Why don’t you upload podcast on soundcloud so people (or you) can add comments into the timeline, for example to say “hey, we are talking about Guardians here”?
Or put it on Youtube where the description of the video has time stamps or whatever they are called to skip to the beginning of the topic one is interested in.
I will try to answer both questions here.
I should get into doing timelines and transcripts especially for this type of a setup. We did not get into class specifics, because we wanted to keep it to an hour. Next month we will do something for a longer period of time where we will cover more class specifics, the Forest (we completely forgot to cover this one), and other tournament specifics. We plan on possibly going to two hours next month since we will have Symbolic and a special solo-queue guest.
We are working on getting it on youtube. I have never heard of soundcloud so forgive me for not having an answer on that one.
http://www.youtube.com/user/SOACGaming is our youtube channel.
I am working on getting gameplay of our hosts so we can add it to the podcast and then upload it on to youtube. I am not sure how to put in timestamps, but I will read up on it.
This (ArenaNet have an account on soundcloud too) :
Why don’t you upload podcast on soundcloud so people (or you) can add comments into the timeline, for example to say “hey, we are talking about Guardians here”?
more skins and make them dye-able:) And pls let us transmute them to thank you!
Agreed!
I want a black quiver for my ranger ._.
22 days ago in this post Tyler Bearce have anticipated some feature they are testing for the Custom (Rental) Arenas.
I’d like to suggest some more:
Capture Points Toggle: disable/enable capture points
Secondary Mechanics Toggle: disable/enable map features like trebuchet, sharks, cannons, orbs, keep doors, Guild Lords, Chieftain/Svanir, meditations.
Racial Skills Toggle: allow the use of racial skills
sPvP Character/PvE Character Toggle: allow the use of PvE (and WvWvW) characters instead of sPvP ones
Downed state Toggle: disable/enable downed state
“Corpse scouting” Toggle: when defeated, your corpse will be teleported to your base until your respawn timer reach 0 preventing “corpse scouting”.
Mysterious Reply in 3…2…1…
We would really like to bring back the play that orbs provided to WvW. That being said the initial version of orbs was like Swiss cheese.
What you mean hard?
No! Full of holes!We really want to bring back the orbs in some form or another, but it is a complicated thing and so there is no timeline, nor are there specifics as to what form they would take when they return. We have top people working on it! But I can’t give you anything more than that, as there is nothing more to give.
Make orbs of power like orbs in Spirit Watch sPvP map:
if you take the orb to your keep you score X points (plus some non-fighting stats buffs), if you take the orb outside a enemy keep a Breakout-like event will start.
Then the orb respawn after X minutes (preventing the “steal” bug/hacking abuse that caused the orbs removal).
This will add dynamism to the borderlands gameplay
In the meantime, just leave it even after april! :P
Is your intention to promote small group play in WvWvW over the zerg vs zerg meta that we have seen so far?
If you go back to the meeting with Rytlock at the Black Citadel you can see that Braham is reluctant to ask for help in Hoelbrak: that's the reason that push him to ask help to Rytlock (as he is a friend of Eir) instead of Knut.
As for why Eir doesn’t talk about him, maybe she feel responsable for the death of Borje the Sun Chaser and think that Braham is safer far away from her.
For the next week, all the medium population servers will be free to transfer to. Might be worth giving one of them a look!
So, mmmh, a T1 server like “Seafarer’s Rest” will be even more populated?
:/
Btw, to counter dashes and leaping skills, conditions that impair movent like cripple or chill should reduce the range of that skills: if you can’t run properly when you are clippled, then you shouldn’t dash/leap away!
Are you clippled? Is your movement speed reduced by half?
Then even your ability to leap is reduced for the same amount.
(For the sake of reality this shouldn’t apply to shadowstep/teleport ability as they don’t involve actual movement)
Further on the topic of snares:
Necro have far less snaring options than many other classes. Specially immobilize, where we literally have only ONE skill on ONE of our weapons(dagger).
[…]
Yet necro only got 1 single immobilize skill, single target, 600 range on a 25 second cool down.
Just a note:
http://wiki.guildwars2.com/wiki/Rigor_Mortis
Thief and eles are this way thanks to leaps and ride the lightning, and we have discussed about that in this topic.
at best we might become counter-roamers.
