Time is a river.
The door is ajar.
Corrupted Quaggen?
http://images.playgw2.com/www/images/guide/gw2minipets/23.jpg
so in a game u have to die to a warriro to know his skill and weapon set
and next minute, a nother player with completely different armor/outfit joins, u’ll have to die again to them to know their sets
or , there are 4 warrior on the enemy side, good luck remebering/trying out all their set and choose strategy in a 3 minutes competitively intense game
Nope.
You can kind of see what weapon he has in his hands.
And if you’re prepared as well, you should be able to counter. Depending on profession:
Remember: the same ‘disadvantage’ you have also applies to them.
If you go glass cannon, however, good luck with that.
Yep, you can play straight after the tutorial:
1) Go To The Mists through the PvP interface (the two crossed swords)
2) Go to Lion’s Arch
3) Go to the portal hub, and pick the racial city of your choice
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Unless that person is Zatoichi, why would someone be scared of someone that is guaranteed to miss you?
All joking aside, is the Fear attached to an attack as opposed to just a plain old skill?
“Blindness is cured on the next outgoing attack, regardless of whether that attack would’ve hit anything if not for the blindness or how long the blindness had been stacked up for. "
weapon switch only make the game unpredictable,
it can be fun sometimes but it’s uncompetitive, like i said, it’s like youre fighting with random numbers of players with random skills, can be fun sometimes, but in the long run it’s uncompetitve thus boring and nonrewarding
Funny thing is, fighting people is unpredictable. You don’t know what they’re going to do next, unless you’ve really mastered fighting.
Random skills? The only skills there are are the ones in game. The skills aren’t chosen at random either. People pick skills depending on their build. For example, a Warrior with a Greatsword is almost always going to take an Immobilise to make sure their 100B hits.
It’s just a case of knowing what to look out for, which is gained through experience.
No weapon switching and simpler, cleaner maps
Something tells me you have trouble adapting to change on the fly?
Profession Icons
Dodge their first attack and watch the animations.
If they’re flinging fireballs at you, chances are that they’re an Ele.
Matching
I’m pretty sure in the blog post CJ said they were implementing something like this.
Blocking attacks without input is something a shield does by virtue of being strapped to your arm and simply being in the away of an attack.
Seriously, armchair warriors, go out and fight witha shield and sword for awhile against others and see how many attacks you block without actively trying…it is the whole point of having a shield.
Want to have a cost for it? Make a passive block cost 30% of an adrenaline bar. After all, a valid strategy against someone with a shield is to bash your weapon against the shield hard over and over again to drain the strength of your opponant and make them sluggish.Passive dodging/blocking already exists in the game (3rd attack for ranger longsword, 3rd attack for ranger greatsword both being examples) so Anet is not opposed to it. Obviously the melee rangers aren’t opposed to it.
The thieves out there are also not opposed to passive dodges (dagger/dagger being the most seen thief weapon load in spvp as they use the dual skill to evade large attacks while attacking).So why all this crying over a passive block? Afraid your big attack will miss? Don’t throw all your faith into one hit and plan better strategies with the expectation that you will be evaded, which is what everyone fighting a thief already does.
1) Actually, I’d argue that unless it’s a tower shield, the majority of a shield blocking attacks is if the person holding it lifts it into a defensive position to meet the attack. Just it there being on your arm isn’t going to block much unless someone is swinging to your shield side anyway. And if we’re going to use the ‘realism’ argument, realistically, someone wouldn’t attack the side the shield is in the way of.
2) You can do something about the passive evades by watching the attacks and then timing yours / setting up appropriately. You can’t do anything about an RNG block.
3) You talking about Adrenaline (the Warrior resource) or Endurance (the Dodge resource)?
Players would spec into keeping “vigor” up often and/or being able gain endurance back on X therefore being able to block a lot more than 20-30%. On top of blocking costing less endurance than a dodge.
