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Amazing fight

in Guild Wars 2: Heart of Thorns

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Test.8734

That boss fight!

…Looks rather bad. “Avoid the red circles” plus the obligatory CC attack that ArenaNet is obsessed in using over and over again. The only difference is the lack of a wall, so people won’t be able to dodge against something.

The Silverwastes are REALLY bad

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Test.8734

You also said that it is a grinding and farming map, and the only ones who are there are farmers and grinders. If that’s the case, then the map serves its purpose rather well.

And dunno, it’s an MMO. You fight things, do events, get loot, rinse and repeat. Part of the experience really, even in the least grindy MMOs.

GW2 Manifesto, all those years ago: “We just don’t want players to grind in Guild Wars 2. No one enjoys that. No one finds it fun.”

A pity to see how ArenaNet has taken a 180 degrees turn on that, and decided to make GW2 basically like a giant grinding ground just like any other MMORPG.

I’ve said it somewhere else and I’ll say it again an MMO is designed for a massive and diverse audience. Not every piece of content is for every player. Find what you like and do that. Anything else is pointless.

Not really. A MMORPG is designed for a very niche audience – grinders and farmers and alikes. GW2 claimed originally it was going to be different, but it appears they have changed their minds.

Lets Chat: Revenant Masters of the Mist

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Test.8734

Give Revenant access to Greatsword. That’s all I wanted to say! Anet, you have to!

I hope they won’t. Now that the Necromancer will get greatsword too, 5 out of 8 professions are going to be able to equip it. It’s very overused at this point.

The Silverwastes are REALLY bad

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Test.8734

The Silverwastes is one of the worst designed areas in the game.

The dynamic events have been copy pasted so we have the same thing four times. The “free X from the Mordrem”, “keep the Mordrem from taking X”, “collect rubble to rebuild a wall” and “escort a Dolyak to X” events are the same for all the fortresses. Worse, once a fortress has been taken, two events will repeat over and over in a very small time frame until either the Breach happens or the fortress is lost.

That is simply lazy. ArenaNet could have made different kinds of events in each fortress. They could have given each fortress different structures, so they would behave differently. Many of the best event chains in the original release of GW2 actually tell a story, showing what happens with individuals through a short arc. The fortress events in the Silverwastes are just a loop, with players pretending they are hamsters spinning in their little wheels.

To make things worse, the entire map is basically filled with the same enemies everywhere. With a few exceptions, we are just fighting the Mordrem over and over. This is very similar to Orr, in which we basically spend our entire time fighting the Risen, and it would have been expected that ArenaNet would have learned their lesson by now.

Even the little things lack polish. We got a new currency taking inventory space… But wasn’t the entire wallet system designed to avoid having currencies taking inventory space? Why haven’t the Bandit Crests been implemented in the wallet? Also, how could ArenaNet not see that all those big yellow announcements in the middle of the screen are both intrusive and immersion breaking? Why does the poison field after the Breach fill the passage between one of the very few waypoints in the map and everything in the west half of the Silverwastes?

“But Test”, someone could reply, “A lot of people play in the Silverwastes!”

No. A lot of people farm on the Silverwastes. Grinders will farm wherever is most profitable for them, regardless of how well designed the gameplay there is (or isn’t). This is the same reason why Orr, which shares many of the Silverwastes’ flaws, used to be filled with people, until ArenaNet nerfed Plinx farming.

ArenaNet built an entire map exclusively for grinders and farmers. It’s possible that no one else is left playing the game and ArenaNet is just cattering to their current playerbase. Or maybe ArenaNet knew that making high quality content would be too resource-consuming, so it would be easier to make a farming map, knowing that the grinders would go there even if the content were poorly done.

HoT will probably follow a similar path. I expect the same kind of repetitive and shallow content, made to appease grinders and no one else. If those are enough to make the expansion sell, well, that’s what remains to be seen.

Less ecto's from Rares?

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Test.8734

how many times have we seen this kind of post…

One billion times. I wished the forum search worked just so we could keep a list with all topics made when someone who doesn’t get what RNG means makes a topic accusing ArenaNet of having nerfed the ecto rate.

Revenant: Melee power option?

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Test.8734

I’m just going to assume I am jumping the gun like so many others, but I’m noticing the distinct lack of both a zerk type legend and a melee power weapon.

