1. Date: 02.07.2015. 15:00h GTM+1
2. Name: Zergs.9715
3. Server: Seafarer’s Rest EU
4. Plains of Ashford
5. 1st time while I was running between Temperus Point Waypoint and Vir’s Gate Waypoint
2nd time I was just standing in front of BC gate
6. When I first died maybe I had swiftness on me but I can’t be sure. Second time I had no effects on me.
http://www.mediafire.com/view/ixvj63o0c34mqfv/gw070.jpg
Here is where I was placed after I relogged into the game.
http://www.mediafire.com/view/89dsukqr7t994dz/gw071.jpg
http://www.mediafire.com/view/yxvsrqwx6hhq1t1/gw072.jpg
Hope this helps
Is anyone else experiencing this? I went to finish my Ascalon forager daily and died twice in starter area. I wasn’t in a fight or anything, my character just dropped dead. After first random death I ported to nearest WP but I wasn’t able to use any of my skills. I relogged and all was fine. Few minutes later I died at the gates of Black Citadel.
It looks fun but it doesn’t seem to be very viable outside of damage demonstrations and suicide missions. I just hope that such vids do not influence heavier nerf hammer slam than it should. I tested similar build with cele gear and it’s far more viable and sustainable.
Just getting these out there so we know we are all in agreement:
1) Conditions seem a bit strong
2) World bosses are currently too easy
3) There are some bugged skills and traits
4) There are some overpowered buildsWe won’t fix it all at once but these are four large topics we are talking about. In the meantime keep the feedback and bug reports coming, and I guess farm up some world bosses. We are dedicating time towards these issues and are intending to resolve them as quickly as possible. As we have said before, the live environment differs too greatly from anything we can reliably simulate internally so big changes like today’s build will cause things to sometimes change at an alarming rateTM.
Thanks for your patience,
Jon
Please, before you start knocking down condi numbers, consider other methods of balancing that are involving active play which would punish unprepared.
1. Rethink Resistance boon durations and powers that would give that boon.
2. Protection boon also works on condies
3. Balancing through traits that would resist condi
4. Experiment with shorter cooldowns on condi clears.
5. Introducing actual elemental resistances (because if you have elemental damage you should probably have resist as well otherwise you end up in a situation like this)
This is for weapon and armor currently – weapons use the same recipe as armor to stat change except they use inscriptions to allow you to change instead of insignias.
Alas yes it does destroy the runes and sigils in the item, the mystic forge doesn’t currently have a way to allow us to do this kind of stat changing without it working that way.
Also: Shout out to Matt P and Linsey who did all the hard work to make this possible
Well I guess every good news has that infamous “but” somewhere at the end. This can have a profound impact on runes and sigils so I sincerely hope that you will consider making recipes for them more readily available.
I am personally in possession of certain runes and sigils that are not available in any other way than through TP (as far as I know) and that still doesn’t sit well with me. This goes double considering the fact that they’ll be destroyed during stat changing process.
4th skill: Knockdown and small damage all in cone
This would give us a lil more CC ability, and this comes in handy for both those who wants to play a offensive type or a defensive one.
5th skill: Block projectiles+Knockback when activating
To make it so you can move with the bubble, be you intending to use it to close in on a ranged foe or to just have more mobile and fun gameplay. Then activate it to cause knockback. Will give the opposition some idea when a knockback is coming aswell.
Holy crap it has to be a telepathy! XD
How about this?
- Shield of Absorption cooldown goes from 30s to 24s baseline.
- Shield of Judgement cooldown goes from 25s to 20s baseline.
Added to the release notes maintained in General Discussion.
Edit: For clarification, the shield recharge trait is still there on top of this. It brings the cooldowns from 24>19s, and 20>16s.
It’s nice idea but I think you guys are missing the point. Even tho it’s an offhand weapon it should FEEL like a mainhand. It should be guardian’s primary weapon of choice! As it is now, it feels boring and unimaginative.
Here are some suggestions:
1. Reduce cooldowns (fine you got that covered)
2. Up the damage of Shield of Judgement drastically on burning foes
3. Add kockback or leap forward or leap back to it. Or knockback + leap back.
4. Allow us to use dome while moving similar to revenant’s staff skill that knocks foes on a pass through.
5. Detonating dome damages and pushes foes back.
Can you just imagine number of potential plays with my #4 suggestion? Shield would be amazing weapon.
