It seems too hard when you do it the first time, but once you did it, it’s quite easy. Although the levels are too long for my taste(half the lenght would be nice).
Wouldn’t be a big deal, if the rewards would be better.
Running W1Z1 gets you 2 bauble bubbles and a continue coin.
Defeating Storm Wizard gets you 2 bauble bubbles and a continue coin…
Also for some reason the spoiler tag didn’t work, so deal with it
Not to mention that there is also a shop in the same spot.
And that shop is really cool.
You have to throw a bomb to open it, reavealing a shop with a Bauble Tote Bag for 500…
Better start digging for a minute…[/quote]
That’s not there, is it? I got my money bag in the beginning of the zone.[/quote]
Well, there are two it seems.
Would be cool, if that second shop would sell it for less, like ~450 instead of 500, as it is alot harder to get to that shop.
The skill Moto’s Finger is:
When the screen turns all foggy and you have goats jumping on platforms, after the ice wall to the right is a cloud that’s barely visible. Jump on it and keep to the right until you get to a cloud that is almost 45-90 degrees to the right. After that, keep to the left and you’ll end up on 3 clouds in front of a mouth that you can open with the Mouth-Opening-Tune that I have forgot the name of.
I’m not entirely sure about the path but I remember it like that. Inside the mouth is 50 baubles and if you blow up the wall in the back you get to a room filled with red barrels and there’s your scroll with the elite skill.Feel free to tip me :P
Also for some reason the spoiler tag didn’t work, so deal with it
Not to mention that there is also a shop in the same spot.
And that shop is really cool.
You have to throw a bomb to open it, reavealing a shop with a Bauble Tote Bag for 500…
Better start digging for a minute…
(edited by Varonth.5830)
Oh it is twitch again.
Even the Ad is lagging XD
I wonder what happened to the GW2 I played a year ago. Personally I thought 1g = 50 gems was fair and anything less (gem wise) was not worth it. We’ll never see those days again and I no longer see the option of “turning gold to gems” as a selling point for this game. I hope the trial players realize this as well.
And I also remember how long it took me to get 1g back then.
That was like an hour of income.
Now it is like 10 minutes of medium casual play.
It’s more time-consuming uploading to youtube. I think he just wanted to get it up for you all right away.
Well, on the other hand, I will certainly not watch/hear it.
Oh an interview? Well, open it, and let it run in the background while playing.
Better tone down the quality. It is currently on Best. Possible choices… Best.
Oh ok, nevermind.
Stop linking twitch please. Put your vod on Youtube. It’s friendly to 1mbit, friendly to mobile users, and more accessible in general.
So much this.
Twitch is an aweful service for VoD.
It is okayish for streaming, but I guess even that will work better once live streaming is open to everyone on youtube (currently you need atleast 100 subscriptions on your channel for livestreaming).
The T5 → T6 dust conversion isn’t really worth it, because it takes 250 T5 dust.
Please use it :/
As they are right now, certain T6 mats are already at 35s+.
With 5 mats needed per exotic the prices for T6 mats are massive.
http://wiki.guildwars2.com/wiki/Giver%27s_Orichalcum-Imbued_Inscription
The price per snowflake is currently just at 1.70s, and with just 10 needed per inscription, you can translate it to a T6 mat with a cost of just 3.40s.
So first off, the amount of RNG involved is so high in obtaining 7 tickets that you would be better off just converting gems you bought with real life money to gold and buying the skins off the Trading Post, then using those gems to buy keys.
If you are not using real life money and you are converting gold to gems…. well then you are an utter fool as the amount of gold you need to do this far far out succeeds the current fused skin prices on the Trading Post.But lets forget about all of the stuff mentioned above and you still decide to do it. You obtained your 7 tickets. Should you then buy the fused weapon?
The answer is still NO. Lets look at trading post prices for a second. Now, Im going to be round off some numbers and place prices in extremes just to prove my point.
Lets say a fused skin is 250g (this prices is rather high compared to what the prices actually are and you most likely can get the skin cheaper than this). What you can do is use your 7 tickets and buy 7 zodiac weapons. You can then sell this skins for about 40g (this is basing off of highest buyer and after taking in taxes; AGAIN, you can probably get more money then this for the skins, but Im trying to prove my point here).
