XP comes fairly quickly if you use boosters. None of these are expensive nor require you to purchase from the gem store.
Can I ask about the part in bold? What did you mean there? I know you get boosters from some achievement chests and such, but is there another source?
I like jp’s so I’m gonna start an anti-anti-jumping-puzzles club.
Nah, I’m just kidding. I’m too lazy. Except when it comes to jp’s. I could spend all day on them.
add more mushrooms and more of the opposite of mushroom (ones that let you go down instead of up)
They have that already… it’s called Falling.
Sorry.. couldn’t resist. But seriously… I think you have a concept in your head and I’m actually curious to find out what that is. What do you mean by mushrooms that go down?
Mordremoth talks to you when play as a sylvari? Darn… I must not have been listening cause I didn’t notice that at all.
GW2 Is an MMO. Play it as such.
I thought the motto was “Play as you like”.
…and just a handful of special lines said by Mordy himself.
That reminds me…. much of the dialogue in this game hasn’t stuck with me. It just seemed forgettable and sometimes melodramatic. That’s probably just me being a soulless husk of a man. But there was one piece of dialogue that sent shivers down my spine:
When you’re fighting that creature that had Faolain’s face, Caithe shouts: “That’s not Faolain!”
Then the creature replies with something like… “You don’t get it, do you? There was never any Faolain, Caithe or Trahearne. It was all Mordremoth!”
That was …..epic.
The concept that all these people we saw an individuals were just figments of the dragon’s imagination, just illusions of individuality in an ocean of mind, the question of identity, the… the.. the mind-kitten…!
I hope this is something that will be explored further down the line.
Oh, we have an unique specelazation mechanic in switching through attunements like a true kittening Avatar! Meh, better just remove that and camp in a single attunement… Also, t’is a bit late down the lane to complain, ain’kitten
I disagree with the OP that Tempest should be radically changed, but his idea for a new spec isn’t bad. As ele’s we’re often limited to a particular range: either too short or too long. Weapon swapping has long been debated on these forums.
The OP proposes an interesting solution: allowing weapon swapping but limiting it to one attunement. That would keep the number of skills on par with any other profession which has weapon swapping and eliminate the core argument against giving ele’s weapon swapping. It would be a build I’d be interested in trying, but I think in the long run I’d feel too limited staying in one attunement. But who knows?
I saw somebody drop from a cliff while in water overload – it wasn’t a big drop, but it got me thinking: you’re sitting in a bubble, hovering above the ground. It seems like the kind of thing that would keep you safe when falling off a cliff. What if the water overload actually cancelled out fall damage? That would be something interesting and unique.
As a sylvari in a world of non-humanoid plants, every day is a challenge. Do you think it’s easy going out amongst the trees and bushes, knowing that they’re looking at me… judging me just because I look different? Under my epidermis there is still cellulose. If you cut me, do I not bleed sap? This isn’t a lifestyle choice. I was made this way. Why can’t you all just accept me as I am?
Because death running is a penalty for dying and leaving waypoints uncontested right next to major events would make death effectively meaningless, and all content would result in resurrection zerging.
Because the intent of events is to work a limited area, especially in the new meta, and not bounce from one side of the map to the other doing events rapidly.
Because contested WPs add incentive to do certain events for reasons beyond their event rewards.
I can think of some other reasons, but these are the largest ones.
What you say is true that if Waypoints were not contested where events are going on, players that die near those events will resurrect over and over at the nearest Waypoints to those Events, thereby defeating the purpose of having any challenge.
However, what Anet could do is make it where there is at least a 2 minute timer until players can resurrect at the closest Waypoint near any event, whereupon a message saying so would appear.
I was going to suggest something like that too. At least then, you can watch the event and keep learning while you wait to re-join. And when you re-join, you’d be fresh and ready to fight, rather than exhausted from fighting all the mobs it took to get there again.
Same here… I thought I was accidentally unequipping my off-hand. Good on you for raising this.
I would hope the experience is being stored up somewhere so I can use it on further masteries when they come out…… (fingers crossed)
Because the intent of events is to work a limited area, especially in the new meta, and not bounce from one side of the map to the other doing events rapidly.
