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Mystic Coin Price

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Swagger.1459

The price of Mystic coins

ANet ProbablyJohnSmith
That recent spike is setting off my spidy senses. I’m gonna calling Chris Cleary

Besides that yes, we’re looking into coins in the post patch review.

ANet ChrisCleary
https://youtu.be/_JNGI1dI-e8
You really should have better mystic coin vault combination John!

(I’ll look into the data sometime this week, but the recent spike looks more like someone is trying to corner the market :P)

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Sugg- Stealth, Cloaking Waters and Supply

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Swagger.1459

your are joking right? There are so many ways to get out of your spawn.

cloaking waters needs removed totally. It is being abused completely. If you want to keep it make it only work inside outer/inner smc.

damage should always break stealth or every kitten would play thief constantly and the game would be no fun.

I’m entirely serious.

Current stealth mechanics in the game have issues. Cloaking waters is currently an issue. These stealth changes would be a net positive overall.

Buffs from the revamped stealth would help provide better support to engage the enemy at spawn if they choose.

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Sugg- Stealth, Cloaking Waters and Supply

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Swagger.1459

Player stealth skill rework in pvp and pve- Player becomes translucent and gains Protection and Stability for the duration, but remains visible to enemies within 1500 range. Only stacks in duration. Damage does not break stealth. Reveal skills still remove stealth.

The above changes allow all current stealth and counter stealth mechanics to remain in place, while giving more freedom to add more stealth skills to the game.

Cloaking waters- Remove fountain from SMC and place one at each spawn. Provides 2 minutes of the reworked stealth mechanics.

Supply- When your keep is taken, a supply generator appears at spawn just like in eotm.

The fountain and supply changes will help players who are being spawn camped.

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Who will be the villain in the 2nd expansion?

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Swagger.1459

It’s me.

The Money Dragon!!

I knew it!!

:)

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Chaos gloves!

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Swagger.1459

Will we ever get a chaos armor body suit?

Yeah, thats what we want to see. An entire wvw zerg of blindingly white players.

I CAN’T EVEN SEE WHAT I’M HITTING!
OMG WHERE AM I??

And then everyone’s gpu explodes

Would be awesome!

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Helseth - no more GW2 streams

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Swagger.1459

Wait, Helseth blaming others for his own shortcomings?

Nowai!

Why would he spend time streaming gw2 spvp when it has a minuscule following?

Personally speaking, I would never stream gw2. Hell, I was a hardcore pvper for years, yet I only just hit dolyak rank here because the pvp side of the game is not good when you break it down.

Maybe Anet should bring us professions 2.0, improve many combat mechanics, have more game modes, balance skills separately from pve… instead of squeezing water from stones and expecting players to stick around…

I appreciate it when Anet makes positive additions and changes, but this game is about professions and combat, and both of those are not that great.

I’ll use ranger for 1 minor example… Almost 4 years of begging and begging and begging for sword changes… Finally we get a skill changed and it’s not even that good outside of the lack of root…

We were told the condition meta was too much… Nothing happens.

We were told skills would be added regularly to the game… Nothing happens…

Professions are tested on stationary golems in a movement heavy game…

Moa… Yes, let’s have an unbreakable skill that locks you out of your profession for 10 seconds…

I could go through a list of things, but I think you get the point. Honestly, any quality pvper worth their salt can see the major flaws with the game.

Also, you can’t toss money at a tournament or combine servers in wvw and expect the rest to be ok for the long run.

Anet has the opportunity to make this game the best fantasy combat mmo game out there, but they are wasting that potential because they will not go back and revitilize professions, combat mechanics or separate skills.

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Further path of scars qol updates

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Swagger.1459

Of course there are many ways to build Ranger/Druid, but take a look…

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Ghostly Infusion

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Swagger.1459

There is a bug where the dark blue/black portion of the aura turns into “puffballs”. I have noticed at times it functions normally, but then there are spans of days where it looks like puffballs again.

I have not noticed anything that triggers this abnormal behavior.

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Suggestion- Raid Difficulty Settings [Merged]

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Swagger.1459

Regardless of difficulty mode, players will still have to work for things and gear up properly and learn the mechanics and play regularly to build the collections and legendary insights…

Some of you make it seem like it’s going to be walk up to boss and blow it up in one shot.

