Time is a river.
The door is ajar.
I’d actually say that’s an improvement (depending on how common the chance is for the scraps) in terms of locking it behind RNG. I’d personally still prefer to buy the weapons, but I’m not too bothered, since we have the chance to get them during the Candidate Trials.
Also, dat Healing Surge buff.
Eh, I dunno. Poison doesn’t really fit into the theme of Warriors IMO. Not to mention doing that would make Sword autoattack the same as Necro’s Scepter autoattack.
I’d personally say bring Deep Wound back in some form, whether it be the HP reduction or something along the lines of making the next Condition Removal less effective against Bleed and Cripple (CR only removes, say, 5 stacks of bleed instead of all of them and cuts the duration of Cripple in half).
At the same time, Leg Specialist also affects Spear autoattack.
If it’s only PvE, you can guest onto their server.
Alternatively, you can delete all of your characters to transfer, if you only want to play around to get a feel for the game.
Class balance is horrible anyway with many useless builds.
And again I ask; how would introducing dual-classing help that?
I’m not saying it will I’m saying that given that balance is horrible anyway its not a reason not to have dual classes.
I’m really struggling to see the logic in ‘well, it’s bad, so lets throw something in that’ll make it worse and even harder to balance, instead of focusing on improving what we have’, not going to lie.
because it’s anti-fun for the person that just wants to get the JP done for the sake of getting the JP done, like me and tons of other people. It’s anti-fun when you’re the low-populated server (compared to other servers) and you see that there is 1-2 other people MAYBE from your own server in the JP as well, you try to help them but get killed in the process because people literally sit there for HOURS just to BS you.
So basically they should make the kites easy to get?
Because there are many people who find JP, Fractals and other content unfun.
At the end of it, you got to decide whether the hassle is worth it. That goes for any content.
Here’s some help though:
And another:
(edited by TheDaiBish.9735)
You came to the wrong neighhhhbourhood, motherkitten!
A jumping puzzle is man vs environment (with occasional man vs ai enemy)
throwing a Jumping Puzzle and making it a pvp area is one of the stupidest ideas I ever seen implemented. Infact it’s ANTI-fun.
Given how different people find different things fun, you can’t really say it’s not fun. Just not fun for you.
Also, how is it a stupid idea?
Class balance is horrible anyway with many useless builds.
And again I ask; how would introducing dual-classing help that?
Answer: It won’t.
We’d just end up with even more useless builds, and even more work to get more viable builds, meaning it would take longer to get certain builds brought up to scratch, and others taken down a peg.
And, as you pointed out, class balance is horrible, so the whole ‘other companies manage it’ doesn’t really apply, since we aren’t talking about other companies.
I’m not sure how that would fix anything.
It would raise the awesome stat of a boar by +1000 if he wore armour.
Hi. I was wondering if there will be any mage/warlock class. .
I, personally, would love it if GW2 came out with a Ninja class. Ninjas are known for being invisible, their wall climbing ability, and 1-strike kills.
The only problem with invisibility and one-strike kills is the non-existent room for counter-play.
Um this has pretty much happened anyway…
So your solution is to add another element that would make it worse?
How would it be worse if it already exists?
Are you really saying something can’t become worse if it exists? o.O
[Balance team only has to balance the skills tied to the profession]
is made worse by
[Balance team has to not only balance the skills tied to that profession, but with all other suitable skills that they could potentially use from all other professions]
Like I said other games manage it.
Not really. You still get the builds that are pretty much must-have, with others lagging behind, and the builds that are plain useless.
Yes, it’s the same as single professions, but more of the devs time can be spent balancing them single professions to get more viable builds, because they’re focusing on balancing just them skills, and not them skills and their compatibility with the skills of seven other professions.
Um this has pretty much happened anyway…
So your solution is to add another element that would make it worse?
How would it be worse if it already exists?
Are you really saying something can’t become worse if it exists? o.O
[Balance team only has to balance the skills tied to the profession]
is made worse by
[Balance team has to not only balance the skills tied to that profession, but with all other suitable skills that they could potentially use from all other professions]
Most major WvW guilds require players to run with specific load outs. If your guild doesn’t require it bully for you but that wouldn’t change under a dual classing system.
No, but it can be made worse.
That one profession you bring for a specific utility or two now becomes obsolete, because another profession can bring it.
I mean, can you imagine a Permastealth thief with Portal?
(edited by TheDaiBish.9735)
Um this has pretty much happened anyway…
So your solution is to add another element that would make it worse?
