Although my math is off (i.e. numbers), that image shows how it will work out in the end. HPs are a sum of per-level points + skill challenges, everything else becomes Spirit Shards.
Added source for credibility. Those 70 HPs are earned through levelling, starting at level 11. Oh, and this is just an incomplete test case (world not 100%). I don’t remember how many skill challenges are in the world.
@Edit
Ah, my math is flawed (I apologize). Overlook this:
Hero points are now earned every odd level from 11-80. A total of 398 points are earned through leveling.
(edited by Valento.9852)
Hi guys. Just thought I’d create a small image that hopefully will clarify for some people who are still confused about SPs -> HPs.
Enjoy!
(edited by Valento.9852)
There are many things to consider around the changes such as targets limit, ICD, what their damage coefficients will be, range, radius, activation time, etc. And they can (and will) nerf stuff if it doesn’t feel right, just as they’ll buff stuff if it feels underpowered.
On a side note, when I first knew about GW2 I thought necros would be awesome because of condis, then we met the crappy design it is today. I hope I can deal great damage through conditions with my necro, I don’t want to spec into zerker, it feels weird to me.
As the title says, replace them, but make a mastery for acquiring them. Unlock passive abilities through mastery, maybe only add to a trait the special effect upon landing, but people shouldn’t sacrifice an important trait for getting -50% falling damage.
Oh, and it’s just an idea.
Well, everyone is anticipating too much, this goes for you too. I say wait until core changes are available and experiment, then you can decide. Only things that I think they should fix are condi builds (inexistant), and crappy elites (elementals still the way to go, but they crappy too).
I can’t really compare to engie (another class I play and love), engie will be literally re-made, and they will surely nerf some skills if they’re out of place.
We’re getting a survival buff but our damage is getting nerfed (bleed and burn nerfs to allow condi stacking).
There is also a celestial nerf incoming, and our elites are still useless.
I think they’ll make a second pass at our condition-applying skills, increasing stacks (such as scepter earth #1, or fire #1).
Useless elites are useless. That’s an unchanging fact, and I kind of give up on them getting rid of all this stuff.
This is REALLY exciting! Do you guys think it might be possible to spec into condi builds through burning (+Signet of Fire)? Always felt like we’re out of place when compared to guardians. WE ARE the elementalists here, ANet, we manipulate fire! heh
Will it be possible for elementalists to have a burning condi. meta? Right now it’s waaaaaaaaaaaay too weak. It seems kinda surprising how well guardians will perform, but I for one would welcome a burning meta, we’re… elementalists after all.
Lion’s Arch. Well, the new Lion’s Arch.
Anet did a fantastic job with both DR and LA in my opinion. I would dearly love to see some urban adventures in these locations.
In fact, I loved all capitals except Hoelbrak. DR is indeed a holy-mother-of-kittens outstanding city.
Still better that they take their time with it, the process is going to delete skins from a lot of accounts, If they rush it and mess up people could lose their entire wardrobes and figuring out what unlocks people had short of a rollback would be a nightmare.
Yeah, that’s true.
The only worrying fact is that since it’s risky and complicated we can’t expect this to be fixed anytime soon.
Tired of “Tired of Outfits” thread showing up every update.
Heart of Thorns will bring armor sets.
Tired of “Heart of Thorns will do this, Heart of Thorns will do that” replies.
They should stop with outfits… make them skins. It’s just silly we can’t mix ’n match, it takes away character look customization which is what PvE boils down to.
If Kasmeer can portal to unseen locations, we can go to Realm of Torment.
If Kasmeer and Marjory are a gay couple, Logan and Rytlock can be too. Wait…
The proper zerk nerf is called “good mob A.I.”
Not really. AI, even complicated AI, is a system. Systems have rules, rules can be learned and weaknesses detected and preyed upon. It would be a nerf for about a week.
Not quite. AI can be responsive/adaptive and retaliate with random decisions to corner specific players based on difficulty level predefined. AI can be smart and learn throughout the fight, adapting to certain tactics, how “well” they adapt is key for separating faceroll content to actual difficult content.
I think removing duration attribute AND traits reduce build variety.
@Syrpharon, that moment when you realize a GUARDIAN pwns with burning, but eles don’t.
- Dodge to remove a certain non-condition debuff (like TA’s husks).
