I bet the OP would have no problem if his server was stomping lower populated ones. People making threads like this are just being hypocrites.
Actually, he probably would still have a problem.
It’s no fun being the roflstomper OR the roflstomped. It’s very boring steamrolling everything in your path, and it’s extremely frustrating being steamrolled every time you leave spawn. My server’s been in both positions within recent memory.
It’s fun when the servers in a match are roughly equal, but ANet doesn’t seem to have any intention of giving up on their precious randomized match-ups.
There’s gotta be something in there like a group buff that makes zergs even stronger, since obviously that’s what WvW is here to promote.
I felt the same way about a lot of the herb ingredients, until I discovered that herb nodes do not have equal drop rates among zones. If you harvest a Mature Herb node in one zone, it may have a much different drop rate than a neighboring zone of the same level range. Some of the most valuable herbs have reliable drop rates in certain zones.
I’m not going to spoil the locations, because like it or not, these types of discoveries are one of the few incentives to actually go out and explore.
I have to disagree with the idea of an NPC that gathers for you or a change in drop rates across the board for the randomized nodes. Both of those ideas would greatly reduce the value of gathering.
I believe the new WvW map is intended to resolve exactly the issues you mentioned.
Check it out: https://www.guildwars2.com/en/news/the-edge-of-the-mists-a-new-map-is-coming-to-wvw/
DR is not supposed to affect gathering nodes.
The cooking material node farm locations do not move. If those are the nodes you’re talking about, you haven’t been there within the previous day, and the nodes are not spawning, it is most likely a bug.
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i’m curious how you handle targeting ground based skill-shots while moving forward holding both mouse buttons. because you cannot change mouse location on screen while right mouse button is pressed
There are two options. First, you can momentarily switch to auto-run while you place the AoE, then immediately continue with manual controls, which sidesteps the issue. Second, you can place the mouse cursor in a specific location on your screen so that you know where your AoE is going to land when you double-tap the skill button. This second option ends up being similar to Tera’s reticle aiming system, if you’re familiar with that. It can make AoE placement faster, but it takes getting used to.
However, that said, I am not advocating one system of movement controls over another (I use a combination of both dependent on circumstances), because I think DreamyAbaddon’s post is absolutely correct. Use whichever controls are comfortable and effective.
While I understand the sentiment (I dread the Volcanic fractal, as I’ve just had too many groups that can’t handle the end boss), the randomness is part of the dungeon concept, so I have to disagree with your suggestion.
Giving people the option to pick and choose their fractals would give people free reign to never do anything but the Swamp, Aquatic Ruins, and Snowblind, for example.
Just to corroborate, I had this same issue last week sometime and reported it in-game.
Thanks, Kristen. Much appreciated.
This screenshot was taken before they were bugged. Poor lighting for colors, but the toe and heel of the boot used to be part of the main dye channel (brown on my armor).
Everybody knows the only reason the reactor won was because of the waypoint costs.
No, I voted for Kiel primarily because I wanted to see the Reactor fractal and the chance at totally new lore as opposed to lore where we already know most of what happened. Voting against the NPC representative of the stupid gem store and the lowered waypoint costs were secondary benefits.
However, I definitely agree with you that seeing the Abaddon fractal eventually would be exciting.
I’m not entirely sure why there’s a new leaderboard at all. If there’s now going to be a hard level cap at fractal 50…what exactly is the leaderboard for? If the leaderboard has no purpose, so does resetting everyone for the sake of competition.
Even if the reset is necessary somehow, it still comes across as a slap in the face to the people who’ve climbed up to the ridiculously high fractal levels. I know I’d feel the same way if ANet suddenly reset all of my characters to level 30, or reset my world completion to 30%.
Let us salvage them for ascended mats and Mist Essence.
Also, at higher Fractal levels the weapon skins become more common, and also start dropping in a container that lets you pick the one you want.
No matter how infrequent the drop rate is, this container option is the best change to Fractals since it was introduced. Awesome.
Will the containers be stackable so we can store them in the bank until a character needs the skin?
Thanks for the response.
My thief is a male Asura (medium armor).
I’ll try to remember to post a screenshot later this evening.
Instead of dropping an actual item, maybe they could have a chance to unlock, similarly to the Zenith skins, so that people who dual-wield weapons like daggers don’t have to stress out about not having a matching pair.
Agreed. /15charr
Not sure about some of the other order armor pieces that were having dye issues, but the Priory boots still have an area that is bright red, despite any dye used in the given dye channels.
I really like these boots, but am tempted to replace them since the dye channels have been broken for several months.
I don’t know about this particular objective, but in a lot of cases, holding down alt and ctrl will highlight everything on your screen that you might be able to interact with.
