before even talking bout gs and sword, let’s get into the 90% swiftness.
hope she noticed my signature.
So that is the extent of it then? One new world boss, a reorganizing of the ruined city of Lion’s Arch, and an hour or two worth of story instances?
I don’t mean to sound dismissive, but is this really what ArenaNet considers content now? No new basic dungeons since launch, no new Fractals since November, nothing else new for people to run? Comparing this to what was done in Guild Wars I really have to wonder what is going on. There are several games in end-of-life development that get more content added to the game over six months than this!
Edited to remove some snark.
They have been busy revamping the Living Story, making the Feature Patch and releasing the game in China.
Yes, it’s not a lot of content to be added in 7 months, but it’s what we have.Thankfully they have really upped their game, to the point where now the Living Story is becoming actual end game content.
WAT!
The ironic part about it is that guang truly thinks warriors have very low survivability.
Warriors on their own aren’t so great. They need to know to play. But warriors with some guardian support? Different matter entirely.
I’m not sure if there’s an easier or stronger profession for solo play.
Bearbow.
Can you tell me what you think about this spirit weapon build, tried to make it deal decent damage and be tanky enven while the spirits are on CD.
http://gw2skills.net/editor/?fVAQNApdRlsApKoFBxZI8DNh8QlZY0iVPBBwDgZUsFA-TJxHwA42fAZZgBPBAAHCAA
disregard the warrior runes.
A good spot.
i think it can be balances reduce the hp of the summons, increase the cooldown of the effect and only start the cooldown after the summon is dead. Also add an uptime to these summon, there counter play.
2 things they have best mobility + they are the best at duels, they can pick the fights they want.
You can dodge teleportation attack >__> said 100 times already.
Its a 2 phase Attacks.
Mai lift arms and shoots an almost invisible bullet..
You can evade this.Then if you got hit, the second part of the attack (shiny bullet + teleport) connects.
Otherwyse the second part won t happen since you already evaded.Aside that the change is clearly a mistake.
Try it at lower levels and you can t honestly still defend it.Level 50 experienced groups will be probably fine.
Don’t try to pug 1-40 because will simply be a nightmare.Way to go… to reduce players.
would be cool if someone could confirm it haven don’t feel like login into gw2.
i luv the bird it doubles my main hand axe ranger dps.
But many people, maybe even most, depend more on a guild community and even more depend on no community at all because they’re loners or solo players.
LoL!
Question if a ranger put a spirit as far as possible from her will she use her tp skill on it.
Well in pve, it would result in press 1 for every class.
shelter is pretty much impossible to interrupt, gives you a lot of blocks and does not require you to put 30 points in valor with signet specific traits to be decent.
So do you even guard bro!
play shatter and boon control.
Woops dungeon sub.
Just on thing i want give her a bigger model.
For OP: you can dodge..
Do you even Mai bro!
I think the very reason for this is, if I remember correctly, because GW2 has looked at other games and modeled some of their ways after them. They have even said so in a article I once read when the game was just coming out. For instance, when we look at how skins are being implemented, or outfits if you will, it also looks similar to how Riot handles skins in League of Legends. Its Free to play, and they make tons of money off of just selling skins and in store items. And guess what? They are successful with it. I am willing to bet GW2 is also trying to do the same.
You know what is the difference between rpg and moba, one is about you character progression and identification through feats, titles and items on the long term while the other is about multiple low duration confrontation between teams of players.
- Is it the person who spends a lot of time farming? (and bots)
- Is it the person who plays with the market?
- Is it the person who completes extremely difficult content? (ie. 1% of the population)
- Is it the person who got lucky on an RNG roll? (and spent 1000’s of gold rolling over and over…)
All four of them!
Increasing the buff range would allow people to actually choose how they wanted to play; melee or range.
In this sea of ashtag and this rain of arrows this comment makes sense.
What happened to doing a cool quest line or killing a difficult boss to get a weapon skin in games?
Cool go buy Teq weapons.
