to the 3 BRL guys from DH who chased around the map for an hour….why are you so tunnel-visioned o.O
Good job not actually catching me either…you should be doing something more productive, you think?
This is not a bragging statement by any means; but 3 guys chasing you for an hour is the least of our worries when it comes to not being productive. After all, they kept you out of the fight for an hour simply by running away, right?
What fight lol? This is our morning coverage, we don’t have a group even running right now.
Oh and now it is 5 of the BLR guys ;p (yes they are still doing the same thing)
I guess i should take it as a compliment if you are using that mentality though, 1 of me is worth more than 5 of them in terms of time allocation.
to the 3 BRL guys from DH who chased around the map for an hour….why are you so tunnel-visioned o.O
Good job not actually catching me either…you should be doing something more productive, you think?
Nah, this tick is what we’re proud of.
Idk, the +590 we’re pulling now seems better.
Anyways, what happened to SF? I could swear when we faced you last time in the league, you were beating us pretty good.
Was passing by Redbriar in SF BL and an Anet tag caught my eye…had a couple duels with him. Just came to apologize, I almost feel a little bad, it felt slightly like spawn camping :/
What class was the Anet employee?
What server was he/she repping at the time? (Cause it seems Anet employees swap servers quite a bit from the sounds of it (some dev comments in videos/red posts). Do they get free transfers or something?)
Twas repping ET at the time, he/she was very nice about the whole thing though…
:X
Also, let’s not forget: New Healing Skills will be added!
Huh? Where did you hear that?
It’s in the Blogpost.
Also in this update, the Skills and Balance team will introduce new healing skills to the game. To acquire new skills, in both PvP and PvE, players will need to spend skill points to unlock them. Unlocking the skill unlocks it for all parts of the game. Going forward newly added skills will require skill points. Existing skills will remain unlocked for PvP.
Oh, I somehow skipped that section. But the need for skillpoints in PvP? Now that’s a completely new direction.
New direction? It is the same direction GW1 had…
Since I dont have any screenshots against morning coverage gap.
I will just post some fun moments from last night
Dat chat box in the Sentry screenshot <.<;
Was passing by Redbriar in SF BL and an Anet tag caught my eye…had a couple duels with him. Just came to apologize, I almost feel a little bad, it felt slightly like spawn camping :/
What class was the Anet employee?
They started as an ele, but after a couple duels, swapped to mesmer
Was passing by Redbriar in SF BL and an Anet tag caught my eye…had a couple duels with him. Just came to apologize, I almost feel a little bad, it felt slightly like spawn camping :/
can you please clarify what PVT gear is?
i thought it was power vitality and toughness.
PVT is Power/Vitality/Toughness (primary Power)
Knights is primary Toughness, so you get less power out of it overall, but more toughness.
I have a set of PVT as well, but losing 11% crit chance, and losing nearly 120 toughness, for a bit of health and 100 power doesn’t really float my boat, which is why I stick with Knights + Zerker
(edited by Zietlogik.6208)
It sounds like you are focusing on “tanking” with an unnecessary amount of Toughness, and thinking of adding vitality to one of the highest base HP classes in the game. You have decent power, a ton of toughness, and a good crit rating….but no crit damage (which is where your burst comes from without CC)
I am a little bit biased, but I like to actually hurt the things I want to hurt, rather than hit like a wet noodle and run away :P
Running Knight’s Gear with Melandru, with zerker trinkets and weapons (and ofc a variety of traits) you can get a balance. 3k attack, 3k armor, and roughly 45% crit chance (without fury) is what I am trying to maintain and balanced gear works well with a variety of builds.
But if you are going pure Toughness and just want to not die. You will want to focus more on sigils and traits to simply help you not die (because in the end you won’t be 1v1ing people in tank gear…cmon) and weapons that give you CC (Hammer, Shield, Mace, Sword)
GS is good for mobility, but unless you are building for at least SOME damage, it won’t help you much in that aspect, since it is a very critical based weapon (base damage be kitten ed). And since you are looking at running down the tactics line for shout heals, you are limiting yourself to a purely support role.
The value of toughness will start to fall off the more you actually get (since the ratios compared to other stats, means you will be getting less out of your stats in total) and adding Vitality also seems nice, but you start with an already high HP pool, it can feel like a wasted stat at times.