7 skins x 40g per skin = 280g total
This means that you could buy the fused skin for the 250g and have 30g left over, which is much better than wasting 7 tickets on JUST the skin.
Moral of the story: RNG is horrible trash and you should never buy into it. 7 tickets is a horrible price and Anet should feel horrible for implementing it.
Except that the reason why they priced it so expensive is to keep the rarity of the skin in tact.
Anet wants to do two things with these skins
-maintain the rarity of the item
-provide an alternative to still obtain the skin for those that truly wanted itAnd what better way to do that then price the skin so high that only those who really want it will pursue it?
If you don’t believe me, hear it from the man himself:
https://forum-en.gw2archive.eu/forum/game/bltc/10-days-of-special-sales/page/2#post2689914
Yeah, but what Anet failed to realize is that there is absolutely NO reason to pursue the other option due to horrible RNG and the fact that there is cheaper ways to obtain the same thing. You have to be a fool to us the 7 tickets on a fused skin when you can get the same thing and then some for using those 7tickets on something else.
Why even have an Option B when Option A is better every way no matter which way you look at it?
All it does is make it look like Anet has no idea what they are doing, and even worse, it makes it look like Anet thinks we are all idiots.
Well right now the situation with precursors is exactly the same situation. You can buy it guaranteed or you can risk gambling it.
You can buy the fused weapon outright by converting the gems you would have spent otherwise…or you can spend those gems and gamble on the tickets.
And let us suppose you did end up with 7 tickets. Should I spend it all on the weapon or should I buy other stuff and sell it? The latter is still a gamble and a risk. You could be undercut, making you lose money quickly. You also spread your gold all around, increasing the risk that you may not recoup the funds in a timely fashion.
The current prices would be unreasonable if the ticket scraps would have a 100% droprate.
5 keys = 450 gems.
Assuming a 100% droprate we would be at 70 keys.
70/5*450 = 6300 gems -> You have to buy gems for 80$/€… for one skin.
The droprate isn’t even close to 100%.
The current system is a joke.
The other chest items itself aren’t worth it most of the time.
You know, 50 guild influence, a bag with 3s and some mystery tonics are not worth 125 gems.
1. Go to the TP
2. Check the price of item you have (mithril, silk, etc.)
3. Check the price of dust.
4. Check the price of item you want.
5. Multiply price from 2 above by 250.
6. Multiply price from 3 above by 5.
7. Add 5 & 6 above together.
8. Multiply price from 4 above by 17
9. If 7 is greater than 8, do not convert. If 8 is greater than 7, convert.You can put together a quick spreadsheet that uses the method above in formula form so that you only need to do steps 1-4 each time and the math will be done for you.
And what you might see, is that the Dust prices makes transmuting materials almost always worthless.
Dust prices are still a massive problem, and are one of the main reason why T6 materials are so overpriced.
You’ll have to explain to me why most lodestones and other commodities have fallen in price by 30-50% with all this inflation.
I made more Cores/Lodestones in the last week, than I made within the last 6 months.
Guess that is the reason.
This is way less gold then what could be made with the gambit farm, and about the same as the Forstgorge champion farm. And with ascended gear (this will drastically increase the cost of t6 mats, however) right around the corner and the Gem Store sales..I doubt there will be much inflation.
Also, the champion mobs drop more than just gold. They drop T6 mats as well as rares and exotics. This curbs inflation because there is more of that stuff on the market to be sold. And judging by the market price of things, I don’t see the “general rise in most market goods” you’re talking about.
Too much farm. People complaing. Not enough farm. People complain. There just is no winning is there.
There are 6 arenas for gambit farming.
Each one could provide ~20g per hour if fully utilized.
If an arena is used for liandri etc, the gold per hour shrinks.
Now think about how many people are running around on a map. ~100? or ~200? Can’t tell how many players are needed until an overflow pops but it should be a massive amount.
Each of these can get like 3~4g pure gold.
If it is 100 players, that will be 300~400g added to the economy.
Gambit farming was 120g maximum.
The issue is that Phantasms are one of the only attack skills where you have to actually “hit” your target twice. Once to summon, then again for their extremely predictable attack. I don’t think it would be right for us to have two chances to avoid a single skill.
