221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
edit because of nexxe- 2 weapon sets and no legendary stance swapping during combat.
There ya go and you’re welcome!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I understand anet likes to be “different” , but ya know, different isn’t always good. I personally feel it’s extremely short sighted and silly to design a profession that will be stuck with 1 weapon during combat and have access to multiple heal skills. I understand they want to make professions all “cool” and “neeto”, but the revenant is poorly designed and way off the base profession blueprint.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Rare for just for ectos.
Exotics for globs of dark matter for ascended stuff and ectos will drop too.
As to higher chance, well I don’t know, but it is not worth it to buy or salvage exotics just for ectos.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
You made a completely new character? Unlock everything again. It’s 100% fair, stop complaining.
there are other account bound things in the game that you use among your characters so maybe open up your mind a bit.
And that has what to do with Waypoints that you find? Absolutely nothing, but gj with mentioning it.
it has to do with a comment that is obviously over your head.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I make a new character and want it to be like my main character in a few clicks.
Next I will want all collections unlocked item in the shop
Next I will want all legendary skins unlocked item in the shop
Next I will want all skins unlocked item in the shop
…
nobody is asking for that. stop being foolish and take it somewhere else.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
You made a completely new character? Unlock everything again. It’s 100% fair, stop complaining.
there are other account bound things in the game that you use among your characters so maybe open up your mind a bit.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
So this has been brought up in the past but I feel it might do with a revision.
Anet have created an expansive world. It’s full of stuff and things. The only issue with this and an MMO is convenience and replayability; that is, levelling alts can become quite a chore.
Having several 100% world map completed characters, I would personally appreciate an unlockable item earned in-game that allowed alts to unlock waypoints across the world because, whilst I like whatever profession I am levelling (spoiler alert: sylvari necromancer) exploring/running around what I alread know off the back of my hand is…boring. And tiresome.So what does everyone think of an item that can be earned to unlock waypoints. Mayne a consumable that’s account bound so you can send it to that particular character and it will unlock waypoints. The waypoints unlocked could be specific to the age of the game, i.e. old world (tyria excluding south sun and dry top).
Thoughts?
Also not a gemstore item kthnx.
I have to agree.
After two full map completions (including WvW) I can’t be bothered to do it a 3rd time. If WP’s were unlocked I might actually take an alt through the map events/quests. If anything may actually bring veteran players back into these maps.
Anet could always offer an account wide mount for the PvE world as a reward for your 1st map completion also
I agree. I would be much more inclined to have more alts and spend money on them if there were a way to unlock them easily.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I agree that there should be more builds out there for thieves to utilize, however I don’t think that lessening the reliance on stealth is the solution. We are squishy, yes, but we also have the some of the scariest burst in the game. Making us tankier and more of a “warrior” type would mean that we would have to sacrifice something else, and that something could be our strong spike damage. Stealth is our defense. We use it to run, we use it to clear conditions, we use it to regen, we use it to gain the upper hand in fights. Without stealth we are nothing.
Not to mention, stealth is the sole reason many thieves (including me) play thief. It’s just fun. The stealth & burst gameplay has been a thieves role since launch, and I don’t see them changing it any time soon. Even if they did do something this drastic, they would have to change the whole SA traitline too.
yes, we need more build options so I’m brainstorming other ideas for various reasons.
I never mentioned anything about being a tank or “warrior” type and that was not the intent of my suggestions. Maybe I could have explained the “heartier” comment a bit more directly, but it is better explained with the comments below it.
The suggestions that I mentioned still makes a thief a thief with the best burst, mobility, stealth options and escapes, but changes the mid fight mechanics with the visible “forms”. These ’forms" could provide baseline defense against damage and traits could be used to enhance these “forms” in different ways such as improved health, stability, condition removal, initiative, movement… Think of mid combat “forms” as a revamped stealth that could provide better core gameplay options, build flexibility and add a different dynamic to combat.
edit- I am also aware that we can all talk about each specific weapon, attack, trait, skill…, but that’s not what this thread was started for so put the numbers and stats away and focus on these ideas in general terms.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Been on my thief a slight bit to level up and I have some suggestions…
1. Shortbow feels really meh. I would suggest combining cluster bomb and choking gas and keep it in the 4th attack slot. Speed up the projectile as well. Having moved and combine the aoes, I would add in some type of single target attack in the #2 slot.
2. I would like to see some major sensible changes to the class as a whole. I’m not going to go into specific details and numbers, but I believe following these suggestions will have the best long term positive impact on gameplay and future balance…
- Thieves are way too reliant on layering and investing in stealth for overall survival and performance. While some of you may like this gameplay design and would argue for it until the end of the universe, you will eventually come to understand that having the devs pour everything important into this “1 trick” is bad. Doing so limits growth potential in many other critical areas that need work and will force any future changes and improvements to revolve around the “we can’t do stuff because of stealth this and stealth that” scenarios. You will ultimately find yourself asking why thieves can’t have “nice things” and that answer will be because of the current stealth designs and mechanics.
-I would like to see thief become a “heartier” profession without the stealth reliance crutch.
-Stealth should be an attack opener and as an emergency elite ability escape which still sets the tone for combat and still provides the best potential retreats.