Yeah, reskins of crafting weapons <3
Ahh ok, so you are a “if it doesn’t fit what I am looking for than it doesn’t exist” type of people. Got it. Also crafting weapons, can you buy them from the gem store?
Well how much effort do you think was put for creating teq weapons? (Hummm…. adding a smoke effects to existing model )
Runes and Sigils
Sigil of Geomancy: Fixed a bug that caused the effect of this sigil to be incorrectly displayed as Frost Burst in the combat log. It is now displayed as Ring of Earth.
Rune of Strength: The 4-piece bonus has had its might duration reduced from 10 seconds to 5 seconds for both the Major and Superior versions. The 6-piece bonus has had its damage bonus reduced from 7% to 5% while under the effect of might.
Kitten Yeah!
would it not be much more simple if we asked(a lot and often) Anet for the drop rates, it is quite easy for them to get them and we might get it some days, because with such low drop rates from chests on fractal weapons and ascended chests, hundreds and even thousand of iterations will not be enough to give us a proper estimation of the drop rate, while Anet could easily simulate millions of iterations.
Didn’t people used to do that with the pre-nerf “Guard!” back when the game came out?
I did that many times, with Jaguar and Quickening Zephyr, but I used it to force Eles and Mesmers to retreat off the walls. Jaguars used to hit really hard those days… I miss it…
remember those good days when I did 3 shot a lv 80 thief with a jungle stalker + sick’em on a lv 38 toon, the good ol’ days T_T.
Maybe class specific armors and apparels, pets skins included, related to exploration/investigation quests.
Huh….at fight I thought you meant the fine crafting materials, and I was on the fence, but leaning towards yet. Then I realized you meant the common ones, and I have to say it’s really unnecessary.
Point 2 would involve a lot of work, either a new skin or a new name for all of the chests, which isn’t really necessary. As for point 3, I also disagree with that. Why do you need a lvl 20 person to start getting ori ore?
Also, wood and ore are already easy to get/mine. People would only use it for T2-T5 cloth and leather (and most likely just cloth) for ascended crafting. Now I’m fine with making things more easily obtainable, but the common crafting mats are much more easily obtained than other ones.
For the point on common crafting material i did not feel like completely removing them from chest, even if now i think that maybe making chests containing ores and wood contain less common materials than the leather and straps in order not to conflict with gathering. Also for the availability of t6 into non level 80 areas I think that going through a long/challenging jumping puzzle you should get these kind of chest whatever your level, it will also be quite interesting for leveling characters to eventually get a gold boost.
I am referring to these chests, the ones found in open world, they give the players gears, gemstones… but lack crafting material.
The suggestion is to integrate all the t1->t6 materials into the chests found in open world by:
- Having a chest hierarchy, 6 tiers of chests for 6 crafting tiers, gears are not affected by the tiers.
- Chests differentiation: 4 differentiation one for each base crafting material: wood, metal, leather and scrap, these differentiation will designate the principal material found in the chest, this way the player will know what to expect from which chest.
- Chest dispersion through the world: all kind of chest from all kind of tier should be found in any part of the world (to a certain extent), Exp: limiting all t6 chests to lv 80 content should be avoided.
(edited by Teckos.1305)
It is a RPG after all, stories tend to be rather important in those.
Would you rather run around killing the same mob over and over and over and over and over and over and over again, just for the sake of killing them?RPG games aren’t really about story but more about the immersion of the player in the world, and gameplay elements are not limited to combat, a jumping puzzle is a gameplay element. If you take skyrim as an example the lore around the quests is not that good, but the game have another way to give lore through investigation(which is a gameplay element) finding and reading books will give you lore in a much more ludicrous way. Finally what the rpg genre does best is to let the players create a story by themselves and this is only achieved through gameplay.
