I got matched against 5 thieves the other day. Brilliant
That’s nothing… I ended up in a match with 9 engineers and me (necro). But don’t worry, i’m sure engineers are balanced and it was just random…
On topic, I have found myself getting destroyed by dragon players left and right in solo queue. I’m only rank 21, yet almost everyone I play with has champion titles and is rank 60+. I feel like i’m bringing my team down as I just don’t have the experience, and am so outclassed by some of these players that I can’t even learn because I am dead in 4 seconds.
I have no idea what the system is, but I think it should be tied to rank and not to win/loss ratio like it seems to be.
The fact that they have blatantly stated that they are monitoring and working on improving the MegaServer would very much suggest that they are indeed going to do something.
But I suppose it is better to assume they are simply lying about that.
Based on their previous responses and track record, yes I would say it would be much better to assume that, you are far more likely to be right and not disappointed that way.
I’m trying to get better at PvP and my biggest struggle right now seems to be targeting. My target will randomly change to the closest enemy when I use a cast ability. All my utilities end up being used on pets, minions, and clones, I can’t for the life of me get my target to stay the same. Any AOE I use switches my target as well.
Is there a way to lock my target so that it doesn’t get deselected every time I cast something or get hit by something or my target runs behind me?
I’ve never played an engineer, but I played in a match last night with 9 engineers. That alone tells me that something is broken. As a necro I felt like a ping pong ball. I spent 50% of the match being KD, stun, thrown and kicked all over the place. The other 50% I spent perma immobilized by those stupid turrets.
Try being a WoW player. 8 months without new content, and 8 more until their next expansion!
Of course you forgot to mention the 60+ months of content already added in past updates that wasn’t removed and deleted from the game.
…and that’s why developpers should never put a date on anything. People will treat it like the return of Jesus.
Well except for the fact that Jesus said that no one, not even him knew when he was coming back…
Anet on the other hand very specifically said that these things were planned to be implemented in 2013. Yet here we are, 5 months later and not a peep…
Jesus: 1, Anet: 0.
I just played a game against 9 decap engineers… but yep i’m sure you guys aren’t OP… nope nothing OP about infinite Cond spam, minutes worth of CC, absurd healing, boon stacking and crazy damage…
http://www.gw2spidy.com/item/20323
Down down down go the price of dyes. up up up goes the supply.
I’m pretty sure at this point that dyes will stay below 25s for the next 9 months at least. There are simply too many of them and not enough new players in this stagnant game. Only way I see it changing in any significant way is if an expansion is released that draws back a lot of old players and new players alike.
We are basically funding the beta for china. Now that the chinese release is nearly here Anet could care less about the NA/EU game. All of their resources are going to make the chinese release better. I wouldn’t expect to hear anything until that happens.
There are specific rewards that guarantee exotics on dungeon tracks.
Which is totally borked if you ask me. There are no guaranteed exotics in any dungeon (unless you count the exotics we can BUY with dungeon tokens, but they’re getting dungeon tokens too, right?). PvPers should be subjected to the same crap PvErs get. Dungeon chests generally only give blues and if you get a green it’s a Minor sigil from that dungeon. PvPers shouldn’t be guaranteed better rewards than anyone else gets. Give their chests the same loot table we get.
Are you serious or joking?
Serious….why should any one game mode get guaranteed exotics when the other modes don’t? All modes should have the same opportunity to get the same things. After reading I see why MF affects boxes in PvP and that’s only fair (not that MF does anything).
Maybe because a dungeon path gives 60 tokens, 1g, 20-30 NPC kills, 3 champ kills, and 3 chests and takes 5-8minutes.
While a PvP box gives 0 tokens, 0g, 10 NPC kills, 0 champ kills, and takes 20 minutes?
Can anyone post the top two teams class/build comps? I can’t watch the video here at work, but i’m curious what the winning teams looked like.
What is content for you? Please don’t put LS in the same basket as the word massive content. It’s funny you mention massive content because I am still runing the same dungeons I have been doing the past 2 years, there are no new zones to discover and level a character trough, fractals hasn’t changed much, am I not playing the same game?
Massive content is not a wardrobe update and bug fixes, massive content must be as massive as the game itself, the way they used to do it back in the original GW. Guess I will be going back under that rock of mine you mentionned.