-Change all mid combat stealth powers, and things that affect stealth, to something like a visible “mist” type form or visible “shadow shroud” of sorts that reduces damage from all sources when struck. These forms or shrouds would still allow the thief to perform normally and traits can be tailored to provide bonuses and enhance these states.
Before you all jump in here and start foaming at the mouths, just realize that my general suggestions allow for the developers to create more diversity with builds and future specializations. It puts thieves in a more survivable category during combat naturally. It still provides the best combat mobility while still offering stealth and stealth-like abilities. It becomes a lot more interesting in combat for both the player and opponent.
I’ll keep messing with my thief so I’m less of a newbie, but I think this profession needs a lot of work and could be in a much-much-much better place overall.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Somehow I don’t think thieves will “fear the reaper” at all.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
How many of you will buy the game if we only get world events (though i cant see mordremoth being a world boss only). And also if we dont get them how will new armors be distributed only via events or ?
The are more players interested in open would stuff as opposed to dungeons, hence why dungeons are on the least important table.
There are many methods to introduce new armors and for players to get them.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Indeed. You are correct.
I may have been mistaken thinking the OP was concerned about players being able to ‘purchase’ completed Precursors or Legendaries with Gems bought with real cash. And that that was the ‘Gold Sink’ that was referred to.
My apologies.
Gotcha. No harm, no foul.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
New precursors and Legendaries are not tradable.
‘Completing this collection unlocks a recipe to do just that, resulting in another nontradable exotic weapon with the existing precursor skin’.
‘We also want to better preserve the prestige associated with crafting a legendary weapon, so the new legendary weapons, and their precursors, will not be tradable’.
https://www.guildwars2.com/en/news/a-legendary-journey/
Thus, in answer to your query: No, they will not be another Gold-sink.
Of course precursors and legendaries will be a gold sink. Not sure why you equate “non-tradable” with not being a gold sink.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
What do pets have to do with marksmanship?
What does a great sword and axe have to do with being a beast master?
Instead of niggling about the precise specifics, you all should read through the traits and use some common sense. You guys and gals would not try to fit a round peg in a square hole so use that same logic and you’ll see what I’m talking about.
Also, no, I don’t need to go into specific and detailed numbers and figures to provide this feedback. The spirit and feedback of this post is to point out the nonsensical trait rework. Open your minds people.
Edit- I’m sure there are a whole bunch of trait changes across professions that don’t make sense either, but I’m talking about the ranger here.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Where would you put the Shortbow trait?
Well, for example, they could combine the long and short bow traits. Combine the sword and great sword traits. Maybe axe in wilderness survival. Idk, but I’m sure I’m not the only one looking at these traits in bewilderment. Is this seriously the best and most creative thing they can do for these traits?
From day one players have talked about improving traits, among other things like pets, better 1 handed sword functionality, better damage from great sword…, and this is it? This is the result of almost 3 years of feedback from players? The lack of making sensible and necessary changes is really disappointing guys.
The Ranger community has been begging for meaningful, substantial and sensible improvements and having these trait reworks go live in the near future will leave a bad taste in players mouthes and definitely reflect poorly on the development team.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Finally read the new traits on dulfy and I’m kinda mind boggled about them.
Pet traits in marksmanship…
Shortbow trait in skirmishing…
Pet traits in wilderness survival…
Great sword and axe traits in beastmastery…
I’m sure I could pick out a few more that do not make sense, but c’mon, at least put things where they belong please. Please?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
After reading lots of threads (mostly reddit) about peoples views on ascended gear, ive come to notice the opinions are very split. Some love the idea, some hate it. Which is fine, to each their own.
I have a few ideas: (applying to armor and weapons only, trinkets are to easy to get)
Suggestion: Make all ascended gear equal in stats to exotic, in exchange give ascended gear the ability to change to a secondary stat combination. Similar to how a Legendary can change to any stat combo, allow ascended gear to have dual stat combination swapping. For example, if someone crafts a set of heavy ascended armor they can choose 2 sets of stats for each piece at the time of crafting and swap between the two freely out of combat. (example: I crafted a heavy set that can swap between berserker and sinister, or i crafted a light set that can swap between clerics and soldiers)
Reason: Most people aren’t going to make an ascended set at all, let alone multiple ones. For a small portion that DOES. Make it a little easier and a little more rewarding.
Complications: This would require a few recipe changes and such due to the current crafting system in which ascended recipes are stat specific. I really don’t see that as MUCH of an issue though.
NEXT
Suggestion: Allow infusions to be swapped out at will. This is directed towards Agony infusions, WvW infusions and the “other” infusions (gold, exp, magic find).
Reason: Is it really intended that I should make 3 seperate sets of ascended gear for WvW, Fractals, and PVE grinding? That seems insane and im sure no one has even bothered with it. If youre going to go through the trouble and costs of making a single ascended set… It should give you some options and advantages over exotic which is so easily obtained. (again not a stat bonus, so stats on infusions would be removed as well)
Complications: I dont really see any issues with this, it seems easy enough and it seems fair.
Now with all that being said I know no one is “forcing me” to make ascended items and i dont “have to do it” if I dont want to. But for players that literally have nothing else to strive for and are bored…it sure would make things a lot more appealing while also making things fair.
