Please don't reward retroactive MasteryPoints
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
@Forgotten Legend and LanfearShadowflame
“Each Mastery track is tied to a region of Tyria—they must be unlocked with Mastery points gained in that region and can only be trained in that region.”
https://www.guildwars2.com/en/news/reimagining-progression-the-mastery-system/
Thanks for the quote, I had a feeling I should have reread the article. I just missed that “points gained in that region bit”, thanks for clearing up my confusion.
Honestly, with that I don’t see how people care if we get some core region mastery points before others if we’ve already done that work. It can’t affect HoT play in any way, and people who want to will still be playing content in the base game (both to train the masteries they can unlock from the start, and to get the new map rewards if they want thme). So far all we know about them is precursor crafting and a fractal line (with no real info besides the names).
Shesh, reading some peoples wish lists really makes me happy they don’t have the power to implement them. That being said:
1) Choose-able weapon skills. Let us pick our 2-5 for each weapon to give more variety to play. X weapon doesn’t have to be for Y role, etc. Depending if it was a pool or each number had 2-3 skills to choose from, you could also add risk-reward of, longer cool down high damage skills, but if you miss/get blocked, you can only auto attack for 30-50 seconds, but that’d be a lot harder to balance.
2) Put tonics in the wardrobe (like finishers)
3) Build templates (especially with stronghold being mashed up with conquest)
4) For them to release the things that are going to be for everyone (stronghold and the new wvw map, maybe even those map rewards) when they’re ready instead of waiting for HoT, I really just want to play more stronghold now.
5) Separate out the black lion/gem store armor/weapons from the wardrobe, so I can focus on obtainable stuff.
6) A right click to “buy this from the trading post” for skins from the wardrobe.
7) Add all annoying map currencies to the wallet (geodes, bandit crests, plus whatever they add in HoT)
8) More focus on underwater combat so they can develop it further and make it better.
9) Polymock with minis
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
Where is everyone getting the information (or why are they assuming) that any MP earned from the core game wouldn’t be spendable for any mastery line?
That’s not how I assumed it would work at all. Any mastery point could be spent on any line.
Also, I don’t really see the bad thing of tomes being useable. They still need to earn the mastery points to be able to use the tomes, so they can’t 100% the expansion in a day.
People who use them are only “hurting” themselves, by rushing through the content.
Besides, tomes only have 2.5 purposes. They really are just inventory filler at this point for the people that have a bunch of them.
0.5 People who don’t have 8 lvl 80s yet
1) Skill points (and I think most people agree they aren’t hard to get)
2) Key farmers
And the only people who have a large amount of them are PvPers, so at least they’ve been playing the game.
The only way it can hurt other people is if how they balance the amount of exp needed to learn the mastery (after it’s unlocked with Mastery Points). Plus I don’t think we even know if the exp needed gets progressively larger after each tier (I know it will cost more MP but I don’t remember them stating it will also take more exp).
Plus, you guys act like getting a lvl worth of exp is some monumental task.
20 events will get you a lvl. You can do that in under 20-30 min. Now I admit, that’s a lot longer than the 1 sec it takes to click 3 times, but it still isn’t that annoying. Even players who refuse to use tomes will max out their masteries in a month or two tops (barring their MP limit). Besides the different event chains that already exist: Orr, dry top, silverwastes, FGS (and many more), they’ve already said that the newer maps are going to be content dense, which means more events.
Event if it takes 100 events (5 tomes) that won’t take too long to obtain. My only fear is if they make it an unnecessary grind of say 2000 events (100 tomes) worth of exp to get each tier. I know this is becoming their new “endgame”, but if they aren’t careful it’s just going to be an annoying grind.
less info = less hype
Anet do things as slow as possible with max hype
Mostly because I am hype and want the expansion to come out,
I was really hyped about the expansion, but now with the hype going down, i’m starting to see more and more of the truth
And many others, so on:
This is exactly “why we can’t have nice things” – because the so-called community can’t take anything in a mature way.
- They don’t say anything – it’s bad.
- They say anything – it’s always not enough, people get excited like there’s no tomorrow for 2 days and then they start complaining about “hype trains crashing” and whatnot.
- They say everything – that’s obviously bad, because they’re then locked to any changes (and there certainly will be changesIf people would just sit and not go drama about every single word, both said and unsaid, they wouldn’t be so disappointed with every possible outcome. The word “hype” should go under the kitten-filter for people’s own safety – because they cut themselves with it like a razor.
That being said, few months of no content and no information is not good, maybe revealing it too early was a mistake, but what’s done is done, at least they’re not making things worse.
I feel like the reveal wasn’t really for the people who are playing the game. It was for people who left the game or those who haven’t picked it up yet to make them interested again. People will see news articles about HoT every other week or so and it will be in the back of their brain for them to buy the core game now or the expansion when it drops months from now. Most of this wasn’t meant for the people that log in everyday and keep up to date with any news article they put out.
It also doesn’t help that it always takes a lot less time to consume info than it does to create it. The PoI vids (which I have come to enjoy in their own rights), and the blog posts take hours to make, but ~15 min to watch or 3 min to read.
Do I want more information, yes! But it’s gotten to the point of me kinda not caring anymore. Info will come out when it does, worrying about it or complaining doesn’t make it come out any faster. And each week, just makes me realize that the game will take that much longer to update.
And with the lack of any meaningful updates since Jan, I’m just bored in game now (besides the daily, I’ve lost the drive to really do anything). I hope all of you who wanted an expansion are happy, I’d much rather have had LS 3 already here (and almost done), then still waiting for info about the expansion, which is most likely still many months away.
The problem is they want to release at least 1 blog post a week, and I assume they want to stretch it to launch (or close to).
Back when it was first announced, most of us assumed it’d be coming out around the 3rd year anniversary. And you could mostly count the weeks via revealed content.
2 weeks Rev
9 weeks specializations
2 weeks stronghold (think we’ve already gotten 3)
2 weeks WvW maps
etc…
The problem they really haven’t revealed any “new” information in a while. Stronghold seems to be exhausted, as should WvW (but I could see them trying to get another week of info out of it). That leaves the specializations, the rev, the mastery system, guild halls (and any other related guild info), and new map or story bits.
We still need to learn (officially) what the other Rev legends are, and his other trait lines, weapons, etc. are.
We still need any knowledge about specializations whatsoever. My assumption is they’ll have some kind of broad overview for a week before they reveal any specifics. As people will quickly point out, we have no clue how special the specializations will feel. How much will the profession mechanic change, how will classes who only get an offhand still feel they are not being jiped, and officially what are the weapons that each class gets? Or, how are the vanilla classes being updated (if at all) to make people still want to play them over their shiny new counterparts.