Ah, so you think the Revenant should have a legend that is superior to all the others in PvE, leading people to using it and nothing else?

Yay -_-

I hope we get:

  • Shiro legend: focused on critical damage and mobility, used mostly with dual one handed swords. The attributes of the Shiro related trait line would be Precision and Ferocity.
  • Glint legend: focused on support, used mostly with the staff. The attributes of the Glint related trait line would be Healing Power and Boon Duration.

Power would be linked to Invocation, the profession related trait line.

[Revenant] Weaknesses

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Test.8734

To summarize:

-No vigor
-No evade skills
-No instant teleport skills
-No swiftness or 25% speed increase
-No invulnerability skills
-Little to no Protection or Regeneration boon uptime
-No stealth
-No non-target leap skills (besides Unyielding Anguish which seems more situational and more of a peel, a very strong one at that)
-Very little condi removal
-Lack of stun breakers

Most of what you have listed (lack of mobility, no stealth) are things that could be linked to the rogue archetype (in GW2, think the thief). Since one legend focuses on a tanking role and the other focuses on condition damage, I wouldn’t be surprised if we have a legend focusing on the rogue archetype, using a lot of mobility skills (think swiftness, leaps, shadow stepping, evading skills) with a little bit of stealth.

A good example would be something like the Legendary Shiro Stance people have been speculating about.

No, Shiro should be featuring the offensive/ raw physical archetype!
And I’m suspecting it’d be the choice in this expansion!

It will probably be the same thing.

A high damage, low defense, burst-damage based legend, focusing on single targets and on mobility? That’s pretty much the rogue archetype, while also filling the offense/physical damage niche.

Options! What is this?!

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Test.8734

Loving how people are pretending there are no diversity issues in PvE.

Some people can only see that…

PvE is very, very easy = you can use anything you want and eventually succeed.

And don’t see that…

There is a single best solution for everything = we lack variety.

Worse, they mention the first statement as if it were a good thing; ideally, PvE wouldn’t be so mind-crushing easy, and we wouldn’t have a system in which the same option is the best option everywhere.

[Revenant] Weaknesses

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Test.8734

To summarize:

-No vigor
-No evade skills
-No instant teleport skills
-No swiftness or 25% speed increase
-No invulnerability skills
-Little to no Protection or Regeneration boon uptime
-No stealth
-No non-target leap skills (besides Unyielding Anguish which seems more situational and more of a peel, a very strong one at that)
-Very little condi removal
-Lack of stun breakers

Most of what you have listed (lack of mobility, no stealth) are things that could be linked to the rogue archetype (in GW2, think the thief). Since one legend focuses on a tanking role and the other focuses on condition damage, I wouldn’t be surprised if we have a legend focusing on the rogue archetype, using a lot of mobility skills (think swiftness, leaps, shadow stepping, evading skills) with a little bit of stealth.

A good example would be something like the Legendary Shiro Stance people have been speculating about.

That x-pac ain't coming soon.

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Test.8734

Given there’s at least finishing up the revenant, beta testing of the whole xpac, game balancing and some seeerious debugging, I’m no longer so optymistic about release date. So just gonna sit down, chill out and focus on here and today.

The first time we had a playable demo of GW2 in a convention was in Gamescom, in 2010.

The game was released on 2012.

It’s pretty much a joke to say that the expansion will be released very soon because it will be playable on PAX.

The beta test, though, is more likely a sign that the expansion will be released in less time.

The community has always been bad at predicting when GW2 releases will happen (you should have seen the polls trying, and failling miserably, at predicting when the main game would be released). But honestly, I think ArenaNet is desperate to make money, and so they will release the expansion sooner rather than later.

Revenant assumptions are getting out of hand

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Test.8734

People love to speculate, I personally don’t but i get it, all the what ifs and walls of texts on skills that should be can be entertaining , however taking it one step further and assuming we have a complete picture then critiquing the class at this stage is, to put it mildly, short sighted (extremely).

What I would call “to put mildly, short sighted (extremely)” is waiting until a profession’s mechanic are set on stone before offering feedback that would then be useless. It’s far smarter to tell ArenaNet what we, the players, would like or not to see now, while they are still deciding, than wait until everything is finished and they wouldn’t make big changes anymore.

Coming Stability Change

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Test.8734

There is always in every game some portion of the population that only plays PvE, has no regard for balance, and is vehement that nothing gets nerfed every under any circumstances.