What do you guys think? Would love to see a red post. Cheers!
These are poorly thought out ideas for multiple reasons. I would suggest that you fully think things through and see all the extremely large negative implications that these would have on the player base and developers.
Sure. Would you care to elaborate on these multiple reasons? Im just curious.
The only thing I can see that it effects is WvW.
I would suggest that you try to figure out the larger implications of your ideas
Well you were very helpful in this thread, thank you for your input.
Do you know what gold and time sinks are?
Do you know how much time and gold players put into obtaining ascended gear?
Do you think the devs are going to down grade ascended gear to appease these poorly thought out suggestions?
Do you think the devs are going to risk losing more of their player base and offer more refunds like the original ascended fiasco?
You think that ascended gear only matters in wvw? No it’s effects are game wide.
You really need to flesh out your ideas and think about the implications of such sweeping suggestions.
1) Yes.
2) Yes. This would allow them to invest slightly less.
3) I dont know, I am not a dev. Its more of a trade off, ascended gear would still retain its other advantages over exotic, and as you can see from some of my suggestions… maybe a few more.
4) I dont think people would quit the if they removed the small stat gain over ascended items and added other convenient and useful functionality.
5) Yes its effects are game wide, but it only MATTERS in WvW. PvE is a completely different story. It is REQUIRED for higher tiered fractals. Open world PvE doesnt really matter to be honest because most “challenging” content is done with groups and group coordination matters way more than the difference in stats from ascended for exotic. (For example, ive never heard of anyone making a whole ascended set specially for performing better during a teq run)Like I said, you need to think about the implications more and you will see how portly thought out these suggestions really are.
You still haven’t contributed anything constructive. But okay, I appreciate your opinion!
The constructive part was me encouraging you to think more about these flawed suggestions that will never come to pass in these forms.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
After reading lots of threads (mostly reddit) about peoples views on ascended gear, ive come to notice the opinions are very split. Some love the idea, some hate it. Which is fine, to each their own.
I have a few ideas: (applying to armor and weapons only, trinkets are to easy to get)
Suggestion: Make all ascended gear equal in stats to exotic, in exchange give ascended gear the ability to change to a secondary stat combination. Similar to how a Legendary can change to any stat combo, allow ascended gear to have dual stat combination swapping. For example, if someone crafts a set of heavy ascended armor they can choose 2 sets of stats for each piece at the time of crafting and swap between the two freely out of combat. (example: I crafted a heavy set that can swap between berserker and sinister, or i crafted a light set that can swap between clerics and soldiers)
Reason: Most people aren’t going to make an ascended set at all, let alone multiple ones. For a small portion that DOES. Make it a little easier and a little more rewarding.
Complications: This would require a few recipe changes and such due to the current crafting system in which ascended recipes are stat specific. I really don’t see that as MUCH of an issue though.
NEXT
Suggestion: Allow infusions to be swapped out at will. This is directed towards Agony infusions, WvW infusions and the “other” infusions (gold, exp, magic find).
Reason: Is it really intended that I should make 3 seperate sets of ascended gear for WvW, Fractals, and PVE grinding? That seems insane and im sure no one has even bothered with it. If youre going to go through the trouble and costs of making a single ascended set… It should give you some options and advantages over exotic which is so easily obtained. (again not a stat bonus, so stats on infusions would be removed as well)
Complications: I dont really see any issues with this, it seems easy enough and it seems fair.
Now with all that being said I know no one is “forcing me” to make ascended items and i dont “have to do it” if I dont want to. But for players that literally have nothing else to strive for and are bored…it sure would make things a lot more appealing while also making things fair.
What do you guys think? Would love to see a red post. Cheers!
These are poorly thought out ideas for multiple reasons. I would suggest that you fully think things through and see all the extremely large negative implications that these would have on the player base and developers.
Sure. Would you care to elaborate on these multiple reasons? Im just curious.
The only thing I can see that it effects is WvW.
I would suggest that you try to figure out the larger implications of your ideas
Well you were very helpful in this thread, thank you for your input.
Do you know what gold and time sinks are?
Do you know how much time and gold players put into obtaining ascended gear?
Do you think the devs are going to down grade ascended gear to appease these poorly thought out suggestions?
Do you think the devs are going to risk losing more of their player base and offer more refunds like the original ascended fiasco?
You think that ascended gear only matters in wvw? No it’s effects are game wide.
You really need to flesh out your ideas and think about the implications of such sweeping suggestions.
1) Yes.
2) Yes. This would allow them to invest slightly less.
3) I dont know, I am not a dev. Its more of a trade off, ascended gear would still retain its other advantages over exotic, and as you can see from some of my suggestions… maybe a few more.
4) I dont think people would quit the if they removed the small stat gain over ascended items and added other convenient and useful functionality.
5) Yes its effects are game wide, but it only MATTERS in WvW. PvE is a completely different story. It is REQUIRED for higher tiered fractals. Open world PvE doesnt really matter to be honest because most “challenging” content is done with groups and group coordination matters way more than the difference in stats from ascended for exotic. (For example, ive never heard of anyone making a whole ascended set specially for performing better during a teq run)
Like I said, you need to think about the implications more and you will see how portly thought out these suggestions really are.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
After reading lots of threads (mostly reddit) about peoples views on ascended gear, ive come to notice the opinions are very split. Some love the idea, some hate it. Which is fine, to each their own.
