Hehe, have to agree. My poor ele has been a bladeshard mule for way too long.
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Wow, I read through ever single one those and incredibly I agree with 167 out of 167. There’s some really elegant solutions for across the board QoL improvements.
Really hard to add my 2 cents to this exhaustive list of good ideas but if there is one thing I would change it would be to:
157. Option to turn off contour highlighting and target ring highlighting in no-UI mode (ruins screenshots if a mob/NPC is in the center of the screen and gets highlighted, and makes it difficult to make screenshots with a mini as it often relocates and receives an outline).
I would simply prefer an option to turn off contour highlighting as well as all labels, weather UI is on or off. Really never needed that Sparklefly in front of my face ringed in green with a label floating above it’s head.
Amazing compilation of excellent and doable ideas, thanks for putting this together.
I try to be as clear as possible but it looks like I’m still being misquoted and not understood.
In my previous posts I was pointing out that there was speculation that DR (at least in North America) was testing a different algorithm than anywhere else. Since I was seeing so much havok in the Grove (where I usually call my home base) I checked out DR for a day and things seemed normal for TC. I don’t feel like retyping my previous posts so feel free to read back a few if you want details.
The assumption is that if this ‘new algorithm’ is working in DR to keep that server community together it would be implemented to the other cities and possibly every map on the megaserver.
Don’t really know how this is getting turned into me demanding DR be the only RP hub in the game, but hopefully this clears things up a bit.
Another thing to keep in mind is that as nodes become harder to farm and thus increase scarcity the prices will go up. If people are farming half as many nodes the prices should double, so ultimately it should all even out.
Hmm…that’s a really good idea. Thumbs up.
Thanks pixiedancer, unfortunately that’s kind of what I expected. I heard someone say that only Divinity’s Reach in NA is testing the new algorithm to try to give the home server more priority.
I still see every other city a chaotic mess of trolling / skill spamming that I very rarely saw on TC before. DR seems to be the exception right now as I don’t see any difference.
So I’m hoping ArenaNet has found the sweet spot with the weighting/prioritizing of home servers with DR (NA) and after some verification and more testing implement it for the rest.
Same problems here that have been ramping up ever since the megaserver was implemented, I think mainly due to the amount of added players to each map.
It’s always the same OOM (Out of Memory) error in the crash report. It’s usually about 4GB but I’ve seen it go as high as 8GB. I only have 4GB of RAM (Windows XP) Nvidia GTX760.
I have these crashes consistently when zoning into a new map.
I really only crash if I’m around a lot of players and in the past have had to avoid large events like dragons or any other large zergs. This is starting to happen so frequently now in all maps that the game is almost unplayable.
We just got an official Response in the German forums.
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To save Google translations, in Short:They are still monitoring the Megaserver and keeping an eye on map population. They are tewaking the algorythm and are still on it to keep the feeling of a ‘home-comunity’, especially in cities.
They are also working on the language problem, and the ‘hotfix’ is indeed just a temporary filler to stop harassment between different nations and players.
They will REWORK the spawntimes of the 3 huge bosses for Europe, so that European players will have a better chance to participate.
ANd here goes the best: They are WELL AWARE of us RPers and try keep us in mind while tweaking the megaserver’s algorythm, so that we can be together again, PLUS they are aware of the problem with guild missions and stuff and might have a solution they won’t talk about for now.
Isn’t that GREAT?! ,
Oh yeah and… the megaserver is NOT the consequence of financial savings, they still need the same amount of servers, but just want the maps to be more vivid. And they’re still listening to us, and we shall feel free to go on discussing and adding feedback, which is very apreciated and so on.
Thank you for the update kuscheldrow, I think this is very encouraging.
I really do think it’s important for anyone that had formed an impression of the megaserver prior to Divinity’s Reach being taken into the fold to spend some time in DR and objectively report your impressions. I know it’s really hard to qualify what (if anything) has changed but try to note guilds you recognize and the general nature of the chat & emotes.
If we are going to be constructive and help ArenaNet to dial in the right algorithms to protect our communities in the new megaserver system we need to be objective and reevaluate as changes are made.
I’m on TC and was on for most of the day & evening yesterday and DR seemed the same as it always was. If anyone is having a radically different experience than what they are used to in Divinity’s Reach please post your impressions and server name.
We’re all in this together in order to stay together.