All this fuss over pricing is getting ridiculous. It has turned into “I AM ENTITLED TO FREE STUFF!!!! Raagh ANET IS GREEDY!!!!”
This whole thing reminds me of when my nephew threw a fit that his mom wouldnt buy him candy at the check out line when he saw another kids mom buy her son something…. but you know… with adults instead.
I don’t think you get it. “The core game is free.”
Cool where is my extra account?
“You already bought the game so you don’t get one.”
Wait what?
“We will reward your loyalty by letting you pay the same price!”How is this not a slap in the face?
I guess I dont feel entitled to free stuff simply because they are offering something I already own for free. Why should I? Because little jimmy at the check out got candy and I didnt?
I think its good that new players can get the full game for the price of the expansion, it keeps the community from fracturing, everyone new will have the same access. As a guild leader I dont have to worry about incoming players not being able to join us in the expansion.
Only people this is a slap in the face for are people with a entitled attitude, you are at no disadvantage by other ppll getting the core game for free.
You do realize that price of the expansion is jacked up to 50 BECAUSE it contains “free” base game, yes? If I had new account with it or a game key that I could gift to someone I’d be perfectly fine.
Bookah
/thread
Thank you for you invaluable and highly original input.
I think the fact that there’s already speculation on the next Guardian elite spec should be a clear sign that the upcoming one is a bust.
Actually I think there’s nothing wrong Dragonhunter, name aside. What I wrote in tl;dr of my OP was just a joke. I think it’ll have it’s purpose in the game. Also ppl instead of asking for betterment of existing range options asked for bow without getting into too much detail and Anet gave us their take on it.
Also such things take a long time to develop which is why I think this good time to start thinking about new stuff and improving old. After all Jon Peters asked us to give our input on Tome substitutions. This time I think we as players should go into greater detail and be more specific about it, so that devs may get a clearer picture and/or inspiration for future specs.
Correct me if I’m wrong but I for some reason remember hearing/reading somewhere that under new system virtues will tick their passives even after being activated. As far as activation goes, well as soon as you switch to certain Tome it triggers active effect.
There’s a bit of a difference between Tomes as Virtues and ele’s attuments which you are comparing them with. They’d be more like kits with cooldowns.
Attunement – has cooldown, cannot unequip
Kits – no cooldown, can unequip
Tomes – has cooldown, can unequip
I am one of the people who root for one attunement eles to be viable. Even made a suggestion about it to give ability of weapon swapping to one attunement eles. That being said I think that Virtues are more situational powers than subjects to proper rotations like attunements. Same would be the case with tomes because you don’t have to rotate through them. You can unequip it at will and use your default weapons.
3 Tomes and 3 traits dedicated to them. I don’t see why shouldn’t each trait be dedicated to one tome. That way you could potentially have the ability to camp just the one you want. New system already waters down the meaning of adept/ master/grandmaster. I say it should go even further and treat them as equals in terms of build crafting. IMO it all comes down to how well the traits are designed and how much incentive players have to utilize them.
Now I actually have a possible build stuck in my head… Thanks
I’m under the impression that specializations focus on new ability types and traits rather than abilities of an existing type and traits that focus on base class abilities/weapons. The tome specialization should focus on the tome ability type rather than focusing a bit on tomes and helping to fix Spirit Weapons. As for a new weapon, I’d say tridents would be the most appropriate, but that’s assuming that ANet would be okay with allowing underwater weapons to be used above water.
I don’t think the tomes being the replaced virtue mechanic would work very well with pre-existing virtue traits. Additionally, them being kits allows one to focus on adding the playstyle of a tome or two to a mixed build as opposed to something like the elementalist’s attunements where one would have to use all attunements in order to be effective.
I’d definitely love to see underwater weapons being used in ground combat and that spec should bring something new to the class. However I don’t think they should stick to that idea blindly so that guards eventually get guns/daggers/rifles etc. I’d rather see new ways to use existing weapons in order to preserve guardian theme, otherwise what the point of having different classes. In the example above I suggested giving them Light armor (if that’s even mechanically possible) which could bring potentially different playstyle through traits. So far most of us are of opinion that weapons are the ones that bring new way of playing the class. Why shouldn’t armor be that defining feature instead?