Any info on guild halls? How to build them/what will it cost/how hard will it be for smaller guilds/what purpose does the guild hall serve other than a little hang out spot/etc.
The rest of the mastery trait lines, the ratio of mastery points in game to how much it will take to max out everything, how ToK will interact. So far we only know about some of the basic gliding abilities and precursor crafting.
Don’t get me wrong I don’t mind reading about the different Hylek tribes and that kind of stuff (would have been nice if they tied in some of their lore mastery info into it though). But I can really only see 2 possibilities of the reason of why they are releasing info the way they are.
1) Less is actually finished then most of us assumed when they announced HoT and they don’t want to mention anything that is not set in stone. Thus, we get “filler”, stretched out, or recap info weeks to bide time.
2) They are planning some really heavy content dumps in the next week or two, so they are padding out in the front.
Really, until they just give us more info or tell us a rough release date (so we can presume a steady flow of info until then), we can’t do anything other than speculate.
I don’t mind learning about new lore things, but I’d rather it be between meaty content, not recaps/rehashes of info we already know.
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
Everyone seems to have forgotten that Anet has already said they would be working on some kind of formula to convert existing Skill Points into Mastery Points. Also how Tomes of Knowledge and Scrolls would work with the new MP system as well.
What? When/where did they say that? In the blog posts (and I haven’t seen any red posts/interviews stating otherwise) they said that we will no longer get skill points when we fill out exp bar, and make them more available through other means.
I never once heard them even consider “converting skill points to mastery points”. As I understand it, there will be a set number of mastery points in the game (be it through interaction like the current skill points/vistas, through certain old/new achievements and potentially map completion, or through story). And the mastery points will be account bound, so once you unlock that MP on your account you can’t earn it again.
As for the ToK and mastery points, they did say that they were looking into it. During the beta it filled ~1/5 of a bar, but Anet did say that it was 1) subject to change and 2) that filling the mastery bar was easier during the beta/PAX because during the small time frame people wouldn’t have had any time to use even the basic glider (rough paraphrase).
If you are talking about specializations and HoT, they should be removing some traits/heals/utilities/elites/trait line from the core class and adding in something new for the spec. I believe a dev has stated during an interview about the traits/heals/utils/eilte, I think the traits were never mentioned explicitly, but most of us think some will also be taken away. And I think most of agree that all of a certain “type” of util will be removed for each spec (like signets, traps, glyphs, etc.).
The base class will “hopefully” get some kind of update (dishing out resistance and slow where applicable). Otherwise, as many people have stated, they will feel completely lackluster compared to the base rev. And if only the specs get the shiny new bits, it really makes playing the base classes feel lame crappy by comparison. But all of that’s just player speculation.
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
Maybe that’s another reason why they increased the drop of those ‘teleport to a friend’ items in the BLC.
Hmmm, I hadn’t thought about it until your post, but Mesmer Portals could be extremely handy in these new, vertical zones.
Does Portal take into account the Z axis? Is it limited by distance across map, or a straight line from surface to surface in three dimensions?
It’s currently only limited to maps that are not full. If you try to teleport to someone in a capped map, the item will be used up and you won’t move there. It can be all across the old maps. I’m planning to ask a friend to wp to Orr so my Revenant can jump to the wp nearest the temple I want to buy armor from.
It’s probable it will be limited to only within either the old maps or the new maps so that someone without an expansion can’t teleport to someone in the new zone.
Oh I never assumed you could “break” the game by sneaking into the expansion. People tried it during the beta, and a message appeared saying you couldn’t do it, and the item was expended.
I’m just saying, if my friend wants to master gliding or mushrooms first, and I want to go one of the lore routes, I may just use it to get to mastery points that I’d need a glider for.
Again, I’ve never used one of them (really I don’t see the point outside of my above mention). So I assume they take you to the physical location of your friend, not just at the “entrance” to the map their in.
Actually a Guild Leaderboard is how GvG was functioning back in GW1.
If I recall, GvG in gw1 involved myself and my friends getting slaughtered by an opposing guild in an 8v8 in a special guild hall arena.
Not a 5v5 sPvP guild leaderboard, where the team you are fighting can be a bunch of randoms, a 3-5 person premade, or another guild. Heck, I’m not even sure if it was mentioned that you had to have 5 guildmates on your team to qualify for the guild leaderboard, for all we know, you could just need 3.
I don’t think they’ve mentioned any info other than “there will be a guild leaderboard for PvP.”
Heavy takes 25
It also doesn’t help that Delrimor steel takes 100 mithril ore (50 bars) while Damask takes 300 silk (100 bolts) and I believe the other ascended materials are similar to Delrimor steel…
Ah, it’s been a while since I made my armor. And yeah, all this was to fix the ~6 million silk that was on the trading post at vendor value before ascended armor was released.
While you should read the Attribute pages for a complete answer, in short.
Power —> you do more direct damage
Precision —> you are more likely to do a critical hit
Ferocity —> your critical hits do more damage (base +50% damage)
Vitality —> 1 vitality gives +10 hp
Toughness —> you take less direct damage
Boon duration —> all boons you apply (might, swiftness, etc.) last longer based on a % (I believe the max is +100%)
Condition Damage —> All of your conditions do more damage (each condition scales differently with condition damage)
Condition Duration —> All of your conditions last for a % longer (I believe the max is +100%)
Healing power —> you healing skills and regen boons will heal for more (the amount heals depends on each individual skill, if you look at the skill on the wiki look at the coefficient to see how strongly healing power affects that skill. Ex. Heal 1000 hp + 0.05*healing power)
Then there is a profession mechanic trait that usually reduces the cool down of your professions special ability
Each armor (at the higher levels) gives a big bonus to 1 stat and a smaller bonus to 2 stats (with some exceptions, celestial gives a “very small” bonus to all stats). People normally just call them based on their name.
Zerker (or Berserker) is power as the big bonus. precision and ferocity as the smaller bonus.
Solider (sometimes referred to PTV) has Power as the big bonus, and Toughness and Vitality as the smaller bonuses.
What stats you want to focus on depends on what profession you are, what weapons you want to use, what playstyle you want, and what game mode (PvE, WvW, PvP, dungeons/fractals) you like to play. As usually the same skills/weapons/stats don’t work the best in all modes.
In general:
Toughness helps you “tank” (the counter to) direct damage.
Vitality is suppose to be the counter to condition damage.
Power helps you do more direct damage to something
Conditions let you hurt something while not actively attacking it (once you apply them, but usually has a long start up time)
Precision lets you crit to do more damage, and also to activate certain traits and sigils.
Ferocity lets you do massive damage if you can crit something (some bosses can’t be crited. certain classes have defensive abilities that stop them from getting crited, etc.). Plus you need to have good precision to make use of high ferocity (the base chance to crit is 4%. And fury, a boon, always adds +20%).
