I believe originally it was intended that all cities would have events just like the greater world, but for some reason it got scraped or postponed.
Sometimes, I feels like Anet builds up strawman-style problems within their game, then forgets they’re strawmen and tries to tackle them as if they’re real problems.
There’s so many problems within this game, like condition damage, one has to wonder why they think a non-problem like AoE is a problem at all.
Well, if that’s so, why can’t we blind Dredge? Surely it wouldn’t be too hard to magically generate a loud noise to deafen them and throw a handful of pepper into their noses, thus preventing them from smelling or hearing you…
I dislike the downed/defeated system tbh. There’s too many ways to revive someone when they’re downed, and too few when they’re defeated, and if there’s a lot of weak adds and a lot of strong AoE, it’s possible for a character to yo yo between the downed and on their feet until they’re death penalized to death.
I’d be much happier if the support powers like illusion of life or signet of death worked on defeated, not downed, players, because the ability to quickly res someone from the dead is sorely missing from this game.
It’d be interesting, for sure, but I don’t think it’ll really do much to solve the problem of choices not mattering.
The problem really starts to come clear when you join, or right after you join, the orders, and characters simply don’t react to you or acknowledge your prior actions or decisions or what not.
For example, despite spending the whole first arc of your charr character rebuilding your warband, many of the characters don’t show up ever again, to the point when you’re trying to retake Claw island, you kind of wonder why you’re not calling up your warband for help.
I don’t care all that much about MF, but I do wish Anet would stop encouraging farming. It’s the small things like how MF doesn’t function with chests, and rewards from big events are almost always poor that really frustrate me, much more than people with MF on their armor or whatever.
I’d be more interested if the “fix” involved letting us skin any kind of armor onto items we could wear. I dislike playing warriors and guardians, but the Charr cultural stuff sure does look sweet….
I never know what to make of town clothing, tbh. I realize Anet wants players to be social or whatever and hang out in their cities, but if I’m going to do that,why wouldn’t I do it in my normal combat armor— which I’ve likely taken the time to recolor and is likely going to be different than other peoples?
It’d be different if town clothing was interesting looking or whatever, but it’s all the same basic red-and-black thing for all races, despite the existence of npcs of all races in civilian clothing.
It’s likely going to be between Tengu or Kodan.
Neither are minor races, and more importantly adding a new starting area for either would be fairly simple— for the Tengu they have the dominion of the winds, for the Kodan it’s as easy as starting the player off on one of their iceberg ships.
We need a bot program to catch bots for us.
Even though I like the notion of getting away from the trinity, It feels like a lot of times game developers do so in a fashion that’s not particularly well thought out.
To me, the goal should be to break both parts of the holy trinity— ie the roles of healer, dps, tank aren’t necessary to play content anymore, and there’s more than just healer, dps, and tank available as roles.
Ironically, the only games that really have come close to this ideal, in my mind, is City of Heroes and Eve online. With the latter you have dps, both in the form of ranged and melee, as well as tanks and healers. except the healers are (or were) really more built around reducing damage and buffing allies or debuffing enemies than direct healing, although that was also an opinion. Also included was the Controller archetype, one of the rare times I’ve seen Crowd control done right in a mmo. Most devs seem more or less afraid of the idea of CC and tend to shy away from it, or have CC that’s so weak or easily countered (ie as in this game, where bosses all have inherent boons that resist CC. Yes, they can be stripped, but only by wasting CC on them.)
What this meant was you could run a group made up of only DPS (although that was difficult), or you could run a group without a tank, using a controller in his place.
With EVE Online, there’s a great number of ways to build a ship, and while some set ups on some ships are more effective than others, due to inherent ship bonuses to certain things (such as Jamming) and some specialist ships could mount specialized modules, there’s a great variety of ways to play the game, and what role you play in it. You could run do support by draining enemies’s Caps, or jam them, etc.