For example: Guardian Honor trait row, Vigorous Protection : Gain 1 second of Vigor when you critical hit.
@Runiir Definitely agree.
Well, obviously it’d have to be balanced so it isn’t constantly available i.e. while using block endurance slowly drains, while being hit takes a chunk out of your endurance.
Having a passive block chance means that someone might survive / win a fight by pure luck (i.e. block triggers on the biggest attack) rather than reacting to the skill.
@TheDaiBish & gimmethegepgun, Then it would be pointless to have shield blocking if you have to activate it like dodge and it would consume endurance. I almost always holding down rightclick when fighting to strafe n’ such. Not a good idea.
@piitb 15% is very low and most likely will almost never block, 20-30% would be better.
Why would it be pointless?
And it doesn’t have to be right click. Any key would do.
Well if that’s what you think, then i guess i have nothing else to say to you about this
If you think that ArenaNet is satisfying a big portion of the gaming population and not a tiny one well…i guess time the population speaks it self…because adding that “to me” you are referring to me as i’m speaking for the tiny portion…which is wrong…
I added that in reference to you’re speaking for the group who doesn’t think the entire game being re-playable is pointless, and that games need content exclusive for max level characters.
At the end of the day, you aren’t going to please everyone. It’s pointless to try. Best you can do is stick to your original philosophy as much as possible.
At least in WoW you can choose between 10 raids and another 10 dungeons 10 battlegrounds and many arenas. But really the conversation is not about WoW is it?
Which were all added over time.
In this game, thanks to the philosophy, you have a choice between 9 dungeons at whatever level and the runs will still be challenging.
One of the CORE tenets of RPG’s is the idea behind your character getting more powerful. Its really a core tenet of fantasy in general. Even if fantasy books the character starts out as some punk who is so inept he can’t swing a sword fast enough to cut a cantelope, but by the end he becomes a super awesome knight, or wizard, or king, or thief, or whatever.
Hey, fancy that! When you start at level one, you’ll get mowed down by higher level monsters. However, as you level, you’ll eventually become strong enough to match them.
This whole idea of “lateral progression” is a huge load of crap and thankfully not many people have bought into, and a healthy portion of the ones that did buy into it realized that its a load of crap shortly after having partaken in said load of crap.
Ahhh, there we go. Your suggestion would have been much shorter if you’d just said “include a gear treadmill into the game”.
(edited by TheDaiBish.9735)
All i am saying is that there is not enough motivation / interest for me to play the game after level 80…that’s it.
If what they only want is to satisfy a tiny portion of the gaming population, that’s cool and acceptable…
Corrected it for you.
While it may not be your thing, there are plenty of others who enjoy it.
“What’s the point of a max level toon?”
Whether or not these are your sort of things is debatable, but these are the advantages to having a higher level character.
Bear in mind this isn’t the traditional ‘get to cap and then play a different style of game’.
Well, what about Fractals?
They get harder and harder as you progress, and are made for max level.
As for end-game that is specifically for higher levels, ANet build the game on the premise that ‘all game is end-game’.
Define ‘proper endgame’.
I’m going to assume you mean ‘raids’ there.
I do agree however the Legendary process could be improved.
Yes the suggestion is that they should add more content, in the most aspects of the game, if not in all
Huh huh. Because that’s something they’re not planning on doing over time?
Out of curiosity, what have you done in the game altogether?
I’m not getting the suggestion. Is it ‘more content’?
There’s a massive difference between ‘lack of content’ and ‘lack of content that you enjoy’
Also, the poll doesn’t ask "Would you buy a GW2 expansion if it comes out this year?”, like you said. Just saying.
We already have:
Hey guys,
Just a quick update on where the whole scavenger hunt system stands since I know that’s a topic many of you have brought up recently. We’re not currently actively working on building any sort of legendary precursor scavenger hunt, this is something we want to do in the future and we’re in the midst of designing how this would function, but no one is actively building this feature and you should not expect in the Jan/Feb/March releases at this point.