If I want to get all the achievements for the latest temp content, which is literally all PVE excluding this one achievement, that I have to do PVP, it make no sense!
Sanctum Sprint isn’t PvE, and that has 3 Achievements tied to it (2 which count towards the Meta).
Just saying.
All those skills are available between Mesmer and Elementalist, also Necromancer. Isn’t it better that they have managed to create 3 different professions,
Nope because they’ve segmented various parts of what makes a mage a great class, each segment is the lesser for it. My ideal class would be a mixture of ele and necro. They could solve the issue by having dual classes like GW1 did.
Dual-classing would be a balance nightmare. It was in GW1 (the sheer number of skills didn’t help with that either).
Not only would they have to balance the how the main profession’s skills would work with each other, but how every other profession’s skills would work with the main professions skills.
As for the segmentation, that’s explained in the lore.
Totally agree with this.
Not only would the lore give Legendaries a place in the world, but they’d also be able to use said lore to direct the process of the Legendary. Maybe changing one or two quests / steps that are unique to that Legendary.
For example, you need to have a stack of Claw’s debuff in order to create Frostfused Orichalcum needed for Frostfang (or it’s precursor), while Twilight would require you to be in the Spectral Realm during the Grenth event to create Duskfused Orichalcum for Twilight (or the precursor). Dying would cause the Orichalcum to lose its essence.
If you also had more challenging steps to acquiring certain parts of it, you could reduce the grind.
You mean the Super Adventure Box they’re going to be cycling along with other activities?
So basically I have to pay in-game money to stop people potentially griefing me?
How is this a good idea?
The PvE game just isn’t designed to accomodate PvP.
gaurdians can group heal for 4k without traits and can heal for 500-1000 every few seconds.
I’m guessing the healing ticks are the Virtue, but what’s the 4k heal? And is that without Healing Power gear and the stats from traits?
Just curious, Guardian isn’t really my class.
What class does have useful healing skills that a) aren’t tied to skill 6 or b) aren’t traited?
In tems of control effects, staff Eles have Frozen Ground, Lightning Surge, Gust, Static Field and Unsteady Ground on their weapon. Escape skills include Burning Retreat and Windboune Speed. Eruption and Geyser both together can combo for area healing.
Then you got Healing skills, one that heals whenever you use an attack, one that gives you a boon when used and then one that clears conditions.
Then the utilities. Water, Air and Earth signets can be used as damage mitigation (blind to miss, water and earth to get away). Lightning Flash is a teleport, Arcane Shield blocks 3 attacks, Mist Form makes you invulnerable for a time, Armour of Earth gives you Protection and Stability.
That’s not going into the Traits as well.
Staff Ele solo has a higher skill requirement to play solo effectively, but it is possible.
gaurdians can group heal for 4k without traits and can heal for 500-1000 every few seconds.
I’m guessing the healing ticks are the Virtue, but what’s the 4k heal? And is that without Healing Power gear and the stats from traits?
Just curious, Guardian isn’t really my class.
I think having ‘rest points’ on the more difficult puzzles where you can speak to an NPC to start at that point would be reasonable. Kind of like the Lab one with tied jumps.
What class does have useful healing skills that a) aren’t tied to skill 6 or b) aren’t traited?
In tems of control effects, staff Eles have Frozen Ground, Lightning Surge, Gust, Static Field and Unsteady Ground on their weapon. Escape skills include Burning Retreat and Windboune Speed. Eruption and Geyser both together can combo for area healing.
Then you got Healing skills, one that heals whenever you use an attack, one that gives you a boon when used and then one that clears conditions.
Then the utilities. Water, Air and Earth signets can be used as damage mitigation (blind to miss, water and earth to get away). Lightning Flash is a teleport, Arcane Shield blocks 3 attacks, Mist Form makes you invulnerable for a time, Armour of Earth gives you Protection and Stability.
That’s not going into the Traits as well.
Staff Ele solo has a higher skill requirement to play solo effectively, but it is possible.
Why do we need an Achievment forum? What purpose would it serve?
I’d wait to finish it.
If you like the Ascended skins, use that. If not, and you still like the Volcanus skin, finish that and transmute it.
Also, if Ascended weapons and armour go the way of the Amulets and such, Exotics will have the advantage of being able to equip Runes and Sigils.
Define ‘depth’?
As for content:
As well as this, for the latter half of 2013. read this
Don’t you only need 38 out of the 40 dives for the Dive Master achievement?
