I don’t know where the post is (ankitten ot looking for it because it was so long ago), but a dev commented that they wanted the different weight classes to have different looks to keep some uniqueness to them. And probably part of that goes with what nGumball said. PvP reasons.
Edit: really? even with a space between the words and & am & not, it filters it? May be a little gungho there anet.
Many people arent satisfied with this deal when they actually look closely at it.
Yes because many of those people are of the, “Make everything ever free for me forever or Anet is greedy,” mindset.
I think a lot (not saying majority, just a lot) of people would just prefer an unlocking system to a rental system. I’d rather pay more crystals 1 time to get the functionality to be like the achievement panel. I’d be willing to actually buy gems to get crystals for this type of feature also. But I’m not interested in a system where every time the same skin is used from the wardrobe to replace a different one, it costs.
My guess is that a single reskin counts as a single transmute, but I suppose a confirmation is needed.
I just want to know one thing. Will a transmutation charge “unlock” the skin already in our locker for unlimited use.
That changes everything. If it does work that way OMG amazing. If not I see this as an unnecessary barrier for skins that should have UNLIMITED use. After all we payed the charge. Why make us pay again.
Watch the video again. Every single armor piece they click on to apply adds to a cost of reapplying. On the drop down menu, there is also no “unlocked skins” or anything like that. It’s not 100%, but to me it feels pretty obvious, 1 crystal per reskin regardless of whether you’ve used it 100 times reskinning before. If this is indeed the case, besides putting my Sunrise skin on warrior, this is pretty yawn.com in terms of changing skins. Sure I can do it for a very short time, but after that I’m exactly back to where I was.
Edit: To the people who have a lot of T3 sets and a bunch of very expensive weapons, I’m sure this update is more exciting. But I mostly play 2 characters that I’d like to mess with their armor looks a lot. So for me, it doesn’t do much. I understand the appeal for others though.
Additionally you don’t know the cost of appearance modification.
It could take 1 crystal for an entire wardrobe change. That would mean ANET is giving you free stones.
Wait and see.
It’s not. In the SS and video when they are applying 4 pieces it clearly states “cost is 4”
You also get 1 unid for the many dyes that (were) 1s or less. Seems to balance for the most part.
No that’s not what I’m asking. Basically I want to know if I can have two different skins applied to two different armor stats and those skins be saved each time I switch back and forth. I don’t want to be reapplying the two different skins two the two different armor sets every time I switch.
Say berserker has CoF skin normally and TA skin applied and soldiers has SE skin normally and AC skins applied. When I switch between the two armor stats, I’m wondering if the applied skins are saved, or if they go back to their normal skin.
Edit: Or if changing the armor stats has no effect on the current skin being applied.
I have a couple questions on how changing the actual armor equipped (and therefore essentially changing stats) will work:
Let’s say I have a set of berserker armor that I have currently equipped and a different set of skins on it. If I switch it to a new stat armor (soldiers), I see 2 possibilities:
1) Skin stays the same, stats change.
2) Skin goes to the different armor skin, stats also change.
Which of these scenarios is right? If scenario 2 is right, let’s say I apply a new skin to the soldier armor. If I switch back to the berserker armor, I could see 3 possibilies:
1) Skin stays the same, stats change.
2) Skin goes to the armor skin of the berserker armor, stats change.
3) Skin goes to the armor skin applied to the berserker armor previously applied, stats change. (I find this unlikely if #1 from scenario 1 is true)
Could there be some clarification on which of these will be what is implemented? Thanks.
As bad as this post? No, it’s nowhere near this bad.
Here’s the thing: my Server PuGs the wurm boss, that’s not a problem. But, the fact that this steaming plate of undead goodness is just sitting in one place and being failed every attempt, there is something wrong with that. I don’t believe anyone still even kills him, he’s just sitting there as a wasted pixel design.
I’ve killed Taco 4-5 times in the past week with TTS. Did the wurm once also. They quickly learned that most servers would never be dedicated enough to stick to killing him over and over, so TTS is now like 10-11 connected guilds from all servers and we just guest to a server to get everyone to do it. Sometimes even get an OF going for two simultaneous kills. You also don’t have to rep them except for the events.
It’s being done – it’s just been organized across servers.
Considering zerker gear is still BiS for fastest runs, I’d say no. I don’t get what someone would switch to? They are making zerker gear slightly worse, why would anyone want to switch to something even lower?
Recap since everything is bugged? *spoilers*
in Battle for Lion’s Arch - Aftermath
Posted by: Sorin.4310
For the cutscene.