Tome as Virtues could be incorporated properly with existing virtue traits if the cooldowns are nailed just right. Not too prohibitive, but not as liberal as ele’s attunement swapping. Also bear in mind that we will have only 3 trait lines in the future so grabbing Radiance and Virtues trait lines just for two minors would be a bad idea if nothing else synergizes with the build you had in mind.
True, having Tomes as Virtues would be a drastic departure from standard guardian play, but I don’t see anything wrong with it. New Virtues that are coming with Dragonhunter are already miles away from what we’ve been playing since release. I think that where our opinions differ is that I’d like Tomes to bring new playstyle, while you want them to compliment existing ones. Nothing inherently wrong with either of them, they just differ.
I’d also like to point out that I’m not here to “defend” my idea, I just want some brainstorming discussion
A very interesting idea and I really like the idea of opening up the other armour types to wear through Elite Specs. I would see this as mostly a complete armour class change as Arenanet mentioned issues with mixing the different armour types. Now just some questions;
- Would spirit weapons become more like necomancer minions?
- Wouldn’t we be looking at adding another slotted skill category not already used by the Guardian?
- How do the new Tome Virtues act with the existing virtue traits? (I see this part being quite messy & not so sure about Elementalist attunment comparison)
- Also I was really hoping Tomes would come back as the Guardian’s version of the Engineer’s Kits. Could this idea be adjust to using Kits as the Tomes?
Well I imagined this spec purely from thematic and practical perspective.
Tomes as Virtues would be a merger of attunment and kits. It’s like attunement because it has a cooldown and it’s a kit because it can be unequipped at will so that you can use your default weapon or swap for another tome.
If they were like kits that would mean that devs need to come up with 4 more tomes and new virtues which is 23 new additional skills, plus rebalancing two existing tomes.
In my proposal they need one more tome (5 skills), rebalance existing ones, heal and elite for spirit weapons. We already have all these interesting mechanics that are just waiting to be used in a proper way. Also thematically they are all perfect match for a battlemage archetype.
Don’t get me wrong I’d love to see tomes as kits, but I feel that having so many would water down the experience and from a practical standpoint I prefer them being replacement for Virtues.
Yeah I guess if you trait into permanent spirit weapons that would make them the same as necro pets. Bear in mind that all of this is just me spewing ideas, that were somehow related to Lorekeeper, all over the place
I can totally agree with OP that in some aspects GW2 is too tame, but that does not include KSing because that’s bull kitten mechanic. For me the biggest gripe that there’s too much civilization! Everywhere I go there’s some outpost or a small town or a big city. It’s very hard to lose yourself into wilderness and feel in danger when every five paces there’s a house or a WP.
Hopefully some of these problems will be rectified with the expansion like GvG and more wilderness.
Ever since they said that tomes will be saved for some future spec I cannot stop thinking about this idea I have for it so I just have to put it down on “paper” and free my mind from it. This is basically Durmand Priory’s take on guardian that focuses more on it’s magical nature effectively turning guard into Battlemage. The rise of the bookworm!
TOMES
Tomes would replace Virtues and would act as… well kits with cooldown. As much as I would like to be able to switch at will this would cause some serious problems with minor traits “Justice is Blind” and “Inspired Virtue” to begin with. Cooldowns would have to be flat for all three like elementalist’s attunements and can be further reduced by traiting into Virtues.
We already have two tomes. Tome of Wrath (now Justice), offensive one that can allow power and condi builds. Tome of Courage (now Resolve), that is heavy into healing. Needless to say first two need serious balancing to make them viable. And finally we need third one that would deal with boon distribution.
WEAPONS
As every battlemage ever, Lorekeeper would be highly incentivised to use Staff/Scepter/Focus through traits and additional perks.
ARMOR
I don’t know if this is even possible, but it would be interesting if Lorekeeper spec could allow guardian to wear light armor. So unlike other specs that offer new weapon this one would give player new armor type. Of course incentive to wear it would come through traits which I will explain later and more style options. This is not forced upon player mind you! You just CAN, not HAVE TO wear it.
