I fear many players will leave the game because a large amount of the playerbase is so mad right now. I’m reporting bugs as I find, I wish I could help more. :/
Whoever leaves the game because of 2-3 days with some mostly cosmetical bugs
will either come back if he encounters the reality in other MMOs, or has never
really been a fan of this game .. or is maybe totally wrong in the MMO genre.The only really bad thing was the guildchat problem .. but the fix also fixed a problem
that already annoyed me since the start of the game : no longer guildchat wipe
when you relog.
Yeah, that was a plus indeed! I hope they fix teleporting skills and damaging conditions as soon as possible. Combat-related bugs are critical IMO.
tbh i didn’t mind dueling in vannila WoW that i played but i couldn’t really care if they add it to guild wars 2 or not doesn’t add or hurt anything of my playing experience other than having to press decline every once and a while in towns
They could add an option “Block all dueling invites”. Simple like that. Inviting players would receive a message “This user has blocked all dueling invites.”, and receiving players would receive… nothing.
@Edit
Dam, Many, you too fast. Stahp.
There must have been a ton of background changes… I just don’t understand how they could break so many different things with such a small patch…
The patch looks small, but there have been very sensible changes to important systems of the game. Quite sad reading all the ragey comments/good-bye threads, despite fixing many bugs thus far. ANet office must be heated right now.
@Folks, this is just a “I’m worried” thread. Chill out.
These bugs have been affecting many parts of the game. Shadowstepping/teleporting skills are unstable, Mesmer’s Blink isn’t working properly, Thaumanova Reactor fractal maze turrets aren’t firing projectiles at all… many account-bound items not stacking… player dialogues still all over the place… damaging conditions not behaving correctly (0 Condi. Damage spiking stupid damage output, while regular Condi. Damage is having its damage halved/greatly reduced)…
I fear many players will leave the game because a large amount of the playerbase is so mad right now. I’m reporting bugs as I find, I wish I could help more. :/
Wow, how ragey. It’s clearly obvious that this isn’t intended.
The new WvW borderlands maps will fix design issues since game launch. I’m very glad they’re changing them, and replacing this current CRAP we have. Blob vs. blob is the most ridiculous thing I’ve ever seen in the game. And I LOVED stability changes to melt down stability-empowered blobs, now players have to actually THINK.
Nicely done, ArenaNet, keep up the awesome work. Just ignore the whiners.
You have spent all the luck for this game, no precursors or the like for you.
I agree. It’s always good to take a break. Gaming too much is unhealthy.
As per today’s new blogpost, Dolyaks will gain extra defense against damage and condition based on amount of surrounding allies! This is awesome, I love to run yaks but hate failing because of thieves. Now, thieves won’t be able to easily kill yaks while avoiding my damage as it’ll take longer while I’m alive. Plus -> escorting NPCs. <3
My FoV saves slider position, but it has no effect when I relog. I must pull slider to the left then set back to maximum for it to work. It looks like when logging in that slider isn’t take into account, it works only when you change it AFTER logging in.
Yes, it’s just that: energy from GW1. If you have not played it, though, then it’s a different perspective. Energy is new to me…
This actually works a lot like mana! You have a recharge+resource cost, this resource is capped at a value (in this case 100), so you have to manage cooldown+resource cost. Even the regeneration over time exists in many MMOs, making this resource style not new in any sense. You have an example of resource deplete from mana shields from oldschool MMOs – a shield that protects the user from damage while depleting mana instead of HP.
In short, this is: heavy armor mid-melee range class with cooldowns+resource regeneration+resource degeneration mechanics, and its uniqueness that is legend-dependant utility skills, having a cooldown and reseting current resource amount to 50%. Partly new, partly old, and cool nonetheless, but worth noticing how comparable it is to other MMOs’ classes.
If you read Revitalizing Breath, it suggests those are HEALING orbs:
Pull in and absorb all active replenishing globes when you invoke a legend. The healing from the globes has increased effectiveness.
I still don’t get why ANet hasn’t put this in the game yet. Heck, add this functionality to ascendeds aswell, I don’t care.
Bleh, I don’t want to care too. Just give legendary weapons to everyone as their 3rd year birthday present then we’ll call it even. No unfair advantage anymore because everyone will eventually get it. If you reject, then you’re just being hypocritical.
If that’s how you think, then ANet is hypocritical since the beginning because legendaries already allow for stat-swapping.
I still don’t get why ANet hasn’t put this in the game yet. Heck, add this functionality to ascendeds aswell, I don’t care.
Not taking the game down for maintenance, or updates (in which the game WARNS and WAITS a reasonable time before going down) are the top winners. Indeed, some master wizardry, but works f**** awesome, and they’re taking this further with new patching improvements (you can play while downloading, prioritizing what you want to download first).
I approve this suggestion. It’s been brought up before, but it’s quite simple: you PAY for the sigils, you unlock them. Simple like that. If it was given for free, then that would be unfair, but you will pay, so no problem at all.
