There are a lot of GW2 players with degrees in economics or business management.
Well there are 3 million players in GW2
The average age of the MMO player is now post college (only 25% are pre-college)
(http://www.gamasutra.com/view/feature/130552/unmasking_the_avatar_the_.php?print=1)
Economics and business management is the most popular college major
(http://college.usatoday.com/2014/10/26/same-as-it-ever-was-top-10-most-popular-college-majors/)
so 75% of players are in or post college = 2.2 million
45% of people over 18 have gone to college = 990,000
(https://en.wikipedia.org/wiki/Educational_attainment_in_the_United_States)
and 21% of people are business majors = 207,000
(https://nces.ed.gov/fastfacts/display.asp?id=37)
So yes there are actually about 200,000 players with business/economics degrees playing this game. So I wouldn’t dismiss people out of hand.
Listening for sounds coming from under the ground? Link to branded event?
Seems like it’s just about confirms that we are going to be fighting 2 dragons at once next, and now we know which two those are!
P.S. the event sounds are pretty cool.
Hopefully they learned that they need to launch more than 50% of an expansion and not make the other 50% a grind fest.
The devs have made a clear statement. Your disagreement or refusal to accept it does not somehow render their statement less clear.
They are fine with it. Just accept it and move on.
It baffles me how people get so upset that someone else doing something that has no effect on them makes them so angry lol.
Ouch, necro was already hit hard by this patch, without this amulet I fear necro is going to fall back to garbage tier.
You already over nerfed reaper (at least relative to rev/chrono/ele/druid), but this will render us useless.
However right now it takes 1 empty map, opens a new empty map and then you have 2 mostly empty maps and the new players are split over both these maps. This then triggers it again, opening a 3rd new map and now you have 3 maps that are useless.
Do you have a reference for this?
I’ve recently seen quite a few posts mentioning megaservers. As per standard business, I can’t say anything about release dates or future content, but I can say that we recognized that megaservers were a problem quite some time ago. At that time my squad joined up with the deific ~Susan and her team to begin work on the system. I wanted to tell you that we know there are problems and we’re fixing them. We’ve released some very minor changes already and there will be several phases of fixes applied over the next few months.
https://forum-en.gw2archive.eu/forum/game/gw2/Megaservers-8/first#post6019618
That was the last update back in March. I guess I assumed there would be something in the April patch, but like I said, guess it didn’t make it.
Anet claimed they were going to fix mega servers, it was supposed to come with the April patch but then Mike took over and we never heard anything about it again.
It probably got canceled, but they do know it is broken and not working. Hopefully the fixes make the next patch cycle.
The idea is that it takes 2+ mostly empty maps and combines them into a single map which then gets more populated. However right now it takes 1 empty map, opens a new empty map and then you have 2 mostly empty maps and the new players are split over both these maps. This then triggers it again, opening a 3rd new map and now you have 3 maps that are useless.
Drop rate for HoT currencies and keys
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
AB rewards are based on the outpost you are doing.
Southwatch awards keys. Doing every event in the southwatch chain will award ~70 keys.
Northwatch awards currency I think, the other 2 are a mix but I don’t know the specifics.
Overall VB is more liberal with the stuff though. However AB gives better rewards thanks to map hopping if you have the keys
Seems this is not a problem
https://www.gw2tp.com/item/68063-amalgamated-gemstone
The supply has gone from 2500 in January to 10,000 today. Price has fallen from a peak of 3.5g down to 2.6g and is continually falling.
Canceling the remaining legendary weapons means demand is now constant while supply is continually increasing. As the people who want a legendary finish up over the next 6 months demand will start to fall and supply will keep rising. I suspect these will be less than 1g each by the end of the year.
You’re welcome
So you are saying that condition specs take a 40% reduction in condition DPS and take no power dps (10-30% of a condi specs overall dps) stats for increased survivability?
Sounds like that is working exactly as intended.
People playing and joking around with absurd dyes are trolls about 80% of the time, wasting a ton of time in dungeons. It is easier/faster to just leave and find another group to complete the dungeon with. People who are there to get things done and take it seriously typically spend time and effort into their character looks.
