You can already do that hedge. Party with some who hasn’t done any story and go with them
Don’t think sylvari armor grows from them (could be wrong) tier 3 might look like that.
Now just to wait and see if this idea gets popular
Seeing as it blends into your base body color yeah its grown from you. The nightmare Armor is constructed to be clothesnot grown. Look closely you will see seems and edges of the constructiin vs the cultural that you can trace back to where it comes from
The pollen is part of the reason I ran fervid censer on my sylvari
I’m not sure adding a glitter dye would be technically possible. It would be nice if they let us dye the glow channels in armor like the cof or molten. They could then add new Arbors with a glitter layer that could be dyed separately
It’s more because the Sylvari armor is grown friom their bodies. While the other races are potentially exchangeable, I would bet that the Sylvari Armor is the reason for cultural being one race only. Even if certain asura npcs get to wear cultural armor of others
At the moment wvw rewards offense far more atm. Defense requires a sacrifice of personal progression in order to scout. This is of course for the good of your server, but getting people to do it can be hard as there is not a lot to do. Between boredom and lack of progress the incentive is not there.
These are suggestions to make defensive options attractive and not just a sacrifice for the greater good.
Keeps and towers
Create mini events within the castle for the defenders. Things to allow the players to speed up progress on upgrades. Not completing them would have things develop at the current rate but completing them reduces time/resources to complete the upgrade. By mini I mean the event Window would be one or two minutes. Something that if you are on the ball can easily be done. Example worker is thirsty take him a drink. You can then pick up a waterskin(more than one to avoid griefing) and rush it over to him to get a speed boost on him making him more efficient.
Add a barracks door into the walls. Defenders could trigger a breakout like event from these doors. For a cost (along the lines of 10 supply and some coin) you could summon up extra guards to a gate in order to buy time for your side to rush to your aid. A 1 min cooldown between purchases sounds like a start. Each group would man the walls for a short time before returning to the barracks. Ideally there would be several options you could choose from. Examples: Grenadier: These troops take to the walls with grenades which they pelt enemies below. Sortie: heavily armored squad with knockback skills who charge out and try to knock the enemy off the gate and any siege there.
Bloodlust nodes
Keeping bloodlust for your side is a noble goal but short of an achievement there is little incentive to do more than flip and leave atm. Add a trickle of wxp for staying in the node once its at full commitment to your server. For every 30 seconds you stay in the maxed out zone you gain 2 wxp. This should only be available to the side that controls bloodlust on that map. Doing so would reward those for protecting thier servers claim on bloodlust.
Merc camps.
Being able to upgrade the merc forces would be a welcome addition. Invest the time and resources to create a stronger ally. Especially if once strengthened you could have them move to your defense
A mechanic similar to the barracks door could be added. Once on your side you can pay them to send squads out to attack various poitions. Choose a target and pay the fee. Doing so will spawn a short event for your server to prep the attack. Once completed they set out to attack the designated target. Could be useful for smaller groups to bolster their numbers or serve as a diversion for another strike. Or even to serve as reinforcements for a position under attack.
Supply camps
The craziest of my suggestions but investing in upgrading a supply camp is a huge gamble. It would be nice to see a new line of upgrades avaliable. Palisades. Selecting this would construct a ring of destructible stake walls around the camp. at t1 it creates the build sites around the camp using existing stuctures as part of the wall. Players can then build up the walls or replace any that are destroyed with supply. Upgrading them again would reinforce them And add walkways along the top to mount attacks from. This would give the server a chance to protect camps a little easier but would require a commitment of supply to do so that may be better served else where. The wall would ideally have more than 2 ways in and out.
Conclusion
These ideas are to help the overall state of the wvw shift from the only viable way to advance is to be in the map zerg or on the offensive. While defense shouldn’t necessarily be more rewarding there should be more to do than twiddle your thumbs and hope the enemy attacks to give you something to do. That always struck me as backwards, hoping to get attacked. Please give us things to do and gain wxp on while protecting our side
Long ago devs said great axe will come as a weapon class. Just wasn’t going to be soon. At the time it was taken to mean expansion. Now who knows but it’s coming
I would be in favor of anything that shows on the minimap can show on the regular map. So if you are to make your minimap window bigger to see further around you should be no different then having them show on the regular mail within a certain radius of you.