You are right here.
In order to balance this, the phantasm should be undodgeable.
Also, to make it more inline with other attacks, which just need 1 dodge to avoid the damage, the phantasm should die immediatly after attack.
If they survive, they can attack multiple times, making more dodges needed to avoid the damage, which would be an unfair advantage over any other skill ingame.
Guess, some people forgot that there is a better video service out there for something like this, so let me give you a link:
www.youtube.com
nerf energy, nerf vigor, reduce over all dmg, so you dont have to dodge autoattacks and dodging could be focused on important skills like cc and high bursts
ofc some classes live from their vigor/energy, so they´d need some compensation
And then give every profession telegraphed animations for their strongest attacks. That means a retweak on skills like the Mind Wrack shatter, or a nerf to elementalist’s instant-burst in favor of bug-fixing dragon’s tooth/ fire grab, etc. Some professions will certainly require bigger changes to their skills for that to happen, but it’s a start.
The problem is:
Almost every attack is dodgeworthy.
Today, on my Valk wearing hammer warrior, I critted an ele with my autoattack twice.
He was a glass cannon with just ~60% health left.
Those two autoattack crits killed him.
All he wrote while downed was: “wtf”
Currently, traited Warhorn does remove 2 conditions on you and your allies.
Charge removes up to 5, Call to Arms up to 2. But it appears, that only one of the two conditions gets converted into a boon. The other one is just removed.
As it stands, traited warhorn has one of the highest condition removal ingame, which also happens to be groupwide and boon spreading.
Just a 3 shouts guardian has a bit more condition removal, if they spent their points on shout cooldown, shout conversion and use Runes of the Soldier.
The amount of conditions cleansed by warhorn is:
(2conditions/12s + 2conditions/16s) / 2 =
(1/6 + 1/8) / 2 conditions per second =
(4/24 + 3/24) / 2 conditions per second =
(7/24) / 2 conditions per second =
7/48 conditions per second = ~1.46 conditions every 10s groupwide
A 3 shouts guardian, with 20% shout trait + shout conversion trait+ soldier runes has a conditions per second remove of:
~1.96 conditions every 10s.
Not using the traits or runes halfs that number.
Not using the cooldown trait brings it down to 1.57.
Shouts would be Hold The Line, Save Yourselves and Stand Your Ground.
As for requiring more damage on hammer, you do realize the AA chain does more damage than the greatsword. No the greatsword doesn’t attack faster either, both weapons have a 1/2 second cast time on their AAs.
The aftercast makes it slightly slower, but nowhere near as slow as people say it is.
A complete chain is ~10% slower than an GS chain. That is kinda offset by the fact that the chain deals almost 50% more raw damage.
Yeah, sorry, it is every 3s (that thing has 1s casttime to be exact).
Get fraps and show some prove that it does attack every 2s.But it will be hard to prove it, as you cannot prove that it will heal you every 2s.
http://www.fraps.com/download.phpYou fraps it at a certain speed, like 60 frames per second.
You will capture the blood fiend while it attacks a golem/monster/whatever.
Then you get some basic video editing software like virtual dub. You go find the frame when a damage number appears.
Since you frapsed at 60fps, the next damage number must appear 120 frames later, if it attacks every 2s.
You will then see, that the next number will appear 180 frames later, which is 180f / 60fps = 3s.No, I actually play a necromancer, and you can precast it before a battle so it doesn’t matter. Now your just arguing with gas because you were proved wrong. Go back to the ranger forums.
You have NO MORE ARGUMENT if you had an argument on nerfing Blood Fiend, then I would have something to say, but since it heals for so much more you have none. GOOD day Sir!
No you were proven wrong.
Now you throw in words like precasting, which don’t change anything.
Please show some prove how your blood fiend attacks every 2 seconds.
Shows us a video using fraps.
You know, you said, Blood Fiend heals for more. You showed no prove.
You can make it easy.
For instance you jump down in front of the golems taking 10000 damage. Then you let your blood fiend heal you up.
With 926 heal per attack, it will take 10000/926 = 11 attacks.
If it attacks every 2s you should be at full health after 22s.
If it attacks every 3s you should be at full health after 33s.
Also, at the other posters in this thread:
Who do you believe is right?