There are currently only 300 people in the entire game who have access to:
http://wiki.guildwars2.com/wiki/Pinnacle_weapon_skins
These are by far the rarest weapons
https://leaderboards.guildwars2.com/en/na/achievements?page=12
Is there any way to confirm exactly what personal reward level affects in this whole equation?
As far as I can tell (going from 40 to 60 so far since patch) the higher it gets the less stuff you get. My karma is going down and I’ve been getting less items from the chests.
It doesn’t seem like it should work like that, but that’s all i’ve been able to determine in my experience.
Sounds like you aren’t built to counter conditions so someone took advantage of that.
Every class has access to multiple condition clears/heals, why are you only using one?
Were you using condition duration reduction food? Condition reduction runes? Condition reduction traits?
Remember not to panic when you see a lot of conditions. Condition players use “cover” conditions in hopes that you will spam your condition clear and clear the cover conditions not the main ones. Wait for the cover conditions to fall off before using your condition clear since they are short duration.
If you provide information on your class/build we can help you counter conditions better, but there are plenty of options out there. It sounds like you have a zerg/power build which is directly countered by a condition build.
Back in the “good old days” conditions did absolutely nothing so you could just laugh at a condition build until they died, which was not balance, it was just power builds were completely dominate. Now different builds have different strengths and weaknesses and you need to build to counter certain builds over other builds.
How difficult can it be to discuss skill balance without insulting other players? I don’t need to learn to play. I know what these skills do and how to counter them also. This is a topic discussing how to balance these skills so that their power is more in line with combat flow.
And we are telling you that you do need to learn to play because they ARE in line with combat flow. I mean how much easier a counter do you need than “step 2 feet to the side”. You are complaining about one of the most easily countered skills in the entire game. There are also the other options of “walk through it” or “don’t use projectiles” as only about 50% of this games ranged attacks are projectiles. Then of course there is the ever reliable “take 3 steps back so you are out of range of the wall” forcing the guard to either do nothing or move past it.
There are so many counters to this ability that I am actually starting to think it needs to be buffed after thinking about it.
This has been happening to me more and more frequently lately. I’ll be swinging away and all of a sudden i’m not attacking anything or attacking something completely off my screen.
Even when there is only 1 enemy on the screen it will randomly just detarget so I stop attacking or attack air.
Swiftness is lame, everyone has 100% swiftness all the time. Travel items, as their name suggests should help you to travel. I think they should give them auto superspeed while out of combat. I might actually consider buying one if they worked like that.
No thanks. We need to get away from the cancer that is outfits in this game.
The whole point of different armor weights is to distinguish the classes. We don’t need every class running around in heavy armor.
Outfits are designed to be hybrids that can fit any armor class, armor sets are not and as such wouldn’t work as outfits.
I just hope that you unlock all 3 armor weights when you finish the collection and not just one.
Auric Basin Provisioners availability.
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
West is available 100% of the time.
North and South are only unavailable while the outpost is powered down. Doing the first 2 events (5 minutes) opens them up.
None of them are available only after the meta.
Hope that helps!
The devs have given some conflicting information so it is hard to get a feel for what will be needed.
In the reddit AMA they said you will need 6 craftsmanship gifts, one for each piece of armor. However about a month later they said you will create the whole set at once, not individual pieces.
I don’t think they really know yet how they want to handle it. They also said that they want the full set of armor to cost the same as one of the new legendary weapons. Not sure if this still hold true or not.
It would be beyond absurd for require 6 Maguuma mastery gifts, but if you make the whole set at once then 1 of these would be reasonable.
Based on what they said you will make the whole set at once but in a similar way to the fractal backpiece. You will get 6 armor pieces then need to salvage them to get 6x (item of legendary awesome sauce) and the legendary armor will need 6x craftsmanship, 6x item of legendary awesome sauce, 6×... etc. but you will make the whole set in 1 mystic forge recipe.
The other thing that isn’t clear is if you get 3 sets of armor at the end or this or just 1. Almost no one uses a single class in raids, many people use 5-6 classes regularly. Making a single set of legendary armor and then being locked out of the other 2 armor weights would be really lame. I should hope that you unlock all 3 armor weights once you get the collection done since it doesn’t seem repeatable.
Why should his group run training runs if they all have managed to clear the raid? Just to help others in the game and be the Good Samaritan? You can’t expect players to offer things for any other player in this game.