Content is content even if it is no longer available. And there are quite a bit of permanent stuff added as well.
Such as a couple of JPs, Fractals, more Fractals, Southsun Cove, Guild Missions. Edge of the Mists.GW1 had very few content updates. Most of them were actually stand-alone games, rather than just simple updates, so not really a fair comparison, but if you really want to compare I would say that we have gotten about as much stuff as Factions and Nightfall added.
Yeah content is content…
I have been playing my tengu dervish in cantha for the past 6 months, even though you can’t play it doesn’t mean it isn’t content, because apparently content is content even if you can’t access or play it… So stop complaining, there is plenty of content, it just isn’t in the game or playable!
Hot Join Win: 500 rank points
Solo Arena Win: 1000 Rank points
Hot join Loss: 200 rank points
Solo Arena Loss: 300 rank points
I think it takes 1000 rank points between each minor reward on the reward paths.
My main problem with GW2 is the lack of content.
It’s been a year and a half since release and we’re essentially playing the exact same game.
One of my friends recently started playing World of Warcraft again after quitting something like a year ago. Funny thing is, she said the same thing about WoW, 2 days into the game.
Well that makes sense… if she is starting over then she will be replaying the vanilla game for the first few weeks while she levels, which she probably already saw.
Of course after that she will see the first 2 years of WoW devlopment when she explores the outlands region. Then she will see the next 2 years of development as she levels through the Lich King zones. Then after that she will see the next 2 years of development as she levels through the cata zones. Then she will see the next 2 years of devlopment as she levels through the panda zones.
Additionally she will be able to complete and obtain all the mounts/gear/items/raids/dungeons from all of those zones as she chooses, to either unlock the skins or unique mounts, or just see the content.
Now lets compare that to GW2…. 2 years after release… All content removed, nothing new for a returning player to see. Achievements… removed… unique skins… removed…
Heck they even managed to remove an entire dungeon path since release.
My main problem with GW2 is the lack of content.
It’s been a year and a half since release and we’re essentially playing the exact same game.
Pretty much this right here ^^
Switch back to traditional MMO loot rule sets and 90% of the games issues melt away.
Instead we would then have the old problems of killstealing / griefing and everything else that comes with that. Oh .. and people maybe just don’t play anymore .. that would of course solve all problems
The 500k+ players in the previous Wildstar beta would imply otherwise…
Also how do you killsteal? Whoever hits the mob first gets credit, there is no stealing, you hit it then it is yours, end of story. Unlike GW2 where someone can tag a mob but then a glass cannon thief comes along and bursts it down, steals your loot and you get nothing. So yes GW2 has kill stealing and griefing, but traditional MMO’s do not.
Until they remove the mega servers they probably shouldn’t add new content.
Once they reverse those then they will need to act quickly to get new content into the game. Other MMO’s can release content every 3 months because they add in progression with large amounts of PERMANENT content. GW2 needs to keep up a 2 week release schedule because they introduce mostly gem store items with one or two temporary zerg events that go away after 2 weeks.
This is the whole problem with the game. In most MMO’s whoever hits the mob first gets kill credit for it, or if you are in a party credit is cycled through each party member one kill at a time with a greed/need system on rare loot.
In GW2 everyone gets full credit. This lead to the rise of the zerg. 100 people can run around in a group and kill 100 things in 10 minutes to get 100 loot. if those 100 people spread out into small groups of 5 people each and populated the world everyone would get less loot.
Basically the DPS meta, the zerg problem, the lack of loot impact (everything feels cheap), the lack of roles, the server lag, and the fact that all bosses are HP sponges, all boil down to this one central problem: Anet changed the loot rules to be “more friendly”. Switch back to traditional MMO loot rule sets and 90% of the games issues melt away.
Maybe the mega servers were designed to make 80% of the playerbase quit. If only 20% of the players are left then they would all fit nicely into 1 server. This would save Anet a ton of money on server costs.
It seems they are consolidating this game to make room for wildstar’s launch next month. The popularity of that game is growing fast and I hear they use similar servers. They probably needed the extra servers for Wildstar.
Most of the people I know quit when this patch went live. I have been trying out PvP but I don’t like the toxic PvP “community” this game has either. I will be leaving very soon if mega servers are not removed.
i really want to play this class!