I have a few ideas: (applying to armor and weapons only, trinkets are to easy to get)
Suggestion: Make all ascended gear equal in stats to exotic, in exchange give ascended gear the ability to change to a secondary stat combination. Similar to how a Legendary can change to any stat combo, allow ascended gear to have dual stat combination swapping. For example, if someone crafts a set of heavy ascended armor they can choose 2 sets of stats for each piece at the time of crafting and swap between the two freely out of combat. (example: I crafted a heavy set that can swap between berserker and sinister, or i crafted a light set that can swap between clerics and soldiers)
Reason: Most people aren’t going to make an ascended set at all, let alone multiple ones. For a small portion that DOES. Make it a little easier and a little more rewarding.
Complications: This would require a few recipe changes and such due to the current crafting system in which ascended recipes are stat specific. I really don’t see that as MUCH of an issue though.
NEXT
Suggestion: Allow infusions to be swapped out at will. This is directed towards Agony infusions, WvW infusions and the “other” infusions (gold, exp, magic find).
Reason: Is it really intended that I should make 3 seperate sets of ascended gear for WvW, Fractals, and PVE grinding? That seems insane and im sure no one has even bothered with it. If youre going to go through the trouble and costs of making a single ascended set… It should give you some options and advantages over exotic which is so easily obtained. (again not a stat bonus, so stats on infusions would be removed as well)
Complications: I dont really see any issues with this, it seems easy enough and it seems fair.
Now with all that being said I know no one is “forcing me” to make ascended items and i dont “have to do it” if I dont want to. But for players that literally have nothing else to strive for and are bored…it sure would make things a lot more appealing while also making things fair.
What do you guys think? Would love to see a red post. Cheers!
These are poorly thought out ideas for multiple reasons. I would suggest that you fully think things through and see all the extremely large negative implications that these would have on the player base and developers.
Sure. Would you care to elaborate on these multiple reasons? Im just curious.
The only thing I can see that it effects is WvW.
I would suggest that you try to figure out the larger implications of your ideas
Well you were very helpful in this thread, thank you for your input.
Do you know what gold and time sinks are?
Do you know how much time, gold and real life money players put into obtaining ascended gear?
Did you think about all the real money players spent on gems to convert into gold so they can buy their ascended gear?
Do you think the devs are going to down grade ascended gear to appease these poorly thought out suggestions?
Do you think the devs are going to risk losing more of their player base and offer more refunds like the original ascended fiasco?
You think that ascended gear only matters in wvw? No it’s effects are game wide.
How did you come to the conclusion that only a very small amount of the player base has ascended gear?
You really need to flesh out your ideas and think about the implications of such sweeping suggestions.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
After reading lots of threads (mostly reddit) about peoples views on ascended gear, ive come to notice the opinions are very split. Some love the idea, some hate it. Which is fine, to each their own.
I have a few ideas: (applying to armor and weapons only, trinkets are to easy to get)
Suggestion: Make all ascended gear equal in stats to exotic, in exchange give ascended gear the ability to change to a secondary stat combination. Similar to how a Legendary can change to any stat combo, allow ascended gear to have dual stat combination swapping. For example, if someone crafts a set of heavy ascended armor they can choose 2 sets of stats for each piece at the time of crafting and swap between the two freely out of combat. (example: I crafted a heavy set that can swap between berserker and sinister, or i crafted a light set that can swap between clerics and soldiers)
Reason: Most people aren’t going to make an ascended set at all, let alone multiple ones. For a small portion that DOES. Make it a little easier and a little more rewarding.
Complications: This would require a few recipe changes and such due to the current crafting system in which ascended recipes are stat specific. I really don’t see that as MUCH of an issue though.
NEXT
Suggestion: Allow infusions to be swapped out at will. This is directed towards Agony infusions, WvW infusions and the “other” infusions (gold, exp, magic find).
Reason: Is it really intended that I should make 3 seperate sets of ascended gear for WvW, Fractals, and PVE grinding? That seems insane and im sure no one has even bothered with it. If youre going to go through the trouble and costs of making a single ascended set… It should give you some options and advantages over exotic which is so easily obtained. (again not a stat bonus, so stats on infusions would be removed as well)
Complications: I dont really see any issues with this, it seems easy enough and it seems fair.
Now with all that being said I know no one is “forcing me” to make ascended items and i dont “have to do it” if I dont want to. But for players that literally have nothing else to strive for and are bored…it sure would make things a lot more appealing while also making things fair.
What do you guys think? Would love to see a red post. Cheers!
These are poorly thought out ideas for multiple reasons. I would suggest that you fully think things through and see all the extremely large negative implications that these would have on the player base and developers.
Sure. Would you care to elaborate on these multiple reasons? Im just curious.
The only thing I can see that it effects is WvW.
I would suggest that you try to figure out the larger implications of your ideas
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
After reading lots of threads (mostly reddit) about peoples views on ascended gear, ive come to notice the opinions are very split. Some love the idea, some hate it. Which is fine, to each their own.