Boon duration and Healing power are usually for specific builds; mostly support.
But yes, GvG has been wanted for a long time, and is something they are introducing in the expansion.
No, stronghold isn’t GvG. It’s just a different type of PvP map. They only mentioned that there would be Guild Leader boards, but that would still most likely be for 5 man groups. The most they said was that stronghold will allow more than 5v5 in custom arenas, and they may decide to make the ranked mode more than 5v5 if that’s something that the community strongly pushes for during betas (but I doubt it, because they’ve said that it’s in the standard map rotation, and for it to be more than 5v5 it would need to be placed in their own queue).
Also to the OP, the title “Guild Wars” is lore related, and has nothing to do with current day guilds fighting each other.
The closest you have for GvG, is to go into a WvW borderland (or EotM as someone else already mentioned) and go hunt down another guild or go zerg busting.
When the trading post had it’s own forums, this was a hot topic when Ascended armor came out. If I recall, John Smith pretty much said it’s working as intended (at least I remember other people quoting him saying that). I’m not saying we don’t need a reliable way to get all levels of leather and cloth, but I think Anet would rather have silk worth something other than vender value, like it was before ascended armor (and yes, I agree that it’s unfair that lights need 36 bolts of damask, while heavies only need….18?)
Edit: Who knows, maybe the new map reward system they just revealed will contain other things besides T6 mats and lodestone/cores. I wouldn’t complain if we could get silk, linen, cotton, and those levels of leather as other options.
They are doing the same things as they have done in the past putting out info that you must look for and not told out right. So the info is there we just need to find it.
Read this a few times…it doesn’t mean anything no matter how i look at it…idk what you wanted to say…you didn’t in any case.
Also i’m being pesimistic…maybe next time we’ll get a recap of the recap of what we know until now xD or maybe another dev bio…ohh geee how i love those…but this time about the person that wrote the other dev bio…
Its called “read the forms.” There a lot more info out there then the dev post.
You mean people speculating about every little thing? Or misquoting? Or explaining things completely incorrectly? A dev says, “yeah that’d be cool” or “oh I like that idea” and it becomes gospel. And people get angry when it doesn’t come to pass.
Don’t get me wrong, there is plenty of nice stuff we’ve “learned” from those great people that analyze every frame of a vid (guard bow, thief riffle) and the amazing data miners (really too much to list), and my above comments aren’t aimed at these guys/gals. But it still isn’t official until Anet says so. I’m just saying that most posts, especially since HoT was announced have just been rampant speculation (and sometimes worse with miscommunication).
Might be useful to train mastery lines quickly instead of playing to get the exp needed to advance them.
You’d still need mastery points though, you can not advance masteries through xp / tomes alone.
Yes, I know. But it does makes it easier. For example, the Stress area had 2 Mastery point commune spots and I got 2 more from doing new content. Without tomes you could get those MPs but not necessarily be able to slot them because the mastery track you are training wasn’t advanced far enough. You would have to play events and get enough exp to advance the track four times to get to the 4 MP slots. With tomes, you can use up enough to get to the slots and use the 4 MP immediately.
I guess it comes down to a few things:
1) How quickly do they want us to fill up a bar? Doing 20 events to fill your exp bar also isn’t that hard, and within a day or two I’m sure people will find the fastest way in HoT to fill up your bar, in the core game we already have plenty of options – event trains, champ trains, dungeons, etc.. If a ToK gives “1 lvl” worth of exp, and it tentatively gives 1/5 of a mastery bar, that’s roughly 100 events. Even if that was “sped up” and we need 500 events to get 1 mastery bar worth of exp, a tome should still give the equivalent of 20 events worth of exp. And on a related note, what purpose does EXP have if you run out of mastery points and can’t activate a new line?
2) Are the mastery lines going to be “tiered”? I believe I’ve read that it will cost more mastery points to get the 2nd trait than the first, but will it also cost more xp? It’d be an easy way for them to gate the content for most people. Less likely that people will complaining about having to play for ~5 hours to unlock just the basic glider, but still provide some longevity to the system (which will most likely be maxed out by a lot of heavy players in the first month [ ahem week] or two).
3) If ToK don’t give any exp towards the Mastery bar what purpose do they have for lvl 80s? Anyone who plays PvP even semi regularly must have a lot saved up by now (or gaining them at a steady pace), and others already easily have 5-8+ lvl 80s, If tomes don’t give any mastery progress they need to be changed to at least have some use on a lvl 80 (since they are removing skill points from level ups).
Honestly, I’m running out of ideas of filler info they could give us. To be fair though, I didn’t expect a story recap or a summary of all the info we already knew from the past two weeks. It’s just the more they push out the meaty bits, the farther off I assume it’s going to be, or the less hyped I’m going to be because they still haven’t bothered to mention it yet.
1 week of finishing up the rev (still have two more trait lines, the other weapons, and 2-3 more legends, depending if one of the 3 data mined was for the spec)
9 weeks of specialization (they could theoretically do 2 specializations a week though. I really wish they’d give an example of how a profession mechanic will change.)
1-3 weeks of guild halls (how to build them, what can you do with them, what kind of customization, etc.)
2-3 weeks of mastery lines (still haven’t shown any info on fractals, and there has to be more than just 2 lines for the core game)
[~15+ weeks]
“filler-ish stuff”
0.5-1 week for adventures/activities (polymock?)
2-3 weeks of showing off the other biomes, we still only know about the upper? one. I can see them filling a week or two showing off the other ones. I still don’t know if each biome is it’s on “instance” or is it one huge vertical map with no loading in between, can you fall from the tree tops into kitten and end up in the bottom layer? On top of that they’ve still just shown us 1 small area of 1 map, they can also tease us with other maps.
1-2 weeks showing off other wyvern style fights/discussing “challenging group content”
1 week showing off the new legendaries and discussing how we get/craft those
0.5-1 week showing off new armor/weapon skins (glider skins?)
0.5-1 week maybe hinting at what stuff in the core game will give mastery points
0.5-1 week teasing at what the future story will be (outside of the first mission which we’ve seen in the beta). I guess you can also throw in learning more about the NPCs of the area too, and what other “allies” we can make cough mursat cough.
[~6 weeks]
And any other “filler” that I can’t think of.
———————————————————
So, ~21 weeks of my very rough (low ball?) estimate of new stuff they can tell us. Either, way I do think they’ll announce something decent today/this week because they had 2 almost no content weeks. Actually, I can see also see it being next week, just so it can coincide with a POI/Ready Up vid to showcase what they will reveal.