If that is the intent, I would argue the implementation is dubious.
If I’m defeated in an event I was participating in and the nearest wp is half a map (or more) away, that removes me from the limited area I was working in and forces me to work across the map to get there, hopefully in time. It certainly adds a sense of urgency to the game but it doesn’t make it fun, instead it adds frustration, especially if you get defeated as soon as you get to the event and have to do the run again, as many new/inexperienced players will find and may get put off by.
For some people, there will be more running than participating, and while practice will help people get better and reduce that, it’s still a dubious mechanic to apply to inexperienced players already struggling with an overload of demands.
Also, there are the wallows which speed travelling across the map. Conceivably, once you’ve unlocked them, you could wp far away and still use wallows to get back quickly, potentially reducing the penalty of death again. And speed mushrooms. If distance was to be a viable penalty, why are there shortcuts to it?
I agree that instant resurrection zerging is an issue that needs to be handled, but like so many things in HOT the delivered solution seems somewhat …..more kludgy than might have been expected with the amount of time taken to produce the expac and the brilliant minds behind it.
You did the right thing, coming to the forums. That’s what they’re for. We all struggle with something and you’ll find there are good people here willing to give advice and even in-game assistance. So don’t give up.
HOT can be confusing at first. It still confuses me but in time it’ll click and you’ll start enjoying it more. With gliding, do you have the updraft mastery track yet? It’ll let you fly into those rising columns of air which help you travel higher/further and replenish your flight time. Mushroom bouncing is the other essential mastery to get when you’re starting out.
Do you need a guild? It helps, but I’m happily running around the jungle solo and, with practice, surviving for longer periods of time, joining up with groups as I come across them, then running off by myself as the fancy takes me.
when you consider it is per account not per character i think you should divide the requirements by 5 minimum and you will see it is not bad at all
I can see that levelling up your masteries on one toon can make it easier on successive toons but I don’t see how it follows that you divide the requirements by five?
Presumably, it’s the same player playing those 5 characters? That person still has to go through all the same work as a person playing one character. It doesn’t increase the number or variety of events or maps in HOT. Do you divide the total events in HOT into five sets and play each with a different profession? Does that help?
Apply SW and Dry Top XP to HoT Mastery
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
…or… it could help more people get into them, by allowing them to get the masteries required for mobility through the maps.
At the moment, some people are put off by the perceived difficulty of the creatures, some are put off by the difficulty in getting around. Trying to train the masteries while simultaneously trying to learn to handle the creatures is understandably frustrating.
If you give them the option of training their masteries in an environment with creatures they already know, they can focus on one thing instead of fighting a battle on two fronts, with hopefully happier results and more interest in HOT when they can get in there and concentrate on fighting the new creatures.
The issue here is that what we percieve as difficult content is because for long we have been used to the idea of straight up damage builds which are fast changing. On my second day i changed my stats around knowing i wouldn’t survive the jungle as glass. If we look around for better builds for given content rather than be a full squishy zerker the jungle is a piece of cake.
Secondly, the thing that was lacking in the vanilla guildwars2 was that the content was so incredibly easy that everyone pretty much solo’d stuff with little to no communication between players. When you move that form of play to the jungle you are not likely to make it far. I’ve seen silent and annoying SW map chat. In the jungle i find people who run stuff with me and are interested in group play rather than running around solo and getting fed up.
Indeed, the jungle requires different builds/techniques and group play. No argument there, and over time any player will discover this for themselves and get better. That is one issue as you’ve noted.
However, that group play is hampered by the masteries, which is a separate issue. People have already reported trying to follow a commander or train and discovering they can’t because they lack some mastery, like gliding. Suddenly, they’re limited not by their own choices or skills, but by a game mechanic. That’s where the frustration occurs. Naturally, people will try to overcome these limitations as quickly as possible so they can get to the content they want to enjoy, which is arguably their choice.