TL;dr version; I applause Anet for building a game away from the holy trinity, but I think it was a mistake to hard code and balance the game so players can’t play as they want. I realize there are certain builds that exist that allow for healing, but in some sense they almost feel like quirky builds that just managed to slip into the game by accident, rather than by design.
I’m not really sure why people assume that mounts means flying mounts. Most of the MMOs I’ve played that have included mounts didn’t include flying ones.
I think mounts could be a fun addition to GW2, especially if Anet treats them as a type of weapon, one that focuses on mobility or what not.
I use the healing turret on my engineer almost exclusively, and lately (past couple of days) I’ve noticed that regeneration appears to be bugged. At first it heals the character for the appropriate amount per tick, but as time goes on, or if multiple sources of regeneration are applies, the amount of healing per tick drops down to 5 hp per tick.
Obviously that’s a bit of a problem because 5 hp per second isn’t nearly enough to keep a character up and healed, even if you avoid attacks most of the time.
Has anyone else noticed this? Is it a bug? I’m assuming what’s happening is that since regeneration stacks in duration, rather than intensity, the HPS is being divided by the length of duration in every increasing amounts without appropriately increasing the Health points it should be restoring per tick.
IE Let’s say you have a Regeneration boon that applies 1000 hp over five seconds; it should tick for 200 hp per second. However what appears to be happening is, should a second application of that regeneration be applied, the game divides 1000 hp over 10 seconds rather than having it tick for 200 hp every second for 10 seconds.
I hope it is a bug, and not a feature, otherwise it makes duration stacking incredibly useless.
As for the Vallus/Sesric story arc, I think it’s likely they were in some sort of relationship. That is just my opinion though, YMMV for this entire thread. Are we looking into it too much? Hell yes, but please check the OP, looking into it is the point of this thread.
Gentlemen, let the shipping begin!
Now all we need is, you know, more options.
Dear Toymaker Trixx
Non-whimsical legendarys, please and thank you.
The use of non-LA city zones for events/general.
Non-human events.
Signed,
Marr Cannontail
PS: Update Trehearne so his model has christmas lights for the holiday.
I found the Lost Shores event to be far too frustrating; by the time the sunday event rolled around I didn’t even bother logging in.
IMO, the event wasn’t properly tested, and took place over too short of a timeframe to allow developers to fix those bugs that were discovered on day one.
I get the whole “wanting players to be surprised” thing, or the whole “wanting to have mystery” thing, but the truth of the matter is neither of those can exist in an mmo, because without properly testing things there’s a high chance they’re going to end up broken. More importantly you can’t test them with only a handful of testers, you need to replicate a full server of players all trying to do the same thing at the same time, as it will be when it goes live.
The Lost Shores, imo, was a catastrophe, not a success. You really ought to pin a picture of the banner to the dev idea room with the caption “avoid this”.
I’m concerned about this as well, even though I don’t have a legendary myself. It seems like a critical oversight given that we’re encouraged to transmute items.
I’ve been having this problem as well. Randomly the game will stop and present a message “incorrect password” and close the game. I’m not sure if this indicative of a hacking attempt or such, but doing a quick google search seems to suggest this sort of thing has been happening in the past, when using quick travel waypoints. But this error doesn’t occur right after traveling, and I’m afraid I don’t have the error code either.
I agree that what drops from the chests needs to change significantly, because people just aren’t that interested in boosters or tonics.
The boosters that are good, like speed boost or XP boost kind of fall into the Too awesome to use category where as things like kill-streak-booster are just so amusingly worthless it makes you want to cry.
I know people don’t want “pay-to-win” stuff, but it might be nice if chests dropped lodestones, or colours, or armor skins (just the skins, not the stats, like how the halloween shoulders were disturbed.
Remove bleeds entirely from Necro and give us Necrosis stacks instead.
in Necromancer
Posted by: Xomic.5792
Actually, I tend to dislike the idea of “unique” debuffs or conditions. It makes balancing much easier and easier for a player to understand if there’s only a limited number of debuffs or conditions.