We are however working on expanding reward systems to make them more re-rewarding across all parts of the game, making the open world more rewarding, and adding new ways you can earn precursors as rewards via new reward systems taking advantage of our open persistent world.
Some of these additions will come as early as the January release, and will get covered in more detail in the next week or two as well release all the details about this release once testing has signed off it’s all ready to go in January. (we’ll also provide a high level summary of our goals with reward systems, etc. in our 2013 blog post, which should be out next week)
I’d be up for when you got a Shield equipped, then you can use endurance to block, as opposed to dodging (blocking is activated by clicking the Right mouse button).
I’d want to stay away from the passive RNG for combat though.
I’m not sure “Dress Up Barbie” and meaningless “achievements” is a solid, long term content model.
Not on it’s own, no.
But they’ve brought vertical progression into the game. They’ve just made it so that dungeons and instances aren’t the only way of getting that gear.
As for meaningless achievements, the meaning of them is up to the player. For example, you may believe that getting Master Crafter is meaningless, but to someone else who enjoys crafting it could be meaningful.
Eh, I’m personally hoping it’ll just be gear that’s cosmetically themed around the different professions, and you’ll get a random piece.
So what I got from this was:
Where’s the preview pic from? I read the article and watched the video and never saw that.
You talking about the reward screenshot?
That’s in the blog post near the systems and achievements outline.
Additional question:
Are we going to get posts going into more detail of these different things? Like:
Legendary is just an estetic.At the moment its just as strong as an exotic.In the future it will be just as strong as the next tier.And even if they were to be slighly stronger the difference will be too small to be relevant.So you don’t have to worry that people who grind more than you are stronger.
And that should be the end of the legendary topic.
OK, let’s put it another way.
Why can’t the process be improved?
Why do we have to settle for what amounts to ‘gather all of this and chuck it in the Forge?’ when the process could be so much more?
I feel like an idiot. I just tried to scroll the screenshot down to see what else we can get -.-
Also, I’m slightly intrigued by how they’ve done gear by Profession, as opposed to light / medium / heavy. Does that mean we’re going to get gear that’s Aesthetically tailored to each one?
Online games are build around grind.If you don’t like grind don’t play online games.
In the end no one promised you nothing.
A grind isn’t the issue. I’ve completed the Sphere Grid from FFX. I really don’t mind a grind.
It’s the grind is so one-sided that the main focus is gaining Gold, Karma and Skillpoints. That doesn’t make for exciting game-play, in my eyes.
I’d much prefer it if the Legendary weapons needed you to do everything in game:
Add more Achievement requirements, reduce the Resource Grind a bit to compensate, and then add story parts to it to explain the lore behind it along the journey.
Sure, it’s not mandatory, but mediocrity is a terrible fate. The process of creating a Legendary could be so much more.
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HAX!
I CALL HAX!
“…allowing you to really show off your accomplishments.”
And that’s exactly what it is.No one said they would be impressive.Or what ever you think its impressive.
What does it show you’ve accomplished, exactly?
That you’re awesome at working the TP?
The you can do the WvW jumping puzzle over and over?
That you can do the same thing over and over until you’ve got enough resource?
Personal opinions and your personal idea of a legendary is quite redundant.Thats what it is .If you’re disappointed , no one’s forcing you to make them.Its entirely up to you and completely optional.
You’re the one that asked ‘what the kitten I want’. I obliged with an answer.
As it is, ANet are the ones that called them Legendary weapons. They’re the ones that set up the expectation. If they’d been called something else, then I, like a few others, wouldn’t have had the expectation that they’d have some sort of lore surrounding them.
The process could have also involved a lot more of the game: completing your story, doing the mini-dungeons, doing the dungeons, searching the far reaches for rare materials.
Instead it devolved into a resource grind.
As for personal opinions being redundant, why do we have a Suggestions forum? I mean, that’s where people convey their personal opinions aimed at improving the game.