40 seconds you say?
thats even more than hambow!but yeah, in seriousness it does sound like a condi necro spamming away at a diamond skin ele, not sure about the “40 seconds of blocking” though :P
diamond skin ele’s are pretty much indestructible, but I can at least use my flesh golem to remove their immunity, that has a counter, so no complaints there.
It is warriors and guardians that seem to be the problem in my encounters. I have yet to see anyone actually offer any suggestions on this, just insults and belittling… I suspect you are probably playing warriors and guardians, so no surprise there I guess.
Warrior:
Endure Pain: 4 seconds
Endure Pain Trait: 4 seconds
Berserker stance: 8 seconds
Shield Stance: 3 seconds
Defiant stance: 3 secondsThat’s 22 seconds of pure immunity from damage if used back to back. It works out to closer to 40 seconds of effective immunity if they play well.
I’m unfamiliar with Guardian, but they seem similar.
Please go elsewhere if you wish to insult or troll, further posts like that will be reported. If you have an actual suggestion on how to fix this problem you are more than welcome to post.
That is actually only 15 seconds and then all their cooldowns are blown. Endure Pain is only direct damage, Zerker Stance is only condition damage, so for full immune he’d have to use them together. And if you are playing necro, then warhorn breaks shield blocks (very useful for guardian heal) and marks from staff can be traited to be unblockable. You are getting troll replies simply because your post was put in the form of an uneducated rant and did not encourage legitimate feedback.
Unfortunately the direct damage immunity seems to stop my hits from being registered as actually hitting a warrior so endure pain also prevents the application of new conditions. Current conditions stay on but I can’t add new conditions while it is active.
I guess I could try out a hybrid build to get a mix of power/condition as that would allow me to do something during berserker stance.
I did not know that warhorn breaks blocks, however all staff abilities lost the unblockable component in this latest round of necro nerfs so that is no longer an option.
I still do not think that any immunity for any class, with no counter is a very engaging or competitive form of PvP. Blocks are slightly better since there are a few unblockable attacks in the game, but those seem to be getting phased out.
Wouldn’t PvP be more skillful and engaging if there were dispells or if the immunities had some sort of counter? Since people like talking about diamond skin wouldn’t it be better if applied conditions were reduced in duration by 100% of base duration so people specced for conditions would have reduced effectiveness but not worthlessness?
Do people really think PvP is more fun and competitive with all these immunities floating around?
i really want to play this class!
40 seconds you say?
thats even more than hambow!but yeah, in seriousness it does sound like a condi necro spamming away at a diamond skin ele, not sure about the “40 seconds of blocking” though :P
diamond skin ele’s are pretty much indestructible, but I can at least use my flesh golem to remove their immunity, that has a counter, so no complaints there.
It is warriors and guardians that seem to be the problem in my encounters. I have yet to see anyone actually offer any suggestions on this, just insults and belittling… I suspect you are probably playing warriors and guardians, so no surprise there I guess.
Warrior:
Endure Pain: 4 seconds
Endure Pain Trait: 4 seconds
Berserker stance: 8 seconds
Shield Stance: 3 seconds
Defiant stance: 3 seconds
That’s 22 seconds of pure immunity from damage if used back to back. It works out to closer to 40 seconds of effective immunity if they play well.
I’m unfamiliar with Guardian, but they seem similar.
Please go elsewhere if you wish to insult or troll, further posts like that will be reported. If you have an actual suggestion on how to fix this problem you are more than welcome to post.
How is 30 seconds of pure immunity a L2P issue? Is there some way to remove immunity that I don’t know about? Most fights only last 15-20 seconds…
Immune Immune Immune Immune Immune Immune Immune Immune Immune Immune Immune Immune
Block Block Block Block Block Block Block Block Block Block Block Block Block Block Block Block
Immune Immune Immune Immune Immune Immune Immune Immune Immune Immune Immune Immune
This is literally all I see when I PvP. I’ve gone 30+ seconds in a fight without being able to attack an enemy. There are no purges in this game so there is literally nothing I can do but run around in circles for 30-40 seconds trying not to die. Is this supposed to be fun and interactive PvP? Between this and the lack of DR on CC it’s no wonder you have to try and lure PvE’ers into PvP.
