Don’t confuse “not listening” with “not doing what I want.”
Hi Guys,
Just wanted to clarify that we did indeed change our plans based on your feedback. What was said during the interviews at Gamescom was correct at the time but after listening to what you had to say we decided to make a change to the feature be in line with what you felt was a more balanced approach to the change.
Thank you very much for your feedback and we hope that you enjoy this upcoming change.
Thanks,
John
I cannot adequately express my gratitude and appreciation at this. I was disappointed that what seemed to be the obvious implementation of this idea wasn’t happening but now I’m so glad that y’all have heard our pleas and made these changes. Thank you!
Necromancer
Our focus for necromancers in this balance update has been on improving their survivability through utilities and traits as well as improving the overall effectiveness of their melee and skirmishing weapons. You’ll see that the dagger auto-attack will now hit two targets, while the axe’s animations have been tuned to be more fluid. Along with weapon skill updates, your utility skills have been updated to provide more survivability over time.
(Quoted from the GW2 site https://www.guildwars2.com/en/news/balance-changes-in-the-september-2014-feature-pack/?utm_source=client)
Im excited for these changes, and hopefully everyone else is! Can not wait to see what else is in store!! I wanna see what everyone else has to say about this!
YAY!!
I don’t see what’s so exciting about this. Necros are already highly survivable. What they lacked was a cleave, and two targets isn’t a cleave. What they lacked was some kind of group utility that would make them desirable in a PvE party, and there isn’t ONE SINGLE WORD about such a change. The only way this news could be worse is if they were announcing a nerf.
Today, whilst wandering around Snowden Drifts, I came across the letter posted below in a dredge mine. Perhaps it has been there since Flame & Frost, but this is my first time coming across it.
Until this, I have never seen any physical evidence of female dredge—we just knew they had to be somewhere. Although dredge gender dimorphism could be very slight, all the dredge workers and leaders (basically all in-game dredge) we’ve encountered seem to be males.
I heard it stated somewhere that dredge are, in fact, sexist and oppressive to women. The women’s lack of workforce presence and leadership roles would confirm this. This letter seems to suggest that before the Molten Alliance, women at least had some leeway, but that interaction with Flame Legion has encouraged the dredge men to be more oppressive.
What are your thoughts on this? Perhaps we’ll see an uprising of female dredge, similar to the female charr rebellion.
What’s really funny about this is DREDGE ARE BLIND.
Which Anet forgets and screws up at least once in the dredge part of the personal story, too, where you find a code book the dredge were using… except they’re blind.
EDIT: I looked it up on the wiki and it says dredge have: “underdeveloped eyes, to the point of nearly being blind.” (http://wiki.guildwars2.com/wiki/Dredge)
It’s still absurd. You know it’s because they just forgot.
(edited by biggs.4702)
Yep!
I thought it was a nice touch.
If you did that badly on this fight then it’s a skill issue. The area-wide attack tell intensifies and brightens in color until it hits you, watch for it to get brighter and then dodge. The other tells were clearly marked out. Each of the various monsters are weaker or tougher against certain attacks and we’ve been fighting them long enough to know them by now.
Many weapons have movement skills and/or evades or even blocks built into their abilities. Learn to use them. In many cases you didn’t need to dodge or evade, just move out of the circles.
Instead of blindly charging back in with the exact same traits and weapons after you die, take a moment to think about what will get you through the fight. Getting knocked down? Stability. Getting poisoned? Condition removal. Heal can’t keep up? Try a different heal skill. Did you use food and a consumable utility item? Some players even have multiple sets of armor with different stats for different situations.
Long story short, when you’re clearly in the minority about the difficulty of the content, it’s YOU. Some people can’t say that without also trying to make you feel bad about it, and that’s unfortunate. There’s no reason to feel bad. Everyone is at a certain point in their skills. Everyone gets better with practice. You start to see the monsters’ “tells” and you know the timing so your dodge/block works. You create a build (or copy one from someone else) that does more damage or takes less damage.
Ain’t nothing practice and some effort won’t fix.
I like the fact that we didn’t know what it was going to look like at first. I liked the element of surprise. In fact I hope there’s more to come and we’re not done, yet, even after making it ascended (no, I don’t mean it becomes legendary, just more customization, like, say, the colors from the spinal blades).
While your love for the game is admirable, it’s not like you HAVE to get it. Don’t want it? do something else.
I don’t understand why people throw out this defense. It makes no sense. If you put it in perspective, everything in the game is optional. Playing video games is optional. “So if you don’t like something in a game, don’t play it.” Well, duh.
The point is that within the context of the game, the back piece feels like an excessive grind/cost compared to other items that this guy has acquired. And he is voicing that opinion.
Feedback exists because things can be improved.
Yes and at the same time, not everything will appeal to everyone. If you feel compelled to do something you dislike in order to get a reward you do like, that’s borderline. Like WvW for world completion for people who dislike WvW.
If you are presented with activities you don’t like and a reward you don’t like then “do something else” absolutely a valid response. If enough of these happen, it’s valid to say “play a different game altogether.” There is feedback and then there is you’re doing the wrong thing or even playing the wrong game. It’s not an either/or situation.
After defeating the steam ogre, I went to interact with the chaos energy to infuse my chaos orb for the back piece… and immediately died. In addition, no one else around me was able to revive me.
I haven’t had a chance to try again, but just throwing this out there in case it’s happened to anyone else or it’s a bug.
The columns of light rise up through the clouds, then buildings or cliffs/structures rise up. They’re rectangular and have enough detail for me to see them as buildings.