So I’ve been periodically checking in on the state of Divinity’s Reach (Tarnished Coast) and all day I’ve been pretty surprised and encouraged by what I’ve been seeing.
It’s now about 6pm PST and people are RPing in /m /s & /e…and I haven’t seen any overt chat or emote spamming/trolling. I still recognize most of the guilds. So I don’t know if this is just happening with the NA Divinity’s Reach map or what, but it’s still feeling like the old TC (which is a relief).
If anyone is having a radically different experience in DR it might be helpful to know what server you’re on. I still can’t find any official confirmation that they’re doing anything different for DR but I guess we’ll know eventually.
So I just spent a couple hours in Divinity’s Reach (TC) to test the waters of the megaserver there. I have to say if it is in fact part of the megaserver now and they are trying out a more accurate sorting system prioritizing home servers it seems to be working.
I recognized most of the guild names, I saw no emote spamming/trolling, and map chat was well…very TC. Only one person was spamming spells but quickly got bored, and there’s always going to be that one anyway. Asked for a show of hands in /m for people from TC and a lot responded, no one said they weren’t.
If DR is any indication of how the megaserver will ultimately work we might not need a specific RP flag at all. The Grove on the other hand was a trollfest last night but I’ve been hearing only DR is giving server priority at the moment.
I can’t find any official word about DR being on the megaserver, so if anyone has a link it would be much appreciated.
Edit: Just logged out and back into DR and was so relieved to see the same people from TC still there, as well as three of my guildies (who weren’t there when I logged out). So this is actually very encouraging.
fingers crossed 
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At least on Tarnished Coast there are Sylvari-centric RP guilds that used to gather in The Grove and do really interesting and enjoyable RP. Note that I say used to.
Since the megaserver hit The Grove I haven’t seen those guilds around, possibly because I’m not actually in any of those guilds but I really enjoyed what they added to the game. I’ve seen literally no RP in The Grove since the megaserver took it over, and I really miss it.
So Divinity’s Reach may be the unofficial hub of RPing, but for me it was my home in The Grove that has been stripped of much of it’s charm and immersion. And that’s sad.
UPDATE & CONCLUSION: I went ahead and made an entirely new set of weapons and put a Superior Sigil of Torment and a Superior Sigil of Geomancy on each set. The only difference from the set I was using above is that they are Rampager, not Giver’s.
They work perfectly.
My conclusion is: Giver’s weapons do not work correctly with sigils after the patch.
I don’t know if it’s just Sigil of Torment or if it’s all but my results from above are 100% repeatable with Giver’s weapons. If even one Giver’s weapon is equipped the two sigils will conflict with each other and only one will ever activate.
Thanks for the reply Khezekiah.
I just did some more tests and got even stranger results.
Sigil of Torment on one weapon and Sigil of Geomancy on the other. Same for off set. I unequipped all weapons and equipped them one by one and the torment started to be applied. Once I had all four weapons equipped I was getting reliable Torment but now the Sigil of Geomancy stopped working. No on swap at all.
I then took all weapons back into inventory and reequipped all at once. Now the Torment is gone but the Sigils of Geomancy are proccing when I swap. Back to square one.
This is reminding me of when the Giver’s weapons first came out they wouldn’t give you the condition duration after you were downed. We all figured out a work around by going into townclothes and then back into armor which reset it. It was eventually fixed.
Anybody else having issues with the ‘on critical hit’ sigils being nullified by others?
UPDATE:
I just replaced my Superior Sigils of Earth with Superior Sigils of Geomancy thinking I would just use this combination until the Superior Sigil of Torment gets fixed.
Torment still never procs. The Sigil of Geomancy works correctly on swap but never any Torment, ever.
Some variables to help narrow down the problem. My character is a human female necromancer and all weapons have been transmuted (pre patch). Weapon stats on one set are Giver’s and the other set is Berserkers. All weapons are exotic. Critical chance is 51%. If I have only one weapon with the Sigil of Torment equipped it procs. If both weapons have the Sigil of Torment it procs.
So it looks like I’m stuck with 16g worth of worthless sigils on this character until this is fixed. Luckily I have 7 others to play in the meantime.
Since all I’m hearing is crickets in this thread I’m starting to think this is only happening to this one character. It would be extremely helpful if anyone has tried out any of these combinations to post their results.