I’d rather just see a stack of 25 bleeds turn into something like a greater bleed. IE upon reaching 25 bleeds the game removes them and replaces them with a single ‘greater bleed’ which has the same intensity as the bleeds it’s replacing but in a separate package allowing a second stack of bleeds to be generated.
This would be fine and dandy in pve, but I support this idea for the pvp aspect. As of right now, it would be only under the best circumstances that we achieved that 25 bleed stacks in pvp. Plus, we are the masters of corruption. I think it would make sense for us to have advanced knowledge of conditions enough to have an exclusive one. We only have direct access to bleeds and poison. They are the weakest ones on the list.
I believe Anet’s design speaks to an attempt to reduce the amount of “debuff clutter” on the game’s UI, as well as simplify and clarify what every attack will do. If I’m a engineer, I should be able to fight a warrior and receive bleed debuffs, and expect that anyone else applying a similar debuff would do so in a manner than functions in the same way, rather than needing to keep track of 8 profession’s worth of unique powers and effects.
I can see the UI attempt, but I have still had enough boons for them to go under my map, lol. Though, I don’t think that 1 more condition, especially one that we could most definitely use, such as this one, will do much harm.
They already have many ways of allowing professions to do things in different manners, though. I am not exactly sure what you mean there. Could you elaborate more?
(Sorry, I just get lost in the text sometimes.)
By no means am I calling it perfect, merely that I think that’s what Anet is going for, and for at least myself, I find the limited number of conditions and lack of unique ones a refreshing and worthwhile change from other MMOs.
Plus, as I’ve noted, the cap with the bleeds is a problem all professions (that have significant bleeds) face, and in my mind it’s ideal to try and address all of them at once with a universal change to the mechanic.
I kind of agree. It strikes me as really strange that the charr, arguably one of the more progressive races, would be doing a tribal “dance”
Remove bleeds entirely from Necro and give us Necrosis stacks instead.
in Necromancer
Posted by: Xomic.5792
Why does everyone want to run a condition build and are so against a power build?
I’m much more likely to run a power build than a condition build currently, because I’m trying to force myself to use DS as much as possible, which benefits greatly from power builds rather than condition. But I’ve used conditionmancer in the past and I understand the problems inherent to a 25 stack cap for bleeds.
Remove bleeds entirely from Necro and give us Necrosis stacks instead.
in Necromancer
Posted by: Xomic.5792
Actually, I tend to dislike the idea of “unique” debuffs or conditions. It makes balancing much easier and easier for a player to understand if there’s only a limited number of debuffs or conditions.
I’d rather just see a stack of 25 bleeds turn into something like a greater bleed. IE upon reaching 25 bleeds the game removes them and replaces them with a single ‘greater bleed’ which has the same intensity as the bleeds it’s replacing but in a separate package allowing a second stack of bleeds to be generated.
This would be fine and dandy in pve, but I support this idea for the pvp aspect. As of right now, it would be only under the best circumstances that we achieved that 25 bleed stacks in pvp. Plus, we are the masters of corruption. I think it would make sense for us to have advanced knowledge of conditions enough to have an exclusive one. We only have direct access to bleeds and poison. They are the weakest ones on the list.
I believe Anet’s design speaks to an attempt to reduce the amount of “debuff clutter” on the game’s UI, as well as simplify and clarify what every attack will do. If I’m a engineer, I should be able to fight a warrior and receive bleed debuffs, and expect that anyone else applying a similar debuff would do so in a manner than functions in the same way, rather than needing to keep track of 8 profession’s worth of unique powers and effects.
Remove bleeds entirely from Necro and give us Necrosis stacks instead.
in Necromancer
Posted by: Xomic.5792
Actually, I tend to dislike the idea of “unique” debuffs or conditions. It makes balancing much easier and easier for a player to understand if there’s only a limited number of debuffs or conditions.
I’d rather just see a stack of 25 bleeds turn into something like a greater bleed. IE upon reaching 25 bleeds the game removes them and replaces them with a single ‘greater bleed’ which has the same intensity as the bleeds it’s replacing but in a separate package allowing a second stack of bleeds to be generated.
