Nice video. Our WvW guild has started doing tournaments a lot more now that they give significant rewards. Actually really enjoyable.
Allow me to refer to another thread (which was not written by me), but by someone else 9 months ago.
And a post about class specialisation from Orpheal.
https://forum-en.gw2archive.eu/forum/game/suggestions/What-do-you-want-as-the-next-profession/first#post1564508
(edited by Sirendor.1394)
Another of my ideas copy-pasted:
1- Make ‘armour’ seperated from classes: everyone can wear anything they want.
- Each armour class gives a special bonus:
- Medium armour: Agility, you are in your element in combat, making it harder to hit you (0-2-4-6-8-10% miss chance based on number of medium armour pieces).
- Light armour: Wisdom, your affinity with magic creates magical defenses when you are in need (0-2-4-6-8-10% chance to reflect, based on number of light armour pieces).
- Heavy armour: Dexterity, your armour protects you and you’re able to shrug off heavy damage (0-2-4-6-8-10% chance to block, based on number of heavy armour pieces).- Armour ratings: all the same, but the armour you equip will influence if you can shrug off blows, evade blows or mirror them back.
2- Stats are no longer bound to armour, but to your mood:
- Gloomy: Condition damage, Toughness, Vitality.
- Angry: Power, Precision, Critical Damage
- Cheerful: Healing Power, Toughness, Vitality.
- … other combinations have other stats attached to them.
3- Every weapon is accessible to every class.
- Based on your mood you get to choose from a number of possible weapon skills per weapon you pick.
- The weapon skills will be complementary with the attributes you gain from mood.
- Traits are associated with moods aswell. There are no more class-specific traits and no more weapon-specific traits.
This would allow for a looooot more variety and practically infinite number of ‘classes’. Want to be a mage in robes swinging a greatsword? Go for it! Want to be an assassin using a rifle? Do it!
1. I personally don’t think that more random elements should be introduced into combat. The majority of effects I feel should be down to the players use of skills and mechanics, not some random number that decided on this attack you’ll actually get what amounts to a free attack because of reflect.
2 + 3. Mood should be an RP thing, more than a thing that is tied to your choice of build. For example, what is someone plays a Norn who is usually happy in battle, but it requires him to be Angry to use Beserker stats? I personally don’t RP, but I can imagine how it’d be an issue for those who do.
3. I agree with the ability to choose weapon skills, and not binding specific traits to weapons (Forceful Greatsword, for example). However, I think profession-specific traits should stay for those who’d like to place more importance on their profession’s mechanic. I mean, what would a Thief do with Burst Mastery?
I’m just trying to look at things from another side. The idea is probably hardly realistic, has flaws and won’t happen (since it would break down most of their existing structures).
Problems are:
- Class breakdown: maybe limit your choice of skills to class, but at least allow a variety of skills/weapon.
- Mood: looked like a fun idea, and a lot better than binding the stats to armour/weapon/traits. Maybe not the best idea, but imo it would make it more enjoyable (not needing 6 armour sets for being able to use different builds).
I don’t know how much ‘moods’ would make you annoyed at limitations of your character. Nobody is always happy and sometimes looking angry is maybe preferable to looking expressionless like most characters right now. Maybe just allow sliders that have a limited amount of points (similar to traits, but detached from them)?
- I do like the idea of being able to wear anything I wish, and having a different defensive ability based on the things I wear, because obviously someone in robes has less ‘physical’ defense, while someone in armour could probably catch a blade with a gauntlet, without being hurt badly (if you look at the realism of the situation).
Idea for skin database from a few months ago: https://forum-en.gw2archive.eu/forum/game/gw2/Play-GW2-the-way-you-want-to/first#post3014193
1. A database for unlocked armour/weapon skins and armour/weapon/trinket stats
- No more using transmutation stones to get the skin you like on the weapon you like, every time.