HEAL/UTILITY/ELITE
We have these almost complete. Lorekeeper is the master of spirit weapons and can further strengthen them through traits! Heal skill would be a spirit staff, utilities we already have. Elite skill would be a immobile tornado of all weapons with ground targeting. What it’s command is, I’ll leave it to your imagination since I don’t know either.
TRAITS
I really like what Robert Gee did for Reaper by dividing traits into three categories (up, mid, down) which control three aspects of the spec. This would be the case for Lorekeeper as well.
Up traits would regulate weapons and armor. Staff trait that increases staff damage, maybe causes more burning while equipped etc. Scepter trait that increases projectile speed and [insert extra here], Armor trait that gives you extra damage, regen and 25% speed while wearing full set of light armor.
Mid traits that control tomes like further cooldown reduction, additional effects while swapping, condi damage boost, healing efficiency, etc etc.
Down traits control spirit weapons. Weapon movement speed, remove duration of weapons so they act as permanent pets until killed, clear conditions or give stability when commanded etc etc.
There, I’m finally free! /dance
TL;DR More awesome than Dragonhunter.
Does that mean we get to send pact fleet to bomb EA?
Cautiously optimistic… I like the idea of clear separation between the two. This will be a good plan as long as armor to outfit production ratio is reasonable.
I wouldn’t mind them slowly phasing in gemstore armors into gameplay over certain period of time, while they simultaneously produce new outfits in their stead.
Dueling
If done right I see nothing wrong with dueling. Allow filtering like:
1. “Accept all duels”
2. “Friend duels”
3. “Guild mate duels”
etc.
And everyone can be happy and safe in their own little bubble. What I find even more toxic than gear elitists are the ones who would deny other people to have fun with the feature by firmly declaring “No” with very little reasoning behind it.
Inspecting
I think it’s unnecessary since we already have list of all skins available in wardrobe if you want it just for skins. But if should be implemented devs can make a inspect window to show only white skins like in wardrobe and hide the gear stats.
The only thing that should be changed is that you get both skins at he same time. When they were introduced there were only 3 pieces. Now that we have all pieces things have changed significantly. I really like hellfire chest and leggings but they’d be useless since I opted for radiant in the first place.
The fact that AP acquisition has also changed dramatically and it works strongly against people who joined the game in its later life.
Lol! I would understand the statement that we need more weapon variety if the skills for one weapon are the same across all classes. But in GW2 weapons are just skins and methods of damage delivery wildly differ and are in no way tied to weapon. Just look at GS.
- you can whirl and swing like a maniac
- shoot lazorz out of it
- shoot chains that pull your enemies toward you
- block and leap
- etc etc etc
So it has nothing to do with weapon variety. That being said I wouldn’t say no to more methods of damage delivery like long range maces, melee scepters, throwing daggers (no, not thief lame one), martial art staves, main hand throwing shields (well discs of energy or something).
Could we also set it up so that my in game wife gives birth to my new character slot? Pretty please!
I think it would be great to have the options to.
Personally I wouldn’t play it, as I like the versatility of the elementalist (with 4 elements).And some people here in the forums are quite opposing to anything that makes camping one attunement remotely viable.
Well that was exactly my intention. Giving an option without forcing anyone to use it unless they want to. Look at it from this perspective also:
Most of the professions usually use mele, mid range, range or mix. Eles don’t get to mix. I’d love to be able to equip my d/d + staff camp fire and swap accordingly depending on target’s range. Or go S/D + staff in Earth for condi focused build.
I know this is probably no where near on Anet’s radar for eles, but wouldn’t it be cool if we could truly specialize and dedicate entirety of our build toward one Attunement? To become real Pyromancer, Eolmancer, Aquamancer or Geomancer.
Right now eles are jack of all attunes because what else can you do? Swap weapons? Staying in one attunement is discouraged and seriously limits your options which is why you can never truly shine in certain aspects like condi or full support. And if you DO camp in one you’re just using 1/4 of your potential.
What if we could get a new specialization that allows us wearing 2 weapon sets but locks us into singe attunement the moment we enter combat? Or maybe get locked the moment you equip the weapon.