I have a few ideas: (applying to armor and weapons only, trinkets are to easy to get)
Suggestion: Make all ascended gear equal in stats to exotic, in exchange give ascended gear the ability to change to a secondary stat combination. Similar to how a Legendary can change to any stat combo, allow ascended gear to have dual stat combination swapping. For example, if someone crafts a set of heavy ascended armor they can choose 2 sets of stats for each piece at the time of crafting and swap between the two freely out of combat. (example: I crafted a heavy set that can swap between berserker and sinister, or i crafted a light set that can swap between clerics and soldiers)
Reason: Most people aren’t going to make an ascended set at all, let alone multiple ones. For a small portion that DOES. Make it a little easier and a little more rewarding.
Complications: This would require a few recipe changes and such due to the current crafting system in which ascended recipes are stat specific. I really don’t see that as MUCH of an issue though.
NEXT
Suggestion: Allow infusions to be swapped out at will. This is directed towards Agony infusions, WvW infusions and the “other” infusions (gold, exp, magic find).
Reason: Is it really intended that I should make 3 seperate sets of ascended gear for WvW, Fractals, and PVE grinding? That seems insane and im sure no one has even bothered with it. If youre going to go through the trouble and costs of making a single ascended set… It should give you some options and advantages over exotic which is so easily obtained. (again not a stat bonus, so stats on infusions would be removed as well)
Complications: I dont really see any issues with this, it seems easy enough and it seems fair.
Now with all that being said I know no one is “forcing me” to make ascended items and i dont “have to do it” if I dont want to. But for players that literally have nothing else to strive for and are bored…it sure would make things a lot more appealing while also making things fair.
What do you guys think? Would love to see a red post. Cheers!
These are poorly thought out ideas for multiple reasons. I would suggest that you fully think things through and see all the extremely large negative implications that these would have on the player base and developers.
Also, these suggestions will never happen so it’s moot to brainstorm these particular ideas.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Let’s get real here, people.
They thought for months on end about the specialisations and the theme / feel they should give. Druid fits in the Jungle theme. Chronomancer fits in the Jungle theme. Dragonhunter FITS IN THE JUNGLE THEME.
Any other “protector”-like name won’t be acceptable in the current theme. I do agree that Dragonhunter is a horrid name, but the simple fact is that they won’t change it.
Feedback about a skill being too strong will probably be implemented, theme or lore concerning things will not…
It’s not just a “jungle theme”. The dragon brings corruption to the area and creatures so it would seem more fitting for the guardian and the specialization to be themed off of being the “purifier” of said corruption and not just labeled as the generic “dragon slayer” person.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Hi to everyone reading this.
Well i just wanted to bring a few thoughts i had, some that wouldnt or werent ever answered by the support but i want the answer to them. Initiated is this topic by the news I wrote about the upcoming story extending – where some community wishes are tried to get fullfilled.
Well first: About 3-4 month befor GW2 was releast I wrote an e-mail to the puplicrelation depart: I wanted a plotfitting explainiation why the talent to be a “fighting monk” extincist in around 200 years – I never got an answer.
When i played the Game more questions appeared: I know you guys from anet and ncsoft wanted to start something new but for what a price? Everything that made GW special was sacreficest to release a prototyp: a very very very static skilltree worse then most other mmo i played so far, no indiviuality no creation freedom like in GW. Either their is no classbalance any more. As well GW2 is now a equiment orientat mmo where the quality and price of your gear matters and this for everyone viewable accountpoints are the death to ANY equaltality because you have a bad time finding a group for dungeons with less then 6k of them now – no matter your gear, your expirence with similar gameplays or your skill just because i have 1,5k (because i didnt played GW2 much, thanks to the many disapointments) I`m a dump, unskilled noob that isnt able to use the keyboard or ones given brain who would slow or destroy a run of a selfproclaimed 12k+ accpoint GW2 god that knows everything. – and well their isnt many one must know about the common Dungeoncontent: Fullbersek and Faceroll (made 80% of all dungeons and fractales till 30 so dont dare to bring a “but, blabla….” i saw it with my own eyes) and so i ask whats so special and new about GW2 expecting the fact their is no real heal anymore because the only tactic that exists is: making more Damage then the enemie.Thank you for the time reading this and your, hopefully, constructive and rational answers.
Hi undercover,
Thanks for sharing your thoughts. Yes, gw2 has changed a lot from what it was in gw so a lot of people share your concerns.
As to getting groups for dungeons, well, I would suggest finding a good guild with nice players willing to help and have fun.
Also, unfortunately gw2 professions mostly revolve around doing damage so there is very little meaningful role and play style variety.
Good luck!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
The name dragonhunter and the concept of a “big game hunter” does not really fit the specialization and powers you are presenting. I get it, they have a bow and traps (don’t know why you chose traps if you want this spec to be a back line fighter…), but you could at least come up with a more creative name, backstory and reason for this specialization to be so umm special.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
HoT is the perfect opportunity to up the stats of exotics to be on par with ascended items.
Having no equipment spiral has always been one of the best things about GW.So why not take this chance to even out the playing field and adjust the stats to one base level.
Now you might think the stat difference is rather small and has no significant impact. But if you compar it to other games like WoW, wich is pretty much the poster child for an endless gear treadmill, you can see the stat increase is about the same as in WoW, percentage wise.