But in the end, it all comes down to your playstyle. I play my warrior as more of a bully, assassin style attacker. Get in and get into peoples faces until they start focusing on you, then get out to infuriate them….then come back in guns blazing when they focus on something else.
I dug up one of my older videos for this, uploaded it, and it can show how much frontloaded power the current meta warrior build is (the one getting nerfed)
It offers too much, too fast, for very little cost (only real danger is massive CC/Condi specs such as necros and engis)
I play sPvP pretty casually (usually just if I don’t like how the PvE daily looks and still want my laurel) but I used to play it much more.
I would consider myself a run-of-the-mill average warrior, usually just running around in WvW (I would never use this build in WvW though….)
Money on ET upset.
I’ll put money on ET being upset ;p
Can we all just agree that Anet can no longer write a good story and be done with it? Look into the future…Scarlet…Scarlet everywhere…Scarlet for every story!
Do you guys even HAVE a QA dept.?!
Uh…this is Fractals.
There are no Waypoints…
There are Checkpoints that are unlocked based on the group’s progress, but given the short distance covered by this map, I don’t even see that being necessary.
You can only revive at a checkpoint when the entire party is dead and/or out of combat.
There is no initial Checkpoint…if you die, that’s it, you have to relog, there is no checkpoint
(edited by Zietlogik.6208)
We are slowly seeing these taking a turn for the better, more alt friendliness, and less grind.
But how many times do we need to ask for this to happen in WvW before it actually does?
Saturday garri fight was epic. I got so much loot from that fight. You guys (SF) were so persistent even though there were so many wipes. I was kinda wishing I could hear what you were saying in your TS.
I have a recording posted with VoiP, it is actually quieter at times than you might think….then really loud at others :P
Hey Zietlogik,
That’s a pretty cool sketch! Some of the aspects of it are similar to something we’re working on.
Thanks for taking the time to design this! I hope this catches on and people post more ideas.
It feels as if someone over there cares sob :’)
Hopefully there could be some community round-tables or contests that could help throw more ideas (that actually get SEEN) that may speed up or aid in some development of new interesting additions.
Mortars/Cannons and other gadgets that people can use to their advantage instead of fighting is a bad idea. The treb in Kyhlo is okay because its relatively easy to dodge, but I’d suggest everything that is easy to use and gives a huge advantage should be kept to a minimum.
If you have ever played just a little bit of WvW, you know how ridiculous it is to be fighting while a dude is spamming a cannon in your face.
Unfortunately you are not thinking outside the box at all, you assume the damage is massive, that it gives a huge advantage. It is not a case of “it works like this in WvW, so it must work the same way here”
In Capricorn, there is a cannon, you must get the cannon balls and bring them to the cannon, giving you a total of 5 shots. This could easily be tied into the supply drops near the bases, where players would need to capture the area with the siege, then bring the appropriate ammo/supply from their base to the site.
Letting me use my pvp appearance in pve would be a nice start… Considering how long it took to get these ranks…
Oh? Get yourself a full set of Orrian armor from PvP, then get it in PvE and see which takes more time :P
Personally, I think this may be a fun option for sPvP since the possibilities of anything outside of point capture is looking…unlikely. I always thought this was one of the many things that made GW1 PvP so interesting (in Hall of Heroes) since it adds an extra layer of strategy.
In the dev livestream about PvP map creation they talked a bit about having more game-modes that didn’t involve capture points at all, and even had some sneak-peeks at some of the maps they have been brainstorming.
One thing I can think of is actually something that existed in Guild Wars 1…Arenas that are accessible from the PvE area.
Perhaps even events that can lead to these instances (i will get to that in a second) and provide tangible PvE rewards
The way I think this would work is to actually have events in the main cities including and not-including PvP based ones.
If we harken back to the days of old, we can remember that Ascalon City, Yak’s Bend, Fort Koga, Droknar’s forge, etc. all had Arenas attached to them that you could effectively play at those levels.
In a new system, you would be able to access “The Arena” from any and all major cities, and is basically a randomized PvP arena that matches you with players of your level (or within 3-5) for a variety of different styles of PvP in order to slowly integrate a playstyle more attuned to PvX (in other words, players open to all aspects of the game)
Team Deathmatch and other simple styles of PvP would be the focus, with moderate (but not overly farmable) rewards allowing players to technically progress from 1-80 in PvP (other than WvW) while still playing through their respective PvE content if they choose.