If or when it’s rebuilt, it’d be neat if it was a mini-game wide event in which each part was being worked on in the race’s Representative cities. It’d be a good excuse to go back to these places, rather than only hanging in LA.
I don’t PVP, but using DS in PVE makes me think that the design would be okay if;
A) Life Blast’s Unyielding Blast caused it to bleed the targets it hits, rather than cause Vul, and Life blast should naturally bounce.
B) Life Transfer gave more than 3% life force per target hit. Ideally this should generate enough LF, even with only two targets, to allow the player to resist damage and the natural decay of LF. Right now you only get this if you’re draining from five or so mobs.
C) Doom should be an aoe or last longer
And finally D) Life Blast shouldn’t lose half your damage when dipping below 50% LF. It’m fairly certain that at this point it no longer does better damage than your normal weapons, so there doesn’t seem to be much of a point to it.
I hope that future holidays are celebrated everywhere, including Home instances or whatever. it feels like most of the cities are under used.
I haven’t had too much of a problem figuring out what to do, or accepting that it’ll likely get clearer in the coming days, but I do find it really disappointing how much grind has been packaged into this “event” and how little there is to do for sub-80 characters/things to earn.
To me, Gw2 necromancers are more like some sort of bioengineer or like, rather than a more traditional ‘raise the dead’ as we see in many other games.
It’s an interesting take, although I do wish the minions were a bit bigger, if only for bigger races. Most of the minions look tiny on my charr necromancer.
Consume conditions.
I wish Blood fiend wasn’t so weak and prone to attracting aggro, otherwise I’d probably use that.
To comment on the thread, I don’t mind the bifrost, but I feel like the devs spent much more effort on designing the great swords (of which there are three!) than any of the other weapons.
As I’ve said before: For Necro there is an exotic skin that is very fitting for you. Final Rest. Look at the 3D model for it and tell me that’s not a necro skin.
Doesn’t the blade clash with the fact that necromancers automatically generate a blade when casting from a staff?
Eve online does it better, but GW2 is, perhaps, more creative in someways than other MMOs when it comes to crafting.
I kind of want to see a main hand shield spec. Shields are fairly under used weapons, and it seems like a sort of interesting weapon choice.
It shouldn’t exist period.
a bit of an over reaction, maybe, but honestly I don’t understand why we turn into a Tornado as some sort of elite. Why can’t be have something that works with our skills and what not, rather than replacing them wholesale?
My only thought is; is this a harbinger of massive changes to DS, such that we’ll be able to enter DS without losing access to our utilities/elites/status information/and so forth?
Like the others, I’ve been experiencing crashes in game while using a Nvidia GTX card.
All updating the drivers has done is change the nature of the crashes from a mixture of bluescreens and blackscreens and freezes to just a mixture of blackscreens and total computer freezes.
Please fix this Anet.
I’ve noticed much the same thing with other materials. Walnuts, for example, seem to be extremely common when harvesting from trees, but they’re also barely used in recipes, where as things like chili peppers are (or at least seem to be) much more rare but used in significantly more recipes.
I think Anet may need to look into the drop rate-to-recipe rarity of ingredients.
Sorry guys but you will enjoy AC a lot more when you… L2P. I mean no disrespect when i say that.
After understanding how to play my character in a dungeon i realized that most of the at level hearts and mobs and such…. are pathetically easy unless im doing content that is 10-20% higher than i am. At least with my warrior.
my ele im still dumb with.
If i dont have to use blocks and whatnot to survive then its easy mode.
I don’t think anyone realistically thinks that dungeons need to be made ultra easy, or that learning to play will improve their experience, the problem is that the way the dungeons are set up currently, there’s currently no room to learn how to play.
Even though you can enter it at level 30, and do explore at 35, AC is built much like a end game dungeon, with utterly no build up to teach players how to build their characters or play with the mechanics of the game. Consider that many players probably don’t understand the combo field system for example.