I beg to differ. RPG games are ALL about the story. Because as a player, you are taking the ROLE of the character within the story. Meaning YOU are the character in the story, main or otherwise. While immersion into the world is a major part of that, having a character that is part of the world but not part of the story relegates the player to an insignificant role and they might as well be an NPC. Every RPG, from tabletop to video game has placed the player as either the main character, or in a role that has a very signifiacnt impact on the story. Also many RPGs, except open sandbox games, which are rare in the RPG world, basically drag the player along the story line, with few illusions of choice. This is called linear story or railroading. The older Final Fantasy games are a great example of this. While there was the main story arch, there were a few “side quests” that allowed the player to explore different paths and find new things and character back stories, they all tied into the main story arch, and there was NO getting away from it. Everything you did was to progress the story. Even the side quests had ties to the main story arch, just from that characters perspective, and their motivations for joining the main character(s) on their quest.
Japanese rpg (which are not really rpgs but story driven games) maybe, but the Occidental rpg(much closer to the aper rpg) is all about playing a character and immersion in a world.
nothing
It is a RPG after all, stories tend to be rather important in those.
Would you rather run around killing the same mob over and over and over and over and over and over and over again, just for the sake of killing them?
RPG games aren’t really about story but more about the immersion of the player in the world, and gameplay elements are not limited to combat, a jumping puzzle is a gameplay element. If you take skyrim as an example the lore around the quests is not that good, but the game have another way to give lore through investigation(which is a gameplay element) finding and reading books will give you lore in a much more ludicrous way. Finally what the rpg genre does best is to let the players create a story by themselves and this is only achieved through gameplay.
dude you’ve got it i was going to post the exact same link Monster hunter is the best game when it come to small parties pve content!
I really want to know which direction Anet is taking with gw2, do they intend to go deep into story telling an deliver low end unpolished gameplay additions. In season 1 only a few content felt polished and engaging gameplay wise and the most of the time the story telling was completely disconnected from the gameplay, heck the study in scarlet investigation which the developers seemed to be so proud of had no gameplay element, it was not even a game. So what should I expect from season 2 a game or a movie wanna be.
gw1 allowed more creativity definately, but i dont think elemental damage has anything to do with creativity. Its nice to be able to attack at an enemies weakness, but it essentially makes you play with one element to certain enemy types.
What they were going for is that each element type performs differently, and has different advantages based on that.
However, i think they could have rounded it out better.fire is meant to be a damage building set, you get access to many self might fields, and might giving effects, it also has pretty strong direct dmg. This works well in short fights, or fights where you dont need to be on defense
water is primarily about recovery, its good for dealing with enemies with conditions
air is quick striking and gives you better control, and movement
earth is defensive with a focus on mitigation, and conditions.
so depending what enemies you are fighting there is still advantages tied to elements, but it isnt so straight forward as this element wins. That said, i think they could better tune the advantages, earth is pretty useless besides some aoe effects, its ability to effectively do conditions is limited, air does enhance movement and control, but it is left with few options for quick dmg because of long cool downs
water is based on recovery, but it should probably feel deeper than it does in general.
Overall i think that GW2 should basically create a skill swap system with alternate skills to choose from for some weapon skills, part of the problem is they only have 5 skills, and they have to do basically everything with those skills for every class/playstyle type. leads to a lot mundane results
Doesn’t have anything like that.
There are 4 type of skills in the game that repeat ad infinitum and make up 70% of all the skills in the game: damage skills, gap closers, retreat skills, and buffs. The rest of the skills, and even some of these are completely useless in their iterations. The additional conditions or boons are often entirely inconsequential, along with combo fields that are not really a skill to pull off in a zerkg anyway, add about +10% to a bods fight that is still tediously long rotations pam ecept maybe Teq but that is exactly why everyone fails it because the game doesn’t in any way make the player use and excercise his brain cells in any other content whatsoever.
Playstyles are forcefully linked to weapons, meaning you cannot have a favourite playstyle and a favourite weapon at the same time. More broadly speaking, if you do not favor two-handed swords, you might aswell forget the game.
Comes from a long way from Guild Wars were you could have and Assassin run around with a Scythe with a non-dagger crit damage build or a Warrior with a Staff when more energy was needed.
This game is a game of limitations, not a game of possibilities.