As if the solution isn’t obvious… If you’re not scaled down you get no experience or loot from enemies outside your level range. It turns it into a more traditional approach to leveling, but in my honest opinion, that’s what they should’ve done. It’s less fun overall the way they have it now.
I would much rather not have my character stats constantly distorted than participate in low level content. I understand, this wouldn’t be a preference for everyone; but what is the harm in making it optional?
Because you will get the people who will abuse it to grief events.
As it stands, scaling isn’t harsh enough, and going to a lower level area really doesn’t dent the amount of damage you can put out.
I’m not going to comment on Issues 1 and 2 yet. I’m going to wait to see what the blog post later this week says.
However:
Issue 3 – Skipping
Tone Trash Down to make clearing easier and faster – I’m not a big fan of nerfing content, to be honest. If anything, Bosses need to be made more ‘boss-like’ so they differentiate from trash. Toning them down would just mean that it’ll be an AoE fest.
Improve Loot – Depending on how it’s balanced with open-world loot. If it’s better, then you’re still stuck with issue 1.
Remove Trash Mobs – Eh, that would make the dungeons seem too empty. Ascalon Catacombs? Isn’t that where the Foefire happened? So where’s all of these vengeful spirits?
Additional Suggestions:
They’ve given you a choice: Spend cash or use gold.
They need some things cash-shop exclusive to generate revenue. If you put everything in-game, the cash-shop wouldn’t generate as much revenue.
However, I agree that costumes, armour skins and such should be one-time unlockables, as opposed to just unlocking them on every character.
10 dollars is worthless in Gw2, takes 20 dollars, or more to pick up a few runes. I am not giving ANet money just so I don’t have to play the game, I want to play the game, but it’s either you pay, or go with out.
As someone who hasn’t converted a single gem into gold, I wholeheartedly disagree.
All of my gear was crafted, all of my runes bought with saved up gold. And that’s not playing a massive amount either.
The only people who feel the need to do that are the ones who have no patience.
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Its just a skin , purely aesthetic.Who specified that they were supposed to be a symbol for ‘’doing remarkable and challenging things’’?
“…allowing you to really show off your accomplishments.”
From the video.
What I don’t understand is , what the kitten is it that you want?
I, personally, would just like some context as to why these weapons are Legendary.
Who did they belong to? Who made them? Why are they considered Legendary, and not just another sword?
This, to me, makes the difference between something being Legendary and something being Exotic.
Hell, I’d consider the named armours as Legendary (Rurik’s, Koss’), simply because they have history.
I think player-generated content is a great idea for end-game.
I think it’d require a tonne of work for various reasons, mainly exploiting mechanics for reward gain.
I guess you couldn’t outrun a centaur…
I agree.
It doesn’t take 5 minutes to pull out a magic wand and fix the issue.
All joking aside, here you go:
https://www.guildwars2.com/en/news/fractals-of-the-mists-dungeon-improvements/
I’d wager it’ll be coming in one of the updates.
I feel like I am always playing by myself. Even when fighting something with a bunch of other people. I still feel by myself. As soon as what ever anyone is fighting is dead, it’s like magic everyone is gone. There is no dugeon for me to party up with people, no one want’s a low leveler in their group. The last mmo I played which was in 2007 was WoW and as soon as I hit 10 I could start running dungeons. Which I love running with partys and fighting bosses, for good drops.
My advice to this would be to find a good, friendly, social guild. Or even get a few like-minded people together and start your own! I know you don’t have the time to play, but there are plenty of people that do, and will be understanding of the limited time you can play.
When guesting is put in place, this will become a lot easier.
-Fighting just seems hetic with dodgeing, runing away, and dieing. Most of the time your just kiting harder mobs. At lvl 35 I can barely tank a lvl 8 champion in hand to hand combat, thats ridic. The only reason people can beat champion mobs is beacuse a higher level person is there trying to do their map completion. Then when you finally do beat a champion your level, the drop is crap. They need to make champs to be able to be defeated by PC’s their level.