Same info just two ways to see it. And really shouldn’t the mini map just be a version of the regular map capable of all the same info showing?
1 Possibility of border land map rotation (ie 3+ unique maps that change each week so its unlikely that each bl is a mirror)
2 new seige types
3 new wvw only utility skills
While I don’t expect a Dev response I do think it would be nice for them to chime in on how the schedule was set for the Season 1.
I hope the schedule was randomly generated as if it was manual i do find it shocking that the matchups are so odd. Attached is break down of just the NA gold match ups. While with 9 servers in the match ups i would expect to see some servers only matched up once i find it very odd to see that occuring in the gold league with only 6 servers in the mix. Even more shocking is to see a 5 in that grid.
I am creating this thread in the hopes of an official response on if it was manually or randomly generated. I also wanted to start a discussion as to if the community was more in favor of the future seasons having thier seasons randomly generated or should the devs manually generate the schedule to insure the matchups are more even without these large outliers.
also would it be more fair overall for the gold league to become 9 servers vs 6 or should gold continue to be 6 servers in future seasons?(sidenote if gold became 9, bronze would become a 6 server league. )
Downside to having it untrack is that means having to retrack dailies every day. If you can leave the ones you want tracking they will be ready next time they come up.
This will also let you see in the tracking tab the completed. They just should be hidden upon completion in the ui.
On quest tracking I would like to be able to have an option that once a tracked achievement reaches 100% it isn’t shown.
It gets annoying to have one or two things tracking and that overwrites all the daily/monthly stuff vs just adding to it. You then have to add the dailies in and once they hit 100 you can end up with all 100s visible and can’t see the rest. So you have to deactivate the dailies and then reenable the next day. Being able to check a box to auto hide any achievement at 100 would help. But having tracked naturally integrate into the dailies would be better
The thing isn’t so much the only groups. It’s the unstated groups.. At least when askedc to ping you know what’s going on. Games that have inspect tend to be plagued by people that don’t declare that they only want certain builds and then boot you as you join and they do a fast inspect.
This becomes a very unfriendly place for newer and less experienced players. Anets goal is to encourage a welcoming and helpful community. Inspection can lead to a very cold and non communicative community.
As such if it wasn’t already a deliberate act to leave inspect out of the game, that I would find it unlikely to be added as it often serves to alienate players vs provide anything helpful.
As stated in all your back and forth you can ask others to link gear if you are that worried about their gear. But this is still open communication which is preferential to just join group and get kicked 5 sec later because they didn’t like your gear.
And an aside. Just like mentioned above you could hold a while zerker set to link you could just as easily wear a set to join the group and swap out once you start. The addition of an inspect tool will not really add anything to the game that can’t be done already. It however can lead to more problems. I would much ratherThe devs spend the resources on building other things
(edited by Teraphas.6210)
Well all player summon minions are supposed to get the health boost that clones got a while back according to the live stream that happened a couple hours ago.
It’s just speculation they didn’t specifically say the dog but they talked and said minions ranger spirits etc were gonna see a significant health boost to help with boss one hits
What about a long, seaweed style hair? Maybe have some of it drape over the shoulder, also. There are lots of different types of seaweed, also. It could also potentially give an aquatic plant-type look. Though I’m not sure that would make sense given they’re fruit of a land-dwelling tree.
I remember during a interview, might have even been the live feed about sylvari hair but it was said that they were focusing on Forrest style plants as the sylvari come from a tree and seaweed would be out of place. But I think that would be cool
I think I saw the same interview. While oceanic was said to not fit well it was also said aquatic was not necessarily ruled out but would be more of what you would find in riversstreams and lakes
I to have heard of the leaked patch notes claiming a change of swiftness from duration attacking to charge stacking.
And I think it’s mostly due to in wvw we stack up 2 min or more of swiftness easily.
I will miss that if it comes to pass
Once summoned the hounds skill should flip to a secondary skill.