The skills system as well as the combat system and about the entire game was based around the terror of having to balance it afterwards. It is a steaming pile of kitten droppings from a bunch of people who didn’t want to work on it after they release it, just add more episodic content (DLC) becausde an MMO just seem to work that way from the outside when you are an amateur developer or a stupid publisher CEO who juggles around human resources to get money.
This game was afraid of itself, and for no reason because they did a splendid job balancing GW for 7 years.
Lazyness is eating this game away from the inside like cancer.
Like the 400gem monocle or the flaming gemshop armor that was so lazy at release that they had to change it due to demand.
Guild Wars 2 isn’t really for creative people.
I won’t comment on the rest of your post, but this is completely 100% untrue. Creative people can play games for different reasons. My wife is an artist and loves this game because of the look and feel. She’s creative. There are so many ways to be creative without having creative “builds”.
I’d say a good portion of the people in my guild consider themselves creative people. There are writers, artists, song-writers, poets, actors.
There are plenty of creative people playing this game. It’s better than a lot of MMOs for creative people because it isn’t a linear as most of them.
Pretty sure that by creative he was referring to the gameplay(emergent gameplay?).
archers from the fire legion can use this skill but rangers cannot… SOLID!
I would say that OP is right straight gold reward bring nothing good, with the amount of money dungeons can generate daily we lack lack the money sinks appropriate to counter inflation.
are u sure cause i managed to solo her and she did not have that much hps maybe it is the scaling giving her too much hps.
copy pasting one of my preview post on a similar subject (sinilar to the interupt armor in wildstar or a simplified stamina system from monster hunter):
I did used to write about this topic in the dungeon forum and I still stand my point Defiant is not that bad of an attribute in the current state of gw2.
With a few alterations to the way it works it could lend to encounters(5 man-ish) where cc have a consequence.
The fact is that even if defiant was removed I would not be such a big deal destroying the boss asap is still a better tactic than stun locking (time wise), in lage events and trains zerg would still effortlessly kill the champ and the overall way to play of the mass would not be affected.
I will illustrate the alterations i would make to Defiant i will give an example.
a 5 man boss has 3 stacks of Defiant.1, each time it is CCed it loses on stack, each 3 second it gains one back, now he has one attack with the potential to wipe the party he uses each X. To counter it you have to 1. prepare a lot of dodges, blocks and invulnerability skills or 2. interrupt the attack.
With just this you changed the way the whole group face the boss each time it charges is wipe move the players will be able to deal with it by using 4 CCs during a 3 seconds window.
Add to this a few “rewards” for interrupting this move like +7% damage dealt or a 4 seconds stun on the boss and you have even more interesting ways to play around the boss as a groups: use the highest burst abilities only after the move is interrupted …
…they can do so much…
The goal of these changes is to make the already existing mechanics of the fight more engaging.
Existing mechanics:
- Double damage against burning foes.
- Crystals fall.
- Crystals healing the boss.
- Projectiles knocking down the player.
- Huge area of effect.
Changes to the encounter:
- Reduce the size of the combat area: the goal is to have a better control of the playground, the player should be “closer” to these new mechanics in order to best interact with them.
- Addition of a 2 hit combo cleaving attack dealing medium damages on a really low cooldown acting as a filler mechanic.
- Crystals fall: 5 crystals will fall at the exact same time, the damages received from the impact are greatly increased.
- Crystals healing on the boss: the healing function is now exponential (5 crystals will heal way more than 4 crystals).
- Crystals mechanics:
- When on the ground the crystals will create a small area of effect which will inflict the burning condition.
- When a crystal is destroyed it will start a countdown of 3 or 2 seconds then will explode dealing medium damages in an average size radius.
- The effigy area of effect is now area wide and interacts with the crystals.
- All the remaining crystals will overheat, causing them to start a countdown of 3,2 or one second deal area wide medium to high damage and causing ashes to remain in the area for 3/5/7/9/12 seconds depending of the number of crystals which over heated.
- The ashes will inflict one second of burning for every second on their duration.