So yeah you get only one element at your disposal, but in my opinion this could be the case where less is actually more, because of sheer number of potential new highly specialized builds that can spring from it.
TL;DR
One weapon set 4 attunements
Two weapon sets 1 attunement
I’m sorry if something like this has already been posted I rarely visit forums and I just wanted to get this idea off my chest and put it on “paper”.
Also dont forget the main flaw of the Human IQ – it exponentially drops the more people there are in one place. ….
So… what you are saying is that Humans are the reverse of Skritt?
Think about it. Justin Bieber, man… Justin Bieber…
If in doubt watch this.
https://www.youtube.com/watch?v=gZmyPtlQWZc
1:25 mark
That’s a hunter, fearsome warrior and a very mobile siege weapon in one package. Rock half the size would splatter dozens of humans easily. Norn may not have an army, but they are hunters, which is why they would probably turn war versus humans into guerrilla warfare.
Predator vs Humans turned out really well for puny meat sacks.
I’d just like to point out that being resistant and being immune to something are worlds apart.
And I think you’re not understanding that GW2 and the games out there that use standard damage types and resistances are worlds apart as well. So I feel that trying to pin the limitations and expectations of those systems here feels shortsighted.
That said, this is all sort of sidestepping the possible suggestions that could be made because we’re so fixated on arguing a stance and ignoring the possibilities. We see the resistance of the husk mobs but not the cool mechanics like using immobilize on the Teragriff and making them CC themselves. You don’t have to make a mob directly weak or strong to something.
I’m with the game since release and I think I understand what GW2 is and what is trying to be. I also find shortsighted attempts to innovate just for the sake of innovation. It does not automatically mean better and we have plenty of examples of that being the case right in this game. There’s usually good reason why something is standard. It’s widely accepted and understood, it works pretty well and is flexible.
There’s beauty in simplicity, no doubt, but if you strip core mechanics to their bare minimum you’re left with no maneuvering space if it doesn’t work. That is why instead of new content we keep getting overhauls of old ones.
I guess we can all agree that there should be something done to make condi builds more interesting and appealing.
You do not have different condition damage type because there’s no resistance to counter it. It’s just damage that ticks in different ways or gets procced in different ways.
Not true. I can bleed a Hylek but I cannot poison a Hylek. In that example, it works no different from a game that has fire damage against a fire elemental who will take greatly reduced damage or possibly leading to being healed by fire damage.
If I swapped around names on some condition you’d be completely oblivious. Poison and Fire tick almost in a same fashion. New fire stacks and bleeding stacks are almost identical method of delivery of generic damage. And no the color text and side effects doesn’t make them any different, it’s just an illusion of difference.
Again, this is no different than an MMO that has fire and cold damage. They act the exact same way except one will do less against a resistant foe.
I could differentiate (for example) 4k fire damage from 4k bleeding damage if I had 30% fire resist and 0% bleeding resist. Bleeding would do more because there is a counter variable called resistance in case of fire.
Perhaps I’m not understanding you then. The OP is suggesting more play with this mechanic. As is, the possibility is there, it’s just not as utilized as much as it could. Of course it won’t be like your standard MMO that uses basic resistance statistics, I don’t think anyone’s saying it should, but the game can definitely tell when and if you take damage, it’s source and how much of it you should take. For instance, if my Warrior’s Defiance Stance can turn any damage source into a heal, including conditions, then a fire-type elemental become burned but not take damage from the burn and while having that condition, take reduced direct damage (a type of mechanic would scream for a group to NOT use fire fields as it’ll possibly make this foe tougher to kill).
I’d just like to point out that being resistant and being immune to something are worlds apart. First one offers soft counter that has ton of potential for expansion on the concept. The other one offer binary choice. You have condi on you > cleanse > You don’t. You apply condi > if immune > it’s not applied.
Damage that comes from power does have counter I was talking about, although a bit simplistic but there none the less. I’d love to see it being split into slashing / crushing / piercing with soft counters to each, but I know it’s a lot to ask for.
