Arpheus, I have to disagree. With Ele’s very limited access to stability, and the fact that skills are totally locked while using Mist Form, I don’t think it should be susceptible to Line of Warding. Are the Engi’s invuln elixir and Warrior’s Endure Pain blocked by LoW? I honestly don’t know, but Mist Form should probably be treated similarly.
Not meant to be obnoxious, but what makes Line of Warding so special that it should bypass invulnerability when no other non-immobilize CC does? I think Guardians have enough tricks up their sleeves without being the sole class able to wall off invulnerable characters.
As a side note, I think maybe Mist Form should have a stability fact added to its tooltip, since it behaves that way.
I submitted a bug report in-game, but I figured I would post here as well, just in case.
With most of the world map, if you hover your mouse over a zone title, it will pop a tooltip that shows your character’s map completion for that zone.
Over the weekend, I was doing quite a bit of map completion in WvW, and I noticed that this feature is missing from EBG (it works fine for the three borderland maps). Hovering over the map title does not bring up the completion tooltip at all. I tried it over the course of several days and on each of my characters, and it seems to be consistently missing.
The completion chart on the left side of the screen is there, but you have to be in the map itself to see that. It’d be nice if this QoL item could be fixed.
Uh … except these are the cheapest inscriptions.
http://www.guildwarstrade.com/search?name=Orichalcum+Imbued+Inscription&sort=sell_price
I see your point, but the price on the TP doesn’t necessarily reflect the expense of getting the inscription elsewhere.
I still don’t see why an entirely different method of obtaining the inscriptions was added, when all they needed to do was create recipes for them (perhaps by mixing the fine mats that are required).
If you really care about min/maxing (which no one should be forced to), elementalists and thieves currently outdamage warriors and bring utilities to the group that warriors and guardians cannot (stealth, conjures, high might stacking).
I didn’t intend to say that the other classes can’t compete DPS-wise. In fact, as an Elementalist main myself, I know we can compete DPS-wise. I was simply saying we sacrifice survivability for that, whereas Ws and Gs can do both much much easier.
Other classes have lower damage but ways to buff the party that warriors and guardians do not.
And, yes, utilities and mixed class mechanics do make a team more successful, but not for the average player who doesn’t understand how to or want to expend the effort to bring those unique abilities to the table. In any case, I see your distinction that it really isn’t ANet’s problem.
Still, if we’re kittening about not having to make damage/survivability tradeoffs, mesmer is the clear offender here, not warrior/guardian.
I was attempting to state things as I see them, not complain (if that’s what was filtered out). I think my point is still valid, though. Mesmers may or may not have the best survivability in the game, but that is very dependent on the player, because Mesmers certainly don’t come that way by default (anyone who has leveled a Mesmer will tell you how frustrating it can be until you have access to Grandmaster traits). In any case, Mesmer still requires more effort than a W or G would to survive the same types of encounters.
In most games, you have a trade-off between survivability and damage. The squishier the class, the more damage it does. The tankier the class, the less damage it does. GW2 has a skewed version of this tradeoff (mostly evident in traits).
However, because ANet wants all classes to be able to spec for pure DPS, the heavy armor classes have an inherent advantage of more survivability to go along with high DPS. This is disregarding traits, and looking at (as examples) base armor, a warrior’s higher HP, and the guardian’s class mechanics.
Both heavy classes can also increase their own survivability using traits without sacrificing much in the way of DPS, whereas some classes have to limit their DPS potential much more to acquire any survivability at all. An example here would be Elementalists, of which a very high percentage (in my experience) stack points in the Water and Arcana trait lines.
So, in short, there is very little reason NOT to play a warrior or guardian at the moment, because there is very little incentive to play a squishier class outside the player’s own enjoyment.
I enjoy playing all eight professions, but I honestly hope ANet can figure out how to give the squishier classes their own advantages to counter-balance the disproportionate number of heavy class players we have right now.