The OP was about applying SW/DT xp to HOT – which makes sense from a story pov and because HOT has so few maps it would give people more options in how to gain HOT masteries, thereby reducing perceived repetition. I argued elsewhere that xp for both HOT and central masteries should be gainable anywhere, based on the fact that I) the training for all masteries is identical; i.e. kill, kill, kill, and ii) it would give people more options in how to train. (And yes, if that means farming the tedious CoF dungeon, that’s their choice. I wouldn’t wish it on anyone but that’s what makes it play as you like.)
Grundy is because someone want to get it now. Just play the game, run the event chains and help other players. The xp will follow.
By this point, that argument feels like people are just copy-pasting it without giving a thought to what it’s actually saying. It comes across as glib and uncaring, even if the intent was to be helpful. Probably not the impression you wanted to give.
The fact is, new/less experienced players are having issues with the content and the way it’s presented to them for various reasons. Impatience is a factor in some cases but not in the generalised way you present it.
I would hazard a guess, based on my experience, that people do want to participate in the event chains as you suggest, but they’re finding it difficult due to the combination of i) lacking various required mobility masteries, ii) learning to cope with the various challenging new critters, and iii) having to run long distances through the said critters to get to an event before it’s over due to the design of having large numbers of contested waypoints.
In short, there are many factors at play. Any one of these may be fine on its own, but together they’re overloading the experience for players less experienced than yourself. Can you blame them for wanting to resolve one of those issues (the masteries) as quickly as possible so they can get on with playing the event chains and killing the new critters at their leisure?
I think the issue with these first masteries is that they are essential to unlocking gameplay, rather than opening alternative ways to play. Hopefully when new masteries are added they will open up new avenues of play and this entire debate will fade out.
But for now, let’s retire the one-size-fits-all “play the game” argument, especially when coupled with the “because someone wants it now” clause. There’s nothing useful in it. If we’re going to let people “play as you like” we have to let them rush through masteries if they want to, so they can get to the content they want to enjoy.
Was there a blade of grass in the way? My ele skills seem to get obstructed by grass. It must be magic-proof grass.
Apply SW and Dry Top XP to HoT Mastery
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
lol doing this will empty all the HoT maps
…or… it could help more people get into them, by allowing them to get the masteries required for mobility through the maps.
At the moment, some people are put off by the perceived difficulty of the creatures, some are put off by the difficulty in getting around. Trying to train the masteries while simultaneously trying to learn to handle the creatures is understandably frustrating.
If you give them the option of training their masteries in an environment with creatures they already know, they can focus on one thing instead of fighting a battle on two fronts, with hopefully happier results and more interest in HOT when they can get in there and concentrate on fighting the new creatures.
A lot of the masteries don’t make sense. the placing of them even less. The Exalted won’t sell me anything, even though I brought them Glints Egg, and they will let me see the egg when ever I want, But if I want to buy anything, I’m sorry but we don’t trust you…..
Yeah they don’t make any sense.
But wait.. they will trust you if you kill enough things. And you’ll be able to glide and jump on mushrooms and breathe poison. Never underestimate the educational benefits of killing.
There was made A LOT of post the only time that arenent said they would buff the scepter.
That buff was 1 stack of vulnerability on shatterstone.
Arenant dont read this forum, and even if they read they don’t care about our suggestion.
So i would suggest you to spend your time in better ways… Because every moment spent to think or write about the scepter is a waste of time. Sadly.
This is from someone that had always played scepter Ele…They did change the Dragon Tooth to ground target, like many people suggested here yknow…
…which was a little annoying. The old way had its pros and cons, and so does the new way. I like both but rather than changing one set of pros and cons for another, they could have improved on it and given us both: if you hold down 2 you get the ground target reticle, if you press it quickly it fires on your selected target. Just my 2 copper.
It might also be useful to retitle this: “New spec idea: The Prodigy”
Worse still, the mastery progression UI is illogical, thematically. I have to kill mobs in order to learn how to open a Glider? Or do random events to understand how mushrooms work?
When I first said the same thing, I thought I was the only one who found that strange. But the number of people who have pointed out the disconnection between the mastery and the method of training it, as you have, reassures me that I wasn’t crazy.