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Post your CC suggestions here

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Swagger.1459

Players have been asking for a really long time for separations in profession skills and mechanics in pvp, so I think I’m going to start a series of problematic things that include suggestions along with screen shots and videos to draw better attention. I’ll be working on bringing to light other problematic areas like knockbacks, stealth layering mid combat, poor performing pets (minions and illusions too), burst vs hp, bunch of other unbalanced things… when I have time, but let’s start with Condition and Control effects…

Rules…

1. Post your constructive suggestions.

2. Optional- Provide screenshots and/or videos that highlight the problematic CC system in pvp (wvw, eotm and spvp) with any relevant descriptions or thoughts. While optional, visuals do help make a stronger case.

3. Keep the thread clean and productive. Do not argue. Post constructively. Provide suggestions to the CC system in pvp if you have any.

Edit- Adding suggestions from a previous thread…

“Condition and Control Effects

I would like to see immunity timers implemented on Condition and Control effects.

Condition and Control effects are manageable in core Tyria PvE. The higher difficulty mobs in HoT zones bring a lot more Condition use, and while manageable, still at times we are affected by Conditions a bit too much. In PvP (WvW and SPvP), though, players are continuously hit with these CC effects over and over and over… There are individual profession builds that can put out way too much CC on their own, now multiply that “way too much” by multiple players…

The way the CC attacks and effects were designed were heavy handed, and it is overdone when you combine some big direct and burst damage numbers, along with unending Condition DoT and status effects. In addition to continuous movement impairing effects from CC, we are also forced into combat movement suppression as well… All of these put together really kill the fun of combat.

What I’m proposing below is to NOT give immunity to the direct/immediate damage component from weapons and skills that produce CC, I’m saying that the status effects need to be more manageable for players in this CC heavy game.

The below quote is about the immunity timers that City of Heroes implemented in pvp…

“Every time a character recovers from a Hold, Immobilize, Disorient, Sleep, or Fear status, that character becomes immune to all five of those effects from other players for 15 seconds. Every time a character suffers a Knockdown, Knockback, or Knockup effect, that character becomes immune to all three of those effects from other players for 10 seconds. These two timers are independent. It should be noted that Confuse effects, while technically mezzes, are on a separate 15-second timer than the other mezzes listed above.”

So let’s tailor the above quote for GW2… the basic gist is that a character goes on an immunity timer to all “hard” Control effects after the effect ends or the player uses a Stun Breaker. Moa must finally go into this “hard” Control category as well.
For “soft” Conditions there are two ways to do it…

First is an immunity timer on a 1 cleanse-1 condition basis.

Or

Immunity timers to groups of “soft” Conditions. Some grouping examples below…

Group 1… Blind, confusion, vulnerability and weakness.

Group 2… Chilled, crippled, immobilize and slow.

Group 3… Bleeding, burning, poison and torment.

And again, the direct/immediate damage components from weapons and skills that produce these Control and Condition effects remain unchanged.

Doing it these ways allows for multiple CC skills to still be used, but allows for some much needed breathing room. All “hard” CC is either put on a timer naturally when ended or when manually broken. Individual or group “soft” CC are put on a timer once actively cleansed by the player or another player, or when the effect ends. Visual indicators can be assigned to the UI so both player(s) and attacker(s) know what immunity timers are in effect.

There are other factors that we can look at too, but I believe this would be a good start."

Now onto the picture..

Here I was roaming with another player recently and 3 enemies came around the corner from Molevekian Delve. We fought, but my partner died and I tried to peel away…

Moa + circles of death + lots of conditions = thanks anet

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Crowd Control is Still Out of Control

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Posted by: Swagger.1459

Swagger.1459

Another great pve system inside pvp

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Too many rewards in game now?

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Swagger.1459

A majority of players seem to be happy with the direction Anet took to reverse a lot of negative feelings the community has had. Short term, this was good, because even hardcore fanboy players like myself were getting tired of the game. But in Anet’s haste to bring back hope to us, I think they made a mistake with the gamble that was taken. I’m wondering if there are too many rewards in game now?

Let’s take a look at rarity, and why it’s good for MMOs. Rarity in items creates two things: 1) Desire, and 2) Long term goals. When a player wants something that is rare, a choice is made to pursue the item or not. Depending on the desire of the individual player, a goal is made it obtain it. Goals are key to the longevity of games. It keeps players playing by putting a carrot on a stick. Some players need this carrot, or they lose interest in the game. This leads to a healthy game, because player population is a visible metric that others use to justify if GW2 is worth their time. Lots of players online = popular game = worth playing.