I will agree though, that dive is poorly designed, since you just have to jump and pray.
On the PvP front there has been custom arenas and a spectator mode. a bunch of new maps, and numerous balance changes.
Not to mention there are now Daily and Monthly PvP exclusive achievements.
You know you got a great suggestion when someone uses anecdotal evidence and the ‘if you like them you must be a fanboi’ logic.
That aside, if Anet listened to the groups of players like you that say ‘stop adding stuff I don’t like’, the game will never get anything added to it.
There’s just one issue I have; how do you balance the puzzles to scale between 1 and 5 players?
Focusing on the solo player would create puzzles that require no teamwork, while focusing on groups would make them impossible for a solo player.
Of course, a way around this would be to have a number of puzzles, but tailored to specific numbers.
1. Dungeons do have their own story, not tied in with your story (except Arah, to an extent).
2. If you like someones armour, ask them where they got it from.
3. Why do you need the game to tell you what to do? As for the where to go part, the game tells you where dungeons are, the next step of your Personal Story, and objectives in the Living Story. That’s all it should need to tell you, as well.
4. Explore for the sake of exploring, providing you like that sort of thing.
Haven’t read it yet, but you might want to edit it a bit to make it a bit more readable. Things like:
Bolding Headings (done by surrounding the heading with *)
Leaving a line between paragraphs.
Also, on the last line, you spelt Tyria wrong.
i would go for it if i can change the stat of trinkets at will, but i don’t really think they will implement any legendary trinket, what’s the point? they are not even visible…
and they give us only 2 gift of exploration for the map completion, how are we supposed to get a full legendary set?
Who’s to say that Legendary Trinkets will be made the same way as the Weapons?
Legendaries provide other benefits (or they will do, at any rate), such as:
- Always being on par with the highest tier of gear
- The ability to swap stat combinations out for others while out of combat.
As for the visuals, who knows? Maybe they’ll give an aura or something?
I’m going to go with (and hope for) these points. Go through the long process of making Legendary trinkets just so you don’t have to make another set ever again. As someone with multiple sets per character, I’ll surely jump on more Legendary gear.
As for visuals, I don’t see a need for more. I’m already concerned with clashing visuals between weapons and back items, now they’ll add armor to the mix. Trinkets would be just overkill.
I think it’d be pretty neat if a different piece give different effects, with the aura intensifying the more pieces you have equipped. So:
So a Warrior with a Bifrost-like Accessory would have their Stomp modified to cause a rainbow shockwave, as an example.
legendary trinkets?!!! lol
ascended was ok..
but going as far as legendary tier..? the gap for exotics will only widen!!
/facepalmBut Legendaries aren’t any more powerful than Ascended.
i only hope they don’t..
but knowing that trinkets don’t have visuals..
and if they upgrade these tier stats like they did with ascended, but with 250 of every mats and a perc to craft….
Legendaries provide other benefits (or they will do, at any rate), such as:
As for the visuals, who knows? Maybe they’ll give an aura or something?
legendary trinkets?!!! lol
ascended was ok..
but going as far as legendary tier..? the gap for exotics will only widen!!
/facepalm
But Legendaries aren’t any more powerful than Ascended.
I think if an additional requirement was you had to keep still for it to work, from a risk / reward perspective it would be acceptable. However, this goes against the whole basing combat on movement thing.
I think a better iteration, if you want to link it with stances, would be:
Heals x amount whatever happens, with one of the additional effects:
OR
Heals x amount over y seconds whatever happens, with one of the additional effects:
Obviously cool-down would have to be balanced around the effectiveness of the skill. Maybe increasing the cooldown of the healing skill if the player utilities the additional effect.
Do you have a Ranger?
I think one of the hints is to do with Pets.
They’ll probably just raise the rest of the stats by a few points to make the allocation up.
Endure pain isn’t an invuln… fail at skill 1.
Well, Invuln for Direct Damage. It’s still a form of Damage Mitigation.
Lol at the fanboys.
Yeah…
They just laugh of warriors :/The only classe that can’t stand face to face against anyother class in this game, and the guys comes with “we have a lot of sustain” :/
Incredibly constructive.
I especially liked the part where you told us where we were wrong and why we’re wrong.
This sort of thing, as well as tying the event scaling to the mechanics of the fight instead of simply the health, damage and number of adds and having more than one mechanic at a time, they could make the fights quite challenging and require some form of group organisation, regardless of the number of players.