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Thought I was the only one or it was only happening after I crashed, but this is consistently happening to me too.
Could anyone that has a Superior Sigil of Torment on one weapon and a Superior Sigil of Earth on the other please post if these are working together properly?
I find it hard to imagine I’m either the only one who is experimenting with that combination or am the only one it’s bugged for.
I’ve already posted an in-game bug report but until it’s fixed I’m looking at two weapons that have expensive and useless sigils on them. Please post so we can get this fixed.
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Pretty sure this is not a bug since going into water counts as a weapon swap and not a removal. You can test this by putting an ‘on swap’ sigil on your underwater weapon and go into the water. If you are in combat is will proc.
I and many others have offered a solution to this, that is actually implemented in another newly released MMO. A small set of preferences that are entered by the player that weight the likelyhood of like-minded people being grouped in the same shard.
Could you please tell me which one? I wasn’t interested in another MMO at all because GW2 and Roleplay in GW2 was perfect for me on so many levels but the way it looks now, informations about alternatives become more and more interesting… :/
I specifically left it generic since discussions can start about other games which could get this thread locked. But it’s probably not that hard to figure out. 
Tyragon you summed up exactly what I was about to say.
Before the megaserver was rolled out I was a little skeptical that it would have the impact a lot of the RP community feared it would have. I don’t really RP but I transferred specifically to TC because I love being around it and the community that it fosters. It’s starting to look like there was justified cause to worry.
I logged into The Grove tonight where I usually enjoy overhearing RP conversations while I craft or whatever, only to find hordes of people standing motionless at the TP and the /m and /s getting spammed so fast with nonsense that I thought I was guesting on another server. No RP of course because it’s simply not possible.
I and many others have offered a solution to this, that is actually implemented in another newly released MMO. A small set of preferences that are entered by the player that weight the likelyhood of like-minded people being grouped in the same shard.
I honestly don’t see any reason for any of the cities to be on the megaserver at all. If a further weighting by playstyle preference is not on the table then protecting the cities from the chaotic melting pot I think would be acceptable.
I miss TC.
EDIT: I changed the title from ‘Superior Sigil of Torment Bugged’ since I’ve determined that the bugs I’ve detailed below only happens with Giver’s weapons.
I have a Superior Sigil of Torment on one weapon and a Superior Sigil of Earth on the other. When these are both equipped Torment never proc’s but the bleeds do.
With a Superior Sigil of Torment on one weapon and a Superior Sigil of Strength on the other again no Torment ever appears, but the might does.
With a Superior Sigil of Torment coupled with a Superior Sigil of Battle both the Torment and the might on swap work fine (edit: only if no Giver’s weapons are equipped).
Maybe I’m misunderstanding how ‘on crit’ sigils are supposed to work together now but this is what I’m going on:
‘Sigils no longer share the same cooldown. Example: Sigil of Fire no longer shares a cooldown with Sigil of Air.’
I’ve tried logging in and out and manually taking the weapons in and out of my inventory and still the same results. No torment and this bug is, well…tormenting.
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Absolutely agree, and I think I’m not too far off in thinking ArenaNet is considering this as well. The new system is almost perfect, all it needs is the ability to save & name a trait setup that is activated by a single click out of combat.
I won’t name specific games but there is at least one MMO out there that has this system working elegantly. As I said I think GW2 will get there eventually and this new trait reset system is a huge step in that direction.
Many threads have occasionally popped up about this. Here’s one:
hahahaa best thing ever…awesome! 



So I just finished doing COE path 2 with some random pug, and I gotta tell ya, this was one of the most fun experiences running a dungeon I’ve had in sometime.
Most people in my group were not very experienced in the game it seemed, or at least they didn’t know how to “properly” run through dungeons. Their under 3k AP’s would suggest that too I guess.
But this is what made the experience fun, because of the fact that they didn’t know how to stack. We ran it the way Anet meant it to be ran, and that’s with out stacking.
I got so used to playing the way we are all accustomed too while running dungeons, that it just became trivial really. Having to actually survive these encounters and manage my skills properly is what made this run so good.
So I don’t want to stand in a corner no more, I want to actually fight a boss.
Stacking needs to go! (at least in major encounters, could still be good strategy for mobs though).