Some rare things are so hard to get, that it requires a lot of time and effort to obtain (i.e. Ex Machina title). To get this, you need to grind for a lot of lower level rewards, and a healthy dose of RNG for the rare Reclaimed Metal Plates. Some players at end game who have done next to everything available had something long term to work for. With the latest update, Reclaimed Metal Plates are now a guaranteed drop from map metas, and other required mats like ley crystals and airship parts seemed to have increase 10 fold. Something that I expected me to take months to obtain, now can be completed in a few days of farming. That’s not the only rare things to get a buff in drop rates. Ascended gear and mats drops a lot more frequently. Exotic drops seems to have increase as well. Super rare skins were added back to the drop table, which wrecked havoc on investments.

There are some who argue that they deserve these rewards, that they feel Entitled to having goodies rained upon then from the heavens. But there needs to be a balance in the frequency of the rewards. Anet’s well intentions of increasing output might have unforeseen consequences. Short term, a lot of players are back online, happy with full inventory bags worth of stuff. Getting a lot of rewards feels good, but in a few short days, we’ve seen how the market responded. Prices are dropping on a lot of goods, making things a lot cheaper to buy and less profitable to sell. Once players start completing their shopping lists of things they’ve wanted, we’re gonna be right back where we started, starving for new content to keep busy. MO already canceled the rest of the Legendary weapons, so that’s a long term goal put on hold. New Living Story arcs will keep some players busy, but Anet needs to remember how fast we can eat up content. If the next expansion isn’t Cantha, the Devs are gonna have to work hard to bring out new content in short intervals.

GW2 is one of the best designed MMOs. I just hope Anet management can right the ship, refocus, and bring back some of the magic I lost for this game. Reconsidering reward levels would be a good start.

Translation… “I’m losing gold on the market and I don’t like it.”

These improved rewards are for the greater good.

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DPS tester proves it

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Further path of scars qol updates

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Swagger.1459

Samies here too very much so even on my Viper druid used for its CC and WD stacking of bleeds/Vun its pretty much replaced the LB, so now im staff or lb + sword+axe.

even with WD rooting the impact of WD too just means i don’t need to move , if people keep suggesting wd to not root and move it makes it easier for ranged weapon foes to move into the circle then avoid the reflects DH’s have it really easy right now vs the off-hand axe first pos blocked then they can avoid WD by porting and interrupting>then cleaving+traps works wonders vs DH’s+ old power rangers that just sit back waiting for cooldowns.

i just see no need to make axe 5 moving non rooting , its a dive skill Dive gs or staff3 > WD , protect the area from projeciles while stacking condis or damage with Vun i see axe 5 as somthing that is not Offensive but a hard defence vs those in its area more of the protecting field it provides , i;ve used Staff 3 > axe 4+axe 5 to really hammer down on Projecile abusers.

You can still stand still if you want to stand still… This is a movement heavy game and roots are not good.

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Further path of scars qol updates

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This skill is still clunky and can barely ever hit a target that is moving around (meaning you are almost never going to hit someone who is aware of you or you use a cc on it beforehand). Don’t get me wrong the patch did make it slightly more reliable but it is still not good.

There are 2 ways to further improve it:

-Increase the size of the strike width of the axe as it flies making it easier to hit ppl that are strafing (something the around the width of the mesmer shield 5)

or

-change the skill to a singe target (that would work the same way magnet pull work) pull that cleaves, where you lock on a target and fire off the skill. The axe strikes foes along the way to the locked on target and upon reaching the locked on target it delivers 2 hits to it and immediately changes directions going back to the ranger and pulling the target 450 units towards the ranger as well as striking and pulling any foes hit on the way back (like it does now). This way there is no janky slow ground targeting and hoping that the target does not strafe, it would be a reliable skill that fires off on the targeted foe, fast simple no clunkiness.

The skill is now clunky and the root on 5 is still awful.

Please fix this stuff, this is a movement heavy game and y’all need to take that into consideration.

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Suggestion- Raid Difficulty Settings [Merged]

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Swagger.1459

Ok peeps…

Eventually we will have easier/normal/hard mode type raids. Yes, players will be rewarded appropriately. Yes, players will still have a path to legendary armors.

The devs will love it because there will be more players raiding and spending $ and gold to build their legendary armors…

The devs will see participation rates grow and invest more into making raids, and we will all have fun and get along like adults who play a game for fun.

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Love seeing queues! Kudos devs!

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Swagger.1459
not if you have to wait 2 hours
if from now on , that would totally sux

Yes, but the devs can make adjustments to population caps.

Anet will have to make more improvements to the engine and provide multicore support, dx11/12… Whatever the cool techie peeps call it to make the game run better.

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Suggestion- Raid Difficulty Settings [Merged]

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Swagger.1459

Oh, I’ve missed these threads. The off-topic side discussions, the out of the norm demands- it’s great to be back.