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Salvaging inscriptions from exotics….to craft exotics OR ascended….is ridiculous. Especially with the RNG inherent in salvaging.
Why should these stat sets be so much more expensive to make than any of the others?
I have a hard time believing this was intentional.
This is at least the fourth time in the past year I’ve seen this suggestion pop up. I really hope ANet takes advantage of the idea eventually.
@Henge
The mech armpiece is awesome, as is the mask. The chest piece doesn’t seem to match the style of the other two quite yet, but can’t wait to see it when you’re finished.
I think if I could get a branded griffon as a pet, I might switch to playing my ranger full time. Unfortunately, that’s very unlikely lore-wise.
Oh well. Here’s hoping for some awesome new pets for the Ranger community.
IMO, the problem is not the length of the matches. The problem is the match-ups themselves.
You can’t justify having mid-tier servers matched against tier 1 and 2 servers. Same thing goes for bottom tier servers being matched against mid-tier servers.
The randomized match-ups have been consistently lopsided, and I doubt that would change no matter how long the match is.
And now transfers are on SALE! YES! /s
What exactly do the rankings mean when determining leagues when ANet puts transfers on sale in the weeks leading up to the league itself?
Absolutely nothing. Now each and every server’s population is completely up in the air.
Really guys? We’re going to give the OP a hard time because there is an obvious exploit to a game system and he took the time to report it? Even if there are larger issues in WvW at the moment (which we all know there are), there is NO reason to jump on the OP. It’s not as if the bug is his fault, and he is absolutely justified in saying something needs to be done about it.
@OP This does need to be fixed. There is a similar bug with WxP being denied every time an Elementalist uses Mist Form in downed state that’s been around since WxP was implemented. Hopefully they’re keeping a list of all these ‘minor’ bugs and are working through them.
The difference is that the GW hats were readily available to everyone who participated, which is not the case with the RNG skins.
I don’t have a problem with those two screenies, if that’s what Kaineng City is going to look like. My only issue with the original Kaineng was that I usually got lost because the paths through the zones was so convoluted.
If there hadn’t been quests in the Undercity, for example, I probably would’ve never known it existed. Even with the quest markers on my mini-map, it took me forever to find that place the first time.
Bumping the thread.
People have been asking for Cantha for over a year now and yet still… nothing.
Quite sad they’re ignoring their loyal fan base so much.
I honestly don’t think they’re ignoring us on this one.
They responded to these threads a long time ago saying that they do want to bring Cantha back, but that they had to work out how to do so without infringing on any of the restrictions that are placed on NCSoft. Supposedly because it’s a Korean company, and something to do with ‘representing Asian cultures’, but I never saw an understandable explanation as to what the actual restriction was.
I believe that they’re still working on bringing Cantha back, they just don’t have anything more to tell us right now. Honestly, if the restrictions on NCSoft are legal-related, it’s possible that they aren’t allowed to tell us anything more until they reach an agreement.
Can the “I am not satisfied with this game”-posts get even lamer? I don’t like the direction WvW took either. But the attitude of the majority in this forum just made me not interested in any of the complaints any more. Luckily I am not a developer, cuz I would simply ignore such a “fan”-base.
Interesting, but you have the cause and effect reversed. You assume that Devon’s apathy is a result of the forums’ hostility.
The total disregard for the feedback WvW players have tried to offer in these forums is the cause, and the open hostility is the effect.
All of these threads telling ANet how much more fun match-ups are when they’re roughly even…
…and we still have no acknowledgement that they’re even CONSIDERING a different way of doing match-ups.
The heavy classes definitely have the advantage in the current meta, which is unfortunate for those of us who enjoy playing anything else.
It’ll be very interesting to see what the balance patch on the 15th will bring.
They need more data.
MOAR DATA!
made me laugh.
My mistake.
The fact that the black pattern is part of it makes the mask even more appealing, then.