Me or Deacollo?
Yeah, sorry, it is every 3s (that thing has 1s casttime to be exact).
Get fraps and show some prove that it does attack every 2s.
But it will be hard to prove it, as you cannot prove that it will heal you every 2s.
http://www.fraps.com/download.php
You fraps it at a certain speed, like 60 frames per second.
You will capture the blood fiend while it attacks a golem/monster/whatever.
Then you get some basic video editing software like virtual dub. You go find the frame when a damage number appears.
Since you frapsed at 60fps, the next damage number must appear 120 frames later, if it attacks every 2s.
You will then see, that the next number will appear 180 frames later, which is 180f / 60fps = 3s.
Edit:
And no, signet of malice cannot be used every 0.75s.
So, now I am going to play your nice card again. Please provide us with a screenshot with /age of your thief.
Please provide us with a screenshot with /age of your necro.
(edited by Varonth.5830)
Signet of Malice cannot outheal signet of healing for the complete duration.
It can, for 6s, by using unload or pistol whip, before you run out of initiative. After that, it is ~232 HPS.
Blood Fiend does not outheal Heal Signet.
Blood Fiend heals for 926 (without healing power).
It attacks every 3s (get a free trial of fraps if you don’t trust me, film it, and count frames).
So it heals 926 every 3s (if it doesn’t miss).
926/3 = ~308 HPS.
Consume Conditions can indeed outheal heal signet, but only if you use it with 7 or more conditions. With 6 conditions it will heal less than heal signet in the same time.
I hate this forum, and how it just eat my first reply.
Regarding Earthshaker:
1200 range leap will never happen. It will break stuff.
Alot of stuff.
Such a leap will allow warrior to jump into certain towers and keeps in WvW.
It will not happen.
Also the damage on Earthshaker is fine, and does not need a nerf.
Regarding autoattack:
Blastfinisher on an autoattack will not happen either.
Just the amount of AoE blind spam done with a necro using wells and a warrior would be insane.
Might stacking, AoE healing and perm team retaliation would also be possible.
It might be happening like other autoattack finisher:
20% chance to blast finish.
The current damage is fine aswell.
Your suggestion would make the hammer DPS higher than that of an Axe mainhand.
What do you want to do with Axe then? Buff it aswell?
Regarding Fierce Blow:
100% weakness uptime from a single skill is too much.
But I agree on a cooldown reduction.
10s cooldown, with 6~7s weakness.
Regarding Hammer Shock:
Slight damage increase? Yeah ok.
Higher range than bladetail or any other ranged cripple (it would actually outrange even ranger bows xD) while have not projectiles etc. Yeah… not gonna happen man.
600 range for how reliable it is, is fine.
Regarding Staggering Scream:
What is this? It certainly isn’t a hammer skill. It looks like a utility.
Staggering Blow just needs a new animation, which allows movement while casting it.
Regarding Backbreak:
Agreeing on this one. Backbreaker was the hammer signature skill in GW1 and should be stronger in GW2 than it is right now. 20s cooldown and actual cleave AoE seems fine, especially compared to something like Magic Bullet which is 900 range.
http://wiki.guildwars2.com/wiki/Brutal_Strike should have a 1s block like http://wiki.guildwars2.com/wiki/Power_Stab. Our attacks should also have 1s block attacked to them, so we block damage like ranger’s evade damage!
Also give us protection.
Èvery ranger greatsword #1 chain is significantly weaker than the warrior #1 chain.
Warrior also applies vulnurability.
You cannot just apply 1s of block at the end, but leave it just better than other, similar skills. That is not how balancing works.On topic:
Healing Signet is fine as it is. Without healing power it heals for 392 HPS which is a bit more than the average heal skill.
All healskills are 300~340 HPS, especially those with pure heal value and nothing else.
Heal signets passive is highly affected by poison, reducing it’s heal to ~262 HPS which is below average.
On top of that, the active is so bad, that you should basically never use it. That takes out traits like Restorative Strength .Rangers have pets so their damage should be weaker, vulnerability is weak. I wish they would just remove it from the set.
That trait is so bad it should be removed, and just added to our heals, like Hide in Shadows removes all bleeds/poison/fire automatically.Healing Signet has less HP/S then other classes heals, its fine. Warriors need more sustain and a weapon revamp.