Then we see a golden orb, right in the middle of the screen. This orb descends and the camera descends with it, into an oval crystalline receptacle, after which the crystals shatter which were growing. In the crystal scene, there are two crystalline columns on either side of this central receptacle.
What is the orb?
I love how we have centaurs but not horses.
There needs to be a special circle of the underworld dedicated to the dev who decided it’d be a SWELL idea to micromanage scruffy between follow and defend modes. It was obnoxious and janky to switch him mid combat with enemies that dropped half your health in a single hit, which good luck dodging while you have the dialogue box opened up blocking half your screen.
Couldn’t we have had it make sense like every other NPC helper throughout the entire game.. where it defends you when you enter combat on its own?
Don’t bother with defend mode. Since when EVER has an NPC in this game shown any real intelligence or capability in this regard? As soon as I saw that option I was like “NOPE. Fight ’em all myself, thanks.”
… I don’t think he was that bad of a character
Please, we all know hes the JarJar Binks of Guild Wars 2. Although Tybalt comes in a close second for me. Say it, don’t spray it jeesh.
Trahearne as a character is actually pretty interesting. Players just use him as a scapegoat for everything they didn’t like about the personal story, just like they used Scarlet as a scapegoat for everything they didn’t like about the Living Story season 1.
I found it ludicrous that the crown pieces were just laying around all this time and that getting each one was no more difficult than walking up to a green star and pressing F. After all the tremendous work that went into Dry Top this seems supremely lazy. Although I liked the episode overall I found this part of it very disappointing.
Very cool to see confirmation that Largos and Ash Legion figure in future story arcs.
SPOILER
Helping Rytlock to find the crown pieces; so anticliamtic. This legendary, special, mystical crown, just being scattered around like nothing. All I did was following the green star, search some rubbles and repeat. That was so uninteresting and gave me the biggest ’’meh’’ feeling I’m sure even ArenaNet could feel a cold breeze in their neck.
I agree with this, it’s too much handholding for something that is a permanent addition to the game. I don’t have to complete this on day 1. Why not give the people some hints (see: Halloween, the first one) where people have to follow the clues (and not some markers) to find the item. It should feel like a difficult search. I had all parts comleted in less than 10minutes
(
This was my experience, too. Underwhelming. And unbelievable. Really, the crown pieces were just laying there this whole time? You must be joking.
From a higher-altitude, looking down on it, getting a bunch of people together so they can have a meeting is just not terribly exciting, and no amount of detour quests thrown in are going to make it exciting.
It’s also unbelievable that these NPCs would be so DUMB.
“Hey remember how the whole world went to war against the elder dragon Zhaitan? Well the next elder dragon is messing things up now.”
“Oh I’m gonna act all petty about things and not go to your silly little ‘save the whole world’ meeting unless you kill 10 rats for me.”
“…………”
On the good side: the awkward dialogue between Braham and Eir is great, I loved it. Phlunt’s voice acting is superb. Rytlock is awesome. The Mordrem combat mechanics are interesting (if frustrating). And the encounter mechanics were also interesting.
(edited by biggs.4702)
Nobody asks how they came to know Zhaitan’s name.
The point is anet might be one the slowest in terms of class balancing/skill changes and bugfixes for MMORPGs
Look at the laundry list of mesmer bugs that have been going on since beta
Ranger is still broken.We probably wont see any changes until late sept/october.
And if they only going to spend 5-10 mins talking about it on a video, why would I get hyped? Judging by the past history, its not going to be any monumental changesI agree with you on that.
Using Rangers as an example, what are some of the things that its playerbase mostly wishes for? To see the concept behind their profession mechanic reshaped in some way or another. They want it to be adapted to pve’s environment and pve’s design philosophy, they want to have more effective control of the pets (especially important to make the ranger profession more skillful in pvp) or simply a more effective AI.
But is there hopes of any of that being addressed in today’s Ready Up? Based on anet’s patch history, probably not. We’ll probably get some tweaks to some existing skills and traits, in a minimal attempt to fix the profession’s core issues with small bandaids. In fact, most of anet’s balancing has been as minimal as possible when it comes to polishing big, core systems that need, in some or another, a rethought of its mechanics.
If we look at games like League of Legends, we occasionally get champions that have their entire skillset and passives revamped, on top of bi-weekly balance. When something doesn’t works, it gets iterated upon.
Are anet’s designers so incredibly busy to iterate on their own systems? Or do anet’s designers think it’s not worth it? Or do they think that we, the playerbase, is exaggerating? The same playerbase that was able to successfully predict many of GW2’s combat shortcomings before the game was even out? Players today are not as ignorant to game design considerations as they were a few years ago.
And finally, we have the silence. We don’t know why balance patches take this long. We don’t get to see new skills and traits until the patches are close to hitting the client. We identify the flaws of several announced skill/ trait additions, but they are launched as they are and forgotten into uselessness. And then we know, before the patch is even out, that we’ll have to wait half a year before those issues are even addressed. And finally, the balance shaving might be so small, that it might very well take another half a year until said skills/ traits become useful, if/ when anet even remembers that they exist and be further updated.
You know something is wrong when other games can have bi-weekly patches with as much impact to the game and the meta as this game’s bi-yearly patches.
To put it bluntly, anet just doesn’t really care all that much about PvP in GW2… it’s such a small % of the playerbase that even participates in it, so why bother? From anet’s point of view, it’s not logical to put effort and resources into improving the PvP landscape (including class balancing). Which is why we are seeing this every 6-8 month class balancing/PvP patch… It’s just not a priority for anet… their dedicated PvP team