affect PvP balance which can be addressed seperately
-Most dungeons have been adjusted to reduce the amount of skippable trash. TAKE THAT COF1
A. lol COF1
B. lol
-That kitten hole in the last boss of HOTW1 has been removed. The beam, too. You have to actually do the boss now suckers
A. This needs to be fixed across the entire game; there are other, similar glitches, but this is the most grievous one that I can find
Wuvwuv:
-All locations can now be upgraded to a new structure once their upgrades have been maxed. For example, Borderlands Garrisons can be upgraded into Castles. These upgrades will remain even when the structure is captured by an opposing team.
A. Games will ramp up as they run their course
-Shrines can now be constructed in certain structures on each map, at the end of upgrade paths. Shrines grant the benefits of runes to all players on that team in WvWvW and in PvE, and can be improved by gathering environmental objects around the zone. Shrines will remain even when the structure is captured by an opposing team, though can be destroyed at the discretion of the guild occupying the structure.
A. Less powerful, more granular replacement for orbs
B. Unique, more interesting effects
C. Help to make wuvwuv objectives more fuzzy than simply CAPTURE ALL THE POINTS
-The green and blue teams’ Borderland maps have been changed; they are now a coastline, Sparkfly Fen-styled area and an Ascalon-styled region respectively.
A. Variety is the spice of life! One map style is boring
B. These maps might be able to be slanted in the favor of red and blue. Arguable whether this is a good idea
-Neutral parties, such as Skritt, Centaur and Krait will carry out sieges on locations, preferring to attack targets held by the teams with the most players on the field and the most held objectives. They will automatically destroy shrines in any location they capture.
A. Help to offset the advantage an overmanned team has against its enemies
B. Give players something to do in dominated maps
C. Randomly destroy shrines to help reduce snowballing
-A new upgrade has been added to the end of each non-camp site’s upgrade tree; the Orb of Command. Any player may take control of the Orb of Command after a long cast time, granting them an overview of the immediate surroundings of the structure, allowing them to cast very powerful class-specific spells- For example, Necromancers can summon a horde of minions to defend the site.
A. Gives high-upgraded sites more survivability against quick raids, but CDs will quickly dry up if reinforcements don’t arrive quickly
B. Can’t reach Trebuchets; still reliable siege weapons to wear down highly upgraded sites
C. Cool buttons for each class to press
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- “Hard Mode” unlocked after reaching level 80 (or the personal story, if they make a solo version of Arah), where your alts can level up more quickly on harder versions of the maps, akin to the same mode in GW1.
Could make this a level/stat dock. Reduce players’ levels 2 or 3 lower than the downlevelling system makes them currently; you wouldn’t have to do entirely new maps. Being a bit underlevelled when you do them does push up the difficulty a good bit.
Should be account bound. I’ll play on just about any of the 11 characters I have. I’ll be getting more or less nothing at all from this system as it stands, which is obviously not a very happy thing.
Why should this be treated differently to sPvP ranking and rewards?
This is a very insightful point. MM builds have limited access to AoE damage and are punished heavily by opponent/mob AoE. I would like to see an AoE-oriented minion (e.g., mini plague) or at least one specializing in cleave damage. I would also like to see a trait that would help minions withstand AoE attacks better.
Do they? I figure you can just throw on a staff, maybe grab the trait that makes your marks bigger, and blammo. You’ve got some nice AOE. Don’t really need a pet for that. I can’t really find a purpose behind the Shadow Fiend, so if it’s really necessary, have Haunt do an AOE blind + damage instead?
I don’t really see any big problem with MM; the only ones I can really see are the unresponsiveness of Rigor Mortis, being unable to target Bone Minion explosions very well, and maybe Haunt being a bit weak. Maybe have Rigor Mortis extend the Bone Fiend’s range to 1200 or 1500, and make Bone Minions’ explosions a targetable leapy sorta thing?