I’m very much surprised you are still around.

And this isn’t a matter of “OMG, let’s never nerf PvE!”. It’s a very big change on the way the game works, and everything we have today has not been built to work with stability being different from what it currently is. If ArenaNet went back and reworked the current encounters in the game that rely mostly on enemies using CC on players, then it would be ok – it could actually be a good thing.

But let’s be realistic, ArenaNet will NEVER go back to each PvE encounter that they have based around monsters using CC and rework them. They will see it as being too much work, and leave behind broken scenarions in which we have a round key to fit into a now square hole.

This is made worse by how ArenaNet often uses CC effects from monsters as a crutch for when they want to spice up a fight, but have no idea of how to do it. Just see how Orr is basically a sea of CC effects, or how many of the season 2 encounters relied on CC from monsters, and so on.

After years of building a game in which CC on players is their default answer when trying to spice an encounter, changing how CC on players works without changing those encounters is not going to work.

Screencap of all Revenant skills

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Test.8734

What I actually liked the most was the camera effect on the hammer skill 3. Using leaps and teleports like that, with the camera pulling back in order to avoid the disorientation effect that would come from moving so fast, is actually a great idea. It allows for more cinematic skills without making combat too confusing.

Revenant: 6 - 0 skills, do we get a choice?

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Test.8734

“Cronacher describes one of Jalis’ utility skills. Revenants using this legend will be able to call down a rune from the sky that damages and weakens enemies as it descends. Once it actually hits the ground, it will push enemies away in order to form a safe space for allies.”

(Source: http://www.polygon.com/features/2015/2/18/8061219/guild-wars-2-profession-reveal-revenant-pc-mmo-arenanet)

Does anyone recognize the spell that is described in the interview? No, me neither.

Inspiring Reinforcement: Create a stone road that damages and weakens foes as it’s created. Once it’s created it will pulse, granting stability to allies.

Third utility skills shown while under Jalis’ legend. Too similar to what you described to be a different skill.

Revenant kills existing professions

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Test.8734

Yep, “give something new”, so…

Are you going to compare a whole new class to e.g an offhand weapon for a mesmer?

No, I’m going to compare a whole new profession to an old profession with reworked mechanics and new weapons.

Revenant kills existing professions

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Test.8734

How do specializations solve the problem? From what we know, they take something away from a profession and give something new…

Yep, “give something new”, so…

They don’t add cool animations and effects

…They can very well add those things.

Lets Chat: Revenant Masters of the Mist

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Test.8734

So back to our customizationproblem. As every legend is tied to an trait-line I suppose we have 4 legends at all (Jalis, Mallyx, Shiro Tagachi?, Rurik?). With 20 Utility-Skills per class that would mean you have 1 Heal, 1 Elite and 5 Utility skills with each Legend.
Well it is better than just having your legend choose your Utilitybar completly, but it is still significally lesser customization than every other class.

Or maybe we will have only 3 utility skills per legend, with 6 or more legends. It would be more utility skills than other professions, but they would be easier to create since they don’t have to be balanced against every other skill, rather just against the weapon skills and the other skills in the same legend.

We could then have more skills with the Revenant than with any other profession, as a pay off to having less customization.

Lets Chat: Revenant Masters of the Mist

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Test.8734

There is no way I get “no skill will ever cost more than 50%/the amount you start with” from that. There’s not much “push-pull” if you come in with all your buttons hot and are just waiting to store up double what you need for your best shot…

And, no skill from the stream today cost more than 50% of the skill bar.

Revenant kills existing professions

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Test.8734

Could we see future reworks of exisitng professions to make them on par with Revenant or should everyone just reroll the new profession on day one and forget about the past?

Specializations.

Mordremoth better be like TEQ

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Test.8734

Maybe Mordremoth will be the first instanced raid?

Yeah. Horrible idea.

One of the (many) flaws of the personal story was how it was made to be entirely soloed, but then the last mission required a group. The same kind of content should either be entirely solo, or entirely with a group, so you know how you will experience it.

If the HoT personal story will be told through soloable instances, then the ending of that storyline should also be told through a soloable instance.

And, for the records, making Mordremoth into a dynamic event is also a horrible idea. It would stuck the endgame boss in an never ending cycle, so it would never be truly defeated, and the story would be stuck there.