Here is a website you should bookmark. Shows the state of temples and everything else on each server:
http://www.gw2state.com/temples.html
In EU Riverside currently has it open. On NA its Eredon Terrace.
This site is helpful, but not as accurate as someone physically letting us know which is open…currently it says ET has it open, but upon guesting, it is not in fact open anymore.
This is a quick sketch / concept I was thinking up at work (bored…yep)
Anyways, the current map layout looks like this:
I will go into detail over the different sections, but overall, just want to get some impressions, and feedback.
The map itself could potentially be used for both sPvP, WvW (2 servers), or a new gametype all together.
NOTE:The premise is that it can support as a variety of different game modes with varying objectives, while still maintaining the same shape and functionality. This is not necessarily about the game-modes themselves, but instead having maps that support more than one game-mode.
The 4 main game modes I can think of would be as follows:
Capture the Flag – 2 Teams face off and attempt to claim a flag located in the center of the map and return it to their home base, while being awarded additional points for running supplies from the nearby camp to their home supply depots.
King of the Hill – 2 Teams fight for control of the center location of the map, being awarded points for the amount of time the point is held by their team.
In this game-mode each team has a limited amount of lives that can be expended before the team is defeated. Gaining control of nearby supply camps will steadily return “lives” to the team that captures it.
Lord Rush – 2 primary teams fight to breach the enemy castle and defeat the Lord that resides inside. A secondary team will be provided the tower in the center to hamper the enemies advances towards each others base.
In this mode, the matches will consist of 3 rounds, each round swapping teams to a different position (2 castle teams, 1 tower team) If a lord is not killed within the time limit, the secondary team is awarded the victory (center team) In the event of a 3 way tie, the team with the highest accumulated score across all 3 rounds will be the victor.
Supply Chain – 2 Teams fight to control the 2 supply camps on either side of the map, points are only awarded for successful escorts of supply to their respective supply drop. (think kinda like Jade Quarry in GW1)
I have no real insight on what optimal setups for player numbers would be to make this entertaining, but I assume anything from 8v8 to even 30v30 would be feasible.
That’s it…thats my random thought process when I am bored. Hopefully people will understand that this isnt a serious set-in-stone suggestion, but more of a hopefulness that we can see larger scale maps, that may be able to have a wide variety of uses in the future.
If you become immobilized or hit by binding roots on slanted or non-flat terrain, it can potentially bug your character out and consider it “falling”
this means you cannot cast anything, change anything, move, remove the condition, nothing.
Even shouts and instant cast abilities will not function due to “falling” caused by immob / binding roots
Being lazy, ignorant and selfish doesn’t mean you should be given a free pass just because you want to play end-game content. Complaining about how Anet does things, and thinking you are entitled to something is the type of thing that will ruin the industry.
considering you already know the primary and secondary stats, it is simply up to you to choose. Now a few things to note:
Precision will benefit in slightly boosting raw damage numbers when consistent, as well as add extra bleeds and “on-crit” effects, such as Sigil of Fire, or Generosity.
Healing power will boost your overall regeneration from Healing Signet, but take note that it will not be a massive difference, because the scaling is actually rather low.
Rabid is more or less the offensive set, and Settler’s is the defensive. So it all depends what you want to gear for.
Here is what i use. Also furious is amazing. You can literally use your f1s off CD. Also since dual shot is 2 hits, if both of them crit your getting 6 strikes of adrenaline from one auto. My favorite part is the longbow auto hits twice, allowing twice the chance for on crit affects. I’ve gotten 10+ stacks of bleed and burn, all from just using LB.
Ill swap out zerker stance for endure pain based on whatever build ill be fighting
Runes are pretty important. We get 50% bleed duration from traits, 40% condi duration from food, and 10% condi duration from runes. In total, bleeds are 100% duration, and burns are 50% duration. Plus that fear from the x6 of nightmare always seems to off at the clutchest moments for me.
I used to use Furious, but they nerfed it, it is only double adrenaline now instead of triple, pre-nerf it was good, but now I don’t think it is really worth taking as a grandmaster trait. They are also buffing Last Chance in the Dec patch (50% threshhold, with 40 sec CD)
The GW2 game world and the portrayal of the world through events is great.
