For speedruns, maybe. But I run with PUGs for dungeons and Fractals all the time and I’ve never been kicked or told to change pets. (Drake + Devourer for everything.) Once they see I have Frost Spirit and Spotter it seems they don’t care what else I’m using.
@Stooper: You have a good point there about lack of skill diversity underwater. I know from personal experience that having Arcane Wave be ground targeted underwater also made it practically useless. (So glad they split the skills for above ground and underwater!)
As for having to adapt to enemies coming from along the Z-axis though, I think that’s part of the appeal of underwater fighting. You need to be extra aware of your surroundings and there’s more ways to get the drop on unsuspecting foes. The fact that Sink/Float skills also ignore Defiance means that CC plays a much more pivotal role in underwater battles, something which I think is sorely lacking above ground.
Silly comments aside, I actually think Mag is going to settle nicely in to T4 or possibly even the bottom of T3. I thought they were completely dead, but occasionally they put out a sizable force. I think the bulk of their militia is just tired of being in gold league and stopped regularly playing until they drop.
If they thought it was bad this week with FA and TC, wait till they face BG and JQ in subsequent weeks…
I heartily agree that Sun Beads need a “Sun Beads in Bulk” item that lets you purchase 25 of them at a time, similar to how you can now purchase Obsidian in bulk in Orr.
Oh! Well, then this is probably a bug that needs to be fixed then. XD (Weird. I could have sworn her colour change was the other way around.)
Reposting my idea then.
If you pick “Random Team” when you join a match, you get a special buff that DOUBLES the rewards at the end of the match (capped at the winner’s normal reward). This means that if you picked a random team, and your team ended up losing, you’d still get the same rewards as if you’d lucked out onto the winning team anyway. This has the following benefits:
1. There is no incentive to hop teams. You’d get the same reward staying on your random original team as you would switching to the winning team. This discourages Autobalance Wars.
2. It encourages people to join the match at once instead of watching until it becomes clear which team is superior. This discourages waiting in Spectate and should thus help solve the issue of 4v5.
Coupled with the fact that rewards are given out based on time played, this means it’s most profitable to instantly hit “Random Team” the moment a match starts, and then see it out to the end, win or lose.
Now, to ensure that winning still has some meaning, if you pick Random and lose, it won’t give you credit towards the appropriate achievements (Genius, Phantom etc.) Also, to incentivise people to move up to Solo/Team Queue when they get experienced enough, I propose increasing the rewards of the two modes to triple Hotjoin rewards (for Solo) and 5 times Hotjoin rewards (for Team). Note that the Random Team buff only applies to Hotjoin; it does not appear in Solo or Team Queue.
So all this should mean that Hotjoin remains a casual, “lite-PvP” mode that anyone can join and slowly work on PvP ranks and reward tracks. But if you want to earn your ranks/tracks faster, as well as gain renown and leaderboard ranks, you’ll need to move up to Solo/Team Queue.
Unlikely to happen, but I do like the idea.
Would replace the Mystic Forge Stone though. I already have more than a stack of these in my bank. >.> I can’t even use them up faster than I acquire them from AP chests.
I burn through them constantly due to making mystic forge salvage kits
I only ever use them for salvaging Rares, which while I do get maybe 2 – 3 on average a day, it’s still not fast enough for me to burn through 250 uses a month (and with LS AP’s, I tend to get a new AP chest every month).
I’m not against the idea of Unranked SoloQ, but I think that removing Hotjoin altogether would be a grave mistake. Like it or not, it IS by far the most popular PvP mode, and I believe that if you removed it (along with rewards from Custom Arenas), the players who used to enjoy it will simply quit PvP altogether instead of moving to SoloQ. That’s exactly the opposite of what ANet wants, which is more people playing PvP as another mode of content to keep us occupied.
As a fun bit of trivia, Hotjoin is kind of analogous to GW1’s Random Arenas. ANet revealed near the end of GW1’s life that every day more Random Arena matches were played than all other PvP modes COMBINED. That just goes to show how much demand there is for a “lite-PvP, no consequences, anything goes” style mode.
This might work. However, it could also lead to just more people ragequitting, causing a cascade effect as the losing team decide it’s not worth the time to stay as opposed to just finding another match. IMO, it’d be more efficient to incentivise people to stay on the losing team, and join early as opposed to just waiting to see which side has the better players. (See my “Random Team” bonus post I’ve made elsewhere.)