Mallyx and Contagion

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Test.8734

I’m gonna laugh because there will be yet another profession that’s better at conditions than the supposed “master of conditions.”

If it makes you feel any better, the condition-based Revenants will likely be as useless in PvE as the necromancers.

Taunt is bad

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Test.8734

One, the player has no way of avoiding other than dodging .
The second the player can’t dodge but can be removed by a good support ally.

There is very little in this game that cannot be dodged. If we can often dodge attacks that would cause Fear, we have no reason to assume that we have could not dodge attacks that would cause Taunt.

And just as there are ways for an ally to help with conditions, there are ways for an ally to help with Pull (stability and etc). Support is weak in GW2 not because Taunt doesn’t exist yet, rather due to the encounter design we have that rewards dodging and DPS more than anything else.

Lets Chat: Revenant Masters of the Mist

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Test.8734

I agree since you only can switch between two at a time.

it’s better to have this option:

Legend A (1,2,3,4,5) take 3
Legend B (6,7,8,9,10) take 3

than this option

Legend A (1,2,3) you have to take those
Legend B (4,5,6) you have to take those

I would rather have 4 legend options with 3 utility skills each, than 2 legend options with 6 possible utility skills each.

Taunt is bad

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Test.8734

Duration.. If taunt is like fear it will have duration and since is a condition stun breaks wont work, so you need condi cleanse.

Stun breaker works on Fear, too. Check in game or in the wiki if you don’t believe on me.

Revenant energy bar - a glass half empty?

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Test.8734

In time, you’ll learn kittenspeak, and mostly just ignore it.

Or maybe develop a purr….

That kinda hurt :P

It actually annoys me that you lose energy when you change legends while being at full energy. But the reason why we likely won’t be able to keep switching legends just to refill energy is the cooldown for the switch, so it won’t become as much a matter of autoplay (switch – spam all skills – end with zero energy – switch – spam all skills – end with zero energy – switch – and so on).

Taunt is bad

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Test.8734

How about boss taunting player out of stack or in area effect. Taunts aren’t only given to players mobs will have it and if its common it might change stacking.

What’s the difference between a boss taunting a player into an area effect, or a boss using Pull to bring a player into an area of effect? In both situations, the enemy is interrupting whatever it is the player is doing and moving the player closer to itself.

[6 Superior Runes of the Revenant]

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Test.8734

1) +25 Power
2) +35 Condition Damage
3) + 50 Power
4) + 65 Condition Damage
5) +100 Power
6) Gain Fury, Swiftness & Might when swapping Legends (60 second cooldown)

I see you are following the pattern of the other “Runes of [Profession]”, as mentioned in a later post, but that’s too similar to Rune of the Elementalist:

1) 25 Power
2) +35 Condition Damage
3) + 50 Power
4) + 65 Condition Damage
5) +100 Power
6) +20% Burning Duration/
20% Chill Duration.

Taunt is bad

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Test.8734

However, even if they don’t rework all encounters in the game, if the new content and encounters are constructed different then taunt and every other CC will become useful – at least in the new content.

Which leaves us with a new status effect that is useless in everything we have today. And even in the best case scenario – that the new content will be different from what we have today so CC will become useful – what does taunt add that the current status effects don’t already do? Pulling an enemy to a player can be accomplished by Pull. Interrupting an enemy so it doesn’t use a powerful attack can be accomplished by a lot of effects (stun, daze, etc). Even if CC worked and were useful, Taunt would be reduntant to what we already have.

The reason TAUNT is GREAT for GW2

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Test.8734

How does Taunt bring back the trinity system when it’s a CC to make you attack your allies (it’s the opposite of fear)

The OP is hinting at a trinity system by talking many times about a tanking role.

In fact, if you exclude the things that the effect currently in the game called “Pull” already does, all that’s left in the OP are references about a tanking role. Bringing enemies together so you can use AoE on them? Pull could have used for that since release.

Taunt is at best redundant, at worst one more broken thing among a sea of broken things.

IMO it’s much more interesting to see how it will be used against bosses with big attacks. Instead of dodging Kohler’s attack, someone Taunt’s him and then we go back DPSing him down.

If the idea is to interrupt his attack, assuming that CC effects work on bosses, instead of Taunt you could use any other similar effect already in the game (Stun, Daze, Push, Pull, Fear, Knock Down, Knock Back, and so on). And even if those were useable, people would likely still see them inferior as just dodging the big attack and focus on DPSing the boss.