If ANet comes through with their promises of “truly chalenging PvE content” I can’t help but wonder what this content will be balanced around.
If it’s balanced for exotics the hardcore crowd will just plow through the contend and be disappointed because it’s no challenge.
On the other hand if it’s balanced around ascended gear we will have a hard split in the community, at least in dungeons ect.I’d be very interested to know how people who have all the ascended stuff would feel about a change like this.
Anet won’t do that. Also, ncsoft issued refunds to customers upset over ascended gear in the first place so you best bet that they would have to do that all over again considering how much playtime, gems purchases to gold conversions, grinding, time gates, crafting… it took for players to obtain acsended gears. Not to mention that you are asking for exotic, ascended and legendary gear to all posses the same stats which is just silly at this point.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
This is the thread for us crazy people who don’t think “Dragonhunter” is such a bad name. In fact, I personally like the name. I hear people call it “childish” as if a 12-year-old thought of it. And in the same breath those people suggest things like…
Guardian Angel
ArchangelAngels are associated with the christian and muslim god, and are supposed to be divine, immortal, and incredibly powerful beyond mortal means… Not exactly GW2 flavor.
Zealot
What is this, Starcraft? MY LIFE FOR HIRE
….no….Janissary
What is this, Age of Empires?
Sentinel
CelestialNaming things after gear now? Why…
Centurion
Cylons? Frakk that.
Vanguard
JusticiarWhat is this, Mass effect2?
Legionnaire
There are already legionnaires in GW2, and they are exclusively related to the Charr military structure.
Monk
There was already once a class with this name in GW1, and it was almost purely supportive and designed for healing. Anet clearly wanted to give the guardian an aggressive ranged option for combat. Monks were never about range or pure DPS.
Savior
Sanctifier
SaintToo religious… Christian in particular… Sorry but not all of us are Christian, and Anet has always been careful not to put any specific references to real world ideologies.
Diviner
Do you even know what divining is? What does that have to do with combat, particularly aggressive offense with a bow and mobility?
I just want to say that my personal take on the Dragonhunter name is that Anet took the established theme of the guardian as the “master of defense” and applied the adage “the best defense is a good offense.” In kungkittenis it said that the hand which strikes also blocks. Mordremoth presents a clear and present danger to the world, and Tyrians must adapt to the threat to survive. The Dragonhunter is a specialization which was born specifically to tackle the dragon threat. That’s the lore side of it anyway.
On to the practical side of the name. Anet clearly wanted to make a ranged attack spec for the guardian, should they want it. Something a little less defensive, and with the ability to tag mobs at range like everyone else. Guardian core spec has plenty of melee already. When coming up with a name for anything, that name must convey a sense of what that thing is supposed to be and do. You don’t name Game of Thrones “Fluffy Bunny Fuffles.” There is a purpose to a name beyond sounding cool on its own. It needs to convey the context of the item it describes.
Sorry, but “Dragonhunter” does not “fit” at all and I guarantee they will change the name.
In regards to the “Not exactly GW2 flavor” comment… Tier 3 human cultural weapons are called “Seraph”. I’m not going to go through the list of names you just dropped as comparison, but I’m sure they would be more appropriate than “Dragonhunter” any day.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Blimey how many rares are you all salvaging for that to be a problem?? One of you please tell the Loot Fairy I want to be her BFF too lol
I was thinking the same thing.
As I recall, the warning was implemented at player request. Players were accidentally salvaging items that they did not intend to salvage, just as back in the day (GW) you could sell valuable items with a single click. So the devs added a confirmation process to ensure that you do exactly what you intend to do.
I don’t recall seeing a warning for green items, but I don’t mind a bit getting the message in relation to golds. But then, I’m not massively wealthy, either.
You should buy some gems and get more gold Gaile.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
For a modern game that has some great tech, great coders, great graphics and prides itself on cosmetics, you have created a very frustrating appearance system. I don’t understand how or why you have made such an inflexible customization system with regard to forcing entire outfits to be displayed and not being able to something as simple as dyeing back pieces or weapons.
For example, look at the Balthazar gear sets. Buy outfit off the bltc with real cash (your preferred method) or convert gold and be forced to wear the entire outfit (minus helm, but you can dye set). Invest many hours, days and weeks to play 100 (whatever number) spvp games for a back piece that you can’t even dye. Spend 700 gold (again whatever number) to obtain weapon skins… or buy keys for rng chests off the bltc with real cash or convert and be forced to display weapons that you can’t even dye.
Can you arenanet people please fix this?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
snip
good post!
gw2 has some decent elements like the overall “smoothness” to combat and shared nodes to name a couple, but you are right in saying that the “core content hasn’t really shown signs of improvement”. The decision makers have clearly shown that are only interested in doing the absolute minimum (or nothing) to make core improvements and are attempting to stretch out very little content with “reward” track grinds to keep players logging in. I get that they are attempting to extend the life of the game and keep players from gobbling up the content in a week, but if they were to make some core improvements to professions (more build flexibility, more build viability, actual roles outside of dps with a 3 second gimmick ability…) and fix combat mechanics (permastealth/stealth, condition “carpet bombing”, high burst and damage output compared to hp…) that would go a long-long way.