The problem with merging Tyrian and HoT mastery points and xp is that everyone would just go spend the next week in CoF, farming xp.
….
I grind most of my mastery xp in Verdant Brink. …….I’m currently grinding away at gliding level 4 (which is 5 mastery points) and it’s going pretty quick.If you’re happy to grind for xp, why not let people grind wherever they want? I tried CoF and it is the most mind-numbing experience ever. If somebody wants to do it that way, they’re already paying a hefty price in tedium and that should be their choice.
It is their choice, and people can grind wherever they want. The devs straight up said that the masteries were intended to take more than a few days worth of playtime, and said that they were not going to change the CoF farm because the method by which people get experience and the speed at which they get it are up to them as long as they aren’t doing something outside the game’s code of conduct. Furthermore, it destroys any feeling of actual progression and maps would be completely empty rather than the hit-or-miss megaservers if everyone was in CoF farming their gliding and Nuhock masteries.
I’m… not sure what your’re saying. Your statements seem to be contradictory.
It is their choice, and people can grind wherever they want.
Okay…. we agree there.
The devs straight up said….they were not going to change the CoF farm
Yes, I heard that too. And I don’t really care one way or the other. I was just saying it was tedious and people are welcome to it.
Furthermore, it destroys any feeling of actual progression and maps would be completely empty rather than the hit-or-miss megaservers if everyone was in CoF farming their gliding and Nuhock masteries.
This is the part that confuses me. You’re throwing out multiple arguments all intermingled together. It’s not clear what you’re arguing for. And you’re making wild assumptions like everyone is going to be in CoF. It’s a horribly tedious farm. Can you really imagine the entire population of GW2 suffering it willingly?
The problem with merging Tyrian and HoT mastery points and xp is that everyone would just go spend the next week in CoF, farming xp.
….
I grind most of my mastery xp in Verdant Brink. …….I’m currently grinding away at gliding level 4 (which is 5 mastery points) and it’s going pretty quick.
If you’re happy to grind for xp, why not let people grind wherever they want? I tried CoF and it is the most mind-numbing experience ever. If somebody wants to do it that way, they’re already paying a hefty price in tedium and that should be their choice.
As you’re changing the core mechanic, it’s not really a fix to Tempest but rather a new specialisation, and that’s great. We need more specialisations. I happen to like Tempest and I’d like it to stay.
When doing the games to get the exhalted armour, I was whirling on a mushroom when somebody finished the game and we got thrown out.
Everybody else ran off, while I was stuck on the spot still whirling. I was unable to move or use skills, so a passing mushroom was able to kill me easily.
Somebody killed the mushroom and ressed me but even then I was unable to use skills. I had to log out and back in to get back to normal.
I feel like they haven’t implemented this so people would buy the infinite gathering tools like I did.
Yeah, I get that, but they’re something like a 1000 g, aren’t they? It’s going to be a looooooong time before I get to that stage, and this would preserve my sanity in the meantime.
Is there any point discussing the 250 limit on these slots? It’s great to have a dedicated slot for something but when it hits 250, what then? Is 250 a technical limit or an economic one? Could it ever be raised to 999 for example?
You can combine various salvage kits in the mystic forge, each with some 25 charges, to produce a single (mystic) kit with 250 charges, thereby saving a lot of bag space.
In the same way, it would be useful to be able to combine harvesting tools in the mystic forge to produce singular tools with more charges, to save bag space. Harvesting is something we do all the time and I find myself carrying so many spare ori picks, axes and sickles as they run out so quickly.
I’ve seen tools on the TP which seem to have infinite uses but they’re out of my price range atm. Being able to combine the finite tools, like salvage kits, would help many I think.
…..
Also, it would be a great help if harvesting tools could just equip themselves if you run out of one and you have another of the same type – picking the highest quality tool you have of that type, if you have several.
…..
Also also, it doesn’t make sense that you can’t equip a tool if you’re in combat. You can’t use a harvest tool for combat. Equipping a tool doesn’t give you any advantage in the combat. If you choose to select a tool rather than fighting whatever’s attacking you, surely that’s your choice?