I’m not entirely sure what role easy mode raids are supposed to fill.

Training wheels for raids? Well, maybe. But most raids are set up to stack mechanics until it gets progressively harder and harder. That is, the first phase of each fight is the training mode.

An easier path to legendary? I think this is why people really want an easy mode. And, well, it’s not the best argument. “Let’s devote resources to develop an entirely different game mode, just so some players can get a tier of gear that provides no stat bonuses, is incredibly expensive, and for a skin that they don’t even know what is looks like.” This is why the legendary weapon team disbanded.

To provide for easier content (that some players find more enjoyable)? This is already in the game – Fractals and dungeons. There is no difference between a 5-man easy mode raid and a dungeon. The only argument I’ve heard is “But I don’t get to fight sabetha!” Well, an easy mode would not be “sabetha” because it wouldn’t have the same mechanics. And we don’t have easy mode of other bosses, like lupi or the aether path foreman.

So why do we want easy modes again?

Read my op.

Nobody is asking to redo the entire game mode… This is not rocket science either.

See the boons you can use in the training area? That could easily be used. Timer settings? Easy too…

There are reasonable and simpler options to improve raids and generate interest.

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World linking and names [Merged]

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I would guess they call it linking because its not a solid merge, it’s a dynamic merge which could be changed on the fly.

Yep, this is exactly why “linking” is a good term for this feature. On the tech side, we could change world links every week with the WvW reset. Different links, more links, no links, anything. Players are still always on their original home worlds.

We don’t currently intend to change world links that frequently because of the logistical issues it would cause for players. Voice communication setup, commanders new to one-another working together, and so on.

So while it may by some perspective feel more like a destructive merge right now, when world links change you’ll continue to be with your closest allies on your home world.

This was a recent suggestion I made for nameplates…

“Nameplates in PvP

Player nameplates- Please finally use acronyms for server names and a small icon for rank. Please? The unnecessarily long red nameplate is very visually distracting from opponent animations and skill effects, and very often the screen is just flooded with red names and red circles… Players want to see and react to what the other player is doing, not to have a screen full of red clutter to sort through.

“Pet” nameplates- Pets, minions and yes, illusions and clones, should just have an icon, no nameplate. There has to be a quick visual differentiation between players and their “pets” among the mobs of players.

NPC nameplates- Use a different color font.

*Doing these will also help these who suffer from color blindness."

Ok, so now that we have linked worlds I would like to add to the above just for players…

Friendly Players

Toggle options for those that want to “blend in” and those that want to coordinate with their server mates. Examples using Hedge of Denravi and Ehmry Bay

Toggle option 1- Standard setting

(HoD) Player Name (Guild Acronym) (Rank Icon)

(EB) Player Name (Guild Acronym) (Rank Icon)

Toggle option 2-

Player Name (Guild Acronym) (Rank Icon)

Toggle option 2 with guild tag off-

Player Name (Rank Icon)

Enemy Nameplates

Example using Northern Shiverpeaks and Sorrow’s Furnace.

Standard setting-

(NS) (Rank Icon)

(SF) (Rank Icon)

Standard setting with guild tag on-

(NS) (Guild Acronym) (Rank Icon)

Rank Icons

I would like to see rectangular shaped icons denoting each of the 7 ranks. The shape would separate the look from the spvp icon.

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DPS tester proves it

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Swagger.1459

@Swagger

While I know you are mostly true, I’m positive that pets having quickness would result in much less “missed” attacks (target won’t be able to get out of range in time), while having beast mastery traitline would reduce pets’ reposition time.
It would solve a lot of our problems in PvE.

I know that baseline pets are horrifyingly bad. But we need only 2 for the competitive and 2 are absolutely enough. Rework of all core pets is going to take a long time and still wouldn’t solve the DPS portion of the problem.

Just like Wuselknusel’s, there’s been some amazing suggestions for improving our problems. ANet just needs to assemble their coders and get classes working. Not just Rangers even if Rangers are in the most dire need of it.

I agree with you.

I have had similar suggestions about the pet, and personally feel both the Ranger and pets could use natural Quickness and a bit of a damage buff across the board. It would be simple to implement, fits within the theme of this profession perfectly and gives us a bit more of a competitive edge for not have all those fancy skills and mechanics of other professions.

Yeah, Anet does need to get together and dig into professions again. This game could be one of the best fantasy combat mmos if they get super serious about classes.

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Love seeing queues! Kudos devs!

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This is a really great sign overall to see wvw filled again! Keep it up!

Having these masses gathered up is even more incentive to beef up that engine!