Have the hound do a strong howl or plant its feet and growl menacingly for some aoe effect giving buffs and debuffs
Either that or it should summon a fern hound pack that suicide attack into nearby targets causing the same poison and bleeds but hit different targets if possible.
There are new options coming. Try the upcoming press and release method. You may find it easier to avoid out of range
Working on 4th characters Story, I think I have wiped in a story misson maybe 5 times total.
Can they be tough maybe, but unless you are playing it like other mmos and trying to speak damage you should be able to get thru.
The entire game is based around avoiding damage not soaking it. Try circling enemies and keep moving as you fight and they will be much easier
The thing is that even if you are ‘losing’ the match you can still be doing well enough to improve your overall standings.
Look at stormbluff and sanctum of rall this week. Even with its lead SoR is losing points for overall rank because they are not crushing them enough. Stormbluff is currently on yrack to move up in overall rank.
I can tell you that if you don’t have a queue against a t1 server during primetime you are out numbered. That doesn’t mean you can’t all come out ahead despite not winning the match
It would be nice to see the 5 invasions mentioned above added to the game. I would love to see scarlet stay until scarlets taken care of.
I think adding elder dragon invasions would work too.
Go with the simple rule of if the enemy type is present in the zone that their invasion can also take place there.
This way we can continue invasions as time goes forward and incorporate other story lines.
Yes there could be some more balancing, even potential consequences for failing invasions. Maybe lose half of the maps waypoints as the invaders establish foothold camps. The camps would have a separate set of events with each controlling a contested Eastpoint. Tear down the camp and free the waypoints.
Just get a logitech g13 or a nostromo. You will be much happier than trying to play this game with the limited controls of a game pad
I dunno I would prefer to see if launch added as a finisher for it to turn the enemy into a sorta bomb with them triggering an aoe once they land.
IE launch an enemy while standing in a shadow field. they then become a blind bomb
Also make it the interact Windowon right click on portrait only. Not on the buuffs. So many times in wvw in claimed keeps my party members can have 23+ things on. That really stretches into the screen making it easy to accidently bring up the party options
My biggest thing for no inspect is it becomes a tool of stat snobs who think they know the best way to play each class. And if you aren’t geared the way they think you should be then they kick you from party.
I have run AC with guildies who thought my build at the time didn’t have enough survivability and we’re razzing for not using pure pvt gear. Et got to kohler and I was picking them all of the ground repeatedly. Not getting hit in this game is far more important than being able to take a hit.
Antway my point is that inspect trends to be abused as a way to disciminate when pugging. Just because they think they know how to play your class better
Does it really matter what color your eyes are or that you can pinch the nose more and slope the brow?
I know when I am fighting people I am often struck by the Blue of the 2 pixels that are their eyes behind that helm.
Even with helm hidden you can rarely make out the details of the face unless you are trying to and even then it’s only easy to see yourself. Why waste all that development time for such fine control that more often produces beings whose anatomy is fundementally flawed. And if any of you watch Faceoff on syfy you know correct anayomy is the number one thing in a believable character.
More options does not always equal better
So not so much POI as being able to see your alts waypoints?
Yes but it likely isn’t a timing option. It’s more of when in the code the game checks to see if you have 6 torment runes. If that subroutine is written into the overall code in such a way that it is not feasible to place the call and activate routines within the middle of the skill. You can’t just say Oh they can move it.
While I hope it’s a easy fix, you have to be prepared that trying to adjust this would break more systems than a quick fix would be worth
To OP this would amount to endorsed griefing. Seeing as this goes against one of the main tenets of gw2 that is to reduce and eliminate ways for others to negatively impact your play time
The problem I think is that the poetic on the torment is successfully casting a heal. Seeing as the skill doesn’t complete until the evade takes place I am not sure how easy it would be to alter this
You may simply be better off using a different heal if you want to run torment runes.
Would really have to look at all classes to see if something like the torment activating on the attempted use of a heal that regardless of it success the torment applies. And how that would play out to see would it be abuseable that they could hit their heal and then interrupt it and force it into a 3 sec Cooldown but still apply the torment. Sorta a have your cake and eat it too scenario
I do think surveys should also be account age sensitive. Ie until you have played x hours it doesn’t let you know there is an active survey you can answer.