I never said he SHOULD. I asked him a question. Do you not know the difference between “How many have you?”, and “Why haven’t you?” I guess not.
He complained about people not putting in the effort to learn the raid. Yet he doesn’t offer any runs for said people to learn it, and neither does anyone else. THAT was my point. Watching fight video’s and looking up theory crafting about rotations only gets you so far.
Do you think my group got any training runs from experienced players? NO. We had to learn it ourselves. The only thing we had were some videos as you said and nothing more.
Now why is it our duty to help you?
It’s not. Like i said before. Straw man much? Don’t complain about people asking for help, when you are able to help, but wont offer any.
This is exactly what i was talking about. You completely ignored what i said to say I’m somehow ‘demanding’ help. Asking, is not demanding. Or would you just rather we not ask and ‘figure it out ourselves’, because that’s what it sounds like. You did it, so why not make everyone go through the same thing? Even when you can help us have an easier time than you did? Sounds salty, which is a toxic attitude to have.
Yes, that is EXACTLY what you should do. Everyone that is asking for LI’s and to ping your gear FIGURED IT OUT THEMSELVES. they spent dozens of hours failing, learning the fights with 9 other people who had never done it before and they figured it out.
They already did that, and don’t want to do it again. You have not done that and are asking for them to take you along and teach you. They have no obligation to do this nor should you expect them to. I’m sure some guilds will provide teaching runs and you should do those, but wanting players who put in the work to spend time training up countless random pug’s is quite simply a ridiculous idea.
This is not toxic, it is not personal, it is not mean, it is simply reality and common sense.
This problem comes up in every MMO i’ve ever played and the responses from the devs are usually the same every time, but in GW2 they can’t do the normal response.
Raids/ hard mode dungeons are typically considered end game content in every MMO. The players with the most time/skill/patience/dedication get to this content first. They put in more time, they are willing to experiment and fail, and they pick themselves up and try again when they do fail. This group of players has no problem clearing the content.
The second group of players are the casual players with skill. They are similar to the first group but they have less free time. These players are generally a month or so behind the first group, and typically are your “good” pugs. These players have no problem finding groups that are short a few members and learning the fights and helping other teams on a week by week basis with no long term commitment or strict schedule.
Finally we have group 3 players. These players are typically 2-3 months behind the second group and are always the loudest. They lack both time and skill, tend to be inpatient and always blame failure on others. They make up the majority of players in an MMO. These players are not willing to put in the time, effort, or failure required to beat the content. They view this as a personal attack on themselves and demand their right to clear the content like the other groups. They typically blame “elitists” who won’t let them in the raids, completely ignoring the fact that they have the same group finding tools as the other players had and used to form their parties. Telling them this just makes them angry because they view it as their God given right to raid with experienced people who already spent the time and energy to learn the fights.
Typically this is not a problem. Most MMO’s operate on a gear treadmill so once the hard mode dungeons/raids are one generation outdated (typically 4-6 months later) the type 1 and 2 players have moved on and the devs reduce the difficulty of the aforementioned content to a level where even the type 3 players can beat it. This placates them and the cycle starts over.
In GW2 however there is no gear treadmill. These raids are supposed to stay relevant for years to come. As such the complaining will continue to get louder and louder with no end in sight. The solution will probably be an easy mode version of the raid with reduced rewards, but must be handled carefully to appease both groups. If type 1 and 2 players stop doing raids, type 3 players will suffer for it. The other option is that Anet abandons raids after the whining gets too loud.
take warrior with 24 sec resistance and 880 health gain per second and than we talk…
can’t the Mesmer just strip the resistance in <2s and then just burst the warrior into oblivion? or are we talking a legendary tier warrior vs an amber Mesmer? If that’s the case then I give it a 50/50 chance.
https://www.gw2bltc.com/en/item/29181-Zap
Zap currently costs 579g to craft via collection and 817g to buy order. You will probably spend 20 hours on the collections, so the question is do you think 11g an hour is your best use of time or not. If you can make more than 11g an hour then it will be better for you to just make a buy order for zap, otherwise it is better to craft it yourself. If you have trouble saving money then I recommend crafting it since you can make incremental progress that won’t be undone by poor spending habits.
Mystic clovers are a great way to start since you will get A LOT of the materials you need for the other parts in your attempts at the mystic clovers.