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I believe most of people are missing the main point.

Ranger’s pet in raids are not a subject for Frost Spirit, Might, Fury, and most importantly QUICKNESS.
And in case we trait into BM for personal quickness – we strip our pets of boons which makes NM mandatory – that is ridiculous since it means sacrificing one of our 2 main DPS traitlines.

Pet copying all buffs from the Ranger (auras, stealth, boons and food included) has to get implemented. It has been the anchor ever since day 1 and a lot of us has brought this up over and over again.
Fortifying Bond needs to get a different functionality and we need buffed pet baseline. Full Stop.

Howdy!

Baseline pets aren’t good at all and that’s the problem sadly. Pets and minions and clones in this game leave a lot to be desired.

I only tested a few pets on the mobile golem while I stood passive in the middle and watched… pretty bad on some…

Test these out on the mobile golem when you have the chance…

Smokescale, fire wyvern and cave spider…

It has been clear from launch that all things are tested on stationary targets… That doesn’t work in a movement heavy game…

If you look at my post history you will see that I post a lot about City of Heroes… and here is another reason…

I don’t have a good representation video for a Ranger comparison, but I’ll share these instead…

Compare this to a Necro MM…

https://m.youtube.com/watch?v=pqO347HN3fQ

Compare this to a Mesmer…

https://m.youtube.com/watch?v=Aorg8QAwkdk

City was around during the GW era when you couldn’t even jump… GW2 professions and skills and combat and pets and condition systems and stealth and lots of stuff… could be infinitely better my friend. This is why I keep posting the stuff I do.

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Search and Rescue.. Can you work with it?

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Swagger.1459

They really need to separate the skills and traits between PvP and PvE … I have asked for this numerous times. The only excuse I’ve seen is that it would be too time consuming. Granted that was over a year ago and we have a new game director so…..

I’m fine with a range nerf, with the right positioning you can still pull off clutch plays in PvP. With Stronghold, you can still be very annoying by standing off to the side and pulling the lord up to you for a quick res. The same thing can be done with the Lord on foe fire, just by standing a little in the back to rip the lord away from a stomp.

In the recent AMA there were discussions and I saved it to work on a professions and combat post that is still in the works…

>>>>>>>>>>

Question from DarkNecrid

“Can you provide a succinct statement on why ArenaNet is against splitting skills between PvE/W3/PvP because I’m glad you guys are not doing it due to what happened in GW1 when ArenaNet did this (PvE become more wildly imbalanced with massive power creep on skills that became completely different from their former counterpart like Signet of Spirits, PvP was balanced about the same prior to it, class mechanics changed between both formats, added another huge barrier of entry into PvP which is a format that already has a huge barrier of entry which killed off the PvP population pretty fast etc) but a lot of people still seem to want it even though the Guild Wars 2 ArenaNet has spent time these past few years actually reverting the splits you guys did do around launch so you seem to be against it as well with little statement as to why?

Answer from Isaiah Cartwright

https://www.reddit.com/r/Guildwars2/comments/48zlyd/im_mike_obrien_here_with_gw2_dev_team_ama/d0nxtz4?context=10000

“We are not fully against it but it adds a lot of overhead to every balance and design decisions as you move forward. While it does give you another tool box it does lead to optimizing skills heavily for each game type which does make power creep. like Mike Z always says and Colin gets blamed for its on the table and it’s something we may use in the future but we do often find most issues are global issues that are just highlighted in one area.”

My thoughts about this

Professions and combat are the most important aspects and experience for your customers…

>>>>>>>>>>

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GW2016....still condi cheese bunker meta...

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I would be all on board if condition dmg was a dmg over time play style and had equal counter play that power based builds have. As of now, condi application is insane, even if you build your character around condi cleanse, it just does not matter these days.

Condi play is very passive play style, I don’t think it has any place in our current “competitive” environment util Arena Net learns to balance by tweaking numbers.

Arena Net in my book needs to stop with the marketing BS and get on board on what makes games actually competitive. I’m not against MMOs having their place in a competitive environment.

But coming from a competitive foreign Brood war starcraft background and watching Esports evolve for today……..marketing will only get you so far. Your company needs to put the infrastructure in place to secure your game and give incentive to new blood to try and compete.

Giving your 1 NA team and 1 EU team a paycheck is not going to grow your game.

Good post.

Gw2 has the potential to be one of the top fantasy combat mmo games, but they don’t devote the proper attention to professions and combat mechanics. Also, they are not making serious separations between pve and pvp modes.

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NEED more commander tag colors please

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Swagger.1459

Green, orange, white, black, grey, pink, brown and tan.