Please show us some healskills with a higher base HPS. You should include atleast 2 as you mentioned heals.
http://wiki.guildwars2.com/wiki/Brutal_Strike should have a 1s block like http://wiki.guildwars2.com/wiki/Power_Stab. Our attacks should also have 1s block attacked to them, so we block damage like ranger’s evade damage!
Also give us protection.
Èvery ranger greatsword #1 chain is significantly weaker than the warrior #1 chain.
Warrior also applies vulnurability.
You cannot just apply 1s of block at the end, but leave it just better than other, similar skills. That is not how balancing works.
On topic:
Healing Signet is fine as it is. Without healing power it heals for 392 HPS which is a bit more than the average heal skill.
All healskills are 300~340 HPS, especially those with pure heal value and nothing else.
Heal signets passive is highly affected by poison, reducing it’s heal to ~262 HPS which is below average.
On top of that, the active is so bad, that you should basically never use it. That takes out traits like Restorative Strength .
I guess he won’t continue posting in this thread, as I am one of those players, that will tell him anyday of the week if something is overpowered, yet I showed him that screenshot with age.
In the same time, I completely turned around his argument, as he loves to use classes like guardian, saying what they all have by default, which is basically always wrong. Guess he won’t provide us with a screenshot showing his guardian.
Same with basically any other classes.
Ok, and on top of that, if someone complains about other classes, or wants to give feedback on other classes abilities, they should also have played that class.
I am sick of posts like:
Guardian has so much defense and does not have to give up anything for it.
Make it a difficulty curve instead of the massive spike.
Halmi Hammerfall:
- Has a one-hit front cleave
- Autoattacks
Doobroosh:
- Gets stronger if you hit him
- Autoattacks
Windcaller Kieldia:
- Summons tornados which knock back
- Knocks back with attacks
Suriel the Blazing Light:
- Has one hit PBAoE which misses if you are standing within a field
- Loses shield when walking through said field
- Autoattacks
Tyre Ragemaw:
- Autoattacks (seriously)
Masticus:
- Collect orbs for more damage while hitting him
- Autoattacks
Salazan:
- Confines you into a small area
- Casts GTAoE beneath you
- Autoattacks
Ravenous Crew:
- Each one buffs the others when dying with mostly minor buffs
- 4 at once
- Autoattacks
Subject 7:
- Splits into multiple oozes which heal
- All of them just autoattack
Deadeye Dunwell:
- Has mines
- Does a Killshot which deals more damage the further away you are
- Autoattacks
Strugar and Chomper:
- Strugar throws meat which you or Shomber can “loot” making you/Chomber stronger
- Autoattacks
Liandri the Concealing Dark:
- Has orbs which pulls you
- Has AoE fields which oneshot you
- Has spirits which oneshot you
- Flashes the screen regulary
- Spirits must be pulled through special field to gain a throwable item, which vanishes fast. Throw animation is rediculously slow.
- Must be hit 3 times before you can damage her
- Once she loses her shield, covers more of the battlefield in oneshot AoE
- Applies constant crippled and weakness in this phase
- Has gapcloser which apply crippled
- Applies tons of bleeding if attacks in melee range
This is one hell of a difficulty strike. It wouldn’t be bad to put some mechanics in fight before Liandril aswell.
Traited Charge removes:
- Crippled
- Chilled
- Immobilize
On top of those three (after those got removed) it will convert another condition.
Due to tactic providing additional boon duration I would come to 1.25s of protection.
Since I remove up to 4 conditions, it would result in up to 5s of protection.The problem is, how many times are you ever with all 3 on ya? That is very situational situation. I usually have 1 or two, not all three. If you saved it for when you got all three of them and used it, shouldn’t you be rewarded for the opportunity cost?
More often than I like to
3 is basically the standard amount of condition removed by charge.
4 is quite common.
Traited Charge removes:
- Crippled
- Chilled
- Immobilize
On top of those three (after those got removed) it will convert another condition.
Due to tactic providing additional boon duration I would come to 1.25s of protection.
Since I remove up to 4 conditions, it would result in up to 5s of protection.
I am afraid to say this, but the Cleansing Regeneration, besides the numbers being kinda silly, has potentional.