No sense asking someone to give feedback on the game who has barely walked in the door. It would be like a radiant asking you to rate your meal after only the appetizers
http://wiki.guildwars2.com/Guild_Tower_Shield
And I do believe they came back for the anniversary sales
https://www.guildwars2.com/en/news/welcome-to-the-anniversary-sale/
(edited by Teraphas.6210)
The hardest part of all this idea would be creating 5 unique class mechanics.
However I think the idea could be adapted. As stated in several of the class ideas, they do behave similar to existing classes. I say use this to advantage.
Instead have a future update introduce racial subclass abilites. These abilities could play of each races unique connection to a class. These could follow along the themes suggested.
These could be learned in the wortld thru a trail.
To ease balance the general skill type and numbers could be similar if not identical but the animations and flavoring could be distinct for each race. For example the Ranger could all have an aoe skill that deals direct damage but while the sylvari version may have thorned vines sprout and overrun the targeted area dealing damage. The norn version could invoke a Spirit(maybe porcupine) that appears and savages foes in the aoe area.
This let’s the game balance easily while adding racial flavor. The biggest downside i can see would be that it would mean 5 art sets for each skill. And would be that many more visual cues to learn. Seeing as this would be a skill learned in the world and likely at a high level this should mean it should be a little easier to learn the art
Well the problem with escorting was that you got the points even if you just walked it in the last few yards. They don’t want that.
Note if they worked out how to award you wxp for guarding a ruin at max claim with bloodlust, then I am sure they could apply the code to the yak and have it generate rewards as you escort it just for staying in its presence. No need to even wait on it completing, escort it for 1 min along is path and get 2 ticks of the bonus xp for escorting.
Course the question is do you display the escort ring like the Wolf shrine reknown heart in the norn starting area or do you leave it vague
We already rack up 2 min of swiftness easily. Dark fields are often placed on Lords to kill the faster with all the life steal. They are used a lot in t1 wvw
Really the finishers shouldn’t have to move much to capitalize if the people dripping the field are doing thier job right.
Overall combos are fine imo
(edited by Teraphas.6210)
Try www.gw2stuff.com
Uses the APIs provided by anet to let you track the bosses. Plus they even have a very nice overlay that works very well and unlike temple timers actually tracks all the world boars and temples. Even has a nice grid layout I’d you want to guest to an open temple
And having every single thing unlocked on every character will make it a very hostile place for new comers. Wvw would slowly die out until only the elite maxed out remain.
If you want new blood to continue to flow into a game designed to go on for years you need a feeling that they can compete. By having individual character progression you maintain this longer as new players don’t feel as hopelessly behind the curve. Having to level each character is part of the mmo world. I have yet to see one that puts you at Max level with the best gear and all skills as soon as you start. That doesn’t instantly equal grind. And just like in the rest of the game with achievement upping xp gains, yes you still have to level new characters but it will take less time. And with things like the bday boosters you can catch up fast
Can you imagine the sheer undiluted joy of someone getting maybe an ascended or precursor item from the dungeon after beating it? The individual appears in a burst of smoke shouting with joy in game and out as he touts the success he skirted by with. (maybe finishing Z off while downed) That’s memorable moments right there.
I’m not sure about time limits. I find them irritating as I would prefer these things not deteriorate so that they force direct damage, as opposed to maybe a condition class being able to weary them and still succeed. I worry we have too much content that people feel pressed to do that.
Well that can be avoided by mechanics that avoid direct damage. The fire shaman elementak form comes to mind. In that case is destroying secondary targets to cuase damage to the boss. Especially fights that allow multiple ways to win. Nothing says the final encounter with Z had to be a slug fest. You could have a monkey island esqe battle of puns. Or maybe he challanges you to ultimate mad king says.
Or maybe some combination there of.
Ya but garunteed items will just get people making sure to tag the buff once an hour and forget about it.
The buff itself is a good incentive but getting nothing by staying in the ruins just leads people going after the other targets.