I’m dying to know what ele weapon is going to be… ANet is so silent about eles… >.>
Oh my, oh my! I didn’t know this CDI was happening in github! I’ve added a comment there.
ANet will surely come up with something awesome for WvW, probably achievement-tied stuff. There are PLENTY of achievement hunters to fill up every aspect of the game, it’s much more noticeable because of collections. ANet has literally narrowed it when they added so many achievements, they cause game population to evenly spread and make the game feel alive.
I’ve used SMW for my wrapper, but it’s more focused on traits and skills. Data is stored in localStorage.
I hope I join beta because I’m cursed and everything bad happens when I try something out. That should be something good for fixing stuff. >.>
Scarlet could manipulate thorn vines at her will, as well as teleporting very quickly, she even touched the Eternal Alchemy. That last fact alone is enough to consider her a legend, a very evil and mad legend!
Please ArenaNet, take all the time you want but don’t release this as outfit. Let it be an armor.
Pretty pretty please?
I am all for new dungeon mechanics, some random some predictable and I agree with you totally such things like you describe can be an improvement to the feeling of the gameplay. I think we have a little different approach to it but in general we agree with each other.
I’d like to see both strong points and weak points for bosses. Because I don’t feel how subject alpha is different to kohler. They are just big models with aoe deathly attacks you need to avoid. With varying the mechanics, weak and strong points of bosses we can make them feel unique. Now only Lupicus feels like a challenge.
And you know… I still can’t understand how Earth Elementals can bleed
Pointy rocks hurt, man!
Another awesome mechanics found in Volcano Fractal is the last boss’. If you stand still you are burned. That’s another way to make people move. Actually I like the heat of that fight, to make it harder there could be a couple of different effects at each 25% HP loss. But that’s just a random thought, I like the way it is as of now.
Stacking should be dead after fgs nerf. PuGs don’t know why they stacked in the first place so no wonder they don’t know they should stop now.
I am really trying to see your post seriously but when you say that dungeons are “111111” in corner the last decent pixel of my soul dies. Plz if you want to be taken seriously don’t spread misinformation.
Now, to the point. We all want dungeons to be better. And by “we” I mean serious dungeoneers enjoying cooperative hard content. While your ideas can be considered good or bad I’ll say in more general manner.
Dungeons aren’t as easy as you describe them. They are old therefore people know how to do them efficiently. We’ve learned them for almost 3 years, there’s no challenge in matching same puzzle pieces 500th time in a row. This is why you (we?) can consider them easy. But they aren’t. Take a week old player to AC, he will be blown to pieces having no idea what killed him. A little exageration but you know what I mean.
I would love to see some improvements to dungeons and especially NEW DUNGEONS. Your ideas look quite similar to what we have now in fractals – the instabilities, the additional effects making paths harder. This is an idea to consider if we want the same in normal dungeons. Personally, I don’t mind.
Now about your examples. I hate unremovable effects. This annoys more than challenges and cripples game machanics like boon striping or condi cleansing. Reflects, buffs, condis, etc are there to be used. I hated when they made Malrona’s projectiles unblockable. It’s annoying because it makes some skills useless. Why not to make them reflect for less damage or reflect only 50% of them? Your mesmer or guardian won’t fell useless with theirs feedback and WoW but you still need to dodge to avoid dps.
I made an idea once that some bosses should be e.g. condi immune or condi fragile. E.g. Legendary Husk at CoE P2 should be very fragile to burning but immune to poison and heavy armored against normal damage. Flame legion charrs in CoF should be almost immune to burning but fragile to chill. Those are only examples from my head but I think those little changes when you know you should use special tactics, skills or fight in certain terms can make those bosses more interesting than just punishing players with random conditions.
I wholeheartedly agree on “11111”. I exaggerated because I confess I ’m quite disappointed after all these 2 years, I apologize for that.
Now, about the mechanics. When you have unremovable effects you can provide fixed mechanics that are handled by effects, it is useful because you have a way to visually track that boss’ mechanics instead of going blind (cough cough like many MMOs cough cough). Since that effects represents a mechanic, and mechanics obviously cannot be removed, we make it unremovable with a clear description of what’s going on (or maybe a shady one to make players guess? heh).
The idea behind these mechanics (remember effects= mechanics) is that they are a counter against dodge-lazy or idling players. I intend forcing players to move around or they’ll have a hard time, it is specially notable if a boss summon minions. I pictured a case in that players would play lazy and get debuffs, making handling these minions something harder. I thought some boss much like Troll from Mordrem Vinewrath. Not in a sense of knocking people back constantly, but about their damage and how worse it could become having those debuffs that increase incoming damage.
You could sure play zerker, but you’d be a skilled zerker who knows how to dodge, or at least who doesn’t stand still on a corner with others while the party smash damage+Ice Storm burst. I want to spread players on most occasions, effectively reducing stacking behavior.