Ah thank you, this gives me hope. I’ve all but given up on dungeons since it’s becoming rarer and rarer to find anyone who doesn’t just ‘skip-n-stack’. I’ve noticed even in parties with 4 people who are new to the dungeon if there is one who is dead set on racing to the finish line shouting ‘STACK HERE’ commands it’s human instinct to simply follow orders.
The few times I’ve been able to find enough people who share my dislike of ‘skip-n-stack’ speedruns I’ve had a blast. When the dungeons are actually played through as intended they’re really fun and challenging.
It seems to me ArenaNet is aware of these holes in their level designs for the original dungeons and have been working hard to not make the same mistakes in newer ones (TA Aetherblade path for instance). I do hope they will address these loopholes in the original dungeons in the future.
Revenge of the Dolyak
As Hannelore said above I think the directional dodging mechanic will be the most challenging, so I suggest picking a profession and build that requires the least amount of dodging. Here are some suggestions:
- Necromancer – Basically ranged class with a large health pool that has no access to vigor anyway. Minion Master or any build with staff & scepter/dagger or axe/focus would keep you at range.
- Ranger – With a tanky pet and longbow/shortbow you can stay at range most of the time.
- Elementalist – Tanky/healing build using staff & scepter, stays at range
- Engineer – Grenade specialist build & turrets, maximum range and survivability
- Warrior – High survivability, longbow for range & possibly a shield or rifle for off set
- Mesmer – Might want to stay away from Mesmer since all builds but one rely heavily on dodging, but if you want to I’d recommend a phantasm build for sure. Stay at range and let your illusions do the work.
- Guardian – Tanky/healing build using scepter/focus or scepter/torch, possibly mace/shield in off set. At range & high survivability through boons & heavy armor.
- Thief – Stealth build (Shadow Arts line, not Acrobatics) with shortbow as off set. Pistols will keep you at range or even sword/dagger can keep you alive without dodging.
I think most of the content in GW2 can be done without dodging if you build around that limitation and are very positionally aware. It poses an interesting problem which actually might add a fun level of challenge to an already fun game. Makes me want to try unbinding my dodge key and see what happens.
Good Luck! 
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This is actually a really interesting idea, especially being able to unlock emotes. I would suggest those emotes be determined by the 3 personality traits already in game. Leveling those personality lines would lead to unlocking more and more emotes.
The examples you give for instance would only be unlocked if you level the Charisma line. Ferocity and Dignity would have entirely different emotes unlocked.
Good idea.
/cheer
don’t forget the rune on your aquabreather
This is a pro-tip I actually didn’t realize until fairly recently. Was wondering why my runes weren’t procing their 6th bonus.
I love the underwater combat, although I think it depends on the profession. My Mesmer seems at times stronger underwater whereas my Thief barely knows how to swim.
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post here the worst/stupidest mistake you’ve done. just had mine done today, and feel like an idiot. I bought a second of the same ascended and soulbinded it not knowing one can be equipt at a time… (facepalm)
Exactly this. My guildies urged me to put in a support ticket (which I did) and ArenaNet personally contacted me, corrected the situation and un-palmed my face. They even said if any other guild members have a similar problem to have them put in a support ticket, and that they would be looking into making the ‘Unique’ description more clear in the future.
Of course results will vary but it gave me a greater respect for the lengths at which ArenaNet will go to help us /facepalming players remove our palms from our faces.
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
How useful can ferocity be as a main stat? Perhaps it could work well in builds that have maxed precision (in pve) or have enough precision from other sources (pvp) to maximize damage.
(Main) Ferocity, (Minor) Power, something else.
Unlike precision, which can also trigger condi/ boon procs, ferocity seems like something you’d want to complement with power, but not priotize it over power. But maybe someone can prove me wrong.
There could exist traits that convert ferocity to other stats, though, or that add additional effects to ferocity.
Maybe ferocity should affect some cc skills, so we could have a second stat for that after condition duration.
Ferocity is the only stat that relies completely on two other stats; Power & Precision. This limits the variations to just the order of these three stats. Since there is already Assassins and Berserker the only combination left is Ferocity/Power/Precision. This new reordering would just do less damage than either Berserker or Assassins.
Unless the way Ferocity works was radically changed to effect conditions, boons or even another stat I don’t see how useful it would ever be to group it with any other stats besides Power & Precision.
Of course if conditions or healing could crit that would make Ferocity a more flexible stat as well, but that’s a whole other discussion.