Dungeon tokens are a good thing to get out of the way too since you can only get so many tokens a day (though it is better since the patch)
Don’t get stuck grinding for money in only 1 spot, you will wear yourself out. Rotate between 4-5 spots if possible to keep it fun. SW, Orr, HoT maps, dungeons, fractals, there are lots of places to make money these days, try to do them all in your journey.
This is a TERRIBLE team comp.
1. Toughness no longer increases after scale 50. There is no benefit to using condition over power.
2. necros provide no boons. A necro’s dps without and might/quickness/banners/etc is about 7k. with a proper team comp and full buffs it is around 22k. It is not a 20% increase it is closer to a 300% difference in damage
If you want to make an il informed post about the current state of necros please do so in the necro forums, this really isn’t the place and is terrible advice.
First day in pugs. I provided food for the group and we get through the three avatars no problem with whatever builds people came along with. However, many people were not accustomed to adversity and so the moment we began dying at the actual boss, people began to flee the group.
It became a constant cycle of the team practicing, and getting the mechanics down, but then leaving, in which I’d have to explain the game plan over again to the newcomers. Eventually the raid turned into a roleplay toward the end… and, needless to say it wasn’t a productive day. I can say that me personally, I learned a fair bit about the first encounters, but the problem is convincing the other nine people that this is accomplishable.
I did encounter one noob who took it really serious, but when a large portion of the group began to express defeatist attitudes he left rather quickly. I was more patient, but when the roleplaying began I too had to depart.
Key takeaways though:
- No such thing as carrying, you yourself account for very little of the groups success
- GW2 people are impatient(was having vietnam flashbacks of my first Arah clears)
- Raiders are very toxicAnd I don’t mean the group. Nobody in the pug was toxic, but we did get a raider join up, ask if this was a teaching run, and when we said we’re learning by doing he called us trolls and immediately left.
I did get a lot of positive feedback from the actual newbies for creating the group. People actually seemed relieved and said this was a great idea. But, very few actually did what it took to put in the work to capitalize on the opportunity.
I probably went through 3-4 sets of groups(only 2-3 remained from the core group) and, same result of people learning mechanics but then having to go. I’m not keen on trying this again for this reason.
I’ll stick to my dungeons as the only way I can see myself getting into raids is masquerading as a girl gamer to trick raid elitists into teaching me the runs and putting up with my mistakes…and I’d rather keep my dignity. Best of luck to anyone else who tries raids, but my advice… look elsewhere.
Now you may understand why people ask for requirements. Having a few people who don’t know the fight means 2-3 hours of teaching them. Many of them give up before 3 hours, resetting the learning curve. If you have 8 people who know what they are doing and have 3 hours to finish the raid before they need to log off, why would they want to waste that time by continually teaching people who aren’t willing to learn?
They so called “elitists” have already spent the time to learn the runs, and are now just trying to get their weekly loot and have fun killing the bosses. You’ve spent 3-5 hours on the first boss, and now know the mechanics. Will you continue to teach pugs that leave after 1-2 hours and never kill the boss, or will you maybe join a group of people who have spent 3-5 hours on the boss and have a decent chance of killing it? If you chose option 2 you are a filthy raid elitist.
This is what every raiding guild already went through, and many of the elitist pugs. They started with a group of people who never saw the boss, and never killed it, and they worked together, taught each other and eventually mastered it. The only difference between them and your pug is that they didn’t leave after a few deaths, they stuck it out.
If you are actually interested in learning and completing raids, I would look into joining a raiding guild. Many guilds have raid groups, my guild [TNO] has 3 raid groups and is looking for leaders to lead a 4th and 5th group since we have enough interested people. Feel free to google us and fill out an application.
As usual, ANet used their ability to answer a question as obscurely as possible. What he said is vaguely worded, but the last post I read as saying it’s not ok.
Tl;dr intentional mechanics that allow pet kills to give experience and loot =/= permission to afk farm.
This is absolutely correct.
If your pets are doing the killing and your mastery is doing the looting; you’re okay as far as GMs are concerned. This does not mean design can’t/won’t/should/shouldn’t update the system as it works today.
So to recap, EW said intentional mechanics are not permission to afk farm and MH said that that statement was correct.