Utilities for Warrior damage mitigation
Endure Pain – Invulnerable
Kick, Stomp – Interrupts
Dolyak Signet – Stability, Damage Reduction
Balanced Stance – Stability
Berserker’s Stance – Reduced Condition Duration
Banner of Defence – T + V
”Shake It Off!” – Condition Removal
Signet of Stamina – Faster Endurance so more dodges, condition removal.
Throw Bola – 4 sec immobilise
Bull’s Charge – KD
Even if not intended to be used in these ways, these skills can be used to mitigate damage. Obviously, the skills used will depend on your build.
If players are doing that, then it’s down to the player. If some people find it fun, why remove it?
If you do do that, it’s pointless tedium (and all for the sake of running CoF1 over and over). If you and others unlock it youselves, then it’s gameplay.
From an immersion point of view, I’ve never understood why the bad guys leave the entrances to their dungeons unguarded. I mean, it’s their base of operations. You’d think they’d make it difficult to get in. Not leave them open as if inviting you for a cup of tea and some biscuits.
Legendary isn’t a whole new tier of stat; it’s more of a title to differentiate it from weapons with the same stats.
legendary is a tier with unique capabilities and also the promise to be upgraded any time anet decide to step back on what they said with tiers….being Best in slot forever.
The ability to switch stats at will its not something with low impact on the game.
just think how some professions can change from roaming to siege to zerg to defence with it in www.
1. We don’t know how hard it’ll be to get Ascended weapons yet. If it’s anything like Exotic, it’s going to be a non-issue, just a matter of convenience.
2. I think you’re not taking into account things like Traits.
I find it extremely unlikely that precursors crafting is ever going to happen. If its “cheap” like many other unique weapons in the 100-200g range its going to be a big kick in the nuts to everyone that had to buy it at 500g+.
Maybe if its going to cost 1000g to craft a precursor.
Also, no mention on existing Legendaries? Still not going to be Ascended, just pretty exotics?
They mentioned in the blog post about account bound crafting mats:
We’ll also add a new set of account-bound crafting materials to the game. You’ll receive these materials as guaranteed rewards once per day per unique location for completing content within a category of gameplay in Guild Wars 2.
So it wouldn’t surprise me if these are involved.
Also, they mentioned quite a while back, as well as in the post, that Legendaries will always be on par with the top tier of gear (Exotics ATM, Ascended when released).
Legendary gear will remain with the same tier of stats as ascended gear and will not be made more powerful than other gear, it will simply be slightly more convenient since it will no longer need transmutations to change stats.
same usual common denial people answered so many times i don t think need further debate.
So forgive if i won t answer.
Fair enough.
I’m still curious as to ANet haven’t been listening when they’ve addressed a lot of issues that players have been bringing up.
Even back in november people tried to deny they were introducing new tierS <===
1) ascended
2) legendary
3) infusionsAs was really clear.
Legendary isn’t a whole new tier of stat; it’s more of a title to differentiate it from weapons with the same stats.
Hmmm…
- Specific way of getting the precursor
that were useless until they dcided the bait and switch.
What bait and switch regarding Legendaries?
- More skills and traits as progression
Still to see how much of them and paired to how much grind……
They felt the necessity to pair ANYTHING with grind and as you can read you will need to grind your way to new skills and traits also.
I like how you say we have to wait and see, and in the very next sentence say that we have to grind for them, without knowing any specifics.
- Improvement on rewards
- Doing something about MF
Nerf in drops and stuff about grinding again?
What? Where did you get that from?
No they don’t listen their playerbase who made it extremely clear the didn’t want ascended stuff and “progression”.
And unless you show me some feedback of the proportion of the anti ascended thread then you can t say the opposite.
(but you can see in ANY site talking about gw2 how the game is defined as a grindy with no endgame).
1. Ascended was introduced back in November. They’re simply releasing more slots of the same tier, not another tier. Unsure what the introduction of Ascended has to do with this blog post.
2. Are the actual sites saying this, or just the people who comment on these sites? Because, you know, different strokes for different folks. If there wasn’t any end-game, people would have literally nothing to do at level 80. Now, if you said traditional end-game, I’d agree with you.
Regardless of anything, some of these are issues players have been complaining about. ANet are doing something to amend them issues. How is that not listening?
Ouch!!! That one hurts DaiBish!
Looks very promising, but we’ll see if they manage to put out all of this in 4-5 months.
Huh? o.O
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.