They revamp trinkets so that they’ll be the only source of duration increase? And even if the percentages are small, they’ll have a great impact to the durations themselves.
Inb4 they won’t nerf zerker gear. They will nerf full zerker parties.
As an ele, I’d like to take a moment to say that not everyone stacks might BEFORE getting to the boss. You know why? That screws the initiation of our damage! If you go S/D to get the maximum out of might stacking, there are a lot of heavy-damage close range burst skills, which if popped early will be such a waste! The combo is usually finished with an AoE knockdown+Churning Earth for a great amount of damage. So, if you’ve been wondering, there is a reason to stack might onto the boss.
Not that I like it, I hope HoT redefines gameplay effectively wiping zerker meta (i.e. full zerker party).
Responsive AI, more decisions to pull from, and smarter decisions for that matter are really good points if well-tuned.
Don’t forget to put light fields in dungeons when an elementalist is about to blast. It gives area retaliation, wich means a dps gain from the party, and you can stack a lot of it!
Troll.
I don’t know about the wings… I dyed my outfit with Glint’s Sanctuary Dye, it won’t match. What do you guys think? :/
I have the silver one from MF, always get a reasonable amount of ectos from overall salvages.
- New Heart of Maguuma minor race reveal
No no no please no!
I share the feeling.
Hmmm… a few things I can think of:
- Ventari Legend for the revenant
- Druid reveal
- New Heart of Maguuma minor race reveal
They could have used placeholder skills just to see how they react with tempest profession mechanics. So they could, for instance, borrow some monster skills just to test, but in reality those slashes/chops could not even translate into what tempest skills will be.
As long as people argue Tequatl/TT are “challenging” content, the game won’t evolve in that direction. This is what I fear the most, and this is enough reason to scare current players and potentially new players away from this game. Game industry isn’t just about replacements, or some sort of “filter”, when MMOs become huge beasts in the market they have way bigger bills to pay, so being cult is not an option.
It was more than 24 hours. And it was defeated by a group of 150 organized players that were all on voice chat. For weeks after, servers still failed Tequatl regularly.
and some still do. Not because of lack of players, but because they dont want to listen to the people trying to organise the event.
That is the point, you’re forced to group up with people who don’t listen. If you have done Marionette, you should remember well enough this very same problem happening on and on.
Teq and TT can’t be considered challenging, all it takes is a crap load of players (WAY more than raids, mind you).
I’d call them elite missions.
There, one elitist! Get him! I’m joking. That’s a fine name and evokes the challenges of a raid.
It’s astonishing how afraid people are from raids, giving every sort of excuse: it will steal resources from doing other content, it will diminish player base, it will create elitism, it doesn’t fit the game because philosophy is casual-friendly (wtf?), we have “great” world bosses which are difficult already (w.t.f.?), it will require too much time spent to complete, just a minority is asking for it, it is not “needed”, etc. Seriously? Is it that hard to understand that it’s OPTIONAL? You don’t have to do? I don’t sPvP, I’m not forced to do it, and yet they’re constantly spending resources on that to make it more attractive, if you compare to PvE and WvW there aren’t as many players playing it, and yet they keep on refining it because they believe in e-sport and that game mode. For Jesus Christ’s sake, just STOP thinking the world revolves around yourselves and be a little less egoistics.
There is a reason Anet used the words “Challenging Group Content” and not “Raids”, the word “Raid” would cause an uproar mostly because people wouldn’t read what that means in the context of GW2.
The only valid concern that I can think of is the community split. If these hard instances are more rewarding than the open world then there is a chance that the open world will be devoid of life. If I recall, close to release, and shortly after, the devs said they don’t want to focus on instanced content as much as other games do, because they want their open world to stay alive and the player base not hidden inside instances. It will be hard, but certainly not impossible, for the devs to change their philosophy on this. I hope they do though, the game needs some harder more structured PVE content.
All other reasons against raids are just non-existent.
Understandable. In such case, just mimic Marionette: slice a reasonable part of the map, add mechanics there, and work out entrance requirements (eg. players limit), then trigger a player-based or guild-based “lock” to prevent multiple raid openings per overflow (so other guilds can do it). There, people doing raids in a controlled environment using a slice of the map, but it’s purposefully limited to a X amount of players.