Edit: On topic of immune mobs. Wouldn’t it be great if you could bring down that immunity into realm of resistance? For example a mobs is immune to physical damage and can be only hurt by exposing it to physical damage. So by applying vuln to it you open up a window of opportunity to damage it for 25% of your damage if it has max vuln stacks.
(edited by Zergs.9715)
You cannot have such system in a game that doesn’t have damage types. GW2 has just damage and different modes of it’s delivery. Physical, bleeding, poison etc damage are fairly meaningless terms.
However, it would be nice to have different types of enemies where one are highly resistant do physical, but weak against torment. Resistant to ice but weak vs fire etc.
But for such thing to happen you need actual DAMAGE TYPES and RESISTANCES.You do have damage types: direct damage and condition damage.
Within those damage types, you have sub-types:
Direct
-Base
-Critical
-RetaliationCondition
-Bleed
-Poison
-Burning
-Confusion
-TormentAnd the devs are adding more damage type mechanics such as traits that apply damage via a condition (whether that damage relies on power or condition damage will then place it within a type).
And before you say it, there is already foes that play with these different damage types/subtypes like some world bosses cannot be critically hit, Hylek cannot be poisoned, object-types cannot be condition damaged, etc. So to say there aren’t actual damage types isn’t quite true. And yes, I’m familiar with standard MMOs that have damage types (CoH had 9! smash, lethal, fire, cold, energy, negative, psionic, toxic and untyped). It’s really not much different if you look at things the right way.
You do not have different condition damage type because there’s no resistance to counter it. It’s just damage that ticks in different ways or gets procced in different ways. If I swapped around names on some condition you’d be completely oblivious. Poison and Fire tick almost in a same fashion. New fire stacks and bleeding stacks are almost identical method of delivery of generic damage. And no the color text and side effects doesn’t make them any different, it’s just an illusion of difference.
I could differentiate (for example) 4k fire damage from 4k bleeding damage if I had 30% fire resist and 0% bleeding resist. Bleeding would do more because there is a counter variable called resistance in case of fire.
I think it would be good for a game to introduce concept of resistances because it can produce more plays and counter plays than just condi cleanse and be done with it. This would also emphasize the importance of condi builds in situations where mobs are vulnerable to condies more than physical damage and potentially shift meta into more balanced waters where everyone has an important role to play. Also brings build variety.
I hope I made a bit clearer what I meant
You cannot have such system in a game that doesn’t have damage types. GW2 has just damage and different modes of it’s delivery. Physical, bleeding, poison etc damage are fairly meaningless terms.
However, it would be nice to have different types of enemies where one are highly resistant do physical, but weak against torment. Resistant to ice but weak vs fire etc.
But for such thing to happen you need actual DAMAGE TYPES and RESISTANCES.
Pfffft! Prettiest is easy! The challenge is to find average or ugly one! Doll faces get boring fast.
A Fire Upon the Deep (by Vernor Vinge)
One of the best sci-fi stories I’ve read. The writer is truly a proof how a human being can think in alien and outlandish fashion.
While leveling, you wont have enough trait points to fully go into a trait line, so at certain levels, you will only be able to trait into adept or master tier, for example. In that case, you would also only have hte benefit of 1 or 2 minor traits of a trait line, in your proposal, you would have all 3 minor traits, once you choose a certain line, disregarding how far you trait into it.
Unless they drag obtaining traits into oblivion that argument will be valid for a few hours. Otherwise positioning of minor traits is completely devalued in new system since you will eventually unlock them all.
What bothers me more is the fact that adept minors for specializations are simply informing you that you are getting new abilities. They could have easily moved that information into some tooltip when you hover over entire spec trait line and made adept actually useful. So when your build includes specialization, you have one less adept trait than vanilla builds, as if we needed more trimming. It’s just lazy design.
I’d love to see my female Mesmer carrying GS like males. Dragging a weapon like it’s some heavy bag is ridiculous.
I’m wearing ascended gear on my thief and warrior and wouldn’t bat an eye if it’s stat increase would go away. I thought it was a horrible move to implement it in it’s current format.
After all “it’s only important in fractals”, right guys?!
Ascended crafting should have been a gateway for new cool armor and weapon skins not stat chase. They are on the right track with Mawdrey so I’m hoping they’ll see that opportunity and modify it.