Volunteers already get the winner’s bonus, so I’m not sure it needs more buffs (although I wouldn’t object to it. I already automatically volunteer every single time it comes up).
Banning people for making dueling arenas? Seriously?? O.o
Agreed. I love underwater exploration and combat too, but it seems it’s just not popular among many players for some reason. :/
If I recall correctly, the Tengu believe in ancestor worship where the souls of their ancestors ascend to the heavens to live in the “Sky Beyond the Sky”, although it’s unknown if this refers to the Mists or a different afterlife (such as the Underworld) altogether. We’ve certainly never seen any Tengu spirits in the Mists before.
Sooo… Rytlock is a tsundere?
The Key can only be found once per account, so once you have it, feel free to sell any spare map pieces you find.
Yah 5000. Which is one thing for hammer but really hard for something like shield which also has 5000 kills.
Been playing a Sword/Shield Warrior since launch.
I’m up to 4300+ kills with a Shield. x.x Curse this 1 target Shield Bash skill!
See this thread:
https://forum-en.gw2archive.eu/forum/support/bugs/Cannot-use-diving-goggles/first#post4444025
There is also a temporary workaround listed in that thread, but it requires you to have a free character slot and either a level 20 Experience Scroll or the time needed to level the new character to level 11.
In case people here have missed the other thread, the Molten Pick is now also for sale on the gem store, if you feel like having the full Molten tool collection.
Ahh, nice move on ANet’s part.
Wouldn’t use it myself, but it might mean more players selling to people like me who post buy orders, so I guess I’d support it.
If the OP’s question was in regards to the NPE changes, the following has changed:
1. Merchants in starter zones no longer sell gathering tools, but you can still buy them easily in the racial cities. (Make sure to stock up on spares though.)
2. You won’t find gathering nodes in the extremely early areas of the starter zones, but gathering nodes will start appearing as you move further out.
3. While the game won’t mention gathering to you until you reach a certain level (5, I think?), it doesn’t stop you from buying the tools and starting gathering before then.
Hmm… Didn’t know about this. Will keep this in mind should I decide to go for the Acolyte of Dwayna collection.
Yes. The recent patch that made diving goggles unlock account wide also introduced a bug where all accounts got diving goggles locked again. There is a workaround where you can create a new character and then level them past 11 (which is when the goggles unlock), either normally or with an Experience Scroll. This will unlock the goggles on your account again.
Obviously, not everyone will have a spare character slot though, so hopefully this bug gets fixed soon.
One of the challenges I’ve set myself is to complete each and every jumping puzzle in the game on ALL my characters. (Human, Norn, Asura, Charr, Sylvari) Some of them were EXTREMELY painful on a max-size Charr, but I’ve done all bar the ones in Orr now.
They changed story mode dungeons on the last patch, now you are always 2 lvls above the dungeon lvl, so in AC you are lvl 32, CM lvl 42 and so on. And on top of that we do way more damage now since the change to how ferocity scales down to lower lvl areas, so you do a lot more damage and you are 2 lvls higher than the mobs.
Really? If so, I think that’s a good change. Dungeons were a big step up in difficulty from the open world content which newbie players were doing before. A lot of players struggled with the learning curve, and I suspect many just wrote off dungeons completely after that. The added levels should help ease the transition.
While I do feel that some of the dungeon rewards need some tweaking (for starters, bringing the other dungeon rewards in line with AC would be nice), I think they’re pretty good as they are.
One thing I would like added is a slight buff to the rewards of Story Mode. It would be nice if completing Story Mode gave a small amount of tokens (say, 20?) as a daily bonus.
Will we be able to slap the Mad King around this year as we did in 2012, Gaile? I feel he’s getting a bit too uppity.
Amoxtli says that she’s from the Michotl tribe in Metrica Province; all the Michotl hylek are blue-skinned. Her original green colour was no doubt a mistake that was simply corrected.
Same here. I don’t know how it happened, but I basically just ignore the entire Black Lion collection tab so it doesn’t trigger my completionist urges.
Yeah, it seems to be a light source issue. I get it sometimes as well.