From the wiki, on the size of Zhaitan. So 5 times would be quite large, but not an entire zone. Thinking of how much Tequatl takes up in its fight, Zhaitan would probably be that entire swamp or close to it, which isn’t a fifth of the map. I’d say it’s around 6 or 7% just from eyeballing the map. Regardless, something that size would be quite cool. But no overflows? Dear lord good luck with that many people.
Actually 9 have sold in the last 24 hours.
This was everyone’s reaction, right?
Attachments:
The real challenge is finding a middle ground between this and wurm/tequal/marionette. How do you design an encounter that is both challenging yet doable by groups with players of different skill levels and scales for random numbers?
Got to keep in mind people do somehow manage to get downed at golem, so if the events were made harder those few baddies could fail it for everyone else.
I think the biggest difference is that those 3 fights force you to move around (not even necessarily to avoid death, but just to do different objectives). That’s what these fights need. You can literally just stand in one spot and autoattack to win. I don’t know that this fight needs to be any harder. I think it’s okay that the world bosses have a range of difficulties, where some are easy and some are wurm difficulty. But their dynamics need to be more than just the skills differ. Need phases or something.
This is the main reason both my warrior and guardian use Armageddon skins for pants. I feel like half the heavy’s leggings go out to next week.
This is one of the world bosses I’d rather do with a few people than 30-40. It’s scaling feels exponential, where I think most bosses should be superlinear.
I want some challenge in the game! Some of you said that the hardest part of obtaining a legendary is obtaining a precursor. There you go! Challenge accepted! If ANet makes precursors craftable, believe me, it will come down to being Farmsville, not GW2. Do you really think that farming fractals and bosses for ascended mats is challenging? I do that with a blindfold. I know that exactly after a certain number of runs or days I will craft the ascended item.
Do you guys remember why Diablo 2 was so popular? The loot! And yes, random loot drops! That was fun. You give up or try harder! Guild Craft 2 ain’t challenging, and in the long run, fun. I tell you, if precursors become craftable, every 10-year-old will walk around with an Eternity. It’s the certainty that’s boring, for goodness sake!
Does anyone hear me? Anyone?
We hear you, but just not agree with you. They’ve already stated that whatever method is implemented for making precursors will not greatly effect the precursor market (read: they’re going to be just as expensive as if bought off the TP). Getting a precursor is already “farmsville”. People farm gold and buy off TP/buy rares & exotics and mystic toilet. Why you think this is any different than “farmsville” mats and crafting I’m unsure. If you are under the impression most people get their precursors for their legendary via drop, you are mistaken.
^ If you want open temples also.
Champion #1 would have to be reworked.
Edit: if the idea was to solo. You could have a single lane defend 5 times and each time everyone goes to same platform.
My guess is they are just using skills to get ahead. All the classes run the same speed under the same % speed increase. Anything to the contrary would be noticed quickly and would cause a much bigger stir than this. Warhorn 5 does not target foes either. However, it is a blast finisher so if you use it in a AoE circle you may be aggroing foes through the blast. It should be fairly evident whether or not you are getting into combat, because you won’t be able to change your utility skills.
I’d like to hear what people who have some kind of colorblindness think. I know in the past some people have very much struggled with the circles. I imagine these might be easier?
Welcome to escort events.
i will be watching it with popcorns and chips to see how the critical damage issue is aproached.
keeping eating your popcorn. 10% overall damage reduction. Zerker gear still on top.
i dont mind a zerk meta in spvp but there should actualy be room for something else out of spvp, Maybe if they raise the critical damage in spvp and weaken it in pve via gear well get to have something that works, it just sound like the most obvious solution to me.
You posted that a nerf to zerk stats will bring more balance because it will be more similar to the spvp set up. Supposedly because that’s fair.
Now you are suggesting that the spvp stat set up is essentially unfair and requires zerk to get a buff in order to balance it out more.
Right…
What about WvW which is directly tied to pve mechanics btw? How does the zerk stat nerf do anything other than further increase the PVT/condi meta dominance there?
If somehow simply nerfing crit dmg makes for a perfectly balanced meta across pve, WvW and spvp, then i’m all for it. If all of a sudden the condi, bunker dominance is broken then great.
Oddly enough I’m not convinced nerfing crit dmg is going to do that, are you?
what we need is critical damage for both pvp and pve to stand between about both
Spvp doesnt give enought critical damage while pve gives to much what about getting something between?