- From now on, when you buy an armour, you can buy a “Template stone” (price in gem store equivalent to transmutation stone). This Template stone allows you to save the skin, stats and sigil of the particular armour into your account and will become accessible on all characters, for no further cost. You can also store runes, sigils and trinkets this way. Then you can create your own items, using the Template Menu, I think of this much in terms of the PvP locker, combining any stats/skins and upgrade components that you have stored in the locker.
- Templates: from now on you can save a certain set-up, albeit cosmetic or practical (for example “Dungeon gear”, “Support gear”, “Staff build”), which automatically loads:
– your armour (stats, skins and runes)
– your weapons (stats, skins and sigils)
– your trinkets (stats)
– your skills (heal, utility, elite)
2. The first suggestion means that from now on armour/weapons and so forth you consume using the Template stones will disappear into the Template storage and can be summoned by opening it up and selecting the gear/stats/runes. The summoned versions will be soulbound, but the armour will be accessible on your other characters aswell, though not tradeable or salvageable.
There you go. No more buying gear and having no space for it, no more having to farm gear for one character and then for the next ones too. Efficient and simple.
Another of my ideas copy-pasted:
1- Make ‘armour’ seperated from classes: everyone can wear anything they want.
- Each armour class gives a special bonus:
- Medium armour: Agility, you are in your element in combat, making it harder to hit you (0-2-4-6-8-10% miss chance based on number of medium armour pieces).
- Light armour: Wisdom, your affinity with magic creates magical defenses when you are in need (0-2-4-6-8-10% chance to reflect, based on number of light armour pieces).
- Heavy armour: Dexterity, your armour protects you and you’re able to shrug off heavy damage (0-2-4-6-8-10% chance to block, based on number of heavy armour pieces). - Armour ratings: all the same, but the armour you equip will influence if you can shrug off blows, evade blows or mirror them back.
2- Stats are no longer bound to armour, but to your mood:
- Gloomy: Condition damage, Toughness, Vitality.
- Angry: Power, Precision, Critical Damage
- Cheerful: Healing Power, Toughness, Vitality.
- … other combinations have other stats attached to them.
3- Every weapon is accessible to every class.
- Based on your mood you get to choose from a number of possible weapon skills per weapon you pick.
- The weapon skills will be complementary with the attributes you gain from mood.
- Traits are associated with moods aswell. There are no more class-specific traits and no more weapon-specific traits.
This would allow for a looooot more variety and practically infinite number of ‘classes’. Want to be a mage in robes swinging a greatsword? Go for it! Want to be an assassin using a rifle? Do it!
My idea from VOLKON’s Thread:
What about a legendary quest?
- You start of with an exotic weapon of choice: a greatsword, a sword, a longbow, maybe a staff… basically anything. Important: you can choose a beginner skin you like for it too.
- Now, you embark on a dangerous journey… something similar to the GW1 storylines, cause I absolutely adored them. Every time you get the choice between a couple of things, and your choice affects what happens to your weapon: each time you get a new component after completing a story instance, you can add it to your weapon, modifying the skin slightly and making it more legendary by the step.
- When you’re halfway, your weapon can be upgraded to ascended level, you have reached The Source of Ascension.
- At the end of the epic storyline, your weapon becomes legendary and gets a new name, fitting to the adventures you have completed with it.
its very possible, i have 800 gold all made with crafting and like 10 gold starting capital from leveling :p
Please do share your divine knowledge, cause I never made any profit ever.
In this game:
http://wiki.guildwars.com/wiki/Lion
I could agree with capturing settlements. :P
Actually… I think we need something totally different:
1- Make ‘armour’ seperated from classes: everyone can wear anything they want.
- Each armour class gives a special bonus:
- Medium armour: Agility, you are in your element in combat, making it harder to hit you (0-2-4-6-8-10% miss chance based on number of medium armour pieces).
- Light armour: Wisdom, your affinity with magic creates magical defenses when you are in need (0-2-4-6-8-10% chance to reflect, based on number of light armour pieces).