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Wvwvw leveling

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You receive tomes of knowledge as rewards that can be used to level up.

https://wiki.guildwars2.com/wiki/Tome_of_Knowledge

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Search and Rescue.. Can you work with it?

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Spvp is the reason for this change.

It’s about time the devs start separating skill between game modes…

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I don't understand the opposition to mounts

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Swagger.1459

We can have fancy stuff when upgrades to the engine and “stuff” are made.

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Suggestion- Raid Difficulty Settings [Merged]

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It’s going to be ok peopke. We will get various difficulty setting, more players will raid and everybody who participates will eventually earn their legendary rewards.

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[Appreciation letter] A-Net update on weapons

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This profession has a long way to go.

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DPS tester proves it

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Druid probably shouldn’t have strong DPS – but ranger should.

If the game were actually balance this should be the case and i hope that after another round of patching it will be the case, but right now it is ether slot in elite specialization or gtfo for almost all classes

Now try to measure ranger dps vs a target that moves around, the pet damage falls off drastically (i know that in pve mobs do not move much if at all, but for pvp/wvw this is a huge issue).

Yeah, I made a post asking players to do me a favor and test their pets… Yesterday I set up the walking golem and tried various pets while I stood there… Yeah…

Can’t even tell you how I felt with all the buffs while attack either…

It’s stuff like this that makes me continuously post about improving professions and combat and healing and stealth and conditions and improving profession roles and weapons and traits and lots of stuff…

For Ranger, we don’t have the advantage of a lot of cool stuff that other professions have. At very least we could be kick kitten damage dealing fighters with kick kitten optional pets… not lower quality buff bots with clunky heals… Or rejected from groups and laughed at in wvw or spvp…

Edit- and even with the Mesmer at the bottom of those tests, they are still amazing in pvp settings, go figure.

I mentioned this yesterday in another thread, but this is what I’m thinking… I feel that Ranger could be competitive simply by increasing attack speeds and increasing raw damage some. Without all the super fancy tools and stealth and conditions and burst and clones and immunities and reflects… of other professions, they could simply give us natural Quickness and a % damage buff across the board so we could really be the pressure/threat dps class.

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DPS tester proves it

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Suggestion-Asc Accessories & Pristine Relics

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Swagger.1459

We did want to add more ways to acquire accessories, and in fact added them as a rare drop to some of the daily chests. I’m not sure if we want to go all-in and make them directly purchasable for relics at this point, though.

It would be really nice to have a direct purchase option for ascended accessories in the various game modes. It would be amazing if we could craft them as well.

In addition to crafting ascended accessories, perhaps this could be the ascended purchasing formula throughout the game…

X game mode currency + X Laurels + X Gold

So for fractals you could do something like this…

Have all pieces individually cost 20 PFR + 5 laurels + 20 gold… Finals costs for a set of five become 100 PFR, 25 laurels and 100 gold, which seems pretty fair. Y’all could use that same format for all pvp and pve game modes.

So in WvW/EotM…

200 Badges of Honor + 5 laurels + 20 gold

HoT zones…

200 zone currency + 5 laurels + 20 gold

Not sure if I mentioned, but it would be amazing if we could craft ascended accessories as well.

Having reasonable paths like these would make me more likely to spend more gold and resources on building full sets of gear instead of just hoarding stuff and transmuting gear.

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Sword AA animation

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Swagger.1459

This is what the entire chain should be…

Slash X attack (right then left) with dash or leap stab tracking like heartseeker…

1 is the /

2 is the \

3 is the stab track attack with 450 range.

Perfect

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Remove EoTM or limit its use

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Let it go peeps, eotm and the rewards are here to stay. Go beat up pixels in wvw and enjoy the update.

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Official Feedback Thread: WvW Reward Tracks

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1. I like them, but I do not like the lock out on tracks. I’m sure players would like to have freedom of choice.

2 and 3. Rates seem ok.

4. The dungeon skin rewards are kind of stale really.

5. Mistforged hero weapon skins, because they have not been obtainable for so long and would be a nice way to thank players for their tremendous patience and support. New weapons, and other gear, could be created for tournament rewards. Bring back all Black Lion skins and have a track that rewards scraps and a ticket for the final chest.

  • WvW, EotM and SPvP need unique (from pve) weapon and armor and back skins to show off participation and accomplishment. Laurel vendors need to be updated too with all those missing stats. Paths to legendary weapons and armor would be great, or at least a way to buy unique and hard to obtain components (like gifts of X) with gold and badges of honor… Overall, pvp needs some cool “stuff” to keep players interested and rewarded.
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[Suggestion] 3 different borderlands

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We now have 3 different maps that can be used as borderlands: Edge of the Mists, Desert, and Alpine.