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I think it would be helpful to keep this response from an ArenaNet dev in mind.
A few more important points to be made here:
- If your world usually has a comfortable population on a given map, you’re unlikely to see much of a difference here until the map actually starts getting full. We’re not going to toss a bunch of people from another world into a comfortably occupied server and make it uncomfortable.
- But some worlds do fill up all on their own pretty regularly. The improvement from this perspective is that if you try to join a very full map, the system will find another instance which also contains people from your world rather than the old overflows which were much more of a mixed bag.
- If your world has a very low concurrency on a given map, we can put you and everyone else from your server into a map with a more comfortable number of players. The key term here is “comfortable.” There’s breathing room. Megaserver is not overflow in reverse.
- It’s very difficult to understand this situation if you’re not willing to look at the big picture. Similarly, you can’t really explain urban traffic by using a metaphor about seats at a dinner table. Server populations are big and they are not concrete. Players flow in and out all of the time, even when it seems like a map is completely full. The major change in the way the game is handling population is that it’s making better-informed decisions about where to direct you. If only my GPS did that.
- As the blog post mentions, we’ll be monitoring this very closely to make sure that the end result is positive.
Thanks for all your feedback. I look forward to tomorrow’s blog post and answering more of your questions.
Some stat combos with 4 stats distributed instead of 3
wordsI had a thought here. The stat ratios for gear at the moment are something like 4/3/3; for every 4 of the primary stat, there are 3 of each secondary stat.
What if there were stat spreads which had 4 stats, all of which match the secondaries on a 3-stat piece of gear? So, say, an ascended quality chestpiece might look like:
+76 Power
+76 Condition Damage
+76 Precision
+76 FerocityKind of a halfway point between Celestial and a standard set of gear.
I really like this idea.
EDIT: Not to vote twice but I came up with a name for my dream stat combo…
Ravenous
Major: Condition Damage
Minor: Power
Minor: Precision
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Condi, power, precision. Basically what rampager should be. With this you open up the possibility of 1 condi spec being included in optimized pve groups.
Even Power, prec, condi damage could work nicely.
Pretty much this.
Ravenous
Major: Condition Damage
Minor: Power
Minor: Precision
Finally a glass canon condition build, for those who dare.
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What a refreshing thing to hear. I don’t read other game forums so in the GW2 forum vacuum things can seem a bit toxic sometimes.
A recent example of the generally good natured helpfulness of the community appeared in the ‘TBD-World Boss’ thread. Among all the creative definitions of what TBD stands for someone genuinely did not know what it stood for. I noticed immediately everyone edited their post to include the real meaning of the abbreviation. It was sort of heart warming for some reason.
I personally don’t RP that much (if at all) but I transferred to TC because I really appreciate the added level of depth and immersion that those RPing around me creates.
That being said I don’t support any system that would isolate RPers away from non-RPers, since this would either remove me from being an appreciative ‘audience’ for RPers or ‘flag’ me as an active participant.
I’ve talked to a lot of people who feel the same way, and for many was a major reason for transferring or choosing TC/PS. A lot of people are interested/entertained by RP but are a little tentative about jumping right in. Thus being flagged as either an active RP participant or segregated away from the RP community would be really unfortunate.
I do support a further evolution of the proposed system to include playstyle preferences when weighting which map to be added to, and this should include an RP friendly option. Something like…
- Role Play (like/dislike/don’t care)
- World Bosses (focus on major world bosses & events)
- Champion ‘Hunting’ (enjoys champ trains and other group farming)
- Casual Exploration (does not enjoy ‘skip-n-stack’ dungeon tactics for instance)
- Hardcore (enjoys speed run dungeons using any means necessary for instance)
These further weighting refinements would of course be at the bottom of the sorting list when choosing the map. It would just weight the chances of people with similar playstyles to have improved chances of being on the same map.
Tequatl Breathes Duumfire
(for reals though T.B.D. = To Be Determined)
So actually a very good chance this will be a new world boss/event we don’t know about yet.
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I like how the megaserver testing will be rolled out slowly for adjustments. There is the possiblity too that people will change play styles in other ways that could be fun. For example, people may run the orr pre events more as groups in the consolidated instances instead of just waiting for the current api to show balthazar is running. This may spread folks out more than zerging, making more of the zone content played overall.