Some cool mechanics I should note:
Fractals – Archdiviner: He randomly throw someone in a jail, temporarily “disabling” them.
Sorrow’s Embrace p1 three-golem fight: There’s a golem with anti-stacking ability – a constant PBAoE lightning spike placed on a random player that forces others to spread away from that player. It’s not so effective because people burst it so fast it doesn’t get to a point of making a difference.
TA Story boss that turns players into sylvari hounds: This is some sort of disable much like Archdiviner, but they’re “phased out” of combat and must kill a hound to return to their true form and be able to hit the boss.
I’m talking about zerker meta, and stacking behavior. I wish these things could be severely KILLED from PvE instances.
So, I’ve just had a random thought. I call them “PvE Counter Mechanics”, and it is aimed to stress fights against bosses so proper positioning/dodging are required in order to keep alive.
Right now, being knocked down, launched, stunned, dazzed, etc has no other punishment than the effect itself, and while some effects (such as stun) are strong per se, most of the times players don’t really care about them, as they’ll be shielded by protection, reflecting skills, massive healing, etc. This creates a problem of making content too easy, and making the game laughable, because I can go “oh well, I’m being launched. whatever, let me use this stunbreaker, oh it’s on cd, whatever they are throwing lots of boons at me, I may even go 11111111”.
See, this is bad. Really bad. This game is action-based, positioning should be crucial. If people don’t care about taking CC’s then the content will look a shame. What if that boss (and only specific bosses meant to be difficult) had an unremovable effect called “Weakening Control”, that applies an unremovable effect in the affected players whenever they take control, and such effect increases damage taken for like 30sec? Going down/being defeated would be more frequent throughout that encounter. The tactics against that boss would include an additional requirement: movement, and while this is basics, people ignore correct movement/dodging because making use of them is mostly unnecessary.
Now, we can expand these counter mechanics. This will cascade across the game adding a “learn-to-player” factor (not a friendly name, but it sums up the idea) to every major hard content. Some ideas:
- Weakening Control: Counter. Applies Muscle Twist to players whenever they take control effects (knockdown, knockback, launch, sink, float, pull, stun, dazze).
- Muscle Twist (10s): Unremovable. Takes 15% more damage from direct incoming attacks.
- Sickening Presence: Counter. Applies Sick Blood to players whenever they take damage-dealing conditions (poison, bleeding, confusion, torment).
- Sick Blood (10s): Unremovable. Takes 15% more damage from conditions.
- Grasping Earth: Counter. Applies Rooted to players whenever they take slowing conditions (crippled, chilled, immobilize). (HoT-inspired!)
- Rooted (10s): Unremovable. Takes 10% more damage from direct incoming attacks. Rooted every 4 seconds.
- Unstable Mists: Counter. Applies Temporal Disturbance to players whenever they are pulled, knocked back, or launched.
- Temporal Disturbance (15s): Unremovable. Takes 5% more damage from direct incoming attacks. Becomes vulnerable to displacing vortices every 5 seconds.
- PS.: Displacing vortices are vortices that pull players much like mesmers’ Temporal Curtain. (HoT-inspired!)
Let me know what you think!
PS.: All durations and effects can be tweaked so they’re not too overpowered.
(edited by Valento.9852)
Let’s see what they have for us today! (it’s my birthday!!)
Isn’t the whole point of this thread that they DON’T have anything for us today…..?
Oh…
“We’ve actually done a ton of AI work” – Colin Johanson
I am so hopeful!
They also gave the Wyvern as example to that
Yeah! I hope they add much more fluidness to difficulty vs. viable builds.
“We’ve actually done a ton of AI work” – Colin Johanson
I am so hopeful!
This will not continue. The only reason there’s this Season 1 tab is because story journal didn’t exist back then. Now that they’ve rolled out this new framework for tracking progress and rewards these kinds of items are no longer necessary. LS1 is the only season that will have such items as far as logic goes.
i agree with opener. Taunt makes for great opportunities for strategical combat. And given it’s a control effect, and not condition i think we can be sure that it’ll be short and scarce enough to not turn the whole game into perma taunt spams into the “tanks” (which we don’t have).
This. Don’t get why people go all zomg tankz screwz my gamez nonono you should go to the armory. Grow up.
What if this skill also had a “Prevent Capture-Point Contribution” property?
One collection for each precursor. This means you will be able to acquire ALL precursors through collections.
This looks like some kind of market manipulation. Sorry, but I don’t believe you.
Reaching 5k, my only legit drop was a Howl in Orr, dropped from a Risen Grub. I’ve bought the pres I wanted from TP (The Legend and Storm).
Got 4 (guild record by now) guildies getting pres from Mystic Forge, did they also increase drop rate from MF? Meanwhile, prices going down. Buying at this point would mean losing gold, I guess.