We have three servers per match.

Why not use one of each BL for each match:
-green BL = EOTM
-blue BL = Alpine
-red BL = Desert

Pros:

-no map goes to waste
-every week, you never know which BL you’re going to get.
-adds variety to prevent matches getting stale every week.
-you can have the same 3 servers against each other, but on different home borderlands to change each week’s matchup.
-is a possible solution to “rotating” BL maps without redoing the WvW world map every week

Cons:
-may need more dev time to bring number of objectives on each map in line with each other

PS: sorry for formatting. On my phone.

You can’t just transplant eotm or the map, it has 3 different unique sides and just no.

Green- Alpine (aesthetic makeover to look more nature like)

Red- Desert (revamped)

Blue- Arctic (make)

EB could get an aesthetic makeover.

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Horrible WvW

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Let’s keep our fingers crossed

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Suggestion- Raid Difficulty Settings [Merged]

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Swagger.1459

My suggestion thread, that Gaile commented in, was never closed. Some of you have it confused with a different thread by a different poster.

Anet doesn’t want to alienate any players in any part of the game.

The devs are more than capable of creating some types of difficulty settings and still deliver content. It’s not like they would have to rework every piece of the raid to make it happen. Just look at the dps testing area with the boon settings… I suggested a possible boon/debuff tool to help deliver difficulty settings, and it looks like we can something like that now. Also, I don’t think it would be tremendously difficult to have adjustable timers either… Having those two alone wold open the door to more players and provide even greater challenge to seasoned raiders.

Players should be rewarded for participating in any content, and different levels of rewards can be given to match easy, normal and hard difficulty settings. Legendary armor is a longer term goal and should be obtainable by any player participating in raids.

Nobody loses due to difficulty settings, it becomes a net (pun intended) gain for all parties involved.

It becomes a huge loss for me if legendary armor is acquirable in easy mode raids. As I’ve said many times before, I’m completely fine with easy mode raids IF legendary armor is not possible to get from them. If legendary gear was obtainable through them it would severely diminish the value of the reward I was promised. Not to mention I would be forced to sell raid bosses for less gold. (Although I also have my doubts it is actually worth anets time to do this as only a few people actually seem to want them and would play them).

There is the problem… “reward I was promised”… It’s not an “I” thing, it’s a “do raid for legendary” thing. Players doing it in any mode will still have to “work” for it by gearing up and playing. It’s not a case of walking into the raid and being handed your armor.

Players will still use your good service and pay for runs.

Of course it’s worth their time to build up the raid community.

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Suggestion- Raid Difficulty Settings [Merged]

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Swagger.1459

My suggestion thread, that Gaile commented in, was never closed. Some of you have it confused with a different thread by a different poster.

Anet doesn’t want to alienate any players in any part of the game.

The devs are more than capable of creating some types of difficulty settings and still deliver content. It’s not like they would have to rework every piece of the raid to make it happen. Just look at the dps testing area with the boon settings… I suggested a possible boon/debuff tool to help deliver difficulty settings, and it looks like we can something like that now. Also, I don’t think it would be tremendously difficult to have adjustable timers either… Having those two alone wold open the door to more players and provide even greater challenge to seasoned raiders.

Players should be rewarded for participating in any content, and different levels of rewards can be given to match easy, normal and hard difficulty settings. Legendary armor is a longer term goal and should be obtainable by any player participating in raids.

Nobody loses due to difficulty settings, it becomes a net (pun intended) gain for all parties involved.

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Suggestion- Rangers and Pets

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I’m not going to go into major detail about stuff because threads like these have been posted since release. I’m kind of hesitant to post too many suggestions now because I have a larger post about profession “stuff” coming soon, but I wanted to say these…

Ranger pulled off really average numbers on the golems with or without pet.

Pets pulled off unimpressive numbers to the stationary and mobile golem. Some pets completely missed various attacks on the walking golem.

Suggestions until I make my professions post…

-Rangers needs a damage boost or simply speed up attacks across the board.

-Pets need an increase in movement and attack speed so they are viable in combat against moving targets.

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DPS tester proves it

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Didn’t want to make another post about this because this thread is here.

I have a big professions and combat post coming soon and it talks about this stuff, but do me a favor and use the walking golem and test out how poorly our pets function. Don’t attack the golem just watch…

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Suggestion- Supply

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This is not just a recent observation btw, but supply seems a bit too limited and scarce. I would like to suggest a few changes and get your thoughts.