Maybe that’ll help in searching out the build sites.
The legendary effects (whatever they may be) can be class-specific – I like that idea – but I think the “legendary” part of the armor should be a recipe or slot-able item that lets you upgrade any armor skin to legendary status.
That way people can keep the armor skins they like and maintain some individuality., then upgrade them with the legendary effects.
That would make it even more unbalanced.
How? Every player should work for his server prosperity.
It would give yet more benefits to the high-pop servers, which are much more likely to clear those temples and world bosses on a regular basis.
If anything, a change like this should be something that benefits lower populations that want to have at least an illusion of balance in WvW.
Smaller servers fights with smaller servers on WvW, no? There’s ladder, no?
There is a ladder, but it’s essentially meaningless with the current matchmaking system.
To start off, part of the problem is that people (including myself) expected more of the core systems that made GW stellar to be updated and brought forward (like the skill and build system). Barring basic lore, GW2 is essentially a totally unrelated game.
The way I see it, GW2 had four elements that had huge potential for keeping players interested in the long term:
- Exploration – There’s no denying that Tyria is beautiful. Unfortunately, exploration and expansion into new areas of Tyria have been largely ignored.
- Living Story – Continuous story updates had huge potential, but they’ve been so poorly handled (in general due to horrible scripting, negligible impact, and mediocre content) that many have given up on it. The few exceptional updates (Bazaar) have not been enough to counterbalance the poor ones.
- WvW – This was a huge selling point for the game. It’s the biggest reason why many of my friends bought the game. But again, it’s been handled so poorly (primarily the broken matchmaking system) that it may as well not exist anymore as far as I’m concerned.
- sPvP – People expected PvP on the level that GW had. I don’t PvP, but evidently that hasn’t happened.
The only other long term goal left is achievements, of which there are plenty, but why would anyone concern themselves with achievements in a game where large portions of the content have become major frustrations and continuous disappointment?
So, looking at those things, I suppose my over-arching answer to why people would choose to leave is that their favorite major aspects of the game have become frustrating for many varied reasons (never a good sign in a game), but primarily because ANet is not handling those individual aspects of the game well at all.
One last thought: despite the game being buy-to-play, the gem store is a gigantic turn-off to many people, whether or not you can buy things with in-game currency, and ANet has gradually turned it into one of the primary sources of game “rewards”.
If ANet can turn some of these trends around, they’ll likely see some of their ex-players return.
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It seems it would be better to go back to the original ladder and allow for T1 server to drop down and T2 servers to jump up every so often based off rating. That way it limits blowouts and keeps tiers competitive, out side of server wide implosion, servers would fight server they are semi equal to.
Personally I don’t want another season. The amount of garbage and drama is caused doesn’t seem worth it. Its a good idea but badly implemented do to population of the servers.
^ This a billion times over, except for every tier.
The only way leagues would have even been close to balanced would be to lock server transfers just before they were announced, until after the league started. But even that would not have fixed all of the server imbalances population-wise, but it would have at least prevented the massive shift in populations that happened after the announcement. (Putting server transfers on sale was a brilliant move, too… /s)
Just abolish the leagues and let us go back to the old matchmaking system where you just got paired with the servers next to you in rank and you could work as a server to move up in the rankings.
Sword Art Online had a story.
Retaliation is already deadly enough as it is.
In WvW, Retaliation is borderline broken, since it’s a spammable boon, and there’s no counter to it beyond desperately trying to heal yourself. Even AoE boon removal can’t keep up, since Retal can just be immediately reapplied.
Retal probably isn’t a huge issue for most classes, but AoE classes like Staff Elementalists can easily kill themselves from an enemy group’s Retal, and there’s very little we can do to avoid it. It’s not as if we can tell our AoEs to stop damaging opponents partway through their durations. It’s like an non-cleansable condition.
Sorry for the short rant, but I would hate to see anything that adds to Retaliation’s effectiveness.
A small HP-like bar under the zone name wouldn’t be too obtrusive, and then you’d know which zone to hover your mouse over.
Not a bad idea.
Please just change the barely-useful home instances into Guild Home Instances with a central hall and player housing.
The Guild Hall should have all of the amenities as possible upgrades, just like GW’s did. That system worked wonderfully.
EDIT: It would be even better if the player housing (maybe guild halls, too?) was somehow design-able by the player (like Skyrim’s Hearthstone update) but I think that request may be going far beyond what is possible. It’s just a dream of mine, but that would be absolutely amazing.
This could also be a potential new crafting discipline, if players can create their own housing and guild halls and sell the blueprints to other players. The potential there is incredible.