Just what i’ve said.
(edited by Tiborb.1453)
…
Then play a roaming class. You are obviously looking for a roamer build, which is something that necromancers are not, at the moment. You are looking for a thief or elementalist.
Nope.
I wanna play the necro the way he should work. The way ArenaNet say he should be.
And a simple roamer don’t do what i’ve described.
A roamer kill. I don’t want a high spike/killer class. I want a attrition necro that “lock” a player down. If i kill someone they will just come back in few seconds.
I’m looking for a necro.
What if you have Plague Signet on and a teammate gets Feared? Do you get Feared also?
The mate got cleansed and you become feared for the remaining time if the signet proc at the right time.
Who cares if the class disengages, you cap/keep the point.
I care and this is not 100% true.
You say this because you just take into account only fights that take place over a point.
But what if i want to prevent a roamer thief to roam?
Or i want to prevent a early killsteal on Svanir running toward an enemy killstealer?
Or i want to cut off reinforcement fighting them just outside their spawn place?
Or i want to stop a d/d ele to run away with his orb (yeah, ride the lighting DOESN’T make eles drop the orb, ignoring with a single button smash the 40% movement impairmant granted by the orb)?
What if i want to FORCE them to fight AWAY from the points acting as a “interceptor”, so my mates can just sit on/cap a point?
I say this because that’s should the role for a master of attrition: force people to fight you in unconvenient places, slowing them down, changing the just fight over the point mentality.
Now necromancers can’t do this because:
At the moment attrition based opponents are like an encounter you can just skip in a dungeon! :P
Just like in a football match, i want my opponent away from my penalty area, not inside
50% of the classes in this game have no chance to escape from me, and I mean “no chance at all”, (warriors // guardians // necros and engineers),
25% are able to escape sometimes, (rangers with leaps or entangle and mesmers with teleport),
The last 25%, (thief and d/d ele), will likely be able to scape,
All that we need to be a great attrition class is a reliable dark path,
Sounds good, but not good enough for the BEST snaring class in the game. ^^
Im pretty sure we aint supposed to actually snare, just force cough dark path, spectral grasp, etc the enemy to be close to you.
In theory they are designed to do that, in the actual pratice (unless they are not standing still) they fail at 90% rate.
For the condition damage, you need to remember that we only have access to 3 damaging conditions (fear, bleed, poison) without the help of another class.
Even if not so much used, a necro can do confusion too with combos involving Spectral Wall.
Condition duration is worth only if you gain a full second as conditions thick only every second (all but confusion that thick for every action), so you need a full second to do more damage.
Fractions of a seconds are worth only:
-for conditions that stack in duration (for example: having 0.4 more seconds of poison will give you an increase of damage only after 3 attacks)
-to gain more overlay for conditions that stack in intensity
-to counter Runes of Melandru and/or food like Bowl of Lemongrass Poultry Soup that decrease contition durationNot entirely true. It depends on if the target is already afflicted with a damaging condition. If the damage tick timer for conditions is running, and you apply a bleed that lasts for 1.5 seconds, it can tick twice depending on when it is applied.
The easiest way I have been able to describe it is to say that if a bleed has 12.4 seconds of duration, it WILL tick 12 times, and has a 40% chance to tick one additional time if the target was already bleeding when you applied the 12.4 second bleed.
Agreed that duration is great to counter the condition duration reduction food.
Oh, my example btw was not 100% true even for this reason:
Duration of conditions, when increased by Condition Duration, is rounded to nearest quarter of a second in skill tooltip’s list of effects (0s, ¼, ½, ¾ and 1s)
Attrition? There is no room for attrition in this game at all.
Why? Because no one can prevent disengages by classes that use skills intended as gap closer/engaging move as escape mechanism.
At the moment attrition based opponents are like an encounter you can just skip in a dungeon! :P
For example:
If you can’t prevent a ele from using ride the lightning to move 1200 units away in 2 seconds, then there is no room for attrition.
If you can’t prevent a ranger from using swoop to move 1100 units away in few moments, then there is no room for attrition.
If you can’t prevent a warrior from using rush to move 1200 units away in few seconds, followed by a Whirlwind Attack to move even further, then there is no room fro attrition.