-Refesh supply depot when an objective is taken.

-Up the amount of dolyaks running supply, increase the supply they carry and speed them up.

-Chance to loot supply off of defeated player.

-Like eotm, have a supply depot at spawn when your keep has been taken.

What do you all think?

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Suggestion- Raid Difficulty Settings [Merged]

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Anet Faerla

Xdeadzx
More directed towards the raid team, what finally changed design wise to give us a DPS golem? After so long of obscurity, why now?

With the introduction of raiding, we re-approached the topic in an effort to provide tools that individuals and groups can use to become more deeply engaged in our PvE. The Aerodrome provided us the moment to build that tool. It was more a matter of opportunity and timing than it was design-philosophy shift.


PaulElla
Q. Is there any way we can get food buffs and wrench buffs added to the list of customizations in the DPS testing area? They could go away when leaving the area.
A. The issue here was one of scope and the hundreds of food items in the game currently. We wanted to focus on giving you the best experience we could in the time available and so food / utilities was moved to the backlog. We will continue to review the backlog to see where this would best fit and ensure we have bandwidth to accommodate it properly.

Q. If possible to share, what is the intention for raids beyond wing 3? Should we expect more things this year or will the next raid wing only come with expansion #2?
A. Sorry – at this time I cannot comment on the next raid wings. Spoilers!
Are any changes planned to make Bandit Trio less random and more exciting?
Have you tried it without using the environmental buffs? (oil, bees, Wargs). We even gave it an achievement!


ANet PaulaElla

RisingDusk
No problem on the backlog; I understand software development triage is a real thing! Hopefully those can be added at some point, though, as that’s really among the last things needed to get a perfect representation of one’s personal DPS! (Super amazing implementation, by the way; everyone loves it so far!)
I’ve done the achievement without the environmental effects, but the issue is that there’s no reward motivation to do it more than once.
Is there any plan for this “hard mode” to give enhanced rewards in the future to ameliorate that?
Also, the Tres Banditos (particularly Narella) have very uncontrollable aggro. Sometimes Narella will shoot phantasms and allow the raid group to freely attack her, and then some other times she’ll shoot anyone in melee and really drop the hammer! Are there any plans to make her in particular a little more controllable, or is the uncontrollable chaos intended in the encounter?

We are actively discussing an alternative mode for raids (easy / hard), but we have not finished our investigations or finalized any decisions.

I will ask the designer to look into Narella’s behavior and see if anything seems out of line.

(I spoke to the designer – he said the chaos is ans intended part of the fight mechanics and you should ‘burn’ her down as fast as possible!)

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Just tossing in a couple cents here…

Sure, we can add damage buffs in stationary and confined area combat, but there are other modes that Ranger/Druid dps is really lacking.

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Great patch!

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I have some minor suggestions coming, but I wanted to say thank you for all the hard work to deliver this patch.

Keep it up!

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Feedback- Sword, Axe, SB and GS

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Thank you for removing the root, but I would like to make some suggestions for sword.

Sword 1…

*I would like to suggest an X cross and quick dash or leap stab for the entire chain.

Slash- Arching swing from the right side down to the left (not left to right as it is).

Crippling (Slash)- Arching swing from the left side down to the right.

C- Straight dash or leap stab that tracks target. 450 range. See how well Heartseeker functions? Like that.

Sword 2…

*I think this skill could use some extra help.

Hornet Sting- Evade sped up and have it break movement imparing cc effects.

Monarch’s Leap- Greater impact damage on return hit.

Sword 3…

*This skill is too easy to evade.

Serpent’s Strike- Straight line evasive roll directly to target.

Axe…

Path of Scars- I would suggest returning the old. The current design is not practical at all in pvp settings.

Whirling Defense- Remove the root and make it 5 targets for 5 seconds.

Short Bow…

Crossfire- Up the direct damage and have it bleed from the front.

Greatsword…

Increase the damage.

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Fiery Greatsword skills confirmed?

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Y’all really mean business today huh?

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Fiery Greatsword skills confirmed?

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It’s a GM account. He probably lost the buff when he went immortal but kept the FGS skills. I wouldn’t read into this too much if I were you.

Yeah, but you know Anet and their sneaky ways… Is it just a coincidence that Chris posted this just before the new patch? Are the devs really going to make GW2 great again? Cross class skills or secondary professions incoming? So many questions!

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Is the patch really going to be this awesome?

Edit- Changed title. So yes, Guardian. Maybe, just maybe, we will get some replacement skills for weapons. Maybe…

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