I think it should be a bundle item anyone could use, or a “racial” skill that everyone has access to.
Check out: http://wiki.guildwars.com/wiki/Light_of_Deldrimor
It used to be a lot of fun.
You think this grind is bad? Wait awhile. GW2 is being released in Asia soon. Grindfest capital of the world.
It’ll be interesting to see what effect that has, although I think I also read that ANet was considering keeping the Asian trading post separate from the existing one, precisely for that reason. I wish I remembered where I read that. :/
If they are on the same TP with NA and EU, it will likely make everything dirt cheap at first, but ANet’s response to that has been overwhelmingly ridiculous numbers of materials needed in newer recipes.
Don’t like it? Go and design better… simple.
Actually, there are a great many talented people out there who can do just that. Just look at the public submissions in the workshop for steams team fortress and other games.
There is no excuse for the look of ascended armour, especially as a great deal of GW1 armour was of a much higher standard.
Along with what Chronometria pointed out, I’ll add that there have been numerous threads requesting that ANet allow their fan base to design both weapons and armor, and all you have to do is look through some of the various GW2 fan sites’ art forums to know that GW2’s players have produced some incredible work.
They formed a group of designers to create this dungeon. Those were people from the MF-Dungeon and the Aetherblade-Dungeon combined.
Thus, no real dungeon team … just your random LS-Team
Ah, so you ARE being a semantics troll.
The title of the thread was just saying “well done” to the people who created the new dungeon path, as I’m sure you are well aware. I couldn’t care less where they pulled the people from. For this LS, they were a dungeon team, as it was a team of people and they were tasked with creating a dungeon path.
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I think some of the starter masks do change slightly depending on the race of your character.
You might also want to keep in mind that (I think) the majority of the design you’re seeing on the character’s face are Norn tattoos, which the player likely chose to complement the mask.
Awesome. Thanks!
It’s perfectly fair how it is. You hit more times, you get hit more times back.
I have to admit. I’m biased. Retaliation is my least favorite boon/littlekittenyellowtag in the game. I very much enjoy staff Ele, despite all of the complaints attributed to it, and there simply isn’t enough boon removal in the game to effectively counter Retaliation, and Eles have none available to them. Even the Sigil of Nullification is ineffective due to its internal cooldown.
However, I will return to the topic and offer an example:
A warrior or thief that can make a single hit for 5k gets hit with Retaliation once for let’s say 200 damage.
To inflict the same amount of damage, you have an Elementalist or Ranger that MUST hit 5 times at 1k each, gets hit with Retaliation 5 times for 1k damage.
So, in this scenario you have burst builds taking 4% of the damage they’re dealing in return, compared with steady DPS builds taking 20% of the damage they’re dealing. Admittedly, the numbers are rounded so we don’t hurt our brains with math, but it is representative of how the current system works, at least as far as I understand it.
That honestly doesn’t seem ‘fair’. IMO, Retaliation damage should directly correspond to the amount of damage inflicted, not the number of hits.
The only argument that makes sense that I’ve heard in favor of the current on-hit implementation is that condition builds would almost entirely bypass retaliation if it was based on a percentage of direct damage. However, that just seems like an effective counter-build to me, rather than a reason to keep the status quo.
Something like a “dungeon team” doesn’t exist.
Sure it does. I doubt the path coded itself.
Yeah, with a number that high, it’d have to be a WvW achievement. :P
I believe it was Saturday that Keg Brawl was the activity of the day, and I ended up in a match that didn’t end when one team reached 11 points. The game went until the timer dropped to zero. Thank goodness there IS a timer, because otherwise it would’ve been a literally endless game. We ended up with about 120 or so points between the two teams.
It was fun, but I don’t think it’s intentional for matches to last that long.
Y’all realize that ANet added an option to drastically reduce the number of character models that render, right?
Add to that the ability to remove nameplates, and the clocktower is probably already much easier this year, even if ANet didn’t change it.