The GW2 lore with the elder dragons and Orr rising from the depths is fine.
The personal story fits well into the game world and game lore but it is weak as a story.
The living story is awful and has no connection to lore and little connection to the world.
This is true, although I might point out that the personal story, stops being personal at around lvl 30, and becomes a canned hunt with your sidekick trahearne making an appearance shortly after. The story starts out interesting, then becomes lackluster when it “merges” with every other possible story arc.
The elder dragons could very well be a great place to go lore-wise, but I almost feel that it should be saved for more worth-while content, such as an expansion pack.
The living story, should have simply improved on already existing lore, instead of trying to introduce new characters and factions constantly. Established lore with enemies such as the White Mantle and Mursaat are still loose ends when looked at in hindsight, and are possibilities. Canthans, and Elonians would make a good segway into new content as well.
Really what they should have focused on, was the already existing lore.
Old Lore:
-Mursaat
-White Mantle
-Cantha
-Elona
-EotN era (primordus/jormag/chaar/human/norn/asura/dungeons)
-Realm of Torment/Gods
-Tengu
Newer Lore:
-Racial stories (Norn, Asura, Charr, Human, Sylvari) not single characters.
-Elder Dragons
-Destiny’s Edge
-Orr
-World areas (Each zone could have a story for itself)
What we got:
-Sylvari mary sue
-a dredge/flame legion hybrid
-krait/sylvari hybrid
-a sanctum of traders
-lots of parties
-a couple norn and charr characters that are actually interesting
it was a nice cinematic for an uninteresting character and a bunch of backtracked story…or lack of story even
1
Because there is lore in Guild Wars 2 that I genuinely find interesting, such as about …
- The Elder Dragons
- Eir’s relationship with her son, Braham.
- How Rytlock managed to get Sohothin
- Why Tequatl got more powerful
- What the Genie of the Box was
- Where the steam creatures come from
- What happened in the Thaumanova Explosion
- Why the Tengu fled Cantha
- Why the Sylvari are immune to elder dragon corruption
- Whether Zhaitan is truly dead or not
- What the bandits at Fort Vandal are doing guarding the entrance to the Maguuma Wastes.
- What Bubbles’ name is.
- What caused Scarlet to go insane.
Just to name a few.
Alot of this is just questions you want answers to…so technically this lore isn’t in the game. That is the issue I am having, is that they have opened alot of opportunities for good stories, and lore options…..but give us nothing.
I am torn because there is alot of very un-interesting pieces of lore they are trying to cram into the game, for reasons they won’t tell us about, adding terrible canned characters and not adding any substance or purpose to the established lore that is built into the background of the Guild Wars universe.
in other words….drop the offhand axe for a shield or mace, until they actually make the offhand skills worth using.
(i’ve not tested myself, but iv’e heard that axe 5 doesn’t even properly apply whirl finishers in combo fields anymore :/)
Silvary, cause the rest is more or less too mainstream.
-Norn/Charr Warrior: see them everywhere
-Human Wa-: it’s Human, ’nuff said.
-Asura Warrior: the amount of ppl doing Warrior/Guardian on the tiny race is prolly even higher than ppl doing it on the big ones.So, walking salad.
uh oh, watch out for the new breed of Hipster Warriors ;p
I play my warrior as an Asura because:
They have the best attack animations (imo)
They have the best dodge animations (imo)
And I like to be the one who jumps in quickly, wrecks things, and gets out, while keeping a low profile….like an assassin warrior….evil assassin warrior ;p
“you all can go be fodder…I’ll handle the rest”
How many people actually find the Story (Personal/Living) and the Lore of GW2 interesting?
Note: This does not include the content (dungeon mechanics etc.) it includes the background to the content, context, and lore.
Excluding the Lore created from Guild Wars 1 and the Book series, this would include any Lore and Story created within the 250 years (in-game), and anything after (present).
1 – I find the story engaging and look forward to seeing the lore based on the current setting
2 – The story is interesting at times, but not enough to follow consistently
3 – The story is forgettable, disconnected from current content and uninteresting.
4 – Your own opinion, please specify
Looking at the PPT…I doubt anyone cares at that point.
This game could Be esports if they stopped dumbing it down to the lowest common denominator…
We need more buffs for Phantasm Mesmers minionmancers turretneers and spirit weapon guardians.