Mhm, make pseudo instances within the open world
In the end it’s basically the same thing, just a more natural open feeling.
This is what I instantly thought they may be doing when I saw the Wyvern.
It’s something EQ did way back in like 2001 in the expansion after instances became a thing. They even had it such that you could spectate with open windows to look through. It didn’t really work perfectly there because of the whole “well they’re doing it, now we can’t” thing, but with megaservers GW2 could avoid that problem, though the system would be clunky and you’d have to try to find an open map. It’d be interesting to see done though.
It would be somewhat different because the amount of players wouldn’t be like open world zergs. It’s less than that, but surely more than a dungeon (14-24 members). They can fake it and whatnot, call it “Open Air Dungeons”. Whoot! There, our OADs.
It’s astonishing how afraid people are from raids, giving every sort of excuse: it will steal resources from doing other content, it will diminish player base, it will create elitism, it doesn’t fit the game because philosophy is casual-friendly (wtf?), we have “great” world bosses which are difficult already (w.t.f.?), it will require too much time spent to complete, just a minority is asking for it, it is not “needed”, etc. Seriously? Is it that hard to understand that it’s OPTIONAL? You don’t have to do? I don’t sPvP, I’m not forced to do it, and yet they’re constantly spending resources on that to make it more attractive, if you compare to PvE and WvW there aren’t as many players playing it, and yet they keep on refining it because they believe in e-sport and that game mode. For Jesus Christ’s sake, just STOP thinking the world revolves around yourselves and be a little less egoistics.
There is a reason Anet used the words “Challenging Group Content” and not “Raids”, the word “Raid” would cause an uproar mostly because people wouldn’t read what that means in the context of GW2.
The only valid concern that I can think of is the community split. If these hard instances are more rewarding than the open world then there is a chance that the open world will be devoid of life. If I recall, close to release, and shortly after, the devs said they don’t want to focus on instanced content as much as other games do, because they want their open world to stay alive and the player base not hidden inside instances. It will be hard, but certainly not impossible, for the devs to change their philosophy on this. I hope they do though, the game needs some harder more structured PVE content.
All other reasons against raids are just non-existent.
Understandable. In such case, just mimic Marionette: slice a reasonable part of the map, add mechanics there, and work out entrance requirements (eg. players limit), then trigger a player-based or guild-based “lock” to prevent multiple raid openings per overflow (so other guilds can do it). There, people doing raids in a controlled environment using a slice of the map, but it’s purposefully limited to a X amount of players.
Oh, forgot to say that it’s just how Guild Puzzles work. It becomes closed after some time. So it’s not new or “awkward”.
(edited by Valento.9852)
Sure it’s feasible. Let’s hope they don’t hide all the best skins behind raiding though, or people like me will feel we have to raid to play the game, to get those skins, the one thing we didn’t have to do before.
Raiding people don’t just want challenge, they want reward for challenge…at least many of them have asked for that. Start gating skins behind the hardest content in the game and people will want the “best” or coolest looking skins. And if you don’t want to raid you then have to choose to raid, or not have those skins.
Dungeons weren’t quite as bad, and still some people had problems with that. Of course, now there’s a PvP track that allows you to get dungeon rewards, so you at least have another option. But raiders also tend to want exclusive, unique rewards. Then you end up again with the haves and have nots. If the haves happen to be a smaller group, and the have nots is a much bigger group. you’ll end up kittening off your core players.
It doesn’t HAVE TO happen like that, but it sure could. And from what I’ve seen of what raiders want reward wise, that’s where the problem lies.
Yeah, could, you must agree that’s on ANet hands though.
As is whether or not they make raids. That’s also in their hands.
That was not the point of my posts, my point is that the excuses given for not implementing raids are too much biased and anticipated, and are a pure contradiction to ANet core philosophies about gear treadmill and making something mandatory. People shouldn’t be questioning these two points and basing their opinions on them (which they are doing).
And the point of my posts are that the raid “lobby” is so loud and so insistent that it can affect the direction of games, or at very least convince other people that they’re some sort of huge majority…which I don’t think they are.
Nothing I say will stop Anet from making raids if that’s what they want to do. But my comfort levels would go down if raiding was introduced. It would certainly have to be done carefully. I think we might be seeing a completely new type of raid, and as such, maybe it doesn’t need to be called a raid.
That would solve a lot of problems.