Then he goes on to muddy the water to say pets killing and auto looting is ok, which isn’t the same as afk farming just that those mechanisms are themselves part of the game.
Actual AFK farming requires 3rd party programs. This is not OK as it breaches the TOS.
This is not what is being discussed. I think everyone in this thread knows that using 3rd party things that interact with the game is against the TOS. What we are discussing here is the use of ingame mechanics to farm loot in a particular spot with no user input. This is ok as taken directly from the devs mouth:
“pets are doing the killing and your mastery is doing the looting; you’re okay”
It literally couldn’t be more clear that his behavior is ok. I guess there may be a language barrier or something make it more difficult, but the devs said it is ok, therefore it is ok.
I think exclusive is ok, but it should be for specific things, not a ton of different things. I think there needs to be a healthy balance.
The halloween items for example should never have been exclusive. They weren’t announced a exclusive, they were announced as halloween items. It was expected they’d return the following holiday, but when they didn’t it drove up the price artificially. That is the bad kind of exclusive.
On the other hand, items associated with season 1 LS should have remained exclusive, or at least a few of them. We knew well in advance it was a limited time evolving story in which you were rewarded for being there when it was released. These skins should have been exclusive to that time period. However they also should have been less RNG and more hard work and effort, so that you could get the exclusive reward if you wanted it, but it wasn’t just up to luck.
Other rewards should be exclusive to finishing hard content, but always be available. Things like lindari, raid armor, PvP back piece, etc. These are locked behind specific content but anyone can do this content and earn the reward. This imo is the best exclusive reward as it allows anyone at anytime to get it if they are willing to put in the work that everyone else did.
In summary there are 3 kinds of “exclusive” rewards.
1. RNG exclusive, this is not a good kind and should not exist
2. Time exclusive, this is better and ok for big events but should be used sparingly
3. Work/content exclusive, this is the best kind of exclusive and should be present in all parts of the game.
The devs had said (on reddit) that they are working on this, but haven’t gotten all the bugs worked out yet. They wanted it for this patch but in its current state it deletes all existing infusions, which is obviously counter productive.
But yet, 5/7’s are something they are working on and should be in the next patch hopefully.
Um, you can’t kick people at the end of raids to sell them, they don’t work like that…
“Before you even try to enjoy raids, the old system in GW1 must be brought back. Party members must work with their team for better or for worse.”
That’s actually kind of how it works in raids…
Please stop commenting about things which you don’t know anything about.Fair. Then I’m going to say my post proves OP’s point that raids are inaccessible. I’ve never made it past the checkpoints to know.
Over the next two or three weeks I’m going to create a few groups titled casual no eternal’s permitted. This will be a test(very small sample size) to see if the advice given in this thread to form own groups holds any water. Full disclosure, I have hundreds of dungeons under my belt so I’m not completely new to group play.
I’ll report back for better or worse on how this panned out.
If you make hostile lfg posts, expect to get hostile members in your group. I would advise again “no eternal allowed”, as that makes you guilty of the exact elitism that you exclaim to hate.
I would instead encourage you to use something like the following:
- Spirit Vale raid, all welcome
- Spirit Vale raid, learning run
- Spirit Vale raid, casual run
Additionally make sure you go in with the correct expectations. Raids are this game’s form of challenging group content. Dungeons are extreme casual content. You will not clear the first boss on the first attempt like you can in dungeons. You should expect 3-10 hours of learning the mechanics before downing each boss depending on the groups skill level. That is 3-10 hours for each individual person. If you lose a member and pick up a brand new person with 0 experience then your group is unlikely to succeed until that new person has 3 hours of experience.
Memories of battle were introduced as a way for full time WvW players to earn income. They drastically miscalculated however and then with the cut to new legendary weapons as well, the price of these dropped to ~50c each.
They have adjusted the drop rate to increase the price of these so that full time WvW players can earn a proper income. It will probably take a few months for all the extras to work their way out of the system, but expect the price to rise to ~10s or more, giving WvW players a much better income.
I don’t know if you know this but hopefully it will help.
If you hit “y” ingame it will bring up the group finding menu. From there you can go down to the raiding tab and on the right hand side it will display groups currently looking for members. HOWEVER, at the very bottom you will see a button called “advertise group”.