(edited by Test.8734)

Taunt is bad

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Test.8734

Your interpretation of exactly what that means is just a conclusion you’re drawing.

OMG, do you mean interpretations are conclusions people draw? MIND BLOW!!!!!

C’mon, Vayne. That’s as weak a reply as your patented “but that’s just your opinion”. Feel free to try to point flaws in my conclusion, preferably without using your favourite argument of “people say that’s not true”.

Probably not, but who knows.

And if ArenaNet is probably not going to rework the encounter design in the whole game, that means taunt as a player ability is as useless as any other kind of crowd control we have. Reworking Defiance is not enough, and even improving the AI is not enough: with the abilities the mobs have, there’s no situation in which it would be better to CC them (even if it worked) than to just kill them. This is not something ArenaNet could fix by making generalized changes; they would have to tweak enemy by enemy. And do you honestly believe ArenaNet will do that?

Will conditions finally be fixed in PvE?

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Test.8734

Will conditions finally be fixed in PvE?

Nope.

Berseker (or rather, everything else other than berseker) won’t be fixed, either.

Stealth in MMO's will always be overpowered

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Test.8734

ArenaNet knows it. But thief players always go into a rampage when someone mentions nerfing stealth, so it’s unlikely that ArenaNet will ever remove it.

Truth be said, stealth is a very poor mechanic, but the rogue archetype is also very poor. It doesn’t really fit a game like GW2, in which there’s a strong focus on playing with other people. It’s no wonder that many of those who want duels in the game are thief players.

Taunt is bad

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Test.8734

It is a bit like saying: We have many guns here, therefore we know exactly how every single gun ever will work.

Your claims are like saying: we know what happens when people jump in middle air from a USAirline plane, but we have no idea what would happen if someone jumped in middle air from an United Airlines plane.

It’s also funny that, other than claiming we can’t know what’s going to happen, you have been unable to counter my arguments stating why I believe that’s what is going to happen.

Taunt is bad

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Test.8734

People have jumped out of a plane in mid-air. Most of them have died. Thus we have information about it based on history.

There are a lot of crowd control effects in the game. Most of them are heavily overused in special encounters. Thus we have information about it based on history.

(Although, truth be said, if you really needed to see people jumping from a plane in mid air in order to guess what would happen, I’m not sure I’m the one whose claims are bad.)

Taunt is bad

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Test.8734

I remember going to Orr the first time and got pulled and stunned and pushed all over the place.

And we have already seen plenty of complaints here about exactly that aspect of Orr. There’s no better proof than how ArenaNet actually decided to tune it down months ago. The overreliance on control effects is a sign of bad encounter design, and Orr is, indeed, little more than poor design.

Taunt is just one more tool for ArenaNet to use too much and thus continue with the trend of having poor PvE.

Isn’t this a break of the NDA? Seeing as the only way you would be able to make the claim you do would be if you had actually tried it. And anyone that have access to the HoT testing now are under NDA.

So you think you can only know if something is bad or not after you have experienced it yourself? I do wonder what’s preventing you from jumping from a plane in mid air, then.

Lets Chat: Revenant Masters of the Mist

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Test.8734

There is no way I get “no skill will ever cost more than 50%/the amount you start with” from that. There’s not much “push-pull” if you come in with all your buttons hot and are just waiting to store up double what you need for your best shot…

Assuming “your best shot” is a single skill – which is something that would be poor design – instead of a strategic combination of skills, which would require more than 50% energy.

Taunt is bad

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Test.8734

“OMG this is WoW111” – no. It will likely be the same as Fear, Stun, Daze, whatever. Not a long, sustained effect like in WoW, but something short like any other control effect we have in GW2 right now.

That’s still bad.

Let’s assume Defiant is fixed. Better yet, let’s assume Defiant is removed from the game. Would it really change anything? Instead of using control effect after control effect to keep a boss stun locked, wouldn’t it be more effect to just get a lot of DPS to kill it as fast as possible? Which is exactly what we do today?

Even if Defiant were reworked, the current PvE in GW2 makes control effects irrelevant. There’s nothing worth interrupting that you couldn’t simply dodge. Between choosing to get a control skill or a DPS skill, there’s no situation in which the DPS would not be a better option.

Taunt, as far as a player ability goes, is nearly useless.