[…and so on…]As almost every classes have a very easy way to get away from the 900 units threshold of our unique gap closer, the Dark Path (a skill that is very slow and very easy to dodge) or even the 1200 units threshold of our unique come back here and fight like a man skill, the Spectral Grasp (as Dark Pat, very slow and very easy to dodge and even buggy, because the effective range of pulling is less then 1200, see Necromancer Bug Compilation Mk II for clarifications), then there is no place for attrition because almost everyone (all BUT necros >_>) can run away from a fight in a blink of a eye.
Speaking of which, I do miss GW1’s Scorpion Wire. It would have been the perfect skill to counter all these high mobility classes.
Yeah! Something like that could be the only way to force the enemy to fight against you (if they don’t change the way ride the lightning, swoop, rush, and others skill like this work) and let necros fit the attrition role w/o giving to them a high mobility skill.
They can call it “spectral bond” or “spectral leash” and maybe add it as a 5th skill of DS… but this is only a dream :/
Condition duration is worth only if you gain a full second as conditions thick only every second (all but confusion that thick for every action), so you need a full second to do more damage.
Fractions of a seconds are worth only:
-for conditions that stack in duration (for example: having 0.4 more seconds of poison will give you an increase of damage only after 3 attacks)
-to gain more overlay for conditions that stack in intensity
-to counter Runes of Melandru and/or food like Bowl of Lemongrass Poultry Soup that decrease contition duration
Attrition? There is no room for attrition in this game at all.
Why? Because no one can prevent disengages by classes that use skills intended as gap closer/engaging move as escape mechanism.
At the moment attrition based opponents are like an encounter you can just skip in a dungeon! :P
For example:
If you can’t prevent a ele from using ride the lightning to move 1200 units away in 2 seconds, then there is no room for attrition.
If you can’t prevent a ranger from using swoop to move 1100 units away in few moments, then there is no room for attrition.
If you can’t prevent a warrior from using rush to move 1200 units away in few seconds, followed by a Whirlwind Attack to move even further, then there is no room fro attrition.
[…and so on…]
As almost every classes have a very easy way to get away from the 900 units threshold of our unique gap closer, the Dark Path (a skill that is very slow and very easy to dodge) or even the 1200 units threshold of our unique come back here and fight like a man skill, the Spectral Grasp (as Dark Pat, very slow and very easy to dodge and even buggy, because the effective range of pulling is less then 1200, see Necromancer Bug Compilation Mk II for clarifications), then there is no place for attrition because almost everyone (all BUT necros >_>) can run away from a fight in a blink of a eye.
We will have much more info on World Ranks very soon! In the mean time:
1. Everyone that helped with the kill will get full credit for the kill.
2. NPC’s are not worth World Experience
3. I can’t give all the goods away just yet!
4. Yes.
So World Experience is fully awarded to anyone that helped (healing/supporting with boons and fields is considered a “help”?).
So my worse dream become true: big zerg>small roamers becouse you can “tag” more enemy, get more kills and then gain more World Exp.
Did you figured that you are pushing the game only in the direction of zerging?
In my dreams WE would be splitted among the partecipants to discourage zergs.
Sad news for me and my guildies. >_<
Same issue for a guildie. Just asked me what’s that empthy tab for and he have not spent a single laurel.
Battle of Kyhlo is a human map.
The new Spirit Watch and Forest of Niflhel are norn themed map.
Legacy of the Foefire is a Human/Charr map.
Raid on the Capricorn is pirate themed.
Temple of the Silent Storm is kodan themed.
Are you activelly working on a Sylvari and/or Asura themed sPvP map? There is a ETA? If no, is it on schedule?
(sorry for my crappy english and feel free to make corrections)
That is about the only thing that interests me. Sure levelling up was fun but it got old and WvW is too zerging and too much running from spawn back to battle.
sPvP was ok but at the end of the day having so few skills makes it seem very repetitive. Not enough skill in it. Yes there is SOME skill – as a thief I do enjoy my hit and runs but I just like having more skills to play with as it gives the advantage to the smart PvPer.
I played Aion for a long time, loved the open world PvP. I got owned for so very long but the progression eventually turned so I was winning 50% and then eventually 75% of the time. That was satisfying to me.
You will come back for open world pvp?