I finally had the chance to play the new TA path last night for the first time, and I have to say that it’s awesome.
It takes the positional and “puzzle” mechanics that were so good in the Molten Facility and puts them in a permanent path.
Some of the mechanics actually reward specs other than pure DPS.
It’s challenging, but moves fast enough that it is not tedious.
The path is just about the perfect length.
Well done.
PS: The optional items at the end are an interesting touch. There are rooms in other dungeons that look like they were intended as jumping puzzles and lots of areas for exploration. One example is the sarcophagus room at the end of CoF p2. Could we possibly see these active soon? That’d be really cool. Think along the lines of Light of Deldrimor!
To be fair, the Elementalist was pretty awful in high end GW1 PvE. For years, the only meta build was as a healer that abused one elite. This was mainly attribute to creatures in hard mode having ridiculously high elemental armor (thus reducing ele damage to pot shot status) while the main damage dealers—ritualists, warriors, and assassins had a crapton of ignore armor damage.
At any rate, during the beta, the ele staff used to do high amounts of damage, but Anet has recently taken a stance of “AOE BAD” so I assume that all non-melee, ranged AOE attacks will eventually suffer the same fate as the staff.
If we’re lucky, elementalist will get a long range, single target weapon (hopefully two handed) that can either be played as a power weapon or as a desperately needed condi weapon.
Searing Flames and GlyphSac/MS E/Me builds were always viable, even if they weren’t really ‘meta’ level builds.
I remember DoA groups specifically recruiting Elementalists and RoJ Monks for the incredible nukage potential. Eles were recruited more for the continuous KDs from MS at that point, because you are correct that many mobs had an insane amount of elemental armor.
And, yeah, as far as the 2h single-target weapon, bring out the Elementalist rifle! ugh…
side note: GOD I MISS MY MONK. <—I just have to post that every once in a while.
Heal sig would be a lot more useful if Elementalists could stack any toughness at all without pulling aggro from the entire rest of their group. At least that’s been my experience.
IF eles could stack toughness without it affecting aggro, we’d be able to reduce incoming damage, thereby making the heal-per-spell amount more useful. It could still probably use a slight increase in healing regardless. As a side effect, it would also make the earth trait line, which grants toughness and buffs signets, more appealing. Nice little circle there.
The only problem besides needing a slight increase in per-cast healing is the aggro calculation system. WvW and PvP are obviously a totally different animal.
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This discussion probably wouldn’t even happen if we had more reliable forms of condition removal.
Exhibit A: price of Sigils of Generosity
As an ele, my best form of condition removal was nerfed to oblivion months ago.
GW Factions had survival-type missions and from what I remember, they were typically abandoned because they were very unpopular.
So, going by that alone, I’m not surprised ANet hasn’t tried it in GW2.
I’d love to see more sylvari-themed armors, but then I’d love to see more armors across the board:
A) medium non-trenchcoat chest pieces
B) heavy non-gigantic shoulders
C) light non-robe options
D) armor with tasteful particle effects
E) Charr armor that doesn’t look like an oversight (to be fair, there are some, but very few)
I don’t think it’s necessarily fair to rate the releases themselves, as I think each one had things that were good and not so good.
These aren’t in any particular order:
Favorites:
Mad King’s clock tower
Snowball Mayhem
Molten Weapon Facility (puzzle and positioning [non-dps] mechanics ftw)
SAB w1
Guild Missions
WvW abilities & post-80 customization
infinite gathering tools
Dragon Ball
Aetherblade Retreat
Bazaar of the Four Winds (I’ll break my own rule…this entire release was amazing)
Southsun Survival
Aspect Arena
Account Wallet (thank you thank you thank you)
Tribulation Mode (I find the random acts of violence humorous…I know I’m sick :P )
Account Magic Find
Good, but could be better:
SAB w2 (only issue is the length of the zones, otherwise it’s great)
continued reliance on back item skins as LS meta rewards
infinite salvage kit (800 gems and it’s still going to charge me every time? really?)