There is no spoon.
Unlearn thinking you can ‘tank’. Unlearn watching the UI.
Keep a ranged weapon equipped in the event you need to get out of dodge because your heal is on cooldown and your endurance is refilling.
Try to keep Toughness as a Warrior (Toughness just plain scales better for us), but also don’t neglect Vitality, since Toughness doesn’t do squat against Condition Damage.
Personally, when leveling, I used Dual Sword and Dual Mace. This give me access to:
Also:
Don’t dodge everything. Instead, just move out of the way of the big attacks, and try to keep at least one bar of endurance in case kittenF.
-I’m lvl 35 and my gear is just now changing, it took me 35 levels for my gear to look diff from level 5.
-I took note from the forum and started mineing, cutting wood, collecting plants and keeping everything that can be crafted.
-I just used everything I had at lvl 35 and it showed no reward. Didn’t level me up much or make me money. And then I found out I could only learn 2 professions. For the love of god give me more thread.
If crafting, try to use the Discovery pane. Not only does it give you extra XP, but that’s how you create the various other amours.
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I can see a downside to this.
The beard will be so glorious that it emits a constant Stun as people stare upon the gloriousness of it.
Legendaries should not boil down to RNG or TP, that doesn’t guarantee that the very best players get them. There’s no reason that they can’t introduce a system that relies on skill….and the only proposed solution that would at least take steps to move us towards such a system is not in active development.
Legendaries are not for the best, but the most dedicated players. There should always be multiple ways to achieve them.
One could argue that the most dedicated players aren’t just the ones who will endlessly grind, but also the ones that will perservere and improve their skill when they meet a genuine challenge, such as a challenging fight, a timed jump puzzle. Maybe a labrynth that’s in the dark.
If you spend hours and hours failing, but keep trying, surely that shows dedication as well, no?
Wait for the blog post this week.
I am awaiting the following series of updates with trepidation.
Being a bit of a pessimist, the only PVE content (other than bug fixes I hope) I expect is more fractals and ascended gear. I think that these series of updates are going to give a good indication of future direction the game is going to take.
Hopefully I am wrong and there is more than what I stated above for PVE.
Hey guys,
We are however working on expanding reward systems to make them more re-rewarding across all parts of the game, making the open world more rewarding, and adding new ways you can earn precursors as rewards via new reward systems taking advantage of our open persistent world.
That to me says that they’re focusing on the open world and a reward system for DE’s. Possibly readying for including Ascended gear in the open world?
I personally do hope they focus on
The Rare and Exotic skins are different.
You can also buy the Godskull weapon recipes up in Fireheart Rise.
Yes, it would be down.
…
Touche.
The Rare and Exotic skins are different.
You can also buy the Godskull weapon recipes up in Fireheart Rise.
Up in the south-west corner of the map.
If it’s the South, wouldn’t it be ‘down’ there?
There’s also a Wooden Sword skin in the Norn starting area
The Rare and Exotic skins are different.
You can also buy the Godskull weapon recipes up in Fireheart Rise.
I’d settle for this, yeah.
My personal preference, though, is for Legendaries to involve a mix of item acquisition and actual skill-based challenges to truly test you and your skill as a player.
I expect if you integrate these two elements well, you’d end up with only the most talented players getting Legendaries. They’d be more rare, if anything, than they are now.
I agree.
If anything:
My solution would be:
dont have anything about this suggestion
but some players want only story quest in order to craft legendary, i thought your suggestion is same. Sorry then
If you think about what a ‘quest’ is in an MMO, it’s a task. That means it can have whatever requirements needed to complete it.
So yes, while the entire process of crafting a Legendary might be a story quest, it doesn’t mean that it has to be easy.
From what I can gather, a lot of people want a story based quest for the lore and context, not to make things easier.
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They’re already putting in free content. Large expansions I feel should be paid for.