I will admit I’ve imagined myself dressed as Neo from the Matrix. That would be a neat outfit to have in the game. And even better if the dodge animations were changed to look like that cart-wheel type dodging they did in the movie. And if enemy projectiles had the bullet-time ripples behind them….
Dude. Thief/Daredevil. Seriously, how have you not made one with that vision? It’s literally just about everything you want.
Hmm… I haven’t tried thief yet but maybe it’s time.
I’m okay with the word “official” in the title, but I think there needs to be a “suggestions” in there somewhere, rather than just “improvements”. I’m glad somebody started an “official” post for this cause I was admittedly creating multiple posts for various map suggestions.
My suggestions:
1. When going in and out of map mode, leave the map exactly where I dragged it rather than panning back to where I am. Sometimes I’m looking at another zone and I need to switch back out of map to fight a monster than attacks me, and when I go back into map it’s pointing to where I am again. Keep it where I looked before and provide a ‘home’ button to show me where I am.
2. As I said in another post, show banners and feasts on the map.
3. As I said in another post, show all events in the current map, especially if you’re going to pop up the “New Event Nearby” message.
4. If your guildie is in your party, display their yellow dot anywhere on the map, not just in close proximity.
5. In the HOT maps, always display the up/down arrows on map icons, not just when you get close.
6. Once you discover a node on your mini-map, keep displaying it on your big map until you harvest it or leave the map.
7. Show the first three letters of a player’s name near their dot on the map, so you can tell who is who without having to disengage from action cam and move your mouse over their dot.
Incidentally, does the guild that places the banner get anything from people (of other guilds) using it? If not, maybe they should get a little bit of compensation (guild commendation?) for each player (not of that guild – to avoid exploitation) that uses their banner (once per person per banner). It would encourage generosity and help smaller guilds for whom crafting banners might be prohibitive cost-wise. Then again.. I can see ways of exploiting this by having two large guilds cooperate to click each other’s banners. The reward would have to be something that makes this not worthwhile. A tricky subject. Well, it was just a thought.
A question that’s intrigued me too. Biologically, they don’t need to, but then they don’t need any of the other humanoid features they have. I suspect the Pale Tree designed them to look as humanoid as possible so they would better fit (and be accepted by) the humanoid races. Whether the Pale Tree planned for them to be accepted … into the bedroom, is an interesting question.
Even if they were anatomically correct, there wouldn’t be any possibility of inter-mingling with other races. I doubt the Pale Tree has the ability to craft sper…uhm… genetic material to be compatible with that of other species. And being plants, they wouldn’t be susceptible to most, if not all, of the usual transmittable diseases of other races.
So basically, sylvari are lucky kittens who can kitten as much as they want with no consequences.
An ele that stays in one attunement is like a hockey player playing with half a stick and only one skate.
And yet, months ago, I saw somebody actually argue that sticking in fire was pro and switching between attunements made you a ‘bad’ player. I lost some brain cells from reading that post.
Now that the dust has settled.... Masteries
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
I made much the same points several days ago, and other people made them before me. I’m not unhappy with what’s there, but it feels like a simplification of what could have been, perhaps even a wasted opportunity.
Apart from anything else that can be said, masteries are jarring in that all you need to master anything (from gliding to bouncing to languages) is not to practice those things… but to kill. (I made the analogy that if this method applied in real life, I could learn the guitar by killing.)
This has the effect of making the training for every mastery identical and repetitious. I made the suggestion in another thread that practicing an activity (e.g. gliding) should give you a small amount of xp towards that mastery, as a means of creating some (albeit) slight connection between the training of the mastery and the purpose of it.
Ideally, there would be unique adventures to gaining each mastery but understandably the development costs might be prohibitive.