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Honestly I feel that jewellery would be best for effects. But that’s just me
This would actually be really awesome. If the amulet gave the aura/effect/etc. then it could be overlaid on any armor skin set or custom mix, rather than being tied to the armor itself. That way you can have your cool armor skins AND the special effect (just like Juggernaut’s effect, for example).
It might get complicated with multiple effects, though. Like how would Juggernaut’s mercury effect overlap with the ghostly armor effect? There might be some really neat customization possibilities there once ANet got it all worked out.
That would be exciting!
Wish granted!
If you place your mouse cursor over the title of a zone on the world map, the tooltip shows you your completion information for that zone.
Gaile, that’s amazingly generous of you guys, as you’re under no obligation to refund the gems. Kudos.
Pros:
- Non-instanced tower with challenging enemies.
- Fun concept of mini-instances with interesting champions.
- Three very nice new weapon skins.
- Content emphasizes teamwork and gives value to non-zerker specs.
Cons:
- Normal mobs have too little health; Veterans are about right; Elites and Champs have far too much.
- Mini-instance bosses have far too much health for a limited party size. Even with interesting mechanics, I find myself losing interest about 3/4 through the fight.
- Yet again, the desirable cosmetic skins are released through the gem store.
- The biggest con of all is that there is foreshadowing for things that might happen later on, but there is no story actually IN this update. This type of “story update” with no progression of the story is becoming very disheartening.
I didn’t like how we all just stood there and watched her walk away. Why did we do that?
Was that her? All 3 times i did that instance last night, it didn’t look anything like her. It looks more like Mai Trin or some other Aetherblade.
Perhaps Scarlet is evolving, too. Maybe that’s why she’s suddenly wearing a hood.
Just pointing out that glass cannon staff builds can hit 5-7k against a single target with just Meteor Shower (have to consider MS’s inherent targeting RNG, though, unfortunately). But, then think about the fact that it’s an AoE…
…and, if you’re stacking AoEs well, you have the potential for far more than 5-7k.
The problem is that only the worst players stand in AoE circles, so staff Eles get jipped out of our high DPS potential.
Plus, unlike certain other classes, Eles have a drastic survivability/DPS tradeoff.
Confusion activates every time a “skill” activates. Therefore, if you have Attunement swap traits that activate abilities when you swap attunements, it will activate confusion. The same thing happens with other professions who activate skills on-dodge, for example.
There is no excuse I can think of why chill should affect attunement swapping. As far as I know, it does not affect any other form of weapon swapping. It could theoretically affect Engi kits, but I don’t think it does, because they don’t have any cooldown to increase.
Regarding the posts indicating that it is “fair” for chill to affect attunement swapping because Elementalists have 20 skills…Assuming we accept that ANet feels the Ele’s 20 skills are balanced vs the other profession mechanics, and since Eles don’t have an active weapon swap option, then IF it is “fair” for chill to affect attunement swapping, then it would also be “fair” for it to affect every other profession’s weapon swap cooldown and impose a cooldown on the Engineer’s kits. Or maybe it should temporarily lock the other professions out of a random 3/4 of their weapon skills, regardless of whether those skills are on cooldown. After all, that’s exactly what it’s doing to the Elementalist, and that’s “fair”, right? I really don’t think that argument is very well thought through.
Speaking from a core design standpoint, I think all eight of GW2’s professions are shackled by a drastically reduced vibrance in build strategy and variety when compared to GW.
No dual profession options, severely reduced number of available skills, and other unnecessary alterations to GW2’s system have made it much less fun than the old system.
Not to say that GW2 isn’t fun or a good game, but it’s a shame that it lost so much of what gave GW its identity.
The medium helm from Sorrow’s Embrace is similar (same dungeon after all): [&AgEnSQAA]
If your Engi is Asura, the medium cultural tier 2 and 3 helms are pretty cool and Engineer-ish looking.
Yes, there aren’t traditional healers, but there are classes that do better with group healing than others.
The typical source of AoE direct healing is water fields and blast finishers.
Elementalists have the most ready access to water fields, since the staff has two in water attunement. The problem is that the Elementalist does not have access to spam-able blast finishers.
Engineers do well with group healing because they can blast their own water fields (healing turret overcharge and toolbelt skill), but my understanding is that the cooldowns are somewhat restrictive. I don’t play my Engi enough to really say.
Rangers have access to Healing Spring (water field heal skill), but it has a 30s CD, and Rangers are also limited on blast finishers.
All three of these classes provide more direct healing when paired with a class with access to spam-able blast finishers, such as a shortbow Thief.
Necromancers can actually do well with group healing as well with traited wells, it’s just a different process.