Queen’s Gauntlet (uncontrolled farming and mechanics that benefited specific classes)
Royal Terrace (needed some reason to actually make it more convenient than LA)
Champion loot bags (the given loot needs to scale based on the level of the champion itself)
Scarlet’s Invasions (they’ve grown on me, but more incentive needs to be placed on finishing)
Tequatl update (requires too much preparation time, otherwise it’s great)
Least favorite concepts:
Underwater content has been almost entirely ignored since launch
Karka Queen (both the initial implementation and revamp)
Dragon Bash pinatas and similar LS achievements
forced time gating
account-bound craftables
Ruins of Power in WvW
Absolutely abysmal ideas:
very heavy reliance on gem store for every single update and prestige items
randomized (imbalanced) WvW match-ups & the upcoming WvW leagues
achievements that are exploitable when the patch first goes live, then fixed but not reset
Overall, I think my primary complaint is that the Living Story is taking far too long to develop into a meaningful part of the GW lore. I realize that we’re talking about a story that is intended to span years, but if you don’t keep your players’ attention, your players won’t last that long. I think this is one of the major drawbacks to the current piecemeal release schedule. If the LS was done as more sizable updates (less often), people would perceive more development in the story itself, rather than just totally disconnected content that happens to use the same characters.
/wall o text
Funny part: nobody has done the math for ascended jewelry which is coming too.
I know the reason I haven’t done the math for ascended jewelry is that I have no intention of crafting any.
I think part of the reason people are complaining about the ascended weapons and the anticipated process for ascended armors is that (in comparison) the ascended jewelry is absurdly easy to get.
Comparing the manifesto to the current state of the game is pointless. ANet didn’t live up to enough of their claims for the video to be viewed as anything other than pre-launch hype.
The claim that they didn’t want people to grind is just more than any developer should claim. The players turn games into a grind no matter what the content is. It is not within the developers’ control.
So, what difference does it make if the players choose to grind in Queensdale or in Frostgorge? Or, for that matter, any of the zones?
And, what “large rewards” are we talking about? The champions really aren’t that profitable. I would have to spend much more time farming champs than doing gathering runs (for example) to make the same amount of gold. Does that mean you’re going to ask for gathering to be nerfed next?
The only valid concern here is that the zerglings occasionally mistreat new players, which is inappropriate no matter how you look at it.
There was a mod for GW2 soon after launch that added a reticle and changed skills to a Tera-style combat system.
It looked fantastic, since Tera’s combat system is far more fluid than GW2’s…
…so naturally ANet shut it down because it was 3rd party.
Yes, it happens to me quite frequently.
Supposedly, a workaround is to weapon-swap (or attunement or kit swap), but that doesn’t always seem to break the character out of the movement bug.
Transmuting is obvious, but the availability of transmutation stones should not prevent people from giving ANet feedback when they do or don’t like a new armor set.
In my opinion, these armors are absolutely horrendous, and a borderline embarrassment to the artistry that I’ve come to expect from ANet.
EDIT: They look far better on female characters, and it’s obvious that the armors were designed primarily for them, rather than their male counterparts.
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Squishy classes like elementalists should not have to rely on mid-range (scepter) and melee weapons (dagger, lightning hammer) to do damage. If people like that play style, they’re welcome to it, but the thief and warrior are far better at it.
What happened to the Elementalist’s heavy long-range nuke viability back in GW? Glass cannon elementalists in GW used to be able to take down entire groups of PvE mobs amazingly fast (often offset by the tradeoff of significant cooldowns), and in PvP, Elementalists could actually be a force to be reckoned with.
Instead, in GW2, we get another change that makes AoE damage even less viable, and a buff to CCs which is the ONLY thing staff Elementalists do not need buffed.