Just as a quick thought; what if these boon hate traits only affected specific skills? Namely, with Thieves and Warriors, their 3-slot and F1 skills respectively; 5%/boon, max 15%, +passes through protection? Might be a bit too specific to be worth a trait, but I think it’s worth being a bit tentative as to what we think they are, exactly.
Then what about Mister Event, Mister Crafter, Mister TP broker, Mister lvl 80 in the tutorial map, Mister “I play 1 hour/week but want all the best gear handed to me”, Mister Bean, Mister Bison and Blanka?
Mister Event can have his Ascended items from events, too!
Mister Crafter can have his Ascended items from crafting, too!
Mister TP broker already has a route to Ascended items- You can make back pieces with the Mystic Forge!
Mister lvl 80 in the tutorial map is being a bit silly!
Mister “I play 1 hour/week but want all the best gear handed to me” is probably in Iraq or Afghanistan, making me wonder why someone with such an entitlement complex would pass basic training!
Mister Bean is an alien and doesn’t deserve Ascended gear!
I don’t know who Mister Bison and Blanka are! I assume they’re a slippery slope fallacy, but the basic premise of my point is that you should be able to advance in the game no matter what avenue you choose to pursue, rather than being forced into a specific avenue in order to earn teh leetest gearz!
We make 800 ways to acquire every single item in the game?
You perfectly know what would happen.
People finds the easiest way (aka the one that can be grinded faster than others), blame the game for being a grindfest.
Ta-da!
So? If the end goal for them is gear and they enjoy the game equally no matter what they do, what’s the problem? Let them grind away. Provided the differences in time/effort required are roughly the same, I don’t see a problem.
If people are going to complain about grinding one thing in particular when there are many other potential avenues to explore, then they’re kinda dooming themselves. The only people who are doing this to themselves that you should worry about are your family.
Complaining is inner of gamers these days, they’re still crying for exotics even though they’re basically throwing it at you in 100 different ways now.
…Are they? Do people do that? Do people really whine about Exotics still?
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You beat me to it, I had the same suggestion. However I feel there will still be a few who find something to dislike about the multiple options provided. And they will be vocal about it on the forums just as day follows night.
That’ll be like, two guys, who don’t enjoy anything in the game and you’re not even quite sure why they’re playing.
Name one way that would make everyone happy.
You know what? There isn’t.
People will continue to deem “forced” and “grindy” everything and the opposite of everything.
OH OH OH
You don’t implement “ONE WAY” to make everyone happy. You have several ways! That way Mister Dungeons can play and get Ascended gear in his dungeons and be happy, and Mister Fractals can play and get Ascended gear from his fractals and be happy, and Mister Wuvwuv can play and get Ascended gear from his wuvwuv and be happy!
Everybody’s happy!
(edited by Sarrs.4831)
They have already said they are going to be adding new ways to obtain them.
How about you just be patient, and maybe even realize that ascended stuff isn’t the end game, its an optional path to take in gearing up your character.
Why’s it taking this long?
No really. Here’s how you make Ascended items far less painful to attain. You make a vendor in the wuvwuv starting locations who sells each Ascended piece for 500 Badges of Honor.
BAM. Done. I have fixed the game.
Warrior utility skills, however, are all based around enhancing their weapon set, whereas necromancer utility skills are actual damage abilities in their own right.
With the exception of wells and Epidemic, I don’t really see it. Warrior abilities tend to support themselves and their own team, with a few Physical buttons which round out their weapon kits. As a Necromancer, your abilities tend to do mostly the same thing, with the exception of dagger immobilizing and dumping all your wells on some poor fella, or Epidemic, which… Shouldn’t really need to be explained.
Regarding another weapon, we have short, medium-short, medium-long, and long range weapons. All can do AoE, too. What more do we need?
They all fill pretty disparate roles. Your medium-long relies on Condition damage, and your long range weapon is down-budgeted by being a piercing projectile.