- The knocking projectiles: their movement speed has been decreased, they will pursue the players for about a radius of the area, they they will explode in a small area, if they explode prematurely by entering in contact with the player of because of a dodge the explosion radius will be wider, if they make contact with a crystal it will overheat.
- the flame throwing ability cone size has been increased, the flame thrower will deal high damage to the crystals but will not make them overheat.
NB:
- All the burning damage will be dealt by the effigy, so about 760 per tick if i recall well enough.
- The countdowns on the crystals would be displayed on top of them.
I added a simplified schema to illustrate the radius of the mechanics.
adding some skills to the ranger would make it quite close to the shaman.
With normal skills this map is too small for 5 v 5.
not really we have the middle, the two lanes, and the two side areas which are vertical if the movement skills given by the aspects are restricted the map is indeed pretty big.
If you add the fact that multiple crystals can spawn at the same time on different places you have a natural way to split the teams.
What the what?
Edit: I think it’s best suited to stay as a mini-game rather than be suited for a PvP mode.
Mind to elaborate?
The goal of this topic is to suggest some tweaks to the current aspect arena to make it viable as a capture the flag/relic mode in SPVP.
- Player will use their class skills.
- Keep the mobility system but limit it: at the start of a round each player will be able to attune to one aspect; attuned the player will be able to interact [F] with aspect specific emplacements. Attuning should have a cooldown.
- Have a functional mini map with, similar to the ones we have in SPVP.
That’s all I’ve got for the moment.
i guess nobody wants boring tank’n’spank boss mechanics.
but i assume that with the trinity you can actually create fun, challenging and balanced content with way less work compered to the time anet have to spent in order to make the same content fitting for their systemAnd you can’t without trinity? I’m thinking it’s more to do with anet designers than lack of trinity. Games like dark souls (active gameplay) are popular, challenging and fun to play.
The problem is that often GW2 just took the trinity, gutted out tanks and healers and just left DPSs in, in a tank and spank scenario. So you just end up with everyone spanking, which isn’t exactly fun.
and sitting there AFK with Macro for Aggro management and healing is???
Guild Wars 2 “trinity” being Damage, control and support is VERY much in use. Myself and many people that I know use it every single day
Have you ever been a raid tank?
If a developer makes a raid where all you do is just tank and spank, they screwed it up. Just screwed it up. I can never understand why people think the trinity is just automatically tank and spank.
If it was that easy being a tank or a healer, why do raids fail so much and why are good tanks and healers in such shortage? By your logic, everyone could just pop their macros and the raid’s good as done. In every MMO Ive played, it takes weeks if not months to down a raid smoothly.
Im not saying I like the trinity, but being a tank or a healer isn’t exactly faceroll.
GW2 does not have raids. It never will.
If the trinity was implemented you could afk the all the dungeons with just the healer being forced to not go afk.
Can you imagine GW2’s content if you didn’t have to bother with positioning and keeping yourself alive? How engaging do you think that would be?
This dude is funny!
Use sweetFX!
/15hugechars ash-legion
why are you calling this a mechanic, it’s an exploit of the AI clumsiness.
You guys think that the ranger subforum is avoided, go to the dungeon sub the last dungeon related dev post is nearly 2 years old.
WvW is your open world PvP.
PvP in the non-WvW maps goes against the lore.
Meh it makes less sense from a lore-ish point of view for a norn MALE player not to be able to join the sons of Svanir and kill other non Svanir players.
(edited by Teckos.1305)
there are the few thing I would the designers you guys to talk about:
- Giving all classes access to stealth probably through Runes; modifying the full set effect of the rune of infiltration (stealth when hps get bellow 10%) toward a more controlled one like 3 secs of stealth after using a healing skill (35 sec CD).
- Giving all classes access to stealth counter, again through a rune set preferably with defensive stats the fulls set effect would be reveal all enemies in a 260 AOE for 5 secs.
- Redesigning most of the of the +X% damage (except for the stat conversion trait) to more controlled and less inflatable values; instead of giving +10% damage to a warrior using slashing power give him +X power while wielding a greatsword.