What we need, is for some of those advocating a stat nerf on here and (more importantly) for the devs themselves, to realise that if you actually want to address meta issues (such as zerk in pve), then you need to address the gameplay combat mechanics and mob AI.
Tweaking up or down crit damage will not balance out or improve the meta in pve, spvp or WvW and it certainly won’t improve it across the board when viewed as a whole. If anything it is more likely to make things worse.
If you really want to get serious about this, then a major gameplay/combat overhaul is needed and pvp/pve skills need to be totally separated. But everyone with any sense of reality and any experience with ANet thus far in this game knew that was never going to happen.
Instead what we are going to get will benefit no one aside from a handful of people who really only care that “those nasty zerkers” get a bit of a shafting.
QFT. It’s a shame so many don’t understand this.
What is even the zerker issue…
After reading dozens of pages and endless posts, I still have no idea. I get the issues with the mobs lack of tactics, AI, skills. I get the issues with many of the bosses being a joke. But I’m still 100% lost on why zerker gear is a (real) issue.
This is getting beyond a joke now. Sadly it looks like ANet are falling for said joke.
Yes they are. It’s a bit sad to see how people like the OP do not understand how optimized zerker groups work at all. Yea, we just dodge whenever we want and faceroll. Yup that’s it.
No blocks, no aegis, no blinds, no boons, no combo fields, no reflects, no coordination, nothing. Just dodging.
Your build is your weapons, utility skills and your traits.
Your gear is simply a reflection of how much damage you anticipate taking during whatever content you’re running.
Therefore Zerker gear does not “nullify” any “variety” or any “builds.” Builds are independent of gear, you can run a dps build in Soldier’s gear or a support build in Zerker gear.
If Zerker is optimal for PVE content that is because of players anticipating that they will not take significant damage during the PVE content and not some feature of Zerker.
You must be banging your head against a wall with how many times you’ve tried to explain this.
I’ve felt this for awhile, though I still don’t quite know how to phrase it. Wondering if others might have an opinion.
As convenient as I find the waypoints all over the place, I feel like it trivializes much of the exploration we would be having without them.
I’ve suggested zones without waypoints as a way around this. Does anybody else feel the same way? Or am I romanticizing the runs from towns to far-flung locations in GW1?
Edit: should have said this originally, but all the credit to Sir Arthur for expressing my feelings better than I’ve been able to. This post was meant as a huge +1 to his.
Hi TimmyF,
I agree:
‘As convenient as I find the waypoints all over the place, I feel like it trivializes much of the exploration we would be having without them.’
Chris
Exploring how, though? Waypoints aren’t unlocked automatically, so you do have to explore to get those the first time. The second time you go to them when they are unlocked, you aren’t really exploring since you’ve been there before. Unless you mean uncovering new Dynamic Events and such, which then I think this has some valid points. However, the current number of DE in some zones makes me feel like you could go to an area 10 times and never find an event. To explore, there must be things to be found.
I like the idea of wandering instead of waypointing, but I want to come across something pretty much everytime. One of the areas I think does this well is southern dredgehaunt. There are almost always events going on there (well maybe that’s because I don’t see many people there – dredge!, but regardless), if every zone was like that I think some people might be more inclined to accept no waypoints (or fewer).
As for zones without WPs, just go to Orr. Most of them are contested anyway so it’s about the same thing. I joke…sorta
What’s key is to prevent to dominance of any one meta. A berserker focued group should be as good as any other balanced group.
Why? If a balanced group, which presumably means it has more survivability, is supposed to be as effective as a zerker group, why the heck would anyone wear zerker gear? The point of zerker is risk vs reward. The problem is most of this game lacks risk in fights. However, just making the bosses hit for more or more frequently is just lazy design. Better mechanics like lupi is what is needed imo, but is not what expected.
if wanting to alter it just lower the bottom end of armour rating mitigation and have mobs react more to high damage, in short mobs hit the dps out of preferance and zerk in more glass cannon.
This won’t change anything really. Watch the speedclear videos. They aren’t getting hit really to begin with. All this will do is stop the bad people from limping their way through with zerker gear, and allow the good teams to continue to do what they’ve done. My wish is that boss fights all became more like lupi, where if you don’t know the fight you’ll be on your face in zerker gear, instead of CoF where you can roll your face on the keyboard in zerker gear and win. However, this would take a lot more time than I expect anet to put into any single dungeon at this point, so…we’ll see what we get.
Not really, because the best defense isn’t based on stats. The best defense is skills and evades.
Evade, Blind(sometimes), reflect, block, etc are far more important the harder the content gets. Not toughess/vit/healing pow.