A trait like this would need to come with an internal, and some higher duration, and no blind being removed when you miss is not compareable to removing it yourself.
A traited warhorn will give you ~5s of protection and regen (+ more protection/regen if the according condition is converted) for you and your party every 12s.
That is way out of line. That minor trait would allow me to have perm protection in that form (while running around dealing between 2-4k autoattack damage depending on enemy squishyness).
I could see something like 3s of protection on a 10-20s cooldown though.
The swap trait is completely out of control.
The HPS is not just high, it surpasses most HPS of heals.
It would be more HPS than Healing Surge with always 3 bars of adrenaline.
I just made some rough estimations about heals in general, and I thing, this trait would be better than any other heal ingame (and on top of that we would have our standard heal, as everyone else does).
It would definitely outheal both grandmaster traits, which just screams “OP”.
The bonus heal per adrenaline would be another “hoard your adrenaline” trait, which are bad to begin with.
Gambits should not take tickets in the first place.
Gambits are used to make the fight more difficult in exchange for a higher profit.
With gambits requiring one ticket, you basically gain the same reward per ticket as you do without gambit, but the possibility of failing becomes higher.
You just save a minor amount of time…
Clocktower was cool.
Liandril not so much.
It is not the challenge itself, but the amount of annoying stuff thrown in there.
Repaircost, farming for tickets, waypoint costs, hours over hours of just running back to the NPC…
When you put the term “extremely high health” and a time limit together. 25 stacks of might that take 75% of your time to collect does not make it balanced. 7 times now with 3-4 different builds still cant get him past 50% hp without dropping to the ground and dying garunteed.
It is not might.
With about 15 stacks you should deal enough damage, although it wasn’t hard to get the 25 stack achievement either.
What class are you playing? Did it with necro and warrior so far (necro with achievement).
With my warrior:
Dolyak Signet, Balanced Stance and Rampage (Elite)
Weaponary:
Just hammer all the way.
Quite simple.
Stance → Signet → Rampage
if she isn’t down at the end of rampage, then over 40s past since you used balance stance, so yeah… balanced stance again.
My guess is, that they use one unsigned integer (4 byte) which would set it to:
2^32 = 4.294.967.296
Sigil of Force does not stack if you equip two at once.
First, I was an Ellen voter, because my desire to see the background of the thaumanova explosion was just bigger than the mostly known story about Abaddons fall.
In my opinion, the thaumanova story just opens more room for additional content outside of that fractal, as the thaumanova event was just a recent event happening in the world we are playing in.
It could be the arcane council which ordered to destroy it to hide something from the public, and after we know the truth, a civil war breaks out in rata sum etc.
The fractal just has potentional to affect the world outside of the FotM dungeon itself.
But I would also like to see the Abaddon fractal, so here is an idea how this could be done, without breaking the lore.
Lorewise, Evon Gnashblade would have funded the research on this fractal, so it appears that this is more a matter of time and money. So what if, after Dessa is done searching the thaumanova fractal, she opens a donation box. Adventures from all over the multiverse can donate into this one box located at the heart of the fractal of the mists. Once enough funds have been raised, she can start her research into this subject.
So you want to play a game of rock-paper-scissors?
Well, you can already do that with a friend. It is pretty simple.
You meet each other and play rock-paper-scissors.
In a video game you want to try to avoid such a system as much as possible.
You don’t want to run into an enemy player, knowing that you will lose just because the builds of you and your enemy dictates the most likely outcome.
The rule itself is simple:
Every class and every build has a near equal chance at winning against any other build/class.
Applying that rule not so much.
Well one way to fixing the damage problem of conditions (this isn’t a necro specific problem) is changing the way the condition damage stat works.
I guess, condition damage was never supposed to be the type of damage which kills people. I always appeared to be something to:
- Weakening them before delivering the finishing blow
- or get those last healthpoints down after an attack.
To achieve this, condition damage should scale differently.
Condition damage does not increase conditions as much as they do currently, but instead condition damage also increases the direct damage of skills just like power.
Just not as much as power.
This would make conditions cleanse much less important against damaging conditions, but on the same time, a cleansed stack of bleeding isn’t as bad for the condition damage dealer, as a significant part of the damage was dealt as direct damage.