Ugh, all this waiting just makes me wish other people enjoying the LW as much as I did. We could easily have fit a LW Season 3 (and maybe even start 4) in the time it’s gonna take before HoT launches.
Honestly, I don’t care about getting more weapons. What I’ve wanted for maybe two years now is chooseable weapon skills. Let us choose our 2-5 skills (I prefer a pool for each weapon so you get a risk-reward based on cds, but realize it’d end up being 2-3 options per number instead for balance). But make it so you don’t have to have only control effects on a hammer, or could lose some mobility on the gs to gain something else (heck even if it was just a different type of mobility skill it’d at least be a choice).
That would give us more than enough customization, and make it a lot harder to say, “oh that war is using a hammer, must be a hambow”, and that’s true for any class.
While I wouldn’t call it a “level up system” myself, it isn’t speculation if that’s exactly what they told us. You’re spot on, on how things are going to work (as they have told us so far).
And there’s no reason to believe that the precursor hunt works any differently than other masteries.
Step 1) Gain a mastery point from some content in the game
Step 2) Unlock “Precursor Hunt Lvl 1” (whatever the name is)
Step 3) Select “Precursor Hunt Lvl 1” as your active mastery line (in the core game)
Step 4) Earn EXP in the core game until to gain access to “Precursor Hunt Lvl 1”
Step 5) <for this trait line only> Talk to NPC that’s mentioned in the blogpost to pick your collection (the fact that you need to pick one is a little annoying to me, either it’ll cost money/resources to activate or we can only have 1 active at a time)
<then go do everything in that collection...etc.etc. - all detailed in that blogpost>
The only things (to my knowledge) that we don’t know is:
What happens with exp we earn with no Mastery Line left to learn (since they are removing gaining skill points).
How exactly Tomes of Knowledge and Writs of Exp will interact with the system. We know that during the beta/stress tests a ToK filled up ~1/5 of a Mastery bar. And that Anet said that during the beta/stress test they fiddled with the Mastery Track to give you access to gliding without needing to get exp because they said you wouldn’t have time during the length of the demo. We also know that Anet has said that they are looking into how ToK (and I assume Writs) will function with the Mastery Lines if they work at all by the time it goes live.
What is the total number of Mastery Points available vs. how much to unlock everything? And how many will be only obtainable if you focus on certain lines first (looking at you mushrooms and gliding, maybe some lore ones too).
Oh and I guess we don’t know how many lines there are going to be. 5-6? or so lines for HoT and 2 for the core game. revealed so far. I’m expecting more from the core and hoping for more from HoT. I hope they don’t end up being as grindy as the title tracks from EotN in gw1, but I also think most of us will finish them “all” within a month or two (barring we have enough Mastery Points in the world to unlock everything, which I really hope we do).
I would also love if Anet would tell us what type of content from the core game will retroactively give Mastery points. I know they won’t, but it would be nice to have a goal to work for right now, besides trying to farm geodes for my amberite collection. I really miss the LW, getting really bored with nothing new to do since Jan.
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
Look at all those waypoints. It can only mean one thing: whoever built them is keeping secrets from us, secrets that, if revealed, might have prevented the Pact Fleet Disaster.
I can’t remember where/when (maybe months ago when they first mentioned outposts), but I do remember reading that we’d have to “clear out” and then defend and upgrade various outposts, like in silverwastes. So, it could be pretty much the same thing. You want to get to the other side of the map, better hope that people are there defending that outpost so the wp is both built and uncontested. Plus not to mention the lack of wps for the zone, makes me think we’re gonna do a lot of running/gliding to get around. Maybe that’s another reason why they increased the drop of those ‘teleport to a friend’ items in the BLC. I know I’m gonna save any that I have for annoying gliding/mastery locations (if that’s even how they work) because they don’t seem to have much else use.
I still don’t understand why they made the adrenaline changes. They fixed most of the traits that a lot of builds were using to stack all of the extra passive damage, why also nerf adrenaline.
Sure we have plenty of ways to gain adrenaline either,
Directly:
SoR passive (really could use a buff, especially after they nerfed the active)
Sig of Fury
Zerker Stance (still the best utility before HoT, I may switch back to Fury when this changes to giving a rippable boon :/)
Zerker’s Might
Short Temper
Furious (still very angry that this was stealth nerfed and never addressed, and never brought back up after the adrenaline changes)
Cleansing Ire
Versatile Rage
Burst Mastery
Sharpened Axes
Inspiring Shouts
Thrill of the Kill
Or Indirectly:
Frenzy, Last Chance, Dual Wield Agility (Faster attack speed/skill activation)
Fast Hands & any other trait that reduces recharge on any of the above
But that doesn’t change the fact that it’s still a bit ridiculous how quickly it drains. If you’re low on life and at max adrenaline, you’ll run out of adrenaline before you fully heal, it’s happened to me multiple times in PvP and is very annoying to have to start a fight with no adrenaline and not at full hp.
This is our class mechanic, and we’re the only ones treated this way.
How would necros feel if they lost their Death Shroud pool when not in combat?
If thieves could only gain initiative while in combat?
If eles/engis/mes/guards only had their cd’s happen while in combat?
Mostly just the first two points, but now we also have the Rev, who will always rest at 50% eng, plus go back to 50% on Leg swap (and I bet his class trait will either increase his total pool or more likely increase his passive regen, and maybe even a +eng trait on swap).
Other classes either don’t lose anything when being OoC (necros) or just gain advantage (everyone else), we are the only ones that get penalized.
Dagger: block and shadowstep or stealth skill
War will never have direct access to stealth, nor should we. We have a crapppy block on oh sword and shadow step is also highly unlikely.
Your other suggestion for a magical thrown boon attack or whatever, is also a nonstarter because we have no access to magic.
Never said we should have stealth, but what else would a dagger bring us that that one of our off hands doesn’t already do. Even if it was just a 2sec smoke field on block (like how the Rev gets quickness if he blocks) it would still give us access to stealth.
And I didn’t mean “magical thrown boon attack”. I meant he throws the focus like a rock at the target to daze/stun them, or he rubs it or whatever and gets a boon. Or hits himself to make him angry and gets adrenaline.
Also my point was basically, what can we get that we don’t already have covered, especially by an offhand. We have defensive (shield), condition (sword), control (mace), damage? (axe cough), condi removal/swiftness (horn). Support (self or party) and a better damaging one are the only things I can think of.
Also without knowing the name (or purpose) of our spec, all everyone is doing is wish fulfillment. We have no idea what we could get or are limited to, so we could technically get anything.
They could have most likely could have fit a 4-6 week WvW tourney, and another whole season of LS (~12-16 weeks), ~4 weeks of SAB, or maybe a festival or two, when they first announced it, as we had ~7-8 months of time to fill.