You can click this button and it will allow you to form your own search, where you can set any requirements you want. It sounds like you want a more casual experience, so I would suggest something like: “looking for casual raiders” or “looking for more for raids, all welcome”. This way you will attract players that are looking for a similar experience as yourself.
Thankfully you are under no obligation to join groups that are advertising an experience you do not prefer. Just ignore these groups and follow the above steps and this will allow yo to obtain the experience you are looking for.
Reaper is hilarious to face on my ele now. I used to have trouble with reaper’s and engineers on my ele. Now I can 3v1 them all day long and they don’t even have a prayer of killing me.
With so much less chill, there are just less conditions to clear so bleed is always cleared, it can never even get close to the stacks required to compensate for deathly chill change.
I suspect people are still seeing fear + chill + bleed + vuln all pop on their bar at once, panicking using a condi clear and leaving their bleeds on. Of course the fear, chill, and vuln now last for 1-2s max so you just count to 1, take very little damage because it takes so long for bleeds to stack up and chill doesn’t tick hard then casually clear the bleed and laugh in the necros face.
So the issue clearly isn’t technical.
Clearly /s
Despite the redname post above.
Clearly /s
Things we know as facts:
1. I can buy unlimited items off the Tp without any server limitations
2. I can pick up unlimited items into my inventory from the TP without any server limitations
3. I can set arbitrary buy order prices at unlimited speed without server limitations.
4. Doing any of these things in reverse (selling) causes an error to pop up
Things devs have stated as facts in the past:
1. Tp sell orders are a server limitation
2. new legendary weapons WILL be released in 2013
3. We can maker legendary weapons at a one per month pace
4. you will see 16 new legendary weapons with HoT
5. We are confident we can keep a 2 week release schedule
6. We will be introducing fractal leaderboards with the next patch
7. We didn’t release a half finished expansion
I’ll stick with the facts over the red posts, thanks though.
This isn’t flood control or anti-bot, it’s a technical limitation. If we could reduce it we would.
I’ve said this elsewhere before, but I don’t remember where.
I don’t get it… how can it be a technical limitation because I can buy items without this limitation and the server can handle it just fine. So the issue clearly isn’t technical.
With the ability to sell mini and salvage ascended gear, and with the increase from 3 boss chests to 6 boss chests, the shard cap was effectively raised from 100 to 150. It is very rare to kill all 6 bosses and not get a single mini or ascended drop. Once we have 9 bosses the effective cap will raise even further to roughly 175 shards a week on average.
This seems reasonable to me. If they raise the cap too high then people will be able to get all the skins they want in just a few months, leaving raiding content dead for newer players. The intent was to keep raids relevant for years, meaning they must enforce a low cap in order to keep people coming back.
Well they managed to kill this thread using their typical means. It’s sad that we won’t even get the dignity of a response after almost 3000 posts. This thread was more active than the whole game and yet nothing.
on the reddit AMA Mike says: Further on, we’ll launch the next raid wing in May or June, then Living World and the next quarterly update.
Of course they also said in that AMA that 3 legendary weapons were almost done and the others would be coming along at a 1 per month pace… so….
I think it is time to get this thread back to the basics: Are raids good for GW2?
Answer: Yes
Explanation: Pre-raids there were 2-3 threads a month talking about the game lacked end game content and that there was no repeatable content to do that kept players interested in the game in between content droughts. You’ll notice that in the last 6 months not a single one of those threads has popped up because we now have raids to fill that gap. This is a huge boon to Anet since it takes a lot of the negative pressure off of them in terms of endgame content and allows them to focus on appeasing the casual players.
Reducing the difficulty of raids or putting in an easy mode would defeat the whole premise of raids and bring back the multiple complaint threads about how there is nothing to do since everyone will just farm the easy mode and be done with it in minutes. In conclusion:
Raids = Good
Easy mode Raids = Bad
56 pages on this thread and no response, everyone must be busy writing advertisements for expansion number 2.
You got a response in the very first post from THE head guy. Maybe you missed it.
actually that wasn’t a response that was an announcement, they have yet to respond to our reactions to that announcement but I can understand your confusion over complex concepts such as this one.
Actually the original post does include a preemptive response to player reaction to the announcement.
Slapping us in the facing and telling bold faced lies isn’t what i’d call an appropriate response.