This is why people question whether the devs ever actually play their own game.
Can’t WAIT to see what the other changes are. Perhaps they’re “buffing” the staff to make it 300 range. /s
Defense is boring mostly because it’s largely ineffective, which partially stems from most commanders not bothering to set up defensive siege when they take an objective.
Even from behind reinforced walls, and even with siege, a smaller group has little to no chance at defending a point from a larger group.
Elementalists don’t need more hp (guardian has the same amount with almost 300 more armor). The point is that, to deal high damage elementalists are using dagger / dagger set, which is 300 – 400 range. That’s almost melee, so it’s too easy to hit them.
Scepter / focus gives not as good damage but allows to avoid some damage. Other thing is that doesn’t have as much healing.
Staff, which should be the best one because of long range, isn’t great to deal damage because of far too much support role.
So it’s all about close combat issue in suicide way.
Elementalists may not need more HP, but they need SOMETHING in the way of survivability, since our bunker builds have been nerfed to oblivion because people were crying about them. More CC on the staff is not particularly what is needed, IMO, but anything that makes the staff more effective is welcome, I suppose.
Ele traits need to be tweaked to remove the total dependence on Water and Arcana for any level of survivability. It creates a severe limit on the other traits an Ele can use.
Also, I think it’s sad that the squishiest class in the game (possibly tied with glass thieves, only without the escape utility) is forced into melee range with D/D or conjure weapons for its highest DPS. If I wanted to play a thief or warrior, I would. Melee is not the play style I was looking for when I chose my Elementalist.
a server transfer to a shard that follows the original manifesto and lacks all of the BS gating and once per account per day restrictions and VP that was introduced in the lost shores patch
That would be a best-seller.
Unless they’re planning on creating legendary armor at some point, I’d like ascended armor to have the option to change stats like the legendary weapons do now.
If you are wondering how long it will take you, check out the wiki chart,
http://wiki.guildwars2.com/wiki/Luck
You wont be maxing it out anytime before xmas that’s for sure, its basically going to come down to when you’ve had enough of salvaging.
chuckle This completely reminds me of trying to build lucky and unlucky titles on GW1, and building lucky benefited your account a bit as well. Entirely insane to max out though.
Nah, it just required a couple hundred plat and several weekends AFK on the boardwalk 9-rings game, and that ended up working toward lucky and unlucky simultaneously.
The insane part was figuring out how to keep yourself entertained when you’re AFK all weekend. :P
Lol not everyone went that route :p
If you maxed those two titles just by doing a lockpick chest grind….you have far more patience than I do, my friend.
I played GW for far more hours than I care to admit, and I wasn’t anywhere near maxing them “legitimately.”
I’m both a completionist and a hoarder, and I don’t consider myself scary…maybe a little ugly…but that’s just mean.
Seriously, though, I don’t understand the intent behind achievements that are just for spending currency. That has very little to do with gameplay, and everything to do with ANet wanting to push the removal of currency from the game.
How is spending currency an achievement? What exactly does “achievement” mean? Very little, apparently. Are we eventually going to have an achievement for just logging in every day? After that, am I going to get an achievement point for double clicking the icon on my desktop? For looking at the icon on my desktop? For allowing the icon to exist? Obviously overdramatic, but achievements are getting very dumbed down.
The way to encourage players to spend currency is to offer items that they want (say what?) in places other than the gem store (GASP). Crazy talk, I know.
Instead, we get another non-achievement.
It’s not really a big deal, but it makes me wonder what the thought process is behind it.
If you choose two zones each day for dailies, one would have to be a starter zone so that anyone in the game has it accessible (unless ANet chose to completely ignore new players, which is unlikely). As soon as a starter zone becomes an option, you end up in the same situation we have now, with no incentive to ever leave the starter zones.
So, unfortunately, while I can appreciate the intent, I don’t think this suggestion would really change anything.