Tomes are awesome concept and should be preserved in some form in the future. They really bring out the castery side of guardians and I think it should be embodied through a whole new spec.
1. pull the tomes from elite slot
2. drop them into utilities for a tome based specialization
3. functionality similar to kits
4. accordingly tone down the effects of skillsIt makes sense in my mind at least
You already have two in place and only need to come up with four more for a full spec.
Actually scratch that!
Make a new specialization that turns virtues into tomes that you can swap around as kits and tie them to spirit weapons. That way you only need one more to come up with. We already have offensive and healing tome, so the third one could be condi or boon oriented.
I hope this has grabbed dev imagination like it’s grabbed mine.
Thanks mate
‘The Librarian’
Guardians next Elite Specialisation!I’d be down with an Archivist
Lorekeeper.
Tomes are awesome concept and should be preserved in some form in the future. They really bring out the castery side of guardians and I think it should be embodied through a whole new spec.
1. pull the tomes from elite slot
2. drop them into utilities for a tome based specialization
3. functionality similar to kits
4. accordingly tone down the effects of skillsIt makes sense in my mind at least
You already have two in place and only need to come up with four more for a full spec.
Actually scratch that!
Make a new specialization that turns virtues into tomes that you can swap around as kits and tie them to spirit weapons. That way you only need one more to come up with. We already have offensive and healing tome, so the third one could be condi or boon oriented.
100% behind the idea of tomes being future guardian kits. I mean we already have Marks and Traps being practically the same thing with just different flavor added to them. And now we have Necro wells and future Mesmer wells. No huge identity crisis erupted there. I don’t see why mechanics couldn’t overlap here as well.
Wanted to run a potential idea past you all. Comments welcome.
Tome of Courage -> Signet of Courage
Passive: PBAoE Heal every 10 seconds.
Active: Light of DeliveranceTome of Wrath -> “Feel My Wrath”
Shout that grants Quickness and FuryWe like the idea of tomes and if we did this we would hope to bring them back in a future Elite Specialization.
Thoughts? Comments?
Thanks,
Jon
Tomes are awesome concept and should be preserved in some form in the future. They really bring out the castery side of guardians and I think it should be embodied through a whole new spec.
1. pull the tomes from elite slot
2. drop them into utilities for a tome based specialization
3. functionality similar to kits
4. accordingly tone down the effects of skills
It makes sense in my mind at least You already have two in place and only need to come up with four more for a full spec.
Battlemage
Trait line that heavily modifies and relies on Scepter/Focus/Staff/Tomes and actually doesn’t suck.
I know, I’m a dreamer.
It’s a good name… for a title, not profession.
“I’m not even a dragon, you idiot!” XD
To all who say that name doesn’t matter let me ask you something. How did you name your character? Is it “aagdfgsfasedf” or something meaningful? Do you wear your titles and do you have favorite ones? Would you rather have “Combat Healer” title or “The Sunbringer”? That’s why name matters!
Like Wp said it sounds more like a title than a specialization. You’re like Dragonhunter and underneath you name is a title “Great Jungle Wurm Slayer”. lol
Sentinel (personal fave)
Warden
Sentry
Someone mentioned Seeker which is also very cool.
Good God you people bieatch and moan more than a unfed whorrre. Dragonhunter seems just fine.
People have the right to express their opinion and you sir are bypassing profanity filter.
Sentinel. Warden. Paragon. Sentry. Hell, Wyrmslayer! All better sounding than “Dragon Hunter”.
I’ll hold my final judgment until I see more of this spec, but so far I’m not overly impressed. I was really looking forward to maybe maining my guard again…
Also goes hand-in-hand with the new Honor GM minor, Purity of Body which discourages you from using your core mechanic. Quite a few of those out there.
Edit: It’s almost like the opposite of what is happening to the Warrior, i’ll give an example. The old Berserker’s power discouraged you from using your burst because the dmg boost would be gone and now, it’s rewarding (too much in my opinion) for proper usage. This feels like the same thing.