Even with the critical damage changes there is still no reason to run anything other than zerker. Part of this problem is with design encounter, however I think a larger part of it is tied into how gear is completely separate from roles.
Let me explain. Take guardian for example. Everyone loves having a guard in their group. They do great dps AND they can provide nearly 100% uptime of pretty much every boon in the game. You get all the boons, all the reflects, AND all the damage. There is no trade off. Same thing with healing classes, an ele with healing traits and healing utilities in zerker gear gets almost all the damage and almost all the healing.
I propose changing this so that if you want to do full damage then you actually have to sacrifice something. Take a boon crazed guard/ele. Currently they get 5s+ boons on short CD’s even when fully specced zerker.
Instead reduce the boons to 0.5s base duration but make boon duration gear scale up to 1000% instead of 100% and add in more boon duration gear. Now they can still get the same duration and boon spamming but only if they sacrifice a damage stat. Apply the same thing to conditions, and healing as well. Reduce AOE heals by a factor of 10 but increase the scaling on gear an equal amount. Reduce condition duration by a factor of 10 but introduce condition duration gear that scales up to 1000% so you need to sacrifice a defensive stat if you want to be full condition damage.
The main problem with build diversity in this game is that there are no tradeoffs, you can get full damage gear and still retain all the healing/boons/defense that are built into your class.
MF works great. If Vol comes around he can show you the numbers.
Remember MF does NOT affect chests. You can not use MF in dungeons because you literally only kill like 4 things in dungeons. MF only affects PvP loot boxes and open world drops. If you farm an event with 100+ mobs with 0% MF and then again with 500% MF you will notice the difference.
Dyes will probably rise slowly over time. With laurels nerfed and drops removed the only way to get them is to craft them with cooking which is expensive.
The supply will slowly dry up, but only very slowly, since people are hoarding them and waiting for the price to rise. We will see the price stay relatively stable with a slight increase over the next 4-6 months but then the patch day supply will dry up and the price will start rising faster. I would say within a year they will rise up to over 80s.
However that assumes the devs don’t do anything crazy with them between now and then which is highly unlikely since they love screwing with the markets to sell more gems.
Well to be fair this did technically give you a wider range of outputs…
previously 4 level 80’s would only give you a lvl 80 back… now you can get worse rewards too… so they did exactly what they said they would…
That’s pretty much always how Anet operates.
The unlock cost at the trainers is way too low. There is pretty much 0 reason to spend time doing something to unlock them when you can just buy them so cheaply.
I would suggest upping the cost by 10x in gold, the SP cost is fine.
Well Anet managed to do something that one no else in the history of the internet has done… they managed to get 100% of people to agree with something on the internet…
Too bad for them that 100% of people think this change sucks.
I’m sorry but how in the world did you manage to get hit with 18 seconds of fear?
The DS fear I can see since it is instant, but did you just run back and forth across his fear line as fast as possible? There is just no way to get 18 seconds of fear from 1 necro without playing really really really really badly.
condition are completely useless in PvE… not sure why they would suddenly become the meta. Zerker is still the highest dps set and is still the meta.
All else being equal someone with more AP is more familiar with the game and statistically more likely to play better. By eliminating low AP and thus lower time played players you are more likely to complete the dungeon without any problem.
Note: Incoming comments from people who don’t understand statistics and use random anecdotal evidence to try and say i’m wrong. I will not respond to you, go back to school.
Mainly because of the somewhat combative tone of para 2, since you’re sure of the statistics, let’s see the numbers. This isn’t an expected but unsupported by research thing is it?
~~~
(I agree that a ton of AP makes it somewhat more likely you know what’s going on, but the whole ‘people don’t know statistics’ vs. the guy misusing the word ‘statistics’ was just too much to pass up)
Are you claiming that on average someone who has played the game for 2 hours has more knowledge of the game then someone who has played for 2000 hours? If that is your claim then I am going to have to say the burden of proof is on you. You don’t always need exact numbers to apply probability and statistics.
I don’t need numbers to tell you that it is statistically more likely you will be killed by a gunshot wound than a knife wound. Are the numbers out there somewhere? probably, but you can use basic logic in some situations to know the outcome without needing 20 studies to prove your point.