Bye bye man!
I think the Ancient Karka is still alive inside that fossile!
He will come back to destroy us all! ç_ç
Data posted.
End of the survey (until someone give me 25€ to pay Survey Monkey and see answers that excede the number of 100 XD).
1)graphics (1-bad…10-amazing) – 7
2)sound(1-bad…10-amazing) – 7
3)story concept/originality (1-boring…10-captivating) – 3
4)loot/reward (1-lost all my money…10-gained amazing items) – 1
5)stability (1-extremly buggy…10-no bugs) – 8
6)network connection/speed (1-laggy,disconnections, 10 – perfect connection) – 4
7)mini events length (1-to long/short…10-just right) – 3
8)overall event length (1-to long/short…10-just right) – 3
9)overall Satisfaction (1-worst experience ever,10-best experience ever) – 2
Wrong topic!
Guys, I’ve made this survey, check it out https://forum-en.gw2archive.eu/forum/game/lostshores/Lost-Shores-Survey/first#post809124
As a free service, Survey Monkey allow me to see only at first 100 answers (and atm we are at 102) , so here the results:
Personal informations
1. Gender
2. Age
http://i46.tinypic.com/2dj2d8m.jpg
Gamer informations
3. You are
http://i49.tinypic.com/206bdvm.jpg
4. How much time did you spend on GW2?
http://i45.tinypic.com/2eus5k6.jpg
5. Your playstyle
http://i47.tinypic.com/2mrce9l.jpg
Ascended tier and infusion mechanic
6. About Ascended tier:
http://i48.tinypic.com/bjc1dx.jpg
7. Infusion mechanic
http://i46.tinypic.com/258qxc5.jpg
Fractal of the Mists
8. About Fractal of the Mists
http://i48.tinypic.com/70c3ll.jpg
Overall opinion on Lost Shore update
9. Your overall opinion on Lost Shore update
http://i50.tinypic.com/11lrcht.jpg
(edited by Tiborb.1453)
In the last few days we have seen riots rising on this forum due new content introduced with this patch, content that some people like, some not.
Now that the patch is live we know better what’s true and what’s just a speculation.
For this reason I’ve made this survey related to GW2 Lost Shores update.
Questions are related mostly on almost every part of the game introduced with this patch, ranging from controversial content like ascended tier to the assault to the Ancient Karka.
Data collected in this way will be published here to let everyone know what WE think (as a community) about the new patch.
My native language is not english, so I’m sorry in advance for any grammatical errors.
Please spread the word with your guildies and friend, so we can have a larger poll.
You can reach the survey directly from this link: http://www.surveymonkey.com/s/Q3XQJ3J
or through this blog: http://tiffolo.blogspot.it/ (if this is a succes I will add on that blog more surveys )
(edited by Tiborb.1453)
Quoting you both as you both make the same argument, essentially, and miss the same issue.
The issue is not with -current- content. No Ascended gear is required to finish every dungeon and kill every boss currently walking Tyria.
The issue is with -future- content. It was stated, when Ascended gear was announced, that Agony (and thus Agony resist) was something that would be involved in content going forward. It was not stated, one way or the other, if it would be required to even attempt future content, and it therefore becomes a simple question: grind Ascended and Agony resist now, so you are ready for the new content no matter what, or wait and see if it will be required, and hope that, if it is, enough other people waited that you can get groups to grind it out.
It is true that as of this moment in time, the grind heavy gear is not required to see any of the content in the game. But we don’t know when or if it will be, and Anet has not said one way or the other. A lot of folks saying it is required are basically taking the cautious path, assuming it will be and preparing for the worst.
The issue with this is that ArenaNet could have easily made this content require Agony resistance from the beginning as well, by making it some Mystic Forge thing and introducing Agony at fractal level 1. They didn’t; heck, they even made it so low levels can participate. Exotics aren’t even a requirement for the early difficulty levels. If they didn’t do it now, why do you think they’re magically going to start doing it in the future? None of the content in GW2 has been restricted like that. There is zero indication of ArenaNet ever restricting content like that, and it’s simply not helpful to base your argument on an assumption that they’ll magically start doing it.
AHHAHA You really think they did that for the players? Its just there to draw out the content, an additional carrot on another stick. Oh you want to see what agony is like? Hit me up 10 levels.