Yes, same case with Mesmer’s mantras. Now you’re encouraged to used them instead of just keeping them charged. I’m baffled by their decision to not go down that route. I find to be Guardian’s Scepter to be one of the most interesting and unorthodox weapon in their kitten nal and I hate to see it this underrepresented with just one poorly designed trait. Especially now that we are getting another ranged weapon without existing one being improved, I have to wonder how much use will it see if any at all.
Edit: you ppl are seriously going overboard with profanity filters Rsenal is not a profanity. Geez!
(edited by Zergs.9715)
Very constructive and well thought out suggestions! I really hope someone from Anet see it. My biggest gripes with this rigid new system are Scepter trait and basically entirety of Honor tree.
1. Scepter trait competes with damage increase to burning foes and discourages you from using your core mechanics which in my opinion is not a good design.
[Suggestion] Bring back Power Scepter trait as it is now and add projectile speed to it.
2. Writ or Persistence. Having larger symbols should not compete with Shouts because there’s no competition there.
[Suggestion] Increase size of symbols of weapons you trait into. Ex. If you pick staff trait only staff symbol gets bigger. After that buff up Writ of Persistence’s symbol duration and healing significantly.
Don’t bother OP fanbois will come up with most ridiculous solutions for a problem that should be no brainer.
1. Use keyboard to turn
2. Zoom in and out with your tongue
3. Use your ears to turn left and right
4. You’re generally doing something wrong definitely
5. It’s how it’s meant to be, didn’t you get the memo?
Anything but fix the kitten problem. I’m into my second mouse because of GW2 as well. Not only that but I’m also getting cramps in my middle finger. Can’t wait till it gets permanently stuck into that indecent position so I can show it to Anet.
They said they’ve announced all the major features in the game when directly asked about whether dungeons will be making an appearance. It really seems like they won’t be.
There were some other comments here about bundling already designed content together and calling it an expansion – that this was being done as an afterthought.
It certainly makes sense. The new PvP mode has been in the works for years, the new fractal content was likely somewhat designed by the time Fractured! came out, the new story instances were probably being worked on as part of LWS3, Guild Halls have been asked for since the game released.
I’m being cynical here, yes. But it really seems like they saw a drop in gem store sales and decided to quickly throw together all that content and call it an expansion. The stuff that isn’t done they’re just saving for “later.”
Seems like goal posts are being moved.
Even if that was true (and I’m very skeptical about that), I honestly don’t see the problem. What part of “Anet is a business, not a charity” do you not understand? You can’t honestly expect Anet to keep handing out new content and features for free forever.
I’m probably one of the most pro-profit, pro-selfishness people you will ever meet. I am well aware companies need to make money and I hope that good companies will make lots and lots and lots of it.
Fair enough.
As for new dungeons: There is still hope. Here is why:
1) They said they announced all the major new features of HoT. New dungeons con’t fall under “new feature” as we already have dungeons.
2) They might drip-feed us dungeons after HoT. Blizzard is doing the same thing right now with raids in WoW. Their latest xpac Warlords of Draenor didn’t have any raids but they’re slowly adding them now. Maybe Anet will do the same.
Maybe I’m grasping at straws here but one can hope right?
Now you’re just playing semantics, mate. By that logic new spvp mode should not be considered a new feature, nor should new wvw map, because we already have those modes in place. So if they had prepared some new dungeons they would surely mention this with at least one sentence. I can only hope that your #2 speculation comes true, but I don’t share your fate in Anet since ascended gear.
The example of how to get precursor does sound interesting, as well as map changes and rotations, but one thing I don’t understand ankitten ot personally a fan of.
This crafting system is an account-based activity, which means you’ll only be able to craft each precursor this way once. However, all of the currently existing precursor acquisition methods will remain intact in addition to this new acquisition method. That means that if you want a particular precursor more than once, you’ll have to fall back to the original methods of acquisition.
Why? If this is interesting journey as they say, why would you want us to go back to the old system if someone prefers “the epic journey” method. I mean even one legendary weapon is a big bite to swallow and would probably be more than enough for most ppl, but I still don’t get the reasoning.
It should be doable once per character for each precursor because it’s not an epic journey for my (example) mesmer, if my guardian from parallel universe already did it.
It would be like: “I’m not doing personal story on any of my alts because I did it on my first character so that counts for all of them”. It doesn’t make sense to me.