- It would make a power+condition damage build a much better choice for medium sustained damage without alot of burst potentional.
- Condition damage dealers would have less of a problem against objects which cannot take condition damage (foefire doors or trebuchet for example), as they can also deal a good amount of direct damage.
- Toughness would become a defensive stat against any kind of damage dealer, though, still less effective against condition DDs.
- Hybrid weapons would become alot more useful (thief pistols or dagger/dagger thiefs; warrior sword)
- In PvE it would reduce the problem with condition overstacking a bit.
As I wrote, you cannot test skill changes in such a vacuum and thing that it will work the same way on the live system.
Think about Aetherblade mobs.
They used similar abilities as players do.
Let’s assume it is actually the same skill. You have no idea, the changing of the player abilities will affect those monster then. It might break alot more than you might believe.
Not to mention, that merging such stuff can always come with alot of unwanted side effects.
It will most likely either end up:
- PTR is a complete wasteland (I have seen my fair share of these types of PTR servers)
- or PTR is used, and the forum is flooded with non patch related stuff, useless discussion etc
And on another node, how should a PTR work, when we are getting content updates every 2 weeks?
Patching the PTR a week before release of that content?
Patching the PTR 2 weeks before release of that content? So bazaar of the four winds hits live and at the same time we can play Cuttthrout Politics on the PTR giving away all the secrets?
Ok not that bad in case of these 2 updates, but Dragon Bash hitting live, and at the same time throwing out that 2 weeks later one member of the Lion’s Arch council is dead and the Aetherblades attacked…
And how many changes can and will be done a week prior to a major update.
From the point of view of a computer science student… in such a big project with hundreds of people involved? Not alot if it is working at that moment. If it is broken in terms of program crashing… yeah then you might throw ressources at that problem.
GW2 has it even harder in that regard, as alot of the content updates so far build upon each other.
So postponing a content update is not a viable solution either, as it would postpone all the other content updates.
Stripping out new features (like balancing changes) has alot of potentional to break other things, so that needs time to test aswell.
With such a strong emphasize on storytelling etc. in mind, a PTR just doesn’t seem like something ANet will ever do.
I second this.
It almost looks like a hardware failure, and my first thought was indeed that the problem is my mouse (Logitech G700), but a simple test outside of the game, does reponse perfectly.
The bug ingame either does not recognize a right click at all or recognizes a button release without me actually releasing the button.
Clocktower music was also intense and something that pressed you upward… trying to get away from your doom which keeps rising and rising.
Southuns Cove got it’s own musictrack which is fitting the overall moot of that island very good.
Dragon Bash had some nice tunes aswell.
The new tracks just take another place in a extremely well done soundtrack (original soundtrack on release + new music from updates) and should definitely be added to the soundcloud page.
It is once per day, though. So you may need to wait until tomorrow to get the skin.
It isn’t.
Just withdraw 2 daggers and used the one from the unlock itself as PvP skin.
Also: https://forum-en.gw2archive.eu/forum/livingworld/bazaar/Achievement-chest-rewards-WARNING/first
Happened to me aswell (and I thought, I could just withdraw one skin per day, which was/is wrong on the wiki), so I just converted that skin into an sPvP skin.
Any chance, that they will be added to the arenanet soundcloud page?
Seriously, those tracks are really nice
i’m burnt out on the new JP zone already…i just don’t have enough time to get to the Dive achievement location with the short skill timers. tried to get up to the goggle location on a fresh pick up of the jump aspect, and it ran out before i got to the top.
maybe have a group of aspect crystals on the top level? at least then maybe players don’t have to re run the course numerous times, and just work on the top half.
jump puzzles were nice when they were off the beaten paths of specific zones – you had to really try to find them first, and that was okay for me. now that is is part of the content, and will probably be part of future updates, i don’t know if i can enjoy the new stuff as it comes out. at least i tried it with all my might, and i guess 10/16 is all i can muster.
it was a fun 4 hours of content. grats to those who have completed it already. i commend your play skill. thanks for the reworking of the achievement system, and obvious grind of the new quartz material.
The buffs don’t have a timer.
They have charges. A crystal gives you ten charges of that aspect’s skill. And another skill recharges it back to ten.