Vayne, I just don’t get why your comfort levels would go down and why the name kind of bother you, and the others for that matter. I too think it’s not major priority, what I can’t digest is the way people perceive their introduction and constantly retaliate with (excuse me the word) nosense excuses. Most of the times they’re not even constructive. IMO if you don’t like certain stuff and aren’t going to critique in a constructive way, then you shouldn’t be babbling for refusal at all.
Call it however you want, just don’t deny people aren’t requesting, and don’t judge beforehand stating it’s bad before knowing how ANet will implement their raids. Things that didn’t quite work well and fell into oblivion or were removed from the game include: Raid on the Capricon pvp map, Obsidian Sanctum (few uses), and current trait system. The devs are bold enough to try and remake stuff, or remove them if they don’t feel it’s right, they’re not afraid to try, and they will, given certain constraints.
I couldn’t disagree with this more. People say don’t introduce mounts. Don’t introduce open world PvP. Don’t introduce this, don’t introduce that. Everyone who pays for this game has a right to say what they want the devs to be working on and NO ONE shouldn’t be telling them that they are wrong for exercising that right.
That said, a person’s comfort zone, for many, is key to the success of the game, whether that’s fair or not fair. I don’t play games with open world PvP because I don’t like design decisions made around it, which DO affect my game.
I’ve never EVER played a game with raids where the raids didn’t have some affect on me, thus I have every right to say I don’t want them here.
They can say whatever they want, fine, just don’t be alarmed when shallow posts from people with nonsense reasons are completely ignored.
I’m not the one who generally gets alarmed at decisions made by Anet. I take things pretty much in stride. I lobby for what I want, and if I get it, I get it, if I don’t, I get that other people wanted other stuff.
But sometimes people call posts shallow and and reasons nonsense when they’re not. You may not agree or understand them, but it doesn’t make them invalid.
Maybe I get too technical about reasoning, then I’ll just believe they consider technical opinions apart from player wishes.
Sure it’s feasible. Let’s hope they don’t hide all the best skins behind raiding though, or people like me will feel we have to raid to play the game, to get those skins, the one thing we didn’t have to do before.
Raiding people don’t just want challenge, they want reward for challenge…at least many of them have asked for that. Start gating skins behind the hardest content in the game and people will want the “best” or coolest looking skins. And if you don’t want to raid you then have to choose to raid, or not have those skins.
Dungeons weren’t quite as bad, and still some people had problems with that. Of course, now there’s a PvP track that allows you to get dungeon rewards, so you at least have another option. But raiders also tend to want exclusive, unique rewards. Then you end up again with the haves and have nots. If the haves happen to be a smaller group, and the have nots is a much bigger group. you’ll end up kittening off your core players.
It doesn’t HAVE TO happen like that, but it sure could. And from what I’ve seen of what raiders want reward wise, that’s where the problem lies.
Yeah, could, you must agree that’s on ANet hands though.
As is whether or not they make raids. That’s also in their hands.
That was not the point of my posts, my point is that the excuses given for not implementing raids are too much biased and anticipated, and are a pure contradiction to ANet core philosophies about gear treadmill and making something mandatory. People shouldn’t be questioning these two points and basing their opinions on them (which they are doing).
And the point of my posts are that the raid “lobby” is so loud and so insistent that it can affect the direction of games, or at very least convince other people that they’re some sort of huge majority…which I don’t think they are.
Nothing I say will stop Anet from making raids if that’s what they want to do. But my comfort levels would go down if raiding was introduced. It would certainly have to be done carefully. I think we might be seeing a completely new type of raid, and as such, maybe it doesn’t need to be called a raid.
That would solve a lot of problems.
Vayne, I just don’t get why your comfort levels would go down and why the name kind of bother you, and the others for that matter. I too think it’s not major priority, what I can’t digest is the way people perceive their introduction and constantly retaliate with (excuse me the word) nosense excuses. Most of the times they’re not even constructive. IMO if you don’t like certain stuff and aren’t going to critique in a constructive way, then you shouldn’t be babbling for refusal at all.
Call it however you want, just don’t deny people aren’t requesting, and don’t judge beforehand stating it’s bad before knowing how ANet will implement their raids. Things that didn’t quite work well and fell into oblivion or were removed from the game include: Raid on the Capricon pvp map, Obsidian Sanctum (few uses), and current trait system. The devs are bold enough to try and remake stuff, or remove them if they don’t feel it’s right, they’re not afraid to try, and they will, given certain constraints.