- Heavy armour: Dexterity, your armour protects you and you’re able to shrug off heavy damage (0-2-4-6-8-10% chance to block, based on number of heavy armour pieces). - Armour ratings: all the same, but the armour you equip will influence if you can shrug off blows, evade blows or mirror them back.
2- Stats are no longer bound to armour, but to your mood:
- Gloomy: Condition damage, Toughness, Vitality.
- Angry: Power, Precision, Critical Damage
- Cheerful: Healing Power, Toughness, Vitality.
- … other combinations have other stats attached to them.
3- Every weapon is accessible to every class.
- Based on your mood you get to choose from a number of possible weapon skills per weapon you pick.
- The weapon skills will be complementary with the attributes you gain from mood.
- Traits are associated with moods aswell. There are no more class-specific traits and no more weapon-specific traits.
This would allow for a looooot more variety and practically infinite number of ‘classes’. Want to be a mage in robes swinging a greatsword? Go for it! Want to be an assassin using a rifle? Do it!
Lol. I’m ok with open world pvp… but no dropping of items. That’s archaic.
Much language. Very wow. Many post!
#Didn’t read
So dev. All is vain.
(edited by Sirendor.1394)
You know… there are merits to this. Although I’d consider scaling it a bit further and adding a modifier based on placement… If you’re first, there’s a +10% or 20% bonus for people flipping your stuff, if second, no bonus, and if you’re in last it’s a 10% or 20% penalty instead. If you’re in first, your stuff is worth more. If last, it’s worth less.
I think this is an idea worth at least debating.
You mean per match-up right? And flipping something from another server > extra rewards if that server is a 1st while you’re 2nd and even higher if you’re 3rd and flip something from 1st?
This would really make small scale roaming a lot more interesting, because if you blob you’ll be spotted and you don’t get a big reward, because they’ll probably get their own blob up.
Yes, exactly. Based on current score in the match-up. I hadn’t considered differing rewards if a third flips something from first compared to if a second does. However, I was thinking that if the point differential is close there should also be no bonuses added… and that actually would work better with the idea of keeping a sharper eye on positioning.
So, conceptually, ..
If you’re in first –
Flip something from second, -5% points
Flip something from third, -10% pointsIf second -
Flip something from first, +5% points
Flip something from third, -5% pointsIf third –
Flip something from first, +10% points
Flip something from second, +5% pointsHowever if you’re within 1000 pts of the server you flipped something for then no point bonus or penalty.
The 5%/10% is arbitrary, that can be adjusted, but conceptually… I don’t hate this.
As you write it out sounds good.
I definitely know I won’t get a card. They don’t know where I live!
Are you sure… >_>
At the top my head:
- Unlockable skill animations.
- Weapon dyes! But weapon dye slots have to be forged.
- Aesthetics “sockets” on items that changes their appearance slightly like a glow or sparks.
OMG THIS! Of course, knowing Anet it will be 250 ectos, 250 powerful blood vials, 250 eyes and 250 silver doubloons each part, but like the first replay said; I want Bifrost dye SO BADLY
Nooooooooo. xD My worst nightmare.
If you haven’t played the story missions of the game… it’s really a must. I loved playing the story of GW1 because the whole game was built around it. It made me buy GW2, but it’s not the same, because GW2 story is a lot more shallow.
Still zero. I can’t even gather the money for the craft, let alone for the weapon. Sorry Anet, I like GW2 but this is too far a boat for me.
You know… there are merits to this. Although I’d consider scaling it a bit further and adding a modifier based on placement… If you’re first, there’s a +10% or 20% bonus for people flipping your stuff, if second, no bonus, and if you’re in last it’s a 10% or 20% penalty instead. If you’re in first, your stuff is worth more. If last, it’s worth less.
I think this is an idea worth at least debating.
You mean per match-up right? And flipping something from another server > extra rewards if that server is a 1st while you’re 2nd and even higher if you’re 3rd and flip something from 1st?