I have a feeling the OP’s referring to the ghostly effect as much or more than the actual armor skins.
Yes, it’d be fun to have armors that have effects like this, or even more tonics that allow us to fight transformed.
YES! a potato with selectable stats and a butter aura
EDIT: It could be a gold seller, but it could also be someone trading gold between two separate legit accounts.
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Shpongle, that’s part of a cool DE. Wish I remembered how to kick it off, so I could share, but it’s pretty interesting.
EDIT: http://wiki.guildwars2.com/wiki/Return_the_arboreal_spirit_to_its_husk,_and_drive_away_the_hylek
EDIT2: @OP, yes, the dredge device has been there
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NCsoft has owned Anet since 2002.
Yes, but by the time NCSoft started actually exerting its influence on ANet, GW was established, and it was too late for them to ruin it, although the evidence was there that they tried to turn it into Korean-style cash shop nightmare just like we have now.
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The only REAL Soulution would be to just merge the 3 Servers into 1, which would even give the other Servers more Ressources.. I mean srsly low populated Servers are just unneeded just merge them and made a mid server out of it.. Problem solved.
Low population servers aren’t the only servers with imbalanced match-ups, though.
I’m currently on EBay, which is a mid-tier server, and we consistently have matches where we’re either blown away by a higher-tier server with 3-4x our numbers, or we steamroll lower-tier servers with 1/4 our numbers. Neither situation is enjoyable over a week-long match.
Merging servers isn’t the answer; just allow servers to play opponents that are on a closer tier deviation than the matches we have now. Skill doesn’t even play into it anymore.
Why is this gamebreaking?
The best places to put trebs are places where the enemy can’t reach. That treb is aimed directly at the NE tower.
I think where the failure is lies in the rewards. You don’t get nowhere near enough rewards for doing DEs compared to other things, because karma is not very useful. Also, doing something extremely short and simple like killing a champion gives the same if not more rewards than a long DE like escorting someone, so no one does the escorts.
We agree, this is something we’ve been discussing a lot lately and working on some various answers for, but I’m curious:
What rewards would you like to see from rewards? Would they be different when you’re leveling up than when you’re level 80? What would motivate you to want to go around the world playing as many different events as possible, rather than the same 4-5 over and over again?
Some of the fun challenges we are currently solving, but it’s great to hear peoples thoughts on this subject as well.
A few ideas:
1) Unique skin rewards at-level for a given zone, similarly to GW’s green weapons. The skin(s) is only available from that zone, and each DE has a low chance to reward a completion chest with the skin. Perhaps the DE could have a slightly higher chance depending on its inherent difficulty. This gives players incentive to play zones at an appropriate level as they are leveling a character, but it also gives lvl 80s a cosmetic incentive.
1B) The unique skins could be parts of a full set of armor: Each region (Ascalon, Kryta, etc) has multiple zones, so if each zone offered one or two of the pieces of the set, you could collect a full cosmetic set of skins participating in DEs and exploring that entire region of the map. One of the primary pieces of the set (chest maybe) could be a reward for map completion of that region.
2) Scaling rewards based on when the event was last completed. This would be similar to the way a player receives bonus exp when a mob hasn’t been killed for a while. Make the loot tables gradually increase the chance of receiving a higher-tier drop from the event the longer it’s been since anyone completed the event. This gives incentive for players to actually explore and participate in events. IMO, there should not be any indication in the event UI that an event’s reward is scaled up, so that players simply participate in as many as they want to and occasionally get a pleasant surprise out of the event.
3) Similarly to how the personal story completion offers a selection of three gear pieces, add a completion window to DEs that allows the player to pick all gold, all karma, or 50:50 as their reward.
The following one’s not really an incentive to change zones, and it’s really out there, but you could add cosmetics that are participation-dependent for their effects. Using a headpiece idea that I’ve seen requests for as an example, it could be a halo that glows brighter as the player participates in DEs or hearts in different zones. It could be devil’s horns that glow red the more player kills the player has made that day. It sounds incredibly complicated even just written down, so for all I know it’d be nearly impossible to implement, but it was wacky enough that I thought it might be worth a mention.
Elementalists all study at the little-known Asura college of Masochistics, which grants a passive 90% reduction in cooldown on our dirt nap/waypoint combo.
In all seriousness, though, the complexity of the class is the primary appeal for me, despite the class’s issues.
Let’s see…Wintersday miracle…
Open a new region of the map:
- Let the bandits finish the bridge in Brisban Wildlands.
- Sea of Sorrows (underwater combat update?)
- Crystal Desert
- Ring of Fire
- Cantha
The explorer side of me has had nothing to do for far too long.