The Agony mechanic wasn’t introduced at the start of the dungeon so that everybody can experience the content. While one of the goals of the Fractals of the Mists dungeon was to provide some difficult content for players looking for a challenge, we also wanted the dungeon to be available for everybody to experience. While getting far into the dungeon requires agony resistance from ascended gear, the content was designed to provide challenging content, and to allow players to choose what difficulty they wanted to play at.
As for ascended gear, to reiterate what Chris has said (https://forum-en.gw2archive.eu/forum/info/news/A-message-from-our-Studio-Design-Director-Chris-Whiteside), it’s not intended as a treadmill, but rather as a tier of rewards that can help bridge the gap between Exotics (a few hours of effort to acquire a piece) and Legendaries (hundreds of hours of effort to acquire one). They’re currently only available in the Fractals of the Mist Dungeon, but we’re going to be adding new ways to acquire them, both inside of WvW as well as elsewhere in PvE.
Ok.
But WHY they have to be STRONGER then Exotics?
Not.At.All.
You have the money but not the time to play? Buy a slave to play for you! ù_ù
One because he asked me a invite, but i don’t wanna recommend this game to anyone now.
So there is a giant Silver Surfer inside the Fractals… When we will see Galactus?
http://youtu.be/z78-u18is_g (look at 0:44)
(i’m joking guys :P)
Give us a way to upgrade our exotics to Ascended armor (keeping their skin) and I dont think many would complain.
How about an NPC that in exchange of some Tier 5 crafting mats (or just very few Tier 6) allows you to turn any piece at time of Exotic armor into Ascended without touching the stats and the appearance, thus just activating the infusion slot on them?
Bad. Exotics<Ascending statwise. This is evil. >:(
Give us a way to upgrade our exotics to Ascended armor (keeping their skin) and I dont think many would complain.
Or just bring ascended down to exotics, in stats, and have infussion be a gem, rune and sigil. Then we can equip it on our exotic, and people who want the new look of ascended can still aim for that gear.
That adds new gear for people, without it being a gear treadmill. So basically staying true to what GW2 should be like. It is a pity we have to now grind to get the next level of armour. I feel like my hard work to get exotics was for nothing.Please Anet, remove the stats from your ascended gear and let is upgrade exotics with infussion.
Works either way, totally agree with you.
Nope, they have to scrap the infusion idea at all.
Ascended mess is not only a matter of stats, but with infusion they will add gated content, wich is bad too.
I can’t recall, but did anyone beat GW1 without getting infused armor? That was a pretty big chunk of the story, dealing with the Mursaat. So really, what we have here is do the dungeon for slightly better gear, or don’t and enjoy the current game with hardly any loss on your end….as opposed to not finishing a game.
Honestly people, queue the outrage when we actually have concrete facts on the overall stats and how they affect us. I highly doubt the difference between all exotics and ascended (in normal PvE) is going to be as large as all exotics versus all rares.
That one was designed to be party of the story, this is affecting a game mechanics.
And 8% more stats is a HUGE difference (as they stated they will add more ascending gear in the near future, and that mean more and more difference).
people dont read lol, the gear will only be needed “in the new dungeon”
And it affects the rest of the game. Thus it becomes needed in all aspects of the game.
Other dungeons don’t use the new agony mechanic
which is what ascended gear mitigatesso no. its not needed for all aspects of the game
They have more stats then exotics AND infusion.
They will boost your character AND help in the new dungeon.
They will be a must have for everything AND a must have for the new dungeon for mitigations.
So basically you have to grind to go deeper in the dungeon.
You don’t go deeper because you are more skilled then others, you go deeper becouse you have better infusion.
And with better infusion come better rewards and better drops.
And with that will come a huge gap between casual and hardcore players, from who play 10h per day more and who play 2h a week.
And when they will add more ascending gear and more infusion slota/tipes the gap will become bigger.
No guys, this is wrong.
This is not the game they promised to us.
This is different.
There are many way to achieve “progression” without touching the gear and the power level of a character.
The core is the same: they have trashed the GW2 Manifesto again. This is a turning point: with this feature we will see the rise of someting like “LF2M FotM, minimum rare onmi infusion”… and is… is… i don’t even have the words to explain that.