By rolling it out in phases the devs can gauge if this will occur in the later phases if this is intended. Change always causes concern, it is how well both sides of the pc screen adapt and consider the others objectives.
My play style will likely change with this update when all is applied to all maps. Instead of zooming to the events as fast as possible the api says is up, then rotating characters, I will look at the time of the next boss event to go there. If there isn’t one up, I will probably find a zone with event chains to trigger and run. If this is the intention of the devs, I can see them adding more long chained dynamic events like orr to other zones.
I am not worried, and will reserve judgement till after all is implemented. Who knows, we may just like the changes that encourage us to play in different ways.
They may even up scale these smaller events in rewards based on data from the low level zone rollout. With these big events timers changing, they may do this earlier based on datamining. We don’t have data from our side how the economy balance will change with reduced mats, gold, items from these events vs expected spreadout more running of other events. These metrics will likely keep the dev economist very busy the week after the patch.
Thanks Zine for saving me the time to write all this out myself. Mirrors my opinion exactly at this point.
- Gathering nodes are still randomized on every map instance.
To the people complaining about this. You were exploiting the fact that you could know the node routes and thus get the same nodes on multiple characters. I understand that you’re upset they’ve removed the exploit, but it’s good for the game overall.
Something else to point out is as these nodes will be considerably harder to farm the scarcity will naturally increase. So I would expect prices to rise drastically, thus equalizing the time invested / profit ratio.
Maybe this will help clarify what this new system will mean.
Example:
Currently~50 players from TC in the map. After map population is capped others go into random overflows.
New System~50 players from TC in the map, as well as 4 players from other servers. After map population is capped (preference given to TC players zoning in) others go into another map. This new map will group players from TC as first priority.
As you can see the real change is the 4 additional players from other servers when the map is not full, and that ‘overflows’ will have a greater chance of being mainly consisting of players from the same server.
It’s a valid point that for those on non-RP servers wanting to guest over for RP are not given priority. Like almost everyone is suggesting, an additional set of preferences or even a simple ‘RP flag’ toggle would fix that right up. It might also make it less of a necessity to guest over to an RP server at all, since those filling maps from other servers would be grouped with populations that have a high amount of these ‘RP flags’ enabled.
A big issue is that there is no weight given to non-TC folks who guest over for roleplay, especially walkups.
Totally. It seems like we’re getting a pretty good consensus about wanting some additional weighting parameters in the future. I already posted some ideas for these playstyle weights, but an RP preference is right at the top.
Still a really good first step towards in-game community building in my opinion.
To be clear, if you are on TC and log into the Black Citadel and the map isn’t at capacity the only change would be an increased likelihood of players from other servers adding to the map.
If you are on TC and log into the Black Citadel and the map is at capacity you will be put into a sort of overflow just like before, but with a higher probability that you will be there with other people from TC, your guild, or party members. As it is right now you would just be thrown into a twilight zone overflow with randoms from anywhere.
So the big change would be more integration with non RPers on RP servers, but more RPers grouped into the same ‘overflow’.
I still think additional preferences or toggles to further weight map populations would improve this new system, but it’s still better than what’s in place now.
Re-posting this here since I think it would address a lot of the concerns in the RP community. It actually sounds like something along these lines is already at least being considered for the future.
This is huge, especially for a non-subscription based MMO. I’m very impressed with all the work done for the upcoming feature patch.
I have one suggestion that might already be being considered down the road. The ‘weighting’ of chances to be on a given map by guild, home server, party group and language is really smart and a step in the right direction.
I would love to see this further weighted by other player preferences (possibly by a small questionnaire) that attempts to group like minded people together with similar playstyles. Such as:
- Role Play (like/dislike/don’t care)
- World Bosses (focus on major world bosses & events)
- Champion ‘Hunting’ (enjoys champ trains and other group farming)
- Casual Exploration (does not enjoy ‘skip-n-stack’ dungeon tactics for instance)
- Hardcore (enjoys speed run dungeons using any means necessary for instance)
These further weighting refinements would of course be at the bottom of the sorting list when choosing the map. It would just weight the chances of people with similar playstyles to have improved chances of being on the same map.
This is huge, especially for a non-subscription based MMO. I’m very impressed with all the work done for the upcoming feature patch.