I was in Timberline Falls last night and Scholar Dobbs was still bugged. The waypoint is permanently contested, but Dobbs seems to think that he’s still back in the dig site, meaning he won’t start his event to take the dig site back.
Spies have always existed in WvW since the beginning (some are more covert than others). I regard it as being a bit underhanded, but trust me, ALL the dedicated WvW guilds have spies. It’s just part of the game now.
Yeah, as Jeff says you’re currently locked into Gold anyway. You won’t be able to escape the curbstomping (my sympathies) for another 2 weeks at least.
The SFSoM is what it is, guys. If you’re angry because you bought it and then realised it’s a worse deal than just using Master’s/Mystic Kits, buyer’s remorse is not something that ANet is responsible for. Make sure you always do your research before slapping money down for something.
Would I like to see the SFSoM improved? Sure! I’d probably even buy one if it was equal to or better than the Mystic Kits. But I’m not going to waste my time and anger waiting for it to happen. I’m sure ANet is well aware of our thoughts on the issue. We’ll just have to wait and see what happens down the line, if the SFSoM is ever re-released.
The only trouble with that approach is that I fear it wouldn’t dissuade players from simply ragequitting the moment they see their team losing. People join the server, see that they are down 50 – 150 and simply leave the server again, resulting in the losing team effectively being permanently understrength because none of the recent joiners want to stick around.
Ranger was always viable in PvE. They now have a solid reputation in speedclear dungeon groups as well.
If you choose the tankier pets (bears, drakes, devourers), they can also sustain a lot of punishment. Bears in particular, although I personally prefer Drakes for their cleave attacks and blast finisher tail attack.
I do generally want monsters to attack my clones (but not my phantasms) instead of me. I even traited myself and pack Signet of Illusions to ensure they stay alive for a good bit of time until the time is right to shatter them.
Yeah. My suggestion was to tie the reward balancer to picking the “Random Team” option. If you choose “Random” when you enter the match, you get a special buff that doubles your final reward (capped at the winner’s normal maximum amounts). This means that, when combined with the match duration for determining rewards, the best way to ensure you get maximum rewards is to join early and hit Random team, then stick it out to the end, win or lose. This should prevent people playing Autobalance Wars, or hanging out in Spectate waiting to see who’s the winning side before joining that one, resulting in a constant 4v5, because the longer you take to choose a team, the less rewards you’ll get.
At work, sadly.
Maybe one day I’ll actually be able to take part in a parade.
I concur with Cakemeister. If you’re just starting out, focus on Supply Master (ignore the last tier. It’s useless). Build/Repair Mastery is also not strictly necessary, but it does help if you’re running with the zerg.
I hit rank 240 a short while ago and finally maxed out both Defense/Offense against Guards. Those Applied Fortitude and Power bonuses really do make a big difference.
After that, I’d max out one siege weapon of your choice (Arrow Cart is a good default one if you’re unsure), then max out Siege Weapon Defense/Offense when you can.
Hotjoin is… a complicated beast. Sure, it’s there for quick pick-up matches and for people to test new builds, but let’s face it; it’s mainly full of people who are just there for the reward tracks. (Guilty as charged!)
There should definitely be better rewards for “proper” PvP, so I don’t think Hotjoin rewards should be buffed to match solo/team Queue, but I think there’s value in keeping Hotjoin as a fun, lite-PvP mode where winning or losing nets you similar rewards as long as you’re actively participating and contributing.
Removing Hotjoin altogether would be a grave mistake, I feel. It would raise the entry bar to PvP high enough that new players would feel discouraged from even trying. Without a constant influx of new blood, the “professional” PvP’ers would eventually stagnate and die as people get bored and move on to different games. I saw this happen back in GW1 with the Hall of Heroes. Experienced teams didn’t want to take anybody who didn’t have at least Rank 3, but that also meant that newbies couldn’t gain the experience they needed. So they got discouraged and quit. Meanwhile, the experienced teams then started complaining that they were just fighting the same old teams running the same old builds over and over. So THEY got bored and quit.
You need a large pool of rookies to constantly refresh the PvP circuit, or it WILL end up dying at one point.
Unlikely to happen, but I do like the idea.