As intended the ruins should be about fighting for the big buff. However with no rewaeds for capping you tend to see groups just blitz thru and try to get the buff that way. This leads to less fighting more just zergs sweeping thru randomly.
By offering a slight reward for hanging about and defending the buff you promote more fights. Yes it may be more efficient to be in the big fight but a trickle is still beret than missing out entirely. This is good especially as is a reward for holding the buff not just for endlessly flipping. Adding large rewards for little effort once an hour just makes it a farm point to swing by.
I don’t know about shifting the difficulty. But I do like the idea of throwing items in to pen it.
However I think the combination should influence the path you take. Have a global drop item that serves as the key. You then add 3 other items. These items create the path within Big Z’s dungeon. In a near fractal style each item type used denotes what encountered and path you will take.
For example a weapon armor and accessory placed in after the key item. The order they are placed in should also matter. The weapon first would denote you travel West Towards the Center. Armor second would which of that sub boss you would face. Ideally it would be same boss but would react a bit different based on which path you are on. The final item would denote what you are facing Z over. The better the item the better the gamble. Toss in a exotic axe and you will fight Z to claim an exotic or better Axe. However this should be a potentially Failable fight.
However it should not be an all our nothing fight. Using a exotic Item for example woulddenote you need to beat him in 6 min or less to win the new exotic or better axe garuntee. Go past 6 min and the garuntee drops a level. This Keeps going until You are down to a white item. Added bonus Z should taunt you when you take too long and your reward level goes down.
Ideally I would say solo dungeon, but it would be a fun addition
I would go for a simple system that gives you a boost to wxp gains on every character that is below your highest ranked character.
Have one at rank 100 then every character who is less than that will rank up faster. Bypass the 100 and lose the buff but now the 100 gains it.
This would allow you to rank up other characters faster but would only aid in obtaining the ranks you have already gained
I think awarding wxp for holding and guarding each ruin could be added.
Have it be a small amount. But have it work that once it is fully capped in your favor thatevery 30 second you spend in the capture zone awards you say 5 wxp for example.
This would encourage active guarding and not just grabbing the buff and then abandon the site until an enemy tries to take it, and then you just try to recap one of their three because they didn’t leave anyone to guard.
To avoid abuse make it they give a negligible amount, but still that trickle makes it feel you are not wasting your time by standing there.
Also make it that you only gain the wxp when you contol the bloodlust buff. This should prevent servers from just having all three sides just stand in a different ruin to gain wxp. Ifyou have the buff you should have some reward for trying to defend. Even failed ccamp/keep def rewards you. Taking the time to try and hold the bloodlust for the rest of the server should get you some reward, especially seeing as you are missing out on everything that gives rewards to do so.
First if you only have 20 why are you trying t3 bounty? You definitely don’t need 100. My god did them all the time with under 60 usually working in 3 squads.
Yes pre scouting is least pressure but we have also done t1 bounties no scouting and fished before half the time was up with only 20 people on our make up nights.
You should easily be able to do kitten may be a challenge but is possible. If you really want to do t3 which is intended to be a challenge for large groups.
I really don’t get the problem here. It’s not like t3 gives more personal commendations than the others. It just gives more merits. My guild doesn’t even do t3 anymore as we don’t need the merits anymore with everything unlocked. We generate enough just doing t1 and the other events that give commendations.
So it will take you a little longer to unlock everything. Sorry
I am not sure what the class mechanic is supposed to be. Could you please expand on it. The biggest thing for any potential class is that the class mechanic is unique and not just a reskined version of another class. The unique mechanic touches every build and is what gives the class is feel. You can skin skills to any theme.
Right now if I read this correctly is that you have 2 additional skill bats tied to activating f1 or f2. This unfortunately is very close to the ele mechanic, the stancelike mechanic butIis a bit weaker. It also has bits of the engineer kits as well.
Ideally you want a class mechanic that doesn’t evoke the other classes
I would like to see some sort of racial pet. Essential the skills and stats would be the same but the skin would change to reflect your race.
Maybe something in the vein of the mistfire Wolf. You tame a mistform that reflects is owners race and maybe take it a little further and haveit reflect you background too.