Imagine an encounter forces you to operate a machine or a weapon like a mortar in WvW. No evade, no normal skills for you available. Who could operate the device longer when you get constantly damaged? Berserker or bunker?
They’re going to need to design some more interesting interact weapons then. I know some people find the zerk builds boring, but dear lord they are better than things like the mortars in this game.
I replied to a similar thread with this as well. We are taking some steps towards shifting the meta in the near future. I suspect some concrete info will come out about this next week.
Jon
I seriously hope this means bringing up the other stats and not bringing down the effectiveness of beserker gear. All my characters are in beserker gear solely because the combat system you’ve had for over a year allowed it. Ascended gear isn’t exactly cheap.
Is there a point to this thread? It eludes me.
I just want them to post dungeon changes in their patch notes. Is it so hard to write:
~ Blocked access to the boat in Arah path 2
~ Fixed a bug stopping Alphard from using daggerstorm if players are meleeing on her spawn point?
Sure, the first one doesn’t matter since people already have another way and the second doesn’t mention how you now have to be extra careful with reflects, but actually telling people that they changed it would be appreciated. It’s not even people like me who suffer, it’s people like the pug group I joined and then saved them from another three hours of wipes who are the ones who suffer, which is the community ANet would seem to want to cater too.
It really gets on my nerves when ANet make stealth changes, it just creates mistrust and resentment, and there’s just no reason for them to not mention it.
I’m pretty sure a while ago a dev posted that they do not necessarily put fixed exploits, as they see them, in the patch notes. But I don’t think they said why. Wish I had that quote but it was quite a while ago. But yea it would be nice. Alphard was a rude awakening the first time we went into p2 after the “fix”.
Health I’d like to see as not low health, so yea mid or high. As for mechanic I’d like to see a class that has a more “required” rotation, like the sin in GW1, or to a degree then dervish since to really min/max it you had to pay attention to what your enchanments did as you put them up and took them down through skills.
Edit: When I say like the sin/dervish, I don’t mean their mechanics. Just the general style they had.
I wouldn’t worry so much about the name as the mechanics. The mechanics will give rise to a name. Though I’m not sure what mechanics could be used.
Keep the comments coming imo, I want this a top thread.
It’s a multipage thread in the Dungeon subforum. I think that makes it a top thread tbh.
They have not. The guild system is incredibly lacking and and buggy for a game that has the word guild in it. No word on when its functionality will be improved.
/doestheshrug at the person to tell me the name is from lore prior to GW1
Unless you waste dodges your base amount of dodges is sufficient for Alpha. If you are using an FGS in the group it should die within two dodges. Also, you have Shelter as your heal which can tank an AOE if you run out of dodges as well as your elite skill.
Ah yea I was forgetting about Shelter. Thanks.
Why is so much underlined?
Without Vigorous Precision how do fights like Alpha on CoE 2/3 go? Are you reliant on vigor from other sources or are you still good for dodging? I’m considering switching to this build, but my guild is a bit more casual (read: less optimal group set up sometimes) so I’m unsure of how reliant I am on the vigor for dodges.
Edit: Say I find myself more reliant than I’d like on the vigor so I need to put 5 in honor. As much as I don’t want to drop 5 from Radiance or Virtues, would dropping from virtues be better? Most bosses are burning near 100% I feel like, where as I don’t think I have 10 boons up constantly.
(edited by Sorin.4310)
stopped reading at “Berzerker is the best gear”
It is.
It is, for you. It’s no good to a player that just started playing and can barely stay alive. You played long enough that you can do what we see as natural and simple dodge at the right time. If the player is inexperienced, they need survivability over pure power. They’ll get to berserker “status” as they progress.
I actually started with berserker gear. I was then told by poor players to run PVT gear, needless to say things were more difficult when I wore this set as there was less dps in parties and thus fights took longer leaving a larger margin for error. People don’t ‘progress’ in pvt gear, they grow stagnant and garner a reliance.
That worked for you. Great. But if you have a party where two people are competent and rest is learning, it is not the case. Sure the fight will take a minute longer, but I’d rather have one more minute than having to duo the boss since everyone is dead. Let them learn on their own pace.
And that learning they are doing is learning how to not properly dodge, use skills, etc. They are rolling their face on the keyboard and then can’t ever progress to any meaningful combat play because they started with an unnecessary handicap.
It’s not ideal but you could always range her too. The projectile moves slow enough to dodge it once it’s moving.
Who think mesmers exist to carry them past the rolling rocks in CoF p1.
That’s just silly.
They also have time warp.