I used to play city of heroes on 2 accounts and had around 20+ characters. Here I have 1 lvl 80 and the second is a lvl 24 “out of boredom” character. 90% of the reason why I logged in to coh was because of the amazing “profession” variety, role diversity, build flexibility and superior core combat mechanics. Here, though, it’s pick a different version of dps in pve and wvw so you can stack and press 1 with a couple of dodge rolls and a self heal tossed in the mix. In spvp it’s pick a different dps version that must include things like counter stealth abilities, best self condition removal, improved movement sources… out on an already limited profession build palate in order to attempt to survive to make any kind of difference. I’m not saying that coh did not have its own set of problems, but it (and many other games out before and now) was vastly superior in core “profession” designs, core combat mechanics and strategy departments.
Unfortunately for us, this developer mentality and development philosophy will not really change too much because the devs will continue down their path of least coding resistance, low resource cost and the “create and forget” design implementation. To be fair, Colin did mention that hot will “laying the groundwork for the future” or something like it, but I foresee that any meaningful core changes will be few and far between and secondary to ls development, gem store ls tie-in sales and outside “esports” costs.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Such a good change. Thumbs up!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
No need for legendary armor if they make more kitten outfits.
Legendaries are more than just cosmetic items.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Does someone else saw that 2 of the item needed for the collection for the Energizer is Chaos of Lyssa and Shadow of Grenth. Those two items are respectively 600 and 350 gold. The Energizer sold for 250 gold on the TP.
They want players to buy more gold so of course they are going to make the collections a major gold sink.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Who legitimately still makes multiples of the same legendary?
Most people I know pass it around when they need to.
Nvm, I just read they were account bound.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
“This crafting system is an account-based activity, which means you’ll only be able to craft each precursor this way once. However, all of the currently existing precursor acquisition methods will remain intact in addition to this new acquisition method. That means that if you want a particular precursor more than once, you’ll have to fall back to the original methods of acquisition.”
Well that stinks for players who have multiple characters.
Except precurser prices are going to drop like crazy, because the precursors are still saleble (for existing legendaries anyways)
Current precursor prices dropping may be debatable depending on a number of factors, but we will have to see how the market goes.
I personally feel that the system should be more flexible to allow players that filled up the tracks to craft the multiples of the same precursors and legendaries for their other characters. Much like the current crafting system allows. Considering these new ones ae not tradable I don’t see why not unless I’m missing something.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
“This crafting system is an account-based activity, which means you’ll only be able to craft each precursor this way once. However, all of the currently existing precursor acquisition methods will remain intact in addition to this new acquisition method. That means that if you want a particular precursor more than once, you’ll have to fall back to the original methods of acquisition.”
Well that stinks for players who have multiple characters.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Not really feeling this aspect of the mastery system. When I unlock a new mastery skill by spending points in it, I want to use it, not grind until I gain enough xp to level to be able to use it.
Maybe it’ll be better when the game is actually out, but this first part many of the events weren’t giving xp and only the wyvern event gave substantial xp.
unfortunately, that grind and “fill up the bar” design is the direction this game has and is going. it’s a way for the devs to extend the life of the small amounts of content being produced.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
This sounds just like personal opinion, I’ve heard the exact opposite from others
what is your point?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Note that they only released about 25% of Revenant. It’s way too early to make such quick judgement.
Also, in my opinion, I find those utilities very powerful.
Some of them even too OP. I’d make another thread about some of the OP skills though.
how can you tell someone that it’s too early to give an opinion about rev being boring then give an opinion about rev being overpowered?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Thank you for helping me make my point.
I don’t think you are fully comprehending this debate. I would like to suggest that you reread what I wrote before you try to carry on this conversation.
Also in the previous post, I never said you “said” that, I gave you reasons why things were not “balanced”.
Edit- read this because it still very much applies to gw2 profession development and balance in 2015…
You didn’t bluntly state it, no. You implied it by calling what I said a load of “carp,” and proceeding to tell me that balance updates are a low priority of ANet’s. As for this… “debate,” there really isn’t one. You’ve said absolutely nothing in response to what I actually said. You just quoted it, called it “carp,” and went on about something else. The only thing I can’t comprehend is how you can possibly think it’s me that isn’t comprehending the discussion. Perhaps you’re just retaliating to me saying “you appear to be confused?”
you said things were balanced and gave your reasons. my response was that things were not balanced and gave my reasons. I’m sorry you don’t understand that.
I think it would do you some good to click that link I posted and read it.
gl and hope you learn something.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Thank you for helping me make my point.
I don’t think you are fully comprehending this debate. I would like to suggest that you reread what I wrote before you try to carry on this conversation.
Also in the previous post, I never said you “said” that, I gave you reasons why things were not “balanced”.
Edit- read this because it still very much applies to gw2 profession development and balance in 2015…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Cries for nerfs, cries for buffs, cries of imbalance. Zzz. The devs do aim to make all classes balanced in PvP, while maintaining the distinct differences thereof so that not only is there variety, but a) the various roles and play styles exist and are viable, and b) variety is necessary against a team of equal skill and knowledge.