I haven’t followed this thread very closely but I strongly disagree with removing the free market capabilities of the TP. 1c is a very significant amount over the lifetime of your playing. I have purchased probably around 100,000 items since launch. If I was prevented from buying from people who undercut by just 1c that would have added up to a loss of 10g by now. Are you going to argue that 10g is an insignificant amount as well? I am 10g richer because I bought from people who wanted to sell faster instead of slower. They got what they wanted and I saved 10g.
You want to make everyone lose money and wait longer why exactly?
All else being equal someone with more AP is more familiar with the game and statistically more likely to play better. By eliminating low AP and thus lower time played players you are more likely to complete the dungeon without any problem.
Note: Incoming comments from people who don’t understand statistics and use random anecdotal evidence to try and say i’m wrong. I will not respond to you, go back to school.
Precursor for:
100% World map + Level 49 FOTM + 100 WvW Ranks + Dungeon MasterSounds reasonable enough. Obtain a legendary precursor by playing the game.
This seems like a pretty good solution actually. None of the individual components require too much skill, they can all be done either solo or in small groups and they cover the various aspects of the game.
Really the “problem” parts of legendarys are the precursor rng and the fact that you can buy them with a credit card. Make them account bound on creation and revamp the precursor acquisition and I think legendary weapons would be both rarer, more skill based and less of a problem.
Was Anet and/or this website effected by the Heartbleed bug? Should we change our passwords?
The best return on karma is probably crafting a legendary and selling it.
you mean, spending 2000g to get 2500g? I think with 1 million karma, 240 skill points and 500 badges of honor I can get much more than 500g
Well yeah if you want to just make up numbers then sure…
I mean spending 2000g: http://gw2legendary.com/
To sell for 3300g : http://www.gw2spidy.com/search/bifrost?recipes=0
That’s 803g profit. Assuming 50s per SP that’s 683g left and you only need ~686,000 karma for a legendary not a million, so that is almost exactly 1g per 1000 karma.
Nearly 10x better than the linen idea…
(this does depend on how you value map completion and dungeon tokens. But I have like 20 of those stupid gifts of exploration, and dungeon tokens are a dime a dozen unless they are arah.)
gw2legendary.com assumes a 100% strike rate for clovers. On average you’ll need about 480k karma for the clovers and another 525k for the gift of mastery, so the 1 million is pretty close. You’ll also need about 90 more skill points and 60 more gold worth of ectos & mystic coins than the numbers listed there.
I was interested in this exact calculation of the non-purchaseable components of a legendary and ran a spreadsheet yesterday. The numbers when I ran it were 3299 sell price, 2083 cost + 60g extra ectos not included in costs =633 g profit after tp tax.
So 633g profit – 50s * 341 skill pts = 463 g.
463g = 46300 silver / 1 million =0.046 silver per karma or 46 silver/1000 karma.
Assuming the remaining components are worthless.Interestingly, The Minstrel had the highest profit at 667g. Bifrost was 2nd highest at 633., dreamer a close 3rd at 620. The next cluster was jugg, twi, pred, ffang, incin, fsp, kamowhatever and meteor at about 540-575g. Kudzu, rodgort, sunrise, quip in the 450 range. Howler and bolt at about 340g. Frenzy, moot and kraitkin were the lowest at 230 – 260 g profit. Markets move, so take this as you will.
ed:fixed per post below
Interesting. I wonder why they assume 100% for clovers.. that is misleading…
42s/1000 isn’t bad but not great either, and as others have pointed out you still need the map completion.
With karma sources drying up and gold sources becoming more abundant I would personally say to just hold the karma for things you need instead of converting it to gold.
The best return on karma is probably crafting a legendary and selling it.
you mean, spending 2000g to get 2500g? I think with 1 million karma, 240 skill points and 500 badges of honor I can get much more than 500g
Well yeah if you want to just make up numbers then sure…
I mean spending 2000g: http://gw2legendary.com/
To sell for 3300g : http://www.gw2spidy.com/search/bifrost?recipes=0
That’s 803g profit. Assuming 50s per SP that’s 683g left and you only need ~686,000 karma for a legendary not a million, so that is almost exactly 1g per 1000 karma.