1) Not everyone wants stuff from the store, but would quite happily buy the expac.
2) Someone might not buy anything from the store, but down to other people buying it, they’d end up getting the expac free.
I rather do farm for 10000 hours than doing some stupid story quest. I hate story quests in mmorpgs. They are the same as grind, you just do what is told you to do and finish it. I dont play mmorpgs to do quests, stories, I do that only once and never again. I play mmorpgs to develop my character, give him best armor, farm as much gold as I can, farm materials, do dungeons, raids, pvp and play with friends. Quests, stories are the last things I play mmorpgs for and they encourage solo play.
MMORPGs are about playing with each other, why should Legendary be based on some story quest which everyone do solo (as we all know)?! Current way gives you 100x more opportunities to play with friends, from doing dungeons, farm materials, do wvw, etc.
No one is forcing you to craft legendary you know? If you dont enjoy the requirements, ctop cryeing and dont go for it.
So yea. I do agree with OP. Current way of crafting Legendary weapons is where it should be, it can use some tweaks, but nothing major.
Lack of imagination, you have.
Down in the Flame Temple Tombs, the Ancient Blacksmith considers your request.
“Aye, I can craft that for ye. Ye gonna have to bring me some components to craft if. I’m gonna need you to get some Orichalcum, some Lodestones I can easily shape, a Gift from each of the places of great power, of old and 50 shards of black glass.”
i.e. Orichalcum, Molten Lodestones, 1 of each dungeon Gift and 50 Obsidian Shards.
Exactly the same process as now, just put into story form.
Can’t see why you’d complain about that: you get your grind and opportunities to play with friends, and us who like the story get that.
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the gear system is ganked i think that if someone spends their time getting legendary weapons/armor the stats should be over the roof good otherwise one would feel that they wasted their time working for that piece.
1) There’s no Legendary armour
2) Why should stats be higher? It’s optional for people who want the skin, not required for people to be able to compete.
As for people ‘feeling like they wasted their time’, I’m pretty sure you don’t speak for everyone.
Possibly
no no and no again yes no, play another game if you want a completely different combat system :P
Not suggesting to completely change the combat system, just make it more interesting. I am sure I am not the only one who finds the “cd-only” warrior boring. I like the idea of adding a resource bar. Maybe in addition to cooldowns.
You mean something like Adrenaline. Which we already got.
Thing is, we can’t have both
I wouldn’t be opposed to the Warrior maybe having a F1 + F2 skillset that uses Adrenaline:
For example, if wielding a Sword and Shield:
Or a Hammer
With Big Brother watching, the only thing I can say is (evidently) that I disagree with people in this thread who are only posting that they disagree with me, without posting any actual evidence or support for their standpoints.
Oh, and that Legendaries should be account-bound. Seriously.
And yet, you haven’t posted any evidence that supports your point either, merely opinions that support your statement, which aren’t objective since you don’t look at the positives of the other points, or the negatives of a resource grind:
RNG
Advantages:
Disadvantages:
Quest
Advantages:
Disadvantages:
Dungeon Progression
Advantages:
Disadvantages:
Resource Grind
Advantages:
Disadvantages:
Ideally, the process of creating a Legendary should:
Give context as to why the weapon is Legendary – Something of Legend has a story behind it. As you go about advancing, collecting certain items, you learn the lore of the weapon.
Lengthen Gameplay – Legendaries should be a time-sink for those who want to obtain them. Not too long so it gets tedious, but not so short that its easy to get. Can be done by:
Reward Gameplay – Meaning minimal RNG. If someone needs to kill Champions to get, say, 100 of an item, they should get it, or at least a good chance of getting it. Can also be encouraged. The more variety of gameplay that is rewarded, the better.
Be available to everyone that works for it – While the process shouldn’t be easy, it should be open to everyone that wants to work for it. Comes under ‘rewards gameplay’.
As it stands, the current process of Legendary weapons:
However, personally I think they could use work on:
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