Would replace the Mystic Forge Stone though. I already have more than a stack of these in my bank. >.> I can’t even use them up faster than I acquire them from AP chests.
I think it should be brought back as its own unique PvP track. Maybe a “Primitive” Reward Track that’s designed specifically to give the player low level crafting mats at each tier (up to T5). The final reward is a Tribal armor skin box, with the option of getting a “Big Box of Materials” if you already have all 6 skins.
If it lets you pick an “Ascended armor box”, then what it’s giving you is a choice of “Zojja’s Armor Box”, “Occam’s Armor Box” etc. Each of those boxes lets you pick one out of the 18 different armor pieces of its chosen stat. So yeah, you only get one armor piece.
Bear in mind that these Collection achievements are intended more as a “cherry on the cake” reward for people who enjoy collecting in the first place. It’s a kind of a “Hey, we recognise your effort and achievement!” bonus.
I was originally undecided on whether or not to bother crafting the Ambrite set (as while I’m a collector, I didn’t really like the Ambrite weapon aesthetics) but as someone who’s also going for full Ascended armor on my five characters, now I may as well complete the collection and then get a Damask chest piece as it segues in nicely with my other goal anyway.
Here’s my take on it.
1. It’s fairly obvious that this is going to get patched at one point. While ANet has always said that farming is allowed, they obviously do not like players deliberately failing an event to speedfarm content, or scaling events up and then just farming the Champs. (Basically, the feeling I get from ANet is “You can farm, but we don’t want you to farm TOO efficiently.”)
2. The worst offenders are the ones that deliberately go out to grief the other side. These are the “train derailers”, as well as the ones who purposely draw in extra mobs or scale up an event without doing anything to help to make the ones trying to complete the event fail. Griefing and trolling is ALWAYS unacceptable, and should be punished.
3. The next worse offenders are the ones who insult or threaten the people who are asking for the other side to step back so they can do their intended activity in peace. Verbal abuse is not allowed, and should be reported.
Until this is patched, I would ask that the farmers allow players who want to complete the event to do their LS to do so. It’s, what, 10 mins off your farm cycle? Just go grab a drink or watch Youtube or place some orders on the TP while you wait.
And for the LS people, be polite. Once you’ve gotten your LS credit, leave the farmers in peace. Even if you disagree with what the farmers are doing, that’s a decision for ANet to handle, not you.
Does creating a new character and completing the tutorial still count for Personal Story Completer? Might be one option if you’re a player who does every single Daily for the AP.
MMOs are about the special snowflake feeling. You cant feel special if everyone can easily look/be the same.
I’ve never understood why people care about being unique from other players. You shouldn’t need validation from others to be happy. Besides, with so many different skins in the game, coupled with dyes, titles and minipets, it’s not that hard to make yourself a unique appearance, if that’s what you really care about.
Anyway, back on the original topic, I wouldn’t rule out the original Halloween items returning. ANet has shown on numerous occasions now that we should never, EVER assume that a previously exclusive item is never coming back. (Btw, did you guys know that all the stuff like the Fervid Censer and the Dragon Helm that was exclusive to LS1 rewards can be bought from the Laurel Vendors?)
New Ruination Idea:
- Evon Goes Full Despot Tax. Every day players get taxed 10% of their current gold in their bank. If players have no gold in their bank, every character on their account randomly loses one item from their inventory or their equipped items. Lost gold and items cannot be retrieved in any way.
This is why I think the dungeons need some tweaking. While having tough content in an MMO is fine, what’s not fine is how the game tells players that “you are now ready for dungeons!” at level 30, but when they try to find a group, they tend to get told “you’re not ready. Come back when you’re 80.” Sometimes in much less polite language.
The jump in difficulty for dungeons is also extremely steep, especially for someone who’s only done open world content before. While ANet doesn’t like fracturing the player base, I really do think that general dungeons should be made easier (all enemy types are moved down a scale e.g. from Elites to Veterans), and then a level 80 “Hard Mode” introduced where all mobs are scaled up to 80, are their current rank, and the bosses (and some environmental traps) inflict Agony to give more use to Agony infusions. In exchange, the Hard Mode dungeons give much greater rewards and special titles for completing them.
GW1 Diversion was superior.
Nothing quite like Diverting some hapless Monk’s Protective Spirit or Reversal of Fortune.