You don’t want it dumbed down…but you want every passive AI based build to be buffed? is that sarcasm, or or simply contradicting…
I may as well chime in with my top 3 reason why this is not yet an E-Sport:
1.) SPAM : The spammy nature of the game, no mana/energy system (other than thief) means that players have to think INCREDIBLY little about their skill usage, and mainly just use them on recharge, leading to a chaotic mess of particle effects and impossible to follow skill usage.
2.) Game-modes : Currently the game does not have, what I would call, a “singular-objective gamemode”. What this means is that the only goal the entire team is working towards is simply score, “have higher points than the other guys”.
such game modes as GvG (GW1), and Towers / Nexus (LoL) are great example of team-based singular objectives. The only way to win, is to make the other team quit, or kill the nexus/lord.
The start of the game can be as 1v1, 2v2, #v# as it wants to be (solo lanes in LoL, flag runners and gankers in GvG) but in the end the team needs to work towards the singular objective, and cap points does not fit that role at all, in fact, in the end it promotes split-play, and not team-play…..which is bad.
3.) Particle Effects : Mentioned already, the particle effects are 2 things: a.) massive and flashy (due to spamming of skills it is just effects everywhere) and b.) not very indicative of the skill being used most of the time, if the skills are going to have animations, they need to be clear, and show anyone seeing them, WHAT skill it is, and what it is doing.
Why is there STILL no bank access at spawn points in the WvW maps?!
….That is all….
Why are warrior tactics minors still absolute garbage…cmon now <.<
I almost feel as if THIS is what the mesmer should have been, instead of spawning clones, and using stealth, it should be a pseudo-condition applied to its target that can cause a variety of status effects on a target such as:
- Seeing multiple of the same target (not clones, just the person with the condition will see it as well. can target and attack them as normal)
- May cause the target to see allies as enemies (works on both AI and human players!)
- May see other creatures appear and disappear
- May see fake conditions and boons being applied to themselves or their target
Having a mesmer put a hallucination on a target in the middle of a zerg and see them freak out and think they are surrounded by enemies….lol
impossible to balance, but fun as hell to think about at any rate :P
You have to remember that they rigged the vote in the LS when we had the option of Abaddon and the Reactor, they chose the reactor, and they want to use Scarlet to be the reason the reactor blew up.
This entire LS is a pigeon holed mess that holds no ground, no lore, and no interest to the players. And they will defend it to the end…
I don’t really mind the tech stuff, they can pull it off pretty easy with Asuran and Charr combinations, while still keeping some originality to their design, the steam creatures, maybe it is just because we don’t know enough about them, that makes them a little more mysterious.
They appear in storylines, they appear in zones.
But all-in-all I would prefer to see more “epic” fantasy style incorporated, something with volume, size, ferocity.
Something that if you met it on the field it would be fearsome, but not insurmountable.
Also I updated the Op to put something I forgot the first time I posted, about enemy cohesion.
The game as it stands, excluding the living story is basically just wildlife, bandits and undead….we are in need of some actual High Fantasy, something that transcends our current vision of Tyria. As much as I love fighting drakes, deer, and various other wildlife that stands around 90% of the time….
I will say that things such as Steam Creatures, Branded, Icebrood are a great start, and the latest: WATCHWORK is a wonderful addition albeit temporary?
We need the creative juices flowing to create more in the stature of: (these are examples, not suggestions…well kinda)
- The Mursaat: http://wiki.guildwars.com/wiki/Mursaat
- The Titans: http://wiki.guildwars.com/wiki/Titan
- The Demons and Margonites: http://wiki.guildwars.com/wiki/Demon
- Destroyers (actual ones, not the current pushovers): http://wiki.guildwars.com/wiki/Destroyer_of_Earth
- Enchanted: http://wiki.guildwars.com/wiki/Enchanted_armor
- The Facets / Glint / Dragons: http://wiki.guildwars.com/wiki/Facet
- Phantoms: http://wiki.guildwars.com/wiki/Phantom
- Skeletons (as a non-halloween enemy?) http://wiki.guildwars.com/wiki/Skeleton
- The Wardens: http://wiki.guildwars.com/wiki/Warden
We also are in dire need of difficult enemies (not 1 hit kill, 1 billion health enemies…just enemies with more than 1 skill, can dodge, move, do other things than spam 1)
On the topic of multiple skills for monsters, another issue that has been plaguing me since I started playing GW2 is the fact that there is little-to-no cohesion with enemies. Every enemy is solo and spread out, there are no proper groups that fight together with some sense of teamwork.