I agree I do want something else new to keep me busy. Right now I’ve just been focusing on PvP to unlock all the dungeon skins, and praying to mystic forge gods to give me zap so I can finally finish Bolt (rather not wait ~5 months for the hunt, which for all we know will be just as annoying/time consuming). Also, trying to guess which achievements may be used to unlock Mastery points in HoT, but all of that has already gotten a bit boring after ~8-10 weeks.
And my hype has pretty much worn out, so unless I get into the beta, I don’t know how excited I can be after the 5 min it takes to read a new blog post week after week. The main thing left I’m curious about is guild halls, and I bet they’re saving that for last. The specs could be cool, but unless the War one is awesome I can’t seem my standard build changing.
I miss the LS updates. Also I really want them to bring back Dragon Bash (and an item to eat dragonite ore).
Idk, I honestly don’t really care what the new weapon is. I’m happy with my current weapons (almost got my second legendary), so I don’t really want to change any time soon, outside of various specific needs. I care more about maybe getting an F2 skill, or a taunt.
If they give us an off hand (dagger/pistol/torch) we’ll probably get:
Dagger: block and shadowstep or stealth skill
Pistol: Stun or daze (or cripple/immob) maybe a taunt?
Torch: either block, burn, blind, or taunt skill
Any “magical”: a ranged stun (as we throw it), and maybe a boon skill
I can’t see any of the off hand options giving great direct damage. They’ll most likely be condi or support oriented.
I can’t think of any 2H for us to get. I doubt we’re getting staff if Revs are getting a martial version of it. And it would be odd for a sb to be power based (our lb is already condi based), it’d just be the opposite of the ranger.
Honestly I just hope they give the current weapons new skills for the spec (and spread some of the new conditions/boons to our current stuff). I really wanted chooseable weapon skills, but I guess that isn’t going to happen anytime soon.
It used to be stronger. At launch it was +2 adrenaline per crit (instead of +1), it was stealthed nerfed…..maybe in June 2014 (maybe September)? I remember reporting it as a bug (as it never showed up in the patch notes) but never got a response. I honestly thought they would bring it back up after they nerfed adrenaline so hard.
If you are going 6 into Arms I still think it’s the best option, and has worked well for hybrid-ish build. I feel that it works best with sword (flurry can fill the bar back up if you have 2-3 targets) or lb (double the chance on the auto), could also work with riffle and volley, but I haven’t tested that.
Yeah, I would have figured this would be more of a “feature” than a “bug” that’s lasted for ~2.5 years. But I’m happy nonetheless, a bunch of my characters ended up going condi, just because I prefer those weapon skills more than the power weapons.
Now we just need them to change the condi damage to fractional damage.
+19 condi == no increase in bleed damage
+20 condi == +1 bleed damage
And see if anything can be done about the global max stacks.
Still some steps towards making condis more viable outside of PvP!
There will be masteries in core Tyria. Also you can only train those masteries while in core Tyria (and can only train the Maguma masteries, such as gliding while in the new maps), you also can not use the Maguma masteries in core Tyria.
The other line besides precursor collections being added (that they’ve announced so far) is for fractals, but no info on it other than the tier names.
There will be mastery points that you can earn in the core world though, and you can spend them on either the new maps masteries or the core world masteries.
Edit: And just to provide some more info, you must own HoT to use any of the masteries in core Tyria.
I’ve used a Sword/Shield & LB since the game launched, and I still really like it. I usually use this build. It’s Tanky/condi focused.
I’ll switch out sig master for the banner recharge and run 2-3 banners in dungeons/fractals. Other options could include Dodged March or Missile Reflection instead of shield master.
I used to have blademaster instead of Furious Speed (switch it out to deal with Lidari) and kinda like it. I don’t really miss/notice the loss of 10% on my sword. It still crits most of the time thanks. I’m not in love with Furious Speed, but I 2don’t really see anything else useful at Master/Adapt level in Arms for my set up.
I used to use Sig of Fury and Stam (before Cleansing Ire) to make better use of Sig master. And who knows I may go back to Fury if I don’t like the resistance boon (really not looking forward to that nerf). Or I may slot out something for a Taunt skill (assuming we get one).
I love this suggestion. I want this to happen. My bags and bank want this to happen. My RP scenes need this to happen.
Please make this happen!
(I know it’s been suggested a number of times by a number of people, but this one is nice and thorough).
Woops, didn’t realize it was suggested before. I mean I assume it was (most things have been), but I’ve never seen it myself. Still the tech is there to make it happen, and it would be nice. They have a nice system with the wardrobe/wallet and need to use it more (like add all those extra currencies to it). It’d be nice if they expanded the system instead of having us need to expand our inventory space, bank space, or character (mule) slots.
TLDR: Add tonics in a tab similar to the Finishers section to free up some space.
So looking at my alts there’s a lot of tonics kinda just sitting there.
Tonics that have uses:
16 different specific animal tonics (way, way back before they became mystery tonics)
3 different types of mystery tonics
8 different tonics from Halloween
6 different dungeon tonics
4 lesser elemental potions
1 tonic from wintersday
3 other tonics I don’t know how to categorize
Permanent tonics
4 elemental potions
7 Toy tonics from wintersday
Endless skritt burglar
Endless arid devourer
Endless Dolyak Calf
24 endless common clothing tonics
Endless Mystery Quagan
Endless <Colored> Quagan Tonics
Not to mention these “tonic like” things
Thoughtless Potion
Selfless Potion
Infinite Watchknight Tonic
That’s 61 inventory slots for tonics, and I’m sure I’ve missed a few/lot. We’ve seen they have the tech with the limited/endless finishers, why not do the same thing for tonics. I’m sure the RP’ers would appreciate it, as would the hoarders. It would also save time between switching things at the bank for different toons. Since they keep adding more infinite tonics, it would be nice to not have them keep taking up space.
Other options could include gadgets/instruments (but highly unlikely)
Sonic Tunneling Tool and other gadgets
Hot Air Balloon Souvenir and Red Lantern
All of the Mine Kites
Flames of Kryta
Unbreakable Choir Bell and Magnanimous Choir Bell
Mariner’s Horn and all other instruments
How to Dance, Volume 1
Enchanted Broom and other Various Costume brawl toys
Infinite Belcher’s Bluff Kits and Normal Belcher’s Bluff Kits
Birthday Blaster
Rotten Eggs
I think in HoT, they will pull out a few tricks they’ve sneaked into previous areas like The Silverwastes when it comes to conditions, like, lots of mobs that have the “weak to conditions” treat, like Mordrem Husk Copper.
That would be cool, but even with what exists now it doesn’t stop a lot of the core problems.
The condition cap is still there, and someone with no codi damage can override your better ones.