They should focus on more UNIQUE contents: is this a endless dungeon with a rising difficulty?
Then make a ladder (daily/weekly/montly/annual and lifetaime one) and give rewards to best team, even a very unique/limided edition skins so people will have a goal related to the dungeon, without ruining the gear balance
(edited by Tiborb.1453)
No, I hate the new ascended items. I hate new Legendary with more stats too.
After reading the blog, i’ve to say (i’m sorry to be so rude) that this really sucks.
I feel betrayed a lot. This is not anymore the game you promised to us.
This is something different and is the opposite you have stated in the past.
I don’t care about gear progression, it’s not FUN.
This should be the game were skills should make the difference, not the stats.
The infusion in PvE is tolerable, but NOT the new rank of gear, not AT ALL.
Scrap it from the patch. NOW.
Is obscene. You introduced this thing becouse you were scared about loss of playerbase that care about progression?
With this move you will lose even more players.
Change your mind, you are still in time.
New Item Quality Level – Ascended
While it remains to be seen exactly how many new items are being added in terms of new weapon or armor sets, we do know that a new quality level is being introduced: Ascended. This will be one step higher than exotic quality items, so it will be interesting to see how that impacts gearing up at level 80. As things stand currently, level 80 rares are basically something you only equip while piecing together an exotic set, and from there most people either salvage them for ectos or sell them on the trading post.
Hopefully the ascended gear will be somewhat difficult to obtain, otherwise it might end up greatly devaluing exotics moving forward. New items are also supposed to be hitting the current dungeon vendors, so I’m also curious to see how that will fit into the bigger itemization picture. According to ArenaNet, this new item quality is intended to help give the endgame a more distinct sense of progression, so I’d imagine that there won’t be a massive amount of ascended gear hitting the live game right away either way.
It’s also worth noting that with the update there will be a new resource to harvest, along with 200 new crafting recipes being added. Presumably these will be focused on the ascended quality level as well, so it will be interesting to see how expensive the new recipes will be to create given the current high production costs on exotic gear.
http://www.guildwars2hub.com/features/previews/lost-shores-preview
I’m actually really happy about this, considering that the new armor won’t be too much better (like more than +5% in stats). Even now everyone can do anything in rare armor just as well as in exotic, so please cut the “mandatory” and “treadmill” bs. There will finally be a goal in PVE other than the legendary weapons.
Legendary are cosmetic, ascended gear not.
I’ve buyed GW2 because of the absence of endgame gear progression (as they have stated).
I don’t like this, and i don’t like “infusion slot” thing too. I don’t like this AT ALL!.
Guys, please, stay on topic!
Necro should be an friction fighter AND a class hard to escape.
Fear, more often don’t simply “help” people to run away, because fear help you to don’t let the enemy use escape skills. Why? Because fear is a disable: a well timed one will prevent people to evade skill like spectral grasp.
Fear is a great mechanics to interrupt high killing manouvre like a thief combo or a warrior HB, helping us to fulfill better the friction role and whould be NOT op, as other classes still have better disable (better in duration and disponility but counterable with stability).
(edited by Tiborb.1453)
Necros should have the best fears out of the box, without traits. It shouldn’t even be a question.
Best and more.
3 sec fear from thief is unacceptable: if a thief steal a sniper rifle from a well trained sniper in real life, he will be never able to do better then him becouse of the lack of trainig.
In game should be the same!
Usually i see in this forum debating about fear duration (specially compared to others disable like knockdown):
the point for me is not about duration (as fear is the less counterable cc in the game, as it pass even trought “defiant”) but about sources of fear.
Even as a core mechanic of necromancer, we have only 1 weapon skill (sticked to staff) and 1 death shroud skill in a normal situation and 1 downed skill and a trait that work every 90 second when disabled.
We should get at least one utility skill that give fear to allow us to use it when staff is not equipped.
As we have traits related to fear “Wail of doom” from warhorn should fear instead of dazing.
There should be even some more traits that give fear (for example a trait in the soul reaping trait line that give fear to your target when you enter in death shroud).
(Sorry for my crappy english Hope you will get anyway my point)
If you are clicking skills, why do you use fast cast?
I don’t do it almost never except when i kite, when i feel the need to have more control with movement.