White mantle armies, jade brotherhood parties, Charr groups…in GW1 these were all properly created to have cohesion among the team members
The enemies in GW2 are so easy that the “well the game is not a team game anymore” excuse simply doesn’t work, and rolling anything zerker with AoE can steamroll through most mob groups, and in fact, grouping them together is the most efficient way of killing them. This should NOT be the case. As enemies group, they should become stronger.
(edited by Zietlogik.6208)
Strange, maybe it is just me, but I figure people would change traits (even just a few) more often, thus spending more of the in-game gold…with it being hard to access, then it would be harder to get people to spend money on it on a whim….kinda like Impulse Buying.
It removes the requirement to travel, load screen, and return to change traits,
they already offer a way around it through the gem store
ha..haha..hahaahahaha ohh money grab :P
If that’s how you want to interpret it.
I prefer to look at it as being a “hey guys, we don’t want you retraiting for every encounter”.
ok ok, valid, but how about perhaps adding at least 1 retrait NPC in every zone? or perhaps you can only use the instant-retrait when within a certain range of a Waypoint?
It is similar, but there are alot of times, when I just want to change a few points here and there, not an entire reroll, because I tend to like testing various trait combinations, which can’t happen too well in the middle of LA.
It removes the requirement to travel, load screen, and return to change traits,
they already offer a way around it through the gem store
ha..haha..hahaahahaha ohh money grab :P
Step 1: Remove it from an NPc, allow it to be accessed from your UI trait window (like sPvP)
Step 2: Add warning that it will cost ?? amount when used. (50c per point @lvl80)
Step 3: Add a – button alongside the + button to allow players to add and subtract traits at the cost of ?? (50c @lvl80)
What this does:
It removes the requirement to travel, load screen, and return to change traits, even if you only want to change 5 or 10 points.
This will allow players to take off points and re-allocate them into another tree without fully removing ALL trait points and being required to redo their entire trait tree.
Everything still costs the same, with added functionality, and convenience.
I used to run a Power based Longbow/GS build in WvW for group play…it can be nice dropping a 10k Arcing shot onto 5 people at once and watch them melt in a fire field.
But they supposedly nerfed or bugged the trait “Furious” which was staple to having a constant fire field down.
I got it done yesterday by accident, didn’t even know it was on the daily list, and was only in WvW for about 1 1/2 hr with some friends camp flipping and taking sentries…
What exactly is the complaint about? that it is too HARD to get?!
Just to confirm, we are working on new maps. I can’t give too many details, but a few things:
1) We’re trying maps with no cap points.
2) We’re trying mechanics that focus on high risk/reward mechanics that can win to sudden wins/sudden losses.
3) We’re trying maps that focus on “big play” moments that permanently impact the map flow/map status.
4) I can’t give an ETA on when you’d see one live, because we’re trying different maps, and each of them takes time to prototype, etc.I think that conquest is easy for new players to get into, and it’s allowed for some amazing high-level games so far! But we’d like to try some new things that get away from conquest.
Also, as many of us have said, we want to give players enough variety such that they can change what they play from time to time, while also being sure that we don’t fracture the player-base by spreading players out to too many different game types.
I know this isn’t a super exhaustive answer, but just wanted to give you guys a quick update.
How about…you know, a test server?! No glory, no reward, just a few servers set up and designed to gauge average player interaction. Or a test realm all together, a secondary mini-client that had pre-live balance passes and mechanics for testing outside of the general internal setting.
Not exactly Living world “content” but content that makes the world feel more alive…
The lighting and shadows are in dire need of an upgrade in terms of immersiveness.
Day and Night cycles come suddenly, since we have no semblance of a sunrise or sunset. No Orange, no Red, no extended shadows or light from an acute angular sun when setting/rising.
We have very basic light modification when entering/exiting caves, but this needs a slight improvement as well, but only slightly, since light refractions and reflections are not taken into account when light enters a cave/tunnel/etc.
Just a simple suggestion to get the “living” back into the world.