This would really make small scale roaming a lot more interesting, because if you blob you’ll be spotted and you don’t get a big reward, because they’ll probably get their own blob up.
Defending really should be rewarded more. It’s a lot more fun than attacking imo and requires more skill because we often defend a tower against a zerg of 30 with only 5.
Really this is a bad idea.
I never had it before. Bad luck on your part I guess :P
I’m not an old lady so I’ll never find crafting fun. Cooking is probably the least bad but the rest are terrible.
Am I the only one that finds crafting fun?
That’s because I am an old lady!
Tbh… it’s still better to craft than to do champ trains. Gods, I always feel I don’t have a brain left after doing it half an hour. Might actually be asleep after an hour. xD
My post was just a “summary” (as far as it’s possible) to help the devs see what is wrong with crafting and what needs improvement (practically everything). Oh well.
3vs1
Nope I like downed state.
Me too. Only people who have a problem with downed state are zerglings who die when they fight us 20 v 5. They burst one, he goes down, we CC them and bam they’re dead.
I say buff downed state so you aren’t able to stomp anymore!
Is it possibly to invite more people to the test? We have sent in our roster 2 weeks ago as a guild, but some people are interested to join. The people we originally listed already have an account and client already so wouldn’t want them to loose access by sending in a 2nd list.
Do we send the same excel spreadsheet with the names of the people already in + new ones? Do we send in a new spreadsheet containing only new people? Is it possible in general?
my opinion the way it should have been designed, is to allow movement like CoD,
while at the same time, preventing instant defeat, but still can be defeated from damage.
Make it so the only way to rally is by killing enemies or from ally rallying you or out of combat.
no down health timer thing.
That would have been better indeed. ‘Downed’ should work as a sort of ‘Wounded’ system rather than being a sack lying on the ground waiting to get a banner through your chest.
Downed itself is something we can not miss. It is one of the only anti-zerg tools we have atm. Bursting players down happens all the time because of the broken non-trinity model of the game.
Oh and they are adding infraction points the moment you get infracted now. So better not to do that, OR in some dark corner of the forum. :P
Also: number of posts in our weekly match-up is going down fast:
146 for last week of league
69 for last week
31 this week
(edited by Sirendor.1394)
All is vain. /15 chaars
Maybe they should think about making PvP-only servers without a transfer cost. If they made that, and made the whole PvE map open for PvP AND allowed guilds to claim PvE settlements… I would be sooooooo happy.
I very much agree to the OP. It’s time we got a stable PvP game mode.
Either start WvW again from scratch, or make a completely new game mode that is based on GUILDS instead of SERVERS.
Just my 50 cents anyways. I don’t think I’ll stay in the game if a better alternative for PvP comes out and it would be a shame to see as good a game as GW2 loose all their PvP population because of better alternatives, while they could actually make their PvP so much better.
One of my mates got a cleric drop and he’s a warrior. xD He wanted to give to me cause I’m a healer guardian and he couldn’t. Poor me. Poor him. Now it takes up a bank slot.
I’m mostly excited at the picture of Colin. Much win.
Because condition damage… does not go away when you dodge, while direct damage does?
What about a legendary quest?
- You start of with an exotic weapon of choice: a greatsword, a sword, a longbow, maybe a staff… basically anything. Important: you can choose a beginner skin you like for it too.
- Now, you embark on a dangerous journey… something similar to the GW1 storylines, cause I absolutely adored them. Every time you get the choice between a couple of things, and your choice affects what happens to your weapon: each time you get a new component after completing a story instance, you can add it to your weapon, modifying the skin slightly and making it more legendary by the step.
- When you’re halfway, your weapon can be upgraded to ascended level, you have reached The Source of Ascension.
- At the end of the epic storyline, your weapon becomes legendary and gets a new name, fitting to the adventures you have completed with it.
1- Skin database (unlimited use)
2- A completely new PvP game mode: something between SPvP and WvW, sandbox-like, in a customizable setting allowing you to build fortifications through materials and make your guild a Fortress/Tower/Castle completely free-style.