Examples
Asura. A four legged beast golem powered by mist energy. It would roughly resemble a dog or cat with no distinct features and if would have very few and small solid parts the rest of the body would be the Mist energy animating it. Depending on your college the solid parts of the golem could have different shapes for Instance for statics it could have a blockish head but dynamics could be several smaller objects while synergetics a teardrop
Humans could get mist griffons. Seeing as the krytan royal symbol is a griffon why not. The specific model based on being your birth class noble etc
Norn gain a mist animal based on their animal choice, though I would prefer it in an almost chimera like way. All use a unique body with a head that the animal. Almost like the forms norn take when transforming. It would fight on two legs but travel like a charr on all 4.
Sylvari would gain a mist creature akin to the oak spirit. So as to not confuse with the ranger spirits I would suggest something unique but more in the vein of spark elementals. But designed to reflect the time frame of the sylvaris birth. Possible have it with a core with in the midst body that uses a mapping like eternity or Twilight with the motif evoking the time. Think time elemental for lack of a better term
Charr I struggled to think of something that would suit. The only thing I could think would be to have an ancestor of sorts as the mist creature. A more beastial point in there evolution. A dire charr if you will. Coloration/furpatten different depending on the Legion.
Random thoughts while reading Kristen’s last post.
How about fir tree branches to make Liberty Spike mohawk?
Maple leaves could be drawn into bunches in pig tails (mini afro puff). This should play into the natural clustering. I personally would like to see the head mostly bald with these two clusters of maple leaves on the head. Each would have various stems coming from the head and pulled together and bound with a ribbon to make the fuller maple leaf puff.
My personal request would be for birds of paridise flowers. I think it would make a really cool look of they were arranged along the front of the hair line to create a spikey bangs sorta like this hair style
http://i234.photobucket.com/albums/ee136/suwarnaadi/hair/HarryJuddfrontspikyhairstyle.jpg
No offense but the interface of GW2 is severely lacking.
Modification and or additon / removal.It doesn’t lack anything. It’s perfectly playable. Only thing that is missing is ability to move toolbars around and other UI elements.
That is your opinion not a fact my dear friend.
As for an aggro meter it is actually pretty useless seeing as there are various aggro models eithin game. Some attack who is hitting them the most. Others target the weakest. Some lock on and don’t stop till the target is dead.
I have seen one in Orr lock on my wife and not switch targets despite 30+ guildies beating on it and her doing nothing but run around kiting it.
I am sure there are others but these I have witnessed
I have seen this to. But personally i think that’s an issue with how aggro works.
They should fix that so tanks can actually tank.
Except the game is designed for you not to tank. You shouldn’t be standing there letting the enemy pound away on you. You should be moving in and out using hit and run tactics. I personally enjoy the variety of aggro patterns. Makes life more interesting and fun. Just because you want the game to play differently won’t make it so.
There are plenty of APIs sorry they don’t do everything you think they should do. And as the new patch write up talks about there are ui things coming. They have also stated thatcombat log rework Iis on the List.
Your time would probably be better spent asking for more api types than open ui modding
I do agree with the ground target so you can lead moving targets and hit them. However I do think most of the current skills should not get this. If any it should only be the 1 skill that becomes ground target. I would much rather see a new skill added that is a ground targeted skill.
I do think it would be extra cool if it was an explosive quarrel. That when fired it tries to get to the targeted location. The quarrel damages anything in its path until it strikes the ground/wall, it then sticks in and then detonates after a heartbeat or two knocking back and damaging nearby players and siege (maybe even doors with another update) this should allow it to remain fairly powerful but the skill factor to hit moving targets and the delay (with red circle warning)should keep it in check as anti infantry. To me this allows ballista to regain a place in wvw even if it requires some specialization to get it.
As for an aggro meter it is actually pretty useless seeing as there are various aggro models eithin game. Some attack who is hitting them the most. Others target the weakest. Some lock on and don’t stop till the target is dead.
I have seen one in Orr lock on my wife and not switch targets despite 30+ guildies beating on it and her doing nothing but run around kiting it.
I am sure there are others but these I have witnessed