What it does add is one more tool to be used against the players. And honestly, one thing GW2 shares in common with many bad MMORPGs is the reliance on stuns (or effects similar to stuns) to make PvE encounters more than just trading blows with an enemy. Just take a look at the Season 2 and see how many of the enemies there relied mostly on stuns and etc than on any kind of different or unique mechanic.

Stun mechanics in monsters are a crutch designers use when they want to add something to a fight but don’t know what to do. Taunt is basically adding more to that crutch, as opposed to adding something interesting to the game.

(“Oh, ArenaNet is going to change the combat system to CC is more important!” Hah! In the entire game we have today? Of course not, there’s no way they are going to rework everything.)

Chronomancer: Predicting the Future

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Test.8734

The GW1 time warp made you and your allies act faster, with your enemies acting slower. The new time bla bla could do the same – not only quickness, but quickness and slow.

Lets Chat: Revenant Masters of the Mist

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Test.8734

A trick he gets surprise people with once and even that only gives him a fixed set to tools. Some of which I’ll know he can’t use yet because of the way the energy mechanic resets to 50%.

You are assuming that there are skills that would require more than 50% of the skill bar.

Lets Chat: Revenant Masters of the Mist

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Test.8734

Now I’m almost salivating at the prospect of running into a Revenant in PvP – one glance at his weapon (which they can’t swap) and at his buff bar to read which legend he’s invoking and I’ll know almost EVERYTHING about my opponent.

And then when he’s close he switches legend and pwnz you.

Lets Chat: Revenant Masters of the Mist

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Test.8734

For that to work I would think you would need to be able to equip more than 2 legends.

Like most professions, you will likely be stuck with more or less15 skills available at any given time in the skill bar. The difference being that, instead of 10 on the left and 5 on the right, it’s 5 on the left and 10 on the right.

It doesn’t matter how many legends are available… 2-3 will be anointed by the groupthink as the must-play options and that’ll be that. I’m sure you can envision the LFG notes “ZRK. Revs n MBS ONLY” (MBS = Mighty Bob Stance) or some other ridiculous shorthand .

As likely as we are today to see people saying, “Warriors, zerk only, greatsword/axe&mace only”. Weapon skills also come in a locked set of 5 skills.

(edited by Test.8734)

Suggestion: Adopt skills into upkeep system

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Test.8734

The new upkeep skill system sounds awesome.

However, the new blog post specifically indicates such skills will be available solely to the Revenant, (and I suspect in specializations) but in any case, not the base classes.

I got a beef with that.

That’s not how upkeep works.

It works by impairing energy regeneration. Do you see that arrows above the Revenant’s energy bar? That’s showing the upkeep system. If you have upkeep, you regenerate energy more slowly, or none at all, or you lose energy if you have a lot of upkeep.

Other professions don’t have energy, so they won’t get upkeep.

Lets Chat: Revenant Masters of the Mist

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Test.8734

That is not set in stone yet and something we are deciding still.

For the records, I would rather have a fixed skill set per legend (so Bob the Revenant can only pick a single specific healing skill when he’s using the Legendary Kitten Stance) but having a lot of legends, than having only 3 or 4 legends but being able to choose between a few skills for each slot.

Why?

  • Because having different legends can be more diverse than having more skills within a given legend. Skills within a legend have to follow a theme, so they are going to be somewhat similar; but two legends don’t need any tie to each other. So having one legend with two skill options per slot would be 10 skills, but that would be less diverse than having two legends with one skill option per slot, even though this would also be 10 skills.
  • Because that allows ArenaNet to think outside the box more. If a given utility skill has to be balanced to work a lot of other utility skills, there is a limit to how much it can do. If a given utility skill has to be balanced specifically to work with two other utility skills, it can be balanced so it’s different from everything we have in the game, while the combination as a whole is still not overpowered/underpowered.
  • Because it allows ArenaNet to make more sinergistic skills. How about a elite skill that is actually complemented by the utility skills, instead of one that locks you out of your utility skills? How about a healing skill that appears to be weak, but in conjunction with the specific utility and elite skills it comes with becomes awesome?
  • Because we are not going to have that much variety anyway. To have every legend – say we have 4 – with 2 skill options per legend would still give us only a couple options per slot per legend, so the playstyle wouldn’t change much, but it would require ArenaNet to make A LOT of skills (from 20 to 40!), and balance all available combinations. This is too much work and too much maintenance for something that wouldn’t make that big of a difference.
  • Because that way is more future proof. If every legend introduced at the Revenant release has 2 possible skills per slot, this means every legend introduced at the future will need to have at least 2 possible skills per slot, or the community would go in flames against ArenaNet. If every legend has only a single combination, it would allow ArenaNet to add more legends more easily, thus adding more diversity.
  • And let’s face it, legends have been made to be cool. Having more legends, instead of more skills per legend, would allow ArenaNet to search for more cool things to use within the Guild Wars universe.