How many roles do Warrior weapons fill? Control, defense, melee conditions, melee power*2, long-ranged power, long-ranged condition…
ok guy seriously all the racial elite skills are pretty useless. anet did that on purpose to avoid one race from being played above all else. if u look at any of the races, no one has anything exceptional as an elite, they are all quirky and fun for pve with maybe a couple good skills, thats the point. stop complaining that it should be more deadly, its cool! thats the whole point, the only bad thing is the long kitten cooldowns.
Hounds of Balthazar, Downroot, Call Warband and Radiation Field are all pretty popular. :x
When I have to tell someone off for using Wolf Form in an Explorable dungeon, something’s wrong- As opposed to the status quo with PUGs, which seems to be “NEVER USE AN ELITE EVER”. By taking any of the animal forms in PvE content, you’re literally just wasting a slot, by using them you’re dealing less damage than 1 spam, and there’s not really any reason why these forms can’t be worthwhile.
I’d even say that this is a problem for more than just the racial elites, as I’ve never seen anyone seriously use Rampage, either.
Nope. Norn are great and Elementalists are great. Your racials might not be quite as good as other races’ options, but the difference doesn’t really end up being all that much, and it’s more than made up for by being the sexiest race in the game.
I had something similar to that; the game would freeze up completely for up to 10 seconds or so. My hard drive died not long after that.
Is it just GW2 that causes this error, or does it happen in other applications?
Googled your error code?
Ok fine. I get it. I play on Tarnished Coast. It is the most populated server. They are doing something right on it if other servers are having problems.
i’m on tarnished coast too and i DCed when i tried to do Tequila and Jorlag \o/
You know what’d be really nice? If I could actually stay connected long enough to not be dead by the time I relog. This is incredibly frustrating, especially considering how incentivised these chests are.
If I can sneak in with a suggestion? Make these chests 1/character/day, and you can only get it when you’re on your home server. After you’ve done that one, or if you do it while guesting, you go back to the old, crappy chests.
You want to post videos? It’s not that I don’t believe you, but I have an i7, 680, 16 GB ram, with a 50 Mbps. I play on CD, and the server lag is so bad that during Jormag, my heal skills go off like 5 seconds after I press it.
wow
it’s almost
almost like latency is more dependent on the server and other external factors than your own computer specs, particularly regarding components which have nothing to do with data I/O
who would have thought
To make room for it, why not get rid of kick? Is there a reason we would use a single target knockback over an AE one?
Lower CD.
It isn’t made for “tanking” per say. More a temporary distraction to protect weaker/downed teammates. It only lasts 5 seconds so its not like it can be used to designate yourself as the tank, perhaps up the CD to 45-60 seconds to avoid it being used as such?
There’s already a shout you can use to protect downed teammates from enemies. It’s called “Fear Me!”.
I might agree with baseline Sweet Revenge in PvE, but definitely not in PvP. Hammer is nasty enough as it is without one of the immunity-stomps, and if you’re hit by a well-timed hammer while you’re trying to stomp, you have to fight him for another 10 seconds anyway- and if he can’t kill you off during that 10 seconds, he may as well have just let you stomp him.
IMHO, if you leave combat after using Vengeance while in PvE, you rally.
Ummm.
Since when could you change utilities while they were on cooldown?
Shortbow; 900-1200 traited Power-based single-target weapon.
Greatsword; melee AOE conditions. mostly just said this because trahearne has one, the rat kitten.
There’s a bug where your PvP runes will add to the total number displayed.
I kinda think that explorable dungeons should have the Fractal difficulty scale, sans Agony. Only something like 5 difficulty levels. Level 1 is worth 0 MF. Level 5 is worth… I dunno, 140%? And the dungeon itself obviously gets harder/does more damage/yaddayadda.
Dunno what you’d do with existing MF gear though.
I also like averaging, or some other form of math in group content. It’d take tweaking but it seems sound. I’d want Healing Power/Boon Duration/MF for raw support, though.
(edited by Sarrs.4831)
I’d honestly prefer the hole in the full sleeve to go away. When I was previewing the armor, I thought my arm was clipping through it. =/
MMOs are not about dialog.