Plus, I’m almost positive the “weak to conditions” is rather just “I have lots of armor.” My zerker ele friend still can still match my damage outside of my condi bursts, which takes forever [with respect to how long the enemy lasts] to set up (stupid adrenaline drain). Their main fix was just to include more mobs spread out with spread out objectives, making it less likely that the caps are reached (though 1-2 people can still reach said caps).
Honestly with the new changes elsewhere, why not relook at conditions. If we could have personal stacks at the cost of not having them update every second with our current might, I’d almost prefer that. At least I know my burns/bleeds are actually doing something. At the same time I know it would be abused to the fullest, which is why it will never happen.
Yeah, I already mentioned, I won’t do it. It bugs me that there is even a way. It just omits everything with a win button, which is a degradation of gaming. The point in games is the journey, not the end.
The people doing this are generally the first who complain that there is nothing else to do.
So, that said: people will do it and I can’t do anything about it. It’s not that I can’t live with that. But I personally have my negative thoughts about it and I just wanted to express that. I get along with it.
But the thing is there are many ways, that many people have already pointed out.
Tomes/exp scrolls
WvW/EotM following a zerg
Crafting
Running an event chain on loop
None of those “teach” you how to play the class. I spent ~100 hours each leveling 5 of my alts. 2 others (thief and mes I think) I used EotM for 20-40 levels, and for my guard I used ~30 tomes and the rest was EotM because I just didn’t like playing her after the first 10-20 lvls in PvE (she now sits by a jp). Plus that was the only alt that had to do the NPE, so she sits traitless by a jp.
Nothing stops you from doing map completion on a lvl 80. Hell on my main, I did the maps “in order” of level, mostly because I needed more crafting mats at the time. By the time I finished the 4, 1-15 zones I was at least lvl 40 or something. And at least back then I had earlier access to traits/weapon skills.
Besides it seems Anet is focusing more on the journey AFTER lvl 80, than prior. With masteries being post-80 content, that’s the new journey. Why should people need to choose if they want to explore the new maps or level a revenant in the starter zones?
If I had to guess, guild halls will be one of the last things they reveal to us.
This week/maybe next week too is the new borderlands map.
1-2 weeks of more rev details (other legends/weapons/traits)
9 weeks of specialization
Other mastery lines?
Story?
Guild halls
I assume they’ll tell us more about guild halls ~1-2 month before release, which I figure is still a long ways away. I just wish they would tell us one thing now. What type of currency will be used to “buy”/“upgrade” your guild hall. Gold/influence/karma/commendations/merits/actual crafting materials/something new to the jungle.
I’ve got a small guild of friends, and I’d like to start saving for various things now cause I know it will take us time, but I have no idea what to save, or if there’s anything we can save.
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
I didnt expect it would max a track but earn you a mastery point. It seems you need x amount of points to fill a track.
The way I have interpreted information was.
We will be earning mastery points instead of skill points when we fill the exp bar. So one tome will be one mastery point, not an entire track.
I’m almost positive that’s completely wrong.
You will get mastery points from doing things in the world:
EX:
Channel it like a skill point
From completing story parts
Possibly tied to achievements (both future and present)
Other options I’m sure have been mentioned but I can’t remember
——————————-
Once you have a mastery point you decide where to spend it (similarly to a WvW mastery point, only whatever you unlocked is unlocked on your entire account, it is not character bound.)
Once you spend a mastery point to unlock a Mastery Trait line you can choose a line that has been unlocked to start “earning it”. You earn it by getting EXP. Once the bar fills, all characters on your account now have access to whatever you just got, be it lvl 1 Precursor crafting, hang gliding, mushroom jumping, etc.
If you have multiple Trait lines unlocked you can only work on 1 at a time. If you have no Trait lines left to earn then presumably exp gained serves no purpose whatsoever.
There are a limited number of Mastery Points to get. I believe Colin said in an interview somewhere, that there would be enough to learn every trait line (still don’t know if that means exactly equal or some surplus to pick and choose). So they are very different from skill points.
The solution is to find another use for essences. Maybe a luck eater like mawdrey.
I really like that idea, but please after a dragonite ore eater.
Im wondering if I will be able to max diffrent masterys on diffrent professions like i can do with wvw points.
I’m pretty sure this is a “no.” I don’t remember when, but maybe 1-2 weeks ago I remember a dev saying that all masteries would be account bound. So once you unlock gliding, you have it unlocked for your entire account.
I assume they do that this way you don’t need to “grind” the mastery on every lvl 80 you have. Remember it takes more than just assigning a point to the mastery line, you also need to get a lot of exp (they still don’t know how much in comparison to gaining a skill point now) to gain a mastery that you’ve unlocked with points.
Well I play a war with knight/rabid stats.
Just to give you an example from the other day, my friend and I joined a CoE run and the champ wolf at the start pounced on us. All 4 other party memebers went down (my friend’s a zerker ele, no clue what gear the others were using, but I do remember at least one of them being another war) and I still had about 50% hp.
I’ve looked at my DR compared to my zerker ele friend and it’s somewhere around 47-57%. So what 1 shots him, only really tickles me. Other times, my friends are dying thanks to some DoT or quick attack and I don’t even notice it. Or if I lose some toughness and spec for healing, I can heal myself for 1k/sec thanks to the regen from banners.
That being said I do a LOT less damage per hit. My sword AA does about 450 per hit compared to the ~3k my zerker ele friend does.
>20k ap and 4k+ hours, and I honestly hate most dungeons and have hardly done them. I hate the stack+zerk+skip every non-boss mob combo. I really prefer doing fractals.
I’ve done each path once (with an “extra” here or there), just so if a friend wanted to do a random path (like ~1 per month) it would at least contribute something for me. And I’m happy to say I’m on my 7th time through hobby dungeon explorer, and most of those were from SE or AC in the past 2-3 weeks. Actually, once I did every path once, I pretty much ignored dungeons for 1 year+.
My group of friends only started doing dungeons more frequently because one of them wanted a skin for his “creepy skinless plant dude”. We’ve started doing them a little more frequently just because it is (sadly) easy gold. And guess what, we don’t bother stacking (the squishies usually just end up dead or can’t see the AoEs to dodge) and our first dozen runs or so usually ended up in me running in a circle with the boss chasing me, while someone else rez’ed 3 of our dead friends.