3- Multiple skill variants per weapon.
4- Ascended gear through quests, not through grind.
5- Race-change ability.
When you say “L2doubletap” seeing two people bump into eachother.
i think wvw need more personal rewards, not server level rewards
QFT
If there’s a lot of ‘poison’ if you prefer to use that name, it means there is something horribly amiss with the game mode: aka. it is not balanced. It is not a competition. That’s not a fault of the community, it’s a fault of the game developers (anet).
Would be pretty cool if they added something useful to the home instance, I agree. We really need Guild Towns though. xD
Hi All,
This is my last day at work before the holiday season and I am going to be very busy!
Once I am on vacation I will have more time to respond and engage.
I am therefore going to postpone the focused discussion on Horizontal Progression until tomorrow. I will catch up post page 36 today (or at least try).
Meanwhile I have a question. This thread is BIG. Would the folks who have already commented on Horizontal want a new thread which is just based on Horizontal or should we just carry on with this thread?
Regarding my reminders from you about comments on some kind of reward for the Fractal reset, I am still thinking about feelings around it.
Chris
Yes, a new thread would be beneficial to focus discussion.
I agree. A fresh start for new ideas to spawn.
snip
I’m sorry you’ve gotten matches you don’t enjoy. We’re working on addressing the skill gap on multiple fronts.
In the mean time, have you tried Team Arena? You may find it more your speed.
I have tried TPvP with some friends from guild. We’re ranging from rank 5-20. We got matched up with 5 guys rank 30-40. If that’s what you call balance… , you need a new system for SPvP.
- Each stack of dishonor has it’s own duration of 72 hours.
- You can play until your account has 3 stacks of dishonor.
- You cannot play until your account has less than 3 stacks. (Think of bleed stacks)
- Dishonor stacks expire while offline.
- Being kicked by AFK detection automatically adds a dishonor stack.
- Being absent from a match will add a stack of dishonor when the match has ended.
Simple version: You can leave a maximum of 3 games every 3 day period. Those could be spread out: If you leave once a day, you effectively lock yourself out every 24 hours. They could be stacked quickly: Leaving 3 times in one day means and cannot play almost the maximum of 72 hours.
Can you leave at the beginning of the game if you’re returning to the lobby?
I agree with Cure. That would be a first step to making the open world more active and more interesting to play in. Nobody would do the DE’s without a better reward though.
I always check if he posted something else at another place. Work of art.
Too unique to post more of it. He only came once… and went away. :P
So dramatic! <3
Loooool. Too funny xD
WvWvW IS NOW OFFICIALLY Warbanner vs. Warbanner vs. Warbanner
After 1.5k hours of play on this game I have burned out 3 times so far, stopped playing for a few weeks each time. Tbh I have really enjoyed this game, but expected a lot more of it:
- the personal story compared to gw1 is rubbish and seems to be an afterthought
- the pvp is not rewarding and does not offer anything at all
- some of the systems in this game are archaic at the least (no skin databases, claiming of fortifications in WvW doesn’t allow anything special such as building new pieces, decorating…)
why must this happen to AG again?
this is an absolutely terrible matchup but….
YAY!!!! Gandara, I’ve got a video for you guys <3 http://www.youtube.com/watch?v=gbrbUfYSt0E
(ignore the let’s have some fun part)
btw VIS, well done, I hope chasing one guy down was worth that one loot bag.
Precursor drops all around. I only wish I got a precursor too for letting myself get killed by a zerg of 30 that chase me. I mean, it’s obviously harder for me than for them.
well, elementalist, rangers, mesmer and thief are also good runners
as an engineer, it’s hard to find an escape (my rockets boots dont work wery well these times, maybe overheat due to frequent use) but trust me, i’ll build something for escaping gravity and be faster than warriors !
I trust you. Can I become an engineer aswell now?
Forumers are a dying breed.