I couldn’t disagree with this more. People say don’t introduce mounts. Don’t introduce open world PvP. Don’t introduce this, don’t introduce that. Everyone who pays for this game has a right to say what they want the devs to be working on and NO ONE shouldn’t be telling them that they are wrong for exercising that right.
That said, a person’s comfort zone, for many, is key to the success of the game, whether that’s fair or not fair. I don’t play games with open world PvP because I don’t like design decisions made around it, which DO affect my game.
I’ve never EVER played a game with raids where the raids didn’t have some affect on me, thus I have every right to say I don’t want them here.
They can say whatever they want, fine, just don’t be alarmed when shallow posts from people with nonsense reasons are completely ignored.
Sure it’s feasible. Let’s hope they don’t hide all the best skins behind raiding though, or people like me will feel we have to raid to play the game, to get those skins, the one thing we didn’t have to do before.
Raiding people don’t just want challenge, they want reward for challenge…at least many of them have asked for that. Start gating skins behind the hardest content in the game and people will want the “best” or coolest looking skins. And if you don’t want to raid you then have to choose to raid, or not have those skins.
Dungeons weren’t quite as bad, and still some people had problems with that. Of course, now there’s a PvP track that allows you to get dungeon rewards, so you at least have another option. But raiders also tend to want exclusive, unique rewards. Then you end up again with the haves and have nots. If the haves happen to be a smaller group, and the have nots is a much bigger group. you’ll end up kittening off your core players.
It doesn’t HAVE TO happen like that, but it sure could. And from what I’ve seen of what raiders want reward wise, that’s where the problem lies.
Yeah, could, you must agree that’s on ANet hands though.
As is whether or not they make raids. That’s also in their hands.
That was not the point of my posts, my point is that the excuses given for not implementing raids are too much biased and anticipated, and are a pure contradiction to ANet core philosophies about gear treadmill and making something mandatory. People shouldn’t be questioning these two points and basing their opinions on them (which they are doing).
And the point of my posts are that the raid “lobby” is so loud and so insistent that it can affect the direction of games, or at very least convince other people that they’re some sort of huge majority…which I don’t think they are.
Nothing I say will stop Anet from making raids if that’s what they want to do. But my comfort levels would go down if raiding was introduced. It would certainly have to be done carefully. I think we might be seeing a completely new type of raid, and as such, maybe it doesn’t need to be called a raid.
That would solve a lot of problems.
Vayne, I just don’t get why your comfort levels would go down and why the name kind of bother you, and the others for that matter. I too think it’s not major priority, what I can’t digest is the way people perceive their introduction and constantly retaliate with (excuse me the word) nosense excuses. Most of the times they’re not even constructive. IMO if you don’t like certain stuff and aren’t going to critique in a constructive way, then you shouldn’t be babbling for refusal at all.
Call it however you want, just don’t deny people aren’t requesting, and don’t judge beforehand stating it’s bad before knowing how ANet will implement their raids. Things that didn’t quite work well and fell into oblivion or were removed from the game include: Raid on the Capricon pvp map, Obsidian Sanctum (few uses), and current trait system. The devs are bold enough to try and remake stuff, or remove them if they don’t feel it’s right, they’re not afraid to try, and they will, given certain constraints.
Sure it’s feasible. Let’s hope they don’t hide all the best skins behind raiding though, or people like me will feel we have to raid to play the game, to get those skins, the one thing we didn’t have to do before.
Raiding people don’t just want challenge, they want reward for challenge…at least many of them have asked for that. Start gating skins behind the hardest content in the game and people will want the “best” or coolest looking skins. And if you don’t want to raid you then have to choose to raid, or not have those skins.
Dungeons weren’t quite as bad, and still some people had problems with that. Of course, now there’s a PvP track that allows you to get dungeon rewards, so you at least have another option. But raiders also tend to want exclusive, unique rewards. Then you end up again with the haves and have nots. If the haves happen to be a smaller group, and the have nots is a much bigger group. you’ll end up kittening off your core players.
It doesn’t HAVE TO happen like that, but it sure could. And from what I’ve seen of what raiders want reward wise, that’s where the problem lies.