IMO, this would be better for the profession design, and the number of options could be increased by having more legends, as opposed to more skills within a legend.

Taunt: Thank You

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Test.8734

Taunt may mean enemies will no longer be brainless and you’ll have to use taunt to keep their much more lethal A.I in check. And lack of proper A.I is the number one reason PvE meta is the monotonous “zerk or go home”.

Uhu. So if you “have” to use taunt, what are you saying is that you want a change from the monotonous “zerk or go home” to a monotonous “one taunt and the rest zerk or go home”. Woooow, that’s SO much better!!!

Bag/bank space should cost gold, not gems

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Test.8734

you mean cataclysm? Do you realize that GW2 revamped Lions Arch for everyone, regardless they bought the expansion pack or not right?

Amazing how people can compare revamping one non-combat and questless instance to revamping massive parts of the world. I guess fairy tales are the only argument to defend GW2 now.

HoT is Underwhelming

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Test.8734

ArenaNet has always been good at ideas, horrible at execution. Compare the GW2 Manifesto with what we got (“we don’t want players to grind!!!!”… Yeah).

If even the ideas are sounding underwhelming, well, that’s not a good sign.

Bag/bank space should cost gold, not gems

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Test.8734

For a long time?

The in-game store in GW1 was released on July 28, 2006, that is just a few months after Factions and before both Nightfall and Eye in the North.

Yeah, and as of course you have not mentioned, more than one year after the release of Guild Wars. And one year later, in June of 2007, it was still not selling armor skins or weapon skins. And to this day, it still does not have the scam-like lottery system we have in GW2.

There was also that little fact that you could outright buy power and could only pay with real money, that people always seems to overlook.

People overlook it because it’s not true Unless you think buying a character slot gives you more power, which must make you think GW2 is incredibly pay to win.

That’s what we got in 2 years for free. Even WoW just locks it up in expansions.

You do realize, I hope, that WoW has completely revamped its world for everyone, regardless if they have bought an expansion or not, right? Which is far more than 3 small zones with bad mechanics and the same events repeating all over the map.

(edited by Test.8734)

What other fixes and additions will we see?

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Test.8734

What other fixes and additions will we see?

Let’s be honest, the question we should be asking is, what are they going to break next?

They broke trait acquisition with the new unlock system. They have broken the levelling experience with the NPE. They have destroyed the daily system with the changes to the daily and monthly achievements.

I wonder what is the expansion going to break for us.

Bag/bank space should cost gold, not gems

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Test.8734

Personally, I find GW2’s gemstore and gem purchases incredibly fairly priced, most of them anyway.

LOL! No.

Buying armor and outfit skins isn’t that bad. When it was character-based it was rather greedy, but now it’s better.

But the way to buy weapons is a joke. You have to use a lottery system hoping eventually you’ll get enough tickets to buy a skin, but you don’t know how much you need to spend in order to get a given weapon. It feels like a cheap scam from F2P games, not something from a buy to play game.

Welcome to Anet’s gemstore. The fact that these things are tied to gems and not gold is no coincidence. I agree with you, but at the end of the day its not going to change.

It’s either this or pay a sub.

The original Guild Wars does not have a Gem Store under a lottery system. In fact, for a long time it didn’t even have a store.

LA Becomes Sylvari Internment Camp

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Test.8734

I would like this idea only if the players suffer for it. If all Sylvari characters were stuck in the internment camp, unable to leave and unable to go anywhere else (even the Mists or WvW), with their characters slowly becoming weaker and weaker so eventually they can’t even move, and with their items slowly breaking and being lost. Add a log-in stop system so players woudn’t be able to change characters after a while after logging as a Sylvari, a loop eternally showing the character doing the /cry animation in the character selection screen, and some creative elements in the environment around the characters themselves inside Lion’s Arch, and it would be a nice lesson in history.