Its beena while and still no word whatsoever.. I guess they will get away with it. See ya at xpac #2 with another 3 legendary weapons /shrug
Well the issue here is why is Anet failing so hard at making content they announced. Are they really so incompetent as far as planning the development of content?
1- They announced the legendarires in 2013…
2- Then they had an expansion announced which was advertised as including that content that was delayed already so much, so we were like: ok since it’s so hard for you to make content we’ll pay for it.
3- Then 6 months after the expansion is out they’re like "it’s too hard we give up, here is all we have, 4 skins.Like seriously, shame on you Anet, how can you fail that bad at planning content with a team of paid employees? The production output of development team must be verified regularly in order to correct the projected timeline and have a realistic deadline for bulk content release. It’s either (1) a management disaster so epic it is so far unseen in video game companies, or (2) they lied from the beginning just to sell an expansion and had nobody working on them (they just recycled old skins like Nevermore which was made years ago).
I tend to believe the later, I can’t believe you can fail that much.
They can’t release them with expansion 2 now, it would be like charging twice for the same product and that is illegal.
The worst part is that after HoT launched they came straight out and said that it takes 1 month per legendary. This was after they had already done 23 of them. There is absolutely no reason they shouldn’t know how much work it would take, and they told us. Yet 6 months later instead of 6 legendary’s we are getting 1 and canceling the rest.
And now they won’t even acknowledge their screw up.
The wonderful thing about your comparison is you made my point for me. In order for me to even compare the two I have to ask you questions about the first, but not the second, because armor class (heavy, medium, and light), toughness, and damage reduction capabilities whether driven by traits or through the boon Protection all effect the lightning strikes but none of them effect the condition damage.
A heavily armored warrior may not even need to block depending on the build and boons. Then considering active defenses comes in and we have Endure Pain which allows conditions and CC through but no damage and then we get to the list of mitigating effects, one of which is food, which also doesn’t work against conditions.
So your 60,000 damage salvo presumes some value of armor and toughness, can be passively mitigated through traits depending on class and food, and honestly has an entire weapon (shield) dedicated to mitigation but almost every class has multiple access to blocks but not resistance.
The point, simply put, is that while every class has a decent amount in their pocket
against this 60,000 not every class has easy or reliable access to the same for the 30,000. This means that condition pressure, that is condition damage that can be applied over and over very rapidly (auto-attacks with quickness, for instance, or just really rapid auto-chains) is of greater effectiveness than power pressure at the moment.People claim to want balance but I doubt that is what they really want. What they actually want is to beat condition damage users.
Actually I made this because I am a condition damage user. Looking at some of my builds it’s feels tilted in my favor because of how much more defense I can take or defensive choices I can make in traits than I could in Power builds.
I would be ok with a condition reduction stat as long as it was balanced the same way as power damage. This would mean:
1. Removal of ALL condition cleanses from the game, there is no power equivalent so in order to maintain balance these must be removed.
Blocking.
2. Resistance boon must be changed to only block 20% of condition damage instead of 100% in order to match protection.
Protection actually is more effective because it reduces damage, resistance freezes effects. It doesn’t remove them. So for instance if you have a 30s bleed and 5s of resistance it becomes a 25s bleed but the bleed doesn’t “go away”. So stacking conditions against people with resistance still works which is why Expertise is so problematic. When you block an attack if it was worth 1 or 1.6 trillion it is all 0. If I slash you with a 12s bleed your 2s of resistance makes that bleed 10s but if it’s an auto-attack I’m still stacking them faster than you can resist them.
Oh geeze didn’t realize you started this thread… nvm i’m done here.
I highly suggest anyone who wants to continue this discussion first look at this users post history before wasting your time.
good luck….
People claim to want balance but I doubt that is what they really want. What they actually want is to beat condition damage users.
I would be ok with a condition reduction stat as long as it was balanced the same way as power damage. This would mean:
1. Removal of ALL condition cleanses from the game, there is no power equivalent so in order to maintain balance these must be removed.
2. Resistance boon must be changed to only block 20% of condition damage instead of 100% in order to match protection.
3. Conditions can now crit for double application
4. Ferocity now affects conditions as well with each 50% ferocity adding an extra condition stack on crit.
Now power and condition damage will be the same, have fun!