Yeah, could, you must agree that’s on ANet hands though.
As is whether or not they make raids. That’s also in their hands.
That was not the point of my posts, my point is that the excuses given for not implementing raids are too much biased and anticipated, and are a pure contradiction to ANet core philosophies about gear treadmill and making something mandatory. People shouldn’t be questioning these two points and basing their opinions on them (which they are doing).
You guys dictate your opinions by the World of Warcraft definition of raids. Raids, in GW2 terms, will not:
- Have gear treadmill: This has been clarified since launch, with the manifesto.
- Be mandatory: Apart from the current means we have to gear up, no further methods are needed. You can get exotics with dungeons and other various contents, ascended with fractals, world bosses, and other stuff.
When we have these two points perfectly clarified (i.e. GW2-style raids), then what are raids for? Re: Difficult instanced content long requested/asked, in a more closed environment to reproduce experiences old-school MMO players miss. What would the rewards be? Re: Skins, be it grindy or not, simply skins. Skins don’t make one more powerful than someone else, so it is perfectly feasible.
Sure it’s feasible. Let’s hope they don’t hide all the best skins behind raiding though, or people like me will feel we have to raid to play the game, to get those skins, the one thing we didn’t have to do before.
Raiding people don’t just want challenge, they want reward for challenge…at least many of them have asked for that. Start gating skins behind the hardest content in the game and people will want the “best” or coolest looking skins. And if you don’t want to raid you then have to choose to raid, or not have those skins.
Dungeons weren’t quite as bad, and still some people had problems with that. Of course, now there’s a PvP track that allows you to get dungeon rewards, so you at least have another option. But raiders also tend to want exclusive, unique rewards. Then you end up again with the haves and have nots. If the haves happen to be a smaller group, and the have nots is a much bigger group. you’ll end up kittening off your core players.
It doesn’t HAVE TO happen like that, but it sure could. And from what I’ve seen of what raiders want reward wise, that’s where the problem lies.
Yeah, could, you must agree that’s on ANet hands though.
You guys dictate your opinions by the World of Warcraft definition of raids. Raids, in GW2 terms, will not:
- Have gear treadmill: This has been clarified since launch, with the manifesto.
- Be mandatory: Apart from the current means we have to gear up, no further methods are needed. You can get exotics with dungeons and other various contents, ascended with fractals, world bosses, and other stuff.
When we have these two points perfectly clarified (i.e. GW2-style raids), then what are raids for? Re: Difficult instanced content long requested/asked, in a more closed environment to reproduce experiences old-school MMO players miss. What would the rewards be? Re: Skins, be it grindy or not, simply skins. Skins don’t make one more powerful than someone else, so it is perfectly feasible.
It’s astonishing how afraid people are from raids, giving every sort of excuse: it will steal resources from doing other content, it will diminish player base, it will create elitism, it doesn’t fit the game because philosophy is casual-friendly (wtf?), we have “great” world bosses which are difficult already (w.t.f.?), it will require too much time spent to complete, just a minority is asking for it, it is not “needed”, etc. Seriously? Is it that hard to understand that it’s OPTIONAL? You don’t have to do? I don’t sPvP, I’m not forced to do it, and yet they’re constantly spending resources on that to make it more attractive, if you compare to PvE and WvW there aren’t as many players playing it, and yet they keep on refining it because they believe in e-sport and that game mode. For Jesus Christ’s sake, just STOP thinking the world revolves around yourselves and be a little less egoistics.
(edited by Valento.9852)
Scaling.
Want to make me happy, and those I play with?
Make your challenging content scale from 1-5 people.
I often have 1-2 friends / family online, and I don’t want / need to drag in strangers. I want to play with people I know, trust, and are often in the same room.
For that matter, scale fractals and existing dungeons too.
Let me play how I want with who I want.
+2!
I, too, expected a proper challenge scaling when I started playing. Sadly it turned out a minor thing that all it was about was raising mobs levels in events, or adding vets and champions. Of course I don’t expect a complex event scaling system, but in the long run it would increase the game’s quality.
The problem is that one way will always be “easier” and they took the one that makes more sense: more people = easier. Otherwise you wouldn’t want to play with others.
Well, I’m sorry but honestly that is a direct way to officially dumb down the game.