I think it’s also clear that the frustration is increased by the small area in which you can train HOT masteries, the 4 new maps. This limitation flies in the face of the “play as you like” mantra. And it makes no sense with the way masteries are designed. You have to kill to train HOT masteries, you have to kill to train central Tyria masteries. There’s no difference in the training, so why not allow any mastery (HOT or central) to be trained anywhere in Tyria? When people get tired of HOT they can go to Kessex or Orr or wherever and continue training their mushroom bouncing.
I’d like it if there were several types of mentor tag for better context- e.g. a JP tag that I could pop up on NSS to show that I’m willing to help with that jp. I can see other people using a TRAIN tag to indicate that they’re on a champ train or something. It could help people indicate what particular area they know best or are helping with.
Suggestion: Pact Commander Swiftness Toggle
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
I heartily support the idea of toggling the speed, but please don’t nerf the speed in any way for those that want to have it on, as I do. I have been working hard on my Pact Commander mastery to get even more speed in capital cities. Please don’t take that away.
Clearly, the speed has made Troll’s Revenge a little trickier in parts, but it has also made it easier in parts. I really enjoy doing this jp at speed. I was already practicing speed running it and this makes it even more fun.
On the swiftness lines behind the character – there’s no need for those when your baseline speed in cities is faster. Save it for special boosts to the baseline.
Often as I’m running around, the caption “New Event Nearby” pops up, but there’s no indication where the event actually is. There’s often nothing on the map or mini-map. I have to run around in every direction, trying to work out which way to go by whether the pop-up appears again. It’s been this way for some time. If there’s an event nearby, could it please appear on the map?
Often when you go to an event, somebody kindly drops a guild banner (thank you to those kind souls) or a feast of food, but neither of these appear on the map (afaik), yet boxes of fun do. I’d like to suggest that food/banners should appear as icons on the map. For the sake of performance and what not, you could have them appear only when you’re sufficiently close – e.g. at SB, you’d only see them if you were in the swamp, and not at the other end of the map.
Do people think it would help if the mastery lines were ‘merged’ and you could earn exp towards your mastery anywhere?
It’s seems that a lot of people don’t like being ‘confined’ to one ‘spot’ to ‘level’. The core game didn’t have this so why should the expansion. Maybe something to keep in mind for future expansions or even an adjustment to this one down the line.
Yes. You should be able to gain xp towards any mastery, anywhere. Since the process of gaining both HOT and central masteries is exactly the same, why shouldn’t it be interchangeable?
I’m still hoping they change the warhorn skills (fire 5, water globe, dust storm) to work like warrior’s flames of war on torch. When the speculating began on the datamined horn, i thought they were going this way. I want to be a walking firestorm Anet.
Well, you kind of are a walking firestorm with the fire overloading, and a moving globe of water with water overloading. And earth overloading’s platform is neat and funny. Fire 5 and water 5 are good. Air 5 and Earth 5 could be better.
I’m enjoying the warhorn, but air 5.. is just so slow and easy for enemies to avoid. At least it’s fun to launch it at a stationary enemy, run around the enemy and attack it from one side as air kittens it from the other.
It would be more useful if it was like a BFG attack, with lightning arcing out of it, hitting enemies it passed. From what I read it’s supposed to do something like this already, but it doesn’t seem like it hits out at anything, or maybe it’s radius is too small.
There’s an area, I think in the Tangled Depths, where there are herds of stationary pocket raptors to navigate between and a roaming group of pocket raptors to liven things up.
It got me thinking how cool it would be if there was a veritable ocean of raptors to wade through…
Now imagine if all those raptors could merge into one super-pocket-raptor!!
Thank you.. all I want for Wintersday is…. a chance to get that Star that eats Empyreal Fragments.
Since your title isn’t specific to the pistol, would it be alright to post other Wintersday wishes here too?
Well… the best really depends on what you like. But if you’re in LA, the easiest is Ungaunt’s(?) Treasure, which is in the cave behind the waterfall, to the left of the guild hall. And the hardest, but most scenic and exhilarating, is Troll’s Revenge which starts at the bridge over to the portals. Can’t look up the names and wp right now, but if you google them you’ll get all you need. If you want, message me in-game and we can go through them together. I’m a bit masochistic and try to do Troll’s Revenge every day.