People like to complain. No matter the state of the game, there will be people saying X is too strong, others saying X is too weak; some saying X should always beat Y, and others insisting Y is a counter to X. It’s very easy to be influenced by these claims; eventually you’ll encounter one that relates to your experience. That’s when you discover the type of player you are: does it encourage you to become better so that is no longer true for you, or does it inspire you to complain alongside those people, and make no progress unless the devs sympathize with your crowd.
TLDR? – PvP is balanced. “Moaners gonna moan”.
That’s such a load of carp. Meaningful professions development, meaningful combat mechanic improvements, meaningful balance updates, … have been the lowest priority to the development team since the beginning. Much of their resources have been put toward living story and china development, not to make the core of this game (professions and combat) better.
Edit- the only things carrying profession and combat in this game are the mechanics behind them (movement while casting, good camera, good targeting and overall gameplay “smoothness”), not on their own merits.
You appear to be confused. I did not say that the devs are constantly or even frequently investing significant time into updating combat, mechanics, and progression (although if they are to be believed, they have been since I think they said they’d been quietly working on HoT for a long time, we just haven’t seen it yet). I merely said that it was balanced. I even gave a 6 word summary; I’m really not sure where you got lost.
No, you are confused here and don’t get it.
Also, the abysmally low spvp numbers speak for themselves
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Cries for nerfs, cries for buffs, cries of imbalance. Zzz. The devs do aim to make all classes balanced in PvP, while maintaining the distinct differences thereof so that not only is there variety, but a) the various roles and play styles exist and are viable, and b) variety is necessary against a team of equal skill and knowledge.
People like to complain. No matter the state of the game, there will be people saying X is too strong, others saying X is too weak; some saying X should always beat Y, and others insisting Y is a counter to X. It’s very easy to be influenced by these claims; eventually you’ll encounter one that relates to your experience. That’s when you discover the type of player you are: does it encourage you to become better so that is no longer true for you, or does it inspire you to complain alongside those people, and make no progress unless the devs sympathize with your crowd.
TLDR? – PvP is balanced. “Moaners gonna moan”.
That’s such a load of carp. Meaningful professions development, meaningful combat mechanic improvements, meaningful balance updates, … have been the lowest priority to the development team since the beginning. Much of their resources have been put toward living story and china development, not to make the core of this game (professions and combat) better.
Edit- the only things carrying profession and combat in this game are the mechanics behind them (movement while casting, good camera, good targeting and overall gameplay “smoothness”), not on their own merits.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Rapid fire should not hit through stealth. Its already the best channeled skill it should not complete its duration through enemy stealth. Nothing else needs to be said this should not happen.
I’m all for this if they rework stealth to be an attack opener and as an emergency elite skill escape only, not the continuous mid fight stealth monkey business we have now. Trade offs ya know…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Will there be customizable UI options coming with the HoT xpac?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
People in computer games throw the word “punished” around a lot and I don’t think they even know what the word “punish” means. OP, nobody is sitting around watching you make your bad builds and play your bad builds badly then saying “Yes, I’m going to make this guy’s life miserable now”. Either your build is awful or you’re not a strong player. Or both. Plenty of players perform well in pvp playing non-meta builds all the time whether it be s/f fresh air ele, condi ranger, power necro, hambow warrior, or pistol whip thief. This is a case of lack of game knowledge for you I’m afraid.
Question for you… Gw2 has some great combat mechanics (movement while attacking, camera, targeting, animations and overall gameplay “smoothness”), but why is participation in spvp so abysmally low?
Lack of pvp content variety (game modes) would be my guess. But that’s slowly changing.
So what fundamental things should they work on if new game modes do not make a positive impact on spvp participation?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Yet server groups are still imbalanced from the controversial payed server transfer.
Nope, living story is the developers main focus and selling point.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
No class should be able to attack, stealth when you attack them back, heal and clease while stealthed, then come out of steath and reattack you, rinse, repeat until you are dead.
I have no problem with thieves having escapability, none at all. My problem is in and out of stealth fighting bullspit. Enough, peroid. I don’t know of any other game that allows such crap. They should hit like a truck, they should be able to sneak around, they should be able to poof and escape AFTER their kill or to get out of a tough fight….but they should not be able to repeatedly re-stealth in the middle of a fight to heal and cleanse over and over, it is absolutely absurd.
/rant off….let the flaming begin
Well, Colin mentioned that gw2 china development took a bunch of time and resources so maybe now they will work on some of these terrible profession and combat mechanics.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
sPvP requires meta play or coordinated group play. Don’t want to do either? Then sadly GW2 pvp isnt for you, it relies too heavily on meta play.
No, SPvP requires smart play regardless of what build and hope that the other team is worse than your rag tag team. That or you just get a bunch of friends.
Spvp also requires a development team that is committed to making sure professions have more viable and competitive build choices, regular and meaningful balance updates and to make sure to work on certain poor game mechanics that make pvp combat terrible.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I promise you nobody likes power ranger. So no skill dude standing on a ledge spamming you down is completely ridiculous.
My idea is to nerf it in a way which allows for counter play. The damage of all longbow skills should be reduced by around 10% so there is counter play to getting to the ranger and maybe killing him if you play well enough.
Thoughts?
My idea is for certain players to learn how to dodge roll, reflect or break los.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.