Nearly 10x better than the linen idea…
(this does depend on how you value map completion and dungeon tokens. But I have like 20 of those stupid gifts of exploration, and dungeon tokens are a dime a dozen unless they are arah.)
(edited by ZudetGambeous.9573)
There is definitely reason why people pay 800g and upwards for the most in demand precursors and why gambling in the MF is viable if you have enough start-up gold
I’m going to go out on a limb and say that having 1000g to toss at the MF isn’t in the cards for the ‘average’ player.
Hint: They are not called “average” weapons, they are called “legendary” weapons.
This^
Only achievement point hunters are really gonna be upset by this change.
Only one guy out of 10 or so I have spoken to was really ‘upset’ about this change (all of us are 20000+ AP).
He basically said it would become a competition as to who did more living story and he didn’t like that.
The rest us were just grateful we didn’t have to PvP 6 hours a day to keep up with the other AP hunters.
So he’s complaining that he’ll have to grind 10 achievements every 2 weeks?
As opposed to the 15 he has to grind every single day right now…
The best return on karma is probably crafting a legendary and selling it.
Does no one remember launch? The TP was down for 2 weeks, it was TERRIBLE. There were thousands of scammers, LA was a spam nightmare, you couldn’t buy anything or get anything done, and you had to farm for anything you wanted. Even back then when stuff dropped like candy and there was no DR it was still a pain. People were threatening to quit left and right and the only solace we had was that adorable construction quaggan.
The cap is good. It takes the ease off the grind and helps keep people from burning out. It also shifts the focus somewhat back to actual achievements, not daily grinds. Don’t forget they add 100+ AP’s every 2 weeks with the LS, it is not like you are going to ever cap out completely.
What? Why are they removing transaction history?
3 million players… 10,000+ transactions per player which include date, item, quantity, and price…
While i’m sure they love storing 100’s of billions of items in their database it is probably slowing down the TP trying to access them.
So it wasn’t slowing things down for the last two years? It just seems like an arbitrary decision to make.
Who says it wasn’t? It takes 5-6 minutes for me to load my transaction window. I usually go get a snack while I wait. Sometimes it crashes the TP and I have to log out and reload it.
First Wanze talks about lore, then suggests mounts
Is this real? Or did you he get hacked?! How uncharacteristic…
Next we’ll see suggesting the removal of TP fees and 5G waypont fees !
Just taking the jibby on mounts.
And i play the game a wee bit, so some lore sticks.
Might even do some pvp after the patch. Just to check out the new rewards though, to estimate how it will influence the economy.
since the PvP bags will be effected by MF I suspect there will probably be a pretty big influence on some markets.
Maybe this new Balthazar back piece will take a PvP recipe and 10,000 leather scraps.
What? Why are they removing transaction history?
3 million players… 10,000+ transactions per player which include date, item, quantity, and price…
While i’m sure they love storing 100’s of billions of items in their database it is probably slowing down the TP trying to access them.
Anet made the loot system to mostly bypass MF (champ bags / chests are not effected by MF), so even tho at 400% MF you would think you are getting 4x the loot, but its much much less.
Isn’t this getting fixed on the 15th?
wait mf is affecting loot bags / chests after the 15th?
I don’t remember anything to that effect.
It will effect PvP chests after the 15th. No changes to world chests/bags.
I know for certain I read it…but I can’t find where… can anyone help me out with a link?
Something about MF affecting chests was mentioned in one of the Ready Up videos, the one where they talked about the PvP changes iirc. I just remember hearing that MF was going to affect opened boxes now, too, but that may be wrong. Don’t have time to watch the video to find exactly what was said atm.
Yep here it is in dulfy’s summary:
http://dulfy.net/2014/03/28/gw2-ready-up-episode-9-livestream-notes/
About half way down: “Magic Find affect the rewards you get from the boxes”
Anet made the loot system to mostly bypass MF (champ bags / chests are not effected by MF), so even tho at 400% MF you would think you are getting 4x the loot, but its much much less.
Isn’t this getting fixed on the 15th?
wait mf is affecting loot bags / chests after the 15th?
I don’t remember anything to that effect.
It will effect PvP chests after the 15th. No changes to world chests/bags.
I know for certain I read it…but I can’t find where… can anyone help me out with a link?