I’ve only run AC once so far, and I’ve not attempted to run anything else again, because it’s extremely discouraging and unfun to die consistently from trash, and the rewards weren’t nearly good enough.
I know Anet wants the end game to be “everywhere” throughout the levels, but truthfully this is unrealistic short or getting rid of levels all together and going for (perhaps) a more EVE online style system of progress or similar. Players need beginner dungeons to help ease them into more difficult dungeons, otherwise people wil get discouraged and just not play.
So basically what Robert is saying; is that we can only be good at one dungeon.
… No comment.
You can be good at all dungeons. Just don’t run them back to back in rapid succession.
But what if dungeon running is “your thing”?
Back when I played Rift, once you hit the level cap, the only things to do were to run the dungeons, or run raids or do PVP. If you’re like me and prefer PVE over PVP than the latter isn’t going to be attractive, and if you’re like me and don’t have access to larger groups of people continually (This is assuming GW2 has some sort of raid content but I don’t think it does) all that leaves is running dungeons.
All this DR is going to do to players is reduce the amount of time they’re willing to spend in game, and the amount of interest they’ll have in it.
I think trying to merge all five race’s stories into one was a huge mistake on the part of the writers. Even If we all end up in more or less the same spot, each race (if not each race’s background facts) ought to have been done individually.
Iron Legion Elementalist. Back story is that she use to be a engineer who got involved with magic while trying to develop the Ghostbore musket.
I’d be nice if DEs had internal timers that automatically reset them if they’ve been stuck on too long.
Howl is your legionnaire before he died.
I think the combo system is neat, but it’s also rather… vague at the same time. In particular we have tool tips that tell us if they’re combo finishers or field generators, but the tool tips don’t give any indication of what exactly they do, and as far as I can tell that information is only on the wiki, and only gives the bare bones information (ie water field+blast finisher=area healing)
I’d like to propose a solution to this; tool tips should not just tell you what type of field they produce or finisher, but what effects they’ll actually generate. In a party, any possible-to-cast fields (in essence ones that the player has on his or her bar) should show up with their details on any other player’s tool tips.
So for example, Let’s say a guardian and an elementalist are grouped up together. The Elementalist is attuned to water, so when the guardian looks at the tool tip for Judgement, a blast finisher, he see an icon (such as a blue square or so) and next to it it says Area healing; <value>, as well as the range of the effect and so forth.
When not in a party, the player can see the effects of his or her own blast finishers within their own fields.
With luck this might make combos a bit easier to use or at least understand.
I’d rather DS grant you abilities that were related to your equipped weapons and either complimented them or enhanced them, and didn’t deny your utilities bar.
Howl’s on the stairway going down to the crypt.
But in all honesty I everytime I get to that point with a charr character, and this’ll be my third time due to a couple of rerolls I’ve done, the whole meet the orders storyline just kills me. It’s just so boring.
If you pay attention the plot doesn’t make much sense either. Firstly, Howl’s supposedly killed when the crypt collapses in on them, at least according to your surviving member of your warband, but there’s no evidence of the crypt collapsing. More troubling is that the survivor mentioned they never found his body— and yet he has a gravesite you can visit, of sorts. (This is, of course, ignoring that the Charr are supposed to burn their dead, iirc)
There seems that there is just so much they could have done but didn’t with the storyline. I would have preferred, for example, if the 20-30 arc built on the 10-20 arc rather than completely ignoring it. For example, the Priory might have been interested in the artifact your father left you, the Order of Whispers might contact the player and ask them to help them contact your Shaman father, or the vigil might try to recruit you after you get run out of town for betraying the Legions in the whole “free Smokemane” quest. Of course there’s other paths as well but the story is just so chunky.
I don’t think anyone wants or needs or desires a SWTOR quality personal story for their characters, but if anything the personal story almost feels like a slap on the face. We can make decisions about what to do, but those decisions are just utterly ignored by the story.
This seems like a god sent for cooking. At 101 different mats (higher really but in principle) this is utterly necessary.