Well my raid group beat SV in 30 minutes last night… It now takes us less time to finish a raid then it used to take me to clear AC 1-3. If the people in this thread had spent half as much time practicing the raid as they did typing their long winded responses they could have easily cleared it multiple times by now.
The problem here is clearly the people, not the raid.
I understand that raids are content you folks aren’t interested in. And it’s ok to be not interested in it and to say you want the content you want, and to voice your complaints about your favored content not coming in.
It’s just ridiculous to call it a content drought when new content is regularly coming in. That’s called denial.
What new content? The only new content we have seen are raids (which I do). Other then that the only part of the game that has never failed to deliver content is the gem store.
Raids. Raids are the content I’m talking about.
The raid content has been stingy to say the least. At least compared to some other MMO’s i’ve played. In other MMO’s raid have 6-9 bosses, come out every 3-4 months and take 1-2 months to complete, and 2-4 months to complete all the gearing/achievements.
So far in GW2 each raid has had 3 bosses, released every 3-4 months, taken 1-2 days to complete and has no gearing or achievements other than clearing the raid.
I’ve certainly enjoyed the raids, and do them weekly, but they are fairly stingy compared to other MMO’s raids. It is more like a content trickle then a drought.
Here’s a good analogy:
A company promises to produce some digital content, you pay for that digital content and then the company fails to deliver it. Said company loses the faith of its customers and sells their next scam poorly, leading to layoffs at the company, starting with the fool who tried to scam their players out of content they paid for.
Seems like an overbearing power meta to me. After every match nearly 70% of the damage i’ve taken is from power damage. Of the top 11 meta builds 8 are power based and 3 are condition based.
Do you have any actual evidence that conditions are overbearing or did you just build to kill power specs and not condition specs?
Oh please, crybabies. Condi damage is so freaking cheesy ….. you can go full tank and still have condi damage. A viable power build would need power AND precision and in most cases even ferocity which makes you instant glass cannon, as in … you get focused for a second and you die.
Meanwhile, to be viable condi DPSer all the stats you need to stack are, wait for it —-————- condi damage. That’s all there is to this braindead gameplay. It has no risk in it. Just reward.
Talk about spamming all you want, but spamming autoattack on a thief/DH and spamming AA on necro are 2 different things.
Oh what was that? Retaliation doesn’t hit back when you attack through condis? Ahh … cool. Meanwhile glass thieves kill themselves on targets with retalionation up.
I can totally see how condition damage is balanced. amirite?
I can’t tell if you are serious and have just never played a PvP match before or if you are just trolling…
I’m curious if you actually read what he wrote.
We can go through it step by step if that would help your comprehension:
1. You can go full tank and still have condition damage. True, but you can also do this with power, it is called solider gear. Both only increase 1 of 3 possible stats needed to do damage. (power/precision/ferocity) and (CD/expertise/precision). Of course condition builds also get between 40-50% of their damage from power so they actually need 5 stats to max out damage, which they can’t ever do. (see after match necro stats)
2. He claims that going glass canon makes him die under focus fire as a power build but somehow doesn’t as a condition build… If I equip Zerker gear and then switch to viper gear my vitality and toughness are the same so I have no idea what he is talking about. 2 points he is just plain wrong about.
3. AA on thief and DH are different than Necro. Well this is true. Necro AA can’t crit the main damage portion while thief and DH’s can meaning every necro AA will do ~2000 damage (over 5 seconds) while thief and DH will do 2000-5000 instantly. Another disadvantage to condition users… really starting to doubt he’s ever stepped into PvP…
4. retaliation doesn’t hit condition users…. Well now i’m sure he’s never stepped into PvP. Retaliation hits someone every time my necro does an attack just like it does for every other class. If I swing my scepter 3 times on necro I get 3 hits of retaliation. If I swing my daggers 3 times on thief I get 3 hits of retaliation. The difference being that after 3 swings and 3 seconds of fighting the thief has done 10,000 damage while the necro has only done 2000 with another 8000 if the target does nothing for the next 10 seconds.
5. He is correct they are not balanced, they are very different with an inherent disadvantage to condition specs which is why only 3 of the current 11 meta builds are condition while the other 8 are power or healing based.
Hope that helps you understand better