I have one suggestion that might already be being considered down the road. The ‘weighting’ of chances to be on a given map by guild, home server, party group and language is really smart and a step in the right direction.
I would love to see this further weighted by other player preferences (possibly by a small questionnaire) that attempts to group like minded people together with similar playstyles. Such as:
- Role Play (like/dislike/don’t care)
- World Bosses (focus on major world bosses & events)
- Champion ‘Hunting’ (enjoys champ trains and other group farming)
- Casual Exploration (does not enjoy ‘skip-n-stack’ dungeon tactics for instance)
- Hardcore (enjoys speed run dungeons using any means necessary for instance)
These further weighting refinements would of course be at the bottom of the sorting list when choosing the map. It would just weight the chances of people with similar playstyles to have improved chances of being on the same map.
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Thank you ArenaNet! <3bobble<3
Something I just realized today that might actually answer the mystery of waterproof sigils. I was fighting on land and went into the water and the ‘on swap’ sigil I had on my underwater weapon proc’d (sigil of geomancy). So I guess this means it’s counted as a weapon swap and not an un-equip.
So we might actually see people putting two stacking sigils on their underwater weapon and take a little swim after entering a new map.
I forgot about that annoying side affect with the Ranger trait, I think the same general mechanic underlies the necros dissolving Flesh Golem too.
A lot of content in PvE is only accessible through water (areas of TA for example, most of Frostgorge). It might just put the nail in the coffin of these stacking sigils since they might not be waterproof anymore.
Hmm…you make two really good points biofrog.
I hadn’t thought about the fact that without a second weapon set engis and eles are going to be unfairly effected by this, even if it’s slight. ArenaNet might not have thought that through.
Also hadn’t considered stacking up the sigils underwater, and since I assume they will also be given an extra sigil slot (being two handed weapons) this should be a lot easier. Maybe it will become routine to take a quick dip before going into battle. 
EDIT: And while we’re at it what happens if you pick up an environmental weapon or any other transform I wonder. I suppose they must have written some special code differentiating between modes of equipping weapons. Otherwise we’re going to be like Flesh Golems and never go into the water.
(edited by Wasbunny.6531)
Merging these threads made this a pretty funny read so far. 
Free anywhere out of combat trait reset is a much more radical feature than it might seem at first. This is almost what a lot of us were pleading for; Build Templates.
We will be able to switch builds on the fly in dungeons between encounters as well as fluidly adjust party composition in WvW.
This is a rather huge feature and one of my favorite additions to the upcoming patch.
I understand that acc-bound ascendeds are somewhat helpful when you want to retire a character and start a new one, assuming the weight class/weapon type and stats are compatible.
But it doesn’t help people like me, who like to switch between characters, playing most of their characters for a little while, every single day.Why won’t it help? Let me quote myself from the CDI:
Three problems:
a) my mesmer wears zerk with damage runes, my ele wears soldier’s with boon duration runes and my necromancer likes rabid with condition damage. How are they supposed to share an armor set?
Same with my adventurers (zerk, knight’s and cleric’s) and my heavys (knight’s and cleric’s). With my character setup, not a single set would be shareable.
b) even if the attributes and runes work for multiple characters, skins and dyes probably don’t. What happens when you transmute a cultural armor skin onto it?
c) Having to visit the bank before and after switching characters cannot by any means be called a fun game mechanic.So while this is probably just a click of a checkbox to implement, it’s not going to help.
Which means that I cannot share a single piece. I’m still looking at a total of ~2500 gold for the damask alone, plus 850 dungeon runs for the empyreal fragments, etc etc.
Worse yet, it appears that ANet has decided on a “solution” and is now done with the topic, so I – and those like me – can now abandon all hope for something that we could actually call an “alt friendly” solution, a system that honors the promise of the GW2 manifesto:
We just don’t want players to grind in Guild Wars 2. No one enjoys that, no one finds it fun.
sigh I don’t want to abandon the game, but the burden of grind is no longer bearable. Mostly, even if I went through with it all, there will inevitably be a higher level cap or new item tier someday, and then I’d have to do it all over again – 8 times. That’s not healthy. That’s not fun.
Wha? I was wondering how long it would take for someone to try to make this change sound negative. Not really sure what ‘solution’ you are proposing.
All armor types will be able to be worn by all professions and will be account bound with changeable stats & runes? sigh
(edited by Wasbunny.6531)