With usually some combo of a 5 man group below:
1 knight/rabid war (myself)
1 zerker staff ele,
1 cleric staff ele,
1 soldier staff ele,
1 zerker necro
1 pp thief/rabid mes,
1 soldier guard,
Not optimal? Sure, but we play it to have fun, and bs on Skype while killing stuff together. Hell, we’ve 3 man’ed dungeons instead of having to worry about bringing in someone else – the golems in SE path 2 with 3 people was a pain in the kitten . Hell the only reason I’m running as many dungeon as I have been is because I’m trying to unlock all the dungeon skins before HoT – I need some kind of personal goal to keep me playing – so it’s either 2 months running 3 paths a day or 8 pvp tracks per dungeon. I’m doing a combo in between to keep my sanity.
Of course, if I do join a random group, I will follow suit and stack if they want, but that’s the kind of playstyle that keeps me away from doing dungeons.
I really hope there is a surplus, just to let everyone gain points doing the things they enjoy. Plus it will give people who do everything a slight edge when they release new masteries.
The only way to get shards is from the
not so secret jp,
the sprocket mining node in your home instance (can join a friend in his if you don’t have your own)
the center of the map by killing atherblades in EotM
mining/buying sprockets and promoting them in the forge
http://wiki.guildwars2.com/wiki/Blade_Shard
It takes a total of 925 Blade shards to create a complete Tempered Spinal Blades.
And 50 sprockets gives 10-15 blade shards.
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
Thanks for the interview Angry Joe!
I appreciate you taking the time to ask us what questions we’d like answered. I didn’t think they’d really share any new info, especially on guild halls/other profs/etc, but thanks for asking. At least you did get a little bit of new info out of them:
stronghold, the new WvW map, and Guildhalls being open to everyone but missing some features without HoT. Also that “auto select stronghold” check box for PvP, I’d love to have a list of maps that it will just auto pick for me.
Some sneak peaks at the new BL map they will be showing off this weekend, most likely. How 1 keep, fire?, was underground, another was high up and had gusts of wind to knock people off, and the earth one would summon walls to break up an enemy zerg. Really makes me wonder how those things will be implemented, can the defenders place/activate them when they want or will they be automated? With the stability changes, the air temple sounds fricken scary.
Always appreciated Joe!
Why do you think you get a taunt? Even if you get one its will be high telegraphed on a long cd. And its not like you cant use stunbreak either.
And like Tom said, new cookies are for revenant+specializations olny
Because it makes sense.
Besides, if you have to be a specialization to get the new goodies (slow, taunt, resistance) how many people do you think are going to stay their base class? All I know is my friends and I can’t wait for me to taunt things to keep them alive.
I only skimmed the non-warrior related posts, but to comment on the OP.
I agree with most things, but maybe not everything about Thick Skin, Rousing Resilience, Determined Revival. I don’t think giving warriors easy access to protection is a great idea.
While I know I’m not the norm, I run a Knight/Rabid, sword/shield& longbow build. I assume most people (at least in PvE) run full zerk, so for a different perspective. I’m sitting at ~52% DR compared to a zerker (exotic) ele.
I do agree that Thick Skin is neigh useless, but it is an Adapt lvl minor trait. Maybe make it a passive DR ~3-5% or so (it’ll still really only work on the first hit anyways), or increase the HP threshold so we do see use with it. At least from the WvW & PvP perspective.
Other times, when I switch my build around for giggles, I can regain about 1k hp per second (banners & apoc armor) and don’t really ever lose any hp. A nearby ele in water can also usually keep me easily above 90%. So there are situational times when this trait does get used to it’s full effect, but they are far from the norm. And you’re right with over 3.5k armor the extra 0.1 doesn’t make that much of a difference, especially if only for the first attack.
Determined Revival, again I don’t like the idea of giving warriors protection. If it did, it’d require you having to balance two different things. Warriors just starting a revive then stopping to get a medium length protection while still being able to attack vs. letting the boon be able to be stolen/removed. If it had to give protection, make it a 1s pulse on a 1s CD, thus you’re only rewarded for rezing someone.
Rousing Resilience I agree with you, but for different reasons. I find the trait to be way too situational to be of much use. I haven’t tried it since they up’ed the duration from 4→8s, but I don’t see myself replacing Defy Pain with it. For my build it would increase my DR from ~52% —> ~62%, a whole 10% for 8 seconds after very specific trigger conditions….yay…. Heck even just changing my armor from knights to zerker my DR goes from 43% —> 56%, ever so marginally better, but still kinda meh.
The only enemy who has long enough stuns for me to break would be a hammer war, which I’d rather just blind/immob/stun/kite/dodge/pop balanced stance instead of purposefully getting hit and then using a stun breaker. Or, Claw of Jormag’s fear for days, which this trait would do absolutely nothing.
All that aside, I’d also throw in my two cents for traits that should get a bump.
I’m still angry that Furious was stealth nerfed (like ~1-1.5 years ago…may have been a June update), from +2 adrenaline to +1, and was never really addressed.
Also Blademaster should get some kind of bump. It is the only weapon trait I can think of that doesn’t reduce the recharge on weapon skills. The trait is just in an odd place. The sword is either a condi or a hybrid weapon (or mobility in which case the trait doesn’t matter). If you’re a condi, you most likely already have a high precision to make use of Precise Strikes, plus we have good access to Fury and a signet and banner that increase precision. You could use this with some effect as a hybrid, but there is only 1 heavy hitter on sword main hand. I know the sword skills already have a short CD, but this trait needs a bit something extra to make it more useful. Maybe something tied to adrenaline gain, conditions, or boons if not a weapon CD.
They explained why they don’t want to add a new race. It will be a lot of work and not really add anything to the game. A shoehorned early personal story, new racial armor which people will complain about, racial skills that won’t be as good as profession ones, and lots of clipping with existing armor. All cosmetic stuff with no substance.
Do we need more than 1 new class? And if specializations are how they intend them to be, we will be getting a new “feel” to all existing classes, which should bring back the feel of secondary professions (we’ll see if they live up to that and if they don’t outright make the base professions obsolete/boring).
It is annoying how some QoL features/things that seem like they should be in a feature pack are going to be behind a pay wall (precursor hunt anyone?). But, I’ll reserve judgement until they say more info on each individual topic. After learning about Stronghold, I’m pleased with everything except for it being thrown into the normal PvP rotation/starting as a 5v5.
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
What about masteries, it sounds as though perhaps ALL masteries will be locked to the expansion despite some being tied to the current GW2 areas, but is that indeed the case or will non-expansion players at least have access to the ones that apply to the current GW2 areas? And if you do need the expansion to access any masteries at all, do non-expansion players simply continue with the old leveling system (where you hit level 80 and continue to gain “levels” and skill points) or just stop altogether upon hitting 80?
No question about the WvW borderland or PvP maps. I mean they can assume that their entire player base will buy HoT, but they should be realistic and tell us what do you get by buying HoT compared to someone who doesn’t [like is most of HoT contained inside of a “feature pack” that non-HoT owners will get].