“Cookie-cutter characters, white knights, goodie-two-shoes, you name it. There’s no real personality.” – But that’s the story THEY wrote!
SWTOR.
.
You can be a goody-two-shoes or a puppy-kicking, maniacally giggling mass-murderer. You can even play someone who alternates between two personalities!
wait less then 25 people wont trigger swords? so we wont have any idea if a keep is being attacked?
Yes, you’ll have to actually DEFEND! Ha, this is exciting!
I don’t think they should ever show swords, it’s weird. What would be cooler is if you saw some smoke in the distance coming from a keep while it was under attack if you were in reasonable range of it.
Signal fires, or structures actually catching alight as they take siege damage?
For example: You can’t reliably do any good damage with condition builds in groups. The bleed cap prevents it, there is no player skill factor here, it is just mechanically impossible. If we accept this, a lot of the builds that work well solo fall apart. Necros completely, thiefs with bleed builds and most rangers (who have other issues too of course).
This is a problem with the other two damaging debuffs, as well; with two fire users in the group, you’ll create far more uptime than you need, and depending on the user, poison can suffer the same problem.
Balancing around COF speed runs, eh? Those classes have great tools, they’re just slightly trickier to practically use.
I want gem prices (in gold) to drop a bit.
Only way that’ll happen is when demand goes down. Only way that will happen is if ANet completely stops putting items on the gem store. I don’t think they’ll be too interested in doing that.
On DLC-style content packs/expansions? Provided they’re at a reasonable price and are meaty enough, I wouldn’t have a problem with it. I wonder how they’d interact with World Exploration, though.
More clothes would be a godsend for ANet to implement. I’m very surprised that they haven’t already done this. Huge amounts of clothing models already in-game.
I’d say to drop the current cost of keys by half or three quarters. 450 gems only buying 5 keys is a laugh; 10 or 20 is much more reasonable.
Level 80 is high enough to kill an Elder Dragon and the tentacle monster in Solid Ocean Fractal. What exactly would necessitate going above level 80? There’s no mechanical reason to do it; if they want to give players extra trait points, they can just go “here you go players, extra trait points! Enjoy!” More skills, more zones, more everything can be interspersed in the standing levels. What would really be gained, other than kittening off the very large quantity of people who bought the game under the pretense of not having to endure a gear reset every 18 months?
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Guild housing should be in the game. Except instead of guild housing, it should be a guild fort, with walls and towers and a Lord. And your wuvwuv opponents can come to your guild fort and start a FIGHT and then a big message comes over your screen saying YOUR FORT IS BEING INVADED DO YOU WANT TO FIGHT? And then your guild and the other guild gets an even team depending on how many people want to fight and depending on how many fortifications you put into your fort the other team gets that many points to spend on siege weapons and you FIGHT.
No. Plague already shuts down power damage hard, it’s stupid if you think you’re going to be essentially immune to all damage for 20 seconds.
It shuts down your own damage too. Plague Form is a joke outside of Blindfreeze. Run away and spend those 20 seconds letting your CDs refresh.
Necro, C in PvE? What in the world
surprisingly, for a power necro all of the elite skills are useful.
-Lich gives you raw damage
-Plague has the perma-blind (the sad part of plague is that you can ignore the other 2 abilities most of the time), which is useless in bossfights, but awesome in pvp/wvw
-Undead-turkey for the AoE-knockback (i also use it in TA since Lich is bugged in there)
Blind plague is nice for some of the stickier trash pulls if your group isn’t so hot, like the wolf pack in HotW P1/3 and the 5 82’s right before you go swimming in 3.
While I can definitely empathize, is making the animations flashier really going to solve anything?… You’re just going to say “these animations are boring, I want flashier ones!” 6 months down the line, and then Anet sighs and adds more sparkly effects, and 6 months further along you say the same thing, and then eventually they just give up and turn Guild Wars into Dragonkitten.