As for masteries they have said (pretty sure it was a dev post at least), that you MUST have HoT to level/use masteries. You can unlock mastery points in the current areas but will be unable to spend them.
No clue about lvl’ing with skill points, I would assume that they will take leveling away from all lvl 80s. I do hope they announce ahead of time how this will affect Tomes of Knowledge, etc. (and also how, if at all, Tomes of Knowledge interact with the Mastery system)
I did forget about him, and that would be pretty cool, but it also plays into the trap of.
“Here have these mini-eps/living story/whatever you want to call it, but to get the payoff you need to buy the expansion.”
And I think a that type of method/content may be a kick in the teeth to those that don’t plan on buying the expansion for whatever reason. It also could lead to: “if you want to play the LS Season 3, you MUST buy the expansion first.”
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
I assume it’ll come out for the 3rd anniversary, but that’s not what I’m overly concerned with. If it comes out earlier, yay, if later worry has even more wait.
What are we going to do until it launches? I really loved the 2 week release cycle (I never wanted an xpac if things continued as planned), it gave me and my friends something to look forward to doing. But what are we going to do for the next 4 (min) to 8 (most likely) to 10 (I hope not) months while they’re finishing HoT. There’s only so many WvW tourneys/festivals/nothing that can keep people’s interest.
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
Hey Angry Joe! Love your show, looking forward to your take on what they show you. I doubt they’ll have anything guild hall related there, I bet it’ll be the last thing they showcase, but if you can find out any info we’d love to hear it.
Besides wanting a release date and price point. There’s a bunch of different things that all of us want to know about depending on our playstyle. I know we won’t get answers to most of the below, but I think it’s a decent amount of questions that we’re all wondering.
And a question that isn’t related to the expansion, but something I would love to know. What do they have planned for players between now and the release date? They hype of an expansion got many players to come back, but without the Living World updates or a festival going on what will keep them playing for the foreseeable number of months while we wait for the expansion.
General:
Size of the expansion? Will the new maps be on the size of the original maps or will they be “half sized” like the 3 they’ve added since launch. We know they are going to be packed with content but it would be nice to know how many maps/content we should be expecting.
Mobility questions. With the introduction of hang gliding and mushroom jumping and the mention of buildable waypoints at “forts” inside of the new maps that we can control. Are they going to be limiting normal waypoints “forcing” us to walk on foot if we walk into a new empty map or the like, or is there still going to be set “safe zones” for us to waypoint to – not just the start of a map?
With the showcase of Taunt, is Anet trying to finally give other play styles more relevance? Not bringing the trinity or anything, but bringing up different play styles in PvE, which has the mentality of “go zerker stats or go home”
They mentioned a close beta will start shortly after PAX East, do we have info on the size, scope, and length of it?
Mastery Lines:
Will we be able to unlock and fully complete all mastery lines at launch? Will there be a surplus or defect of mastery points/will some percentage of them be very hard to obtain and only for the “hard core” players.
How many mastery lines are we going to get, and will things be hard or soft gated with the new content. Will you just do very little damage without a certain combat mastery or will you be unable to hurt it without it?
Harder content:
Small man group: New dungeons or fractals?
Medium to large Sized: Are they bringing instance “raid style” bosses or are they keeping everything open world? Are we getting new world bosses, and any new info on the large map metas that they’ve mentioned so far (will they be more time based like Dry Top or a progress/performance bar like Silverwastes).
Classes:
Besides wanting to know what all the new specializations are, others have thought up some good questions. They’ve said that the Revenant and the new Specializations are using the new tech they’ve developed. Are the vanilla classes getting a fresh coat of paint or are they staying the way they are now. Are any getting access to the two new boons and two new conditions mentioned. As someone else put it, if the new mechanics are only going to the specializations why would we want to play the base class anymore?
How many Legends will the Revenant have access to? Will the utility skills be set in stone or will we have a small number of options per Legend?
Guild Halls: Any info really.
Will we “build” them up. If so, how and with what currencies? (Gold, influence, crafting mats, or some new currency) Will things be permanent or will they require an “upkeep fee”? How customizable will they be?
How are they addressing the size difference in guilds? Can only the big guilds get the cool shiny stuff or do smaller guilds have a chance?
Other than a place for the guild to gather and chat, what purpose do they serve? Why would we want to go to our GH instead of a town with crafting stations/bank access (outside of the reason they said where we could gather for ?
WvW:
How are they going to handle the rotation of the new borderland map? Is it just 1 color per week or will all 3 get changed or something new? Besides the mechanics of giving keeps special powers and having towers located in choke points, will the rewards for defenders be going up? There are many jobs in WvW that give very little rewards: scouts, upgraders, roamers, upgraders, yak walkers, etc. Are they going to try to change the reward structure to reward these players?
Are we getting any new WvW mastery lines?
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
Meh I really hope ele’s don’t get GS (honestly I can’t see them getting any of their summoned weapons), and really don’t want them getting sword. My friend and I want them to get pistols, he really wants to be a “Spellslinger” with potentially dual pistols.
Yeah, I guess I just assumed season 3 would fill in the time till HoT perfectly. I just hope that my guess is wrong and HoT comes out sooner, or they do have something planned for the intern.
in Guild Wars 2: Heart of Thorns
Posted by: Wallace MacBix.2089
I think it’s pretty safe to assume that the traitlines will include multiple legends. Right now theres only half the selection of major traits in each line, compared to other classes. So most likely, they will add 3 more major traits to the adept and master tiers, and with these, incorporate one additonal Legend to each traitline.
That makes eight legends if the last two traitlines are similar.
Yep I agree. Only 1 trait specially mentions “legendary demon stance” in the “Malix” line. And the “dwarf line” doesn’t even mention any specific ones for him. There’s plenty of room to add other traits for specific legends. Or, they can always add a second “legendary demon” that has a different focus, though that’s a bit unlikely.
Honestly I was just surprised to not see any traits related to weapons. I realize that they didn’t show us all of them (or the profession mechanic bonus – I’m guessing recharge time for swapping legends), but it would be odd if Revs didn’t get any traits relating to their weapon of choice.
I don’t think we’ll have 8 legends, that seems a bit too high, but I could see 5-6 (maybe the 6th coming from the specialization but removing 1-2 options). They need to have enough that people have options, but they also need to make sure that they all fill a role and are on par with other choices. The variation in Revs will be what 2 legends you decide to use.
4 Legends gives us 6 different combos.
5 Legends gives us 10 different combos.
6 Legends gives us 15 different combos.
7 Legends gives us 21 different combos.
Now I doubt all of those combos will be ideal, but it does give lots of options, and I hope a good deal will be balanced. Also I’m hard pressed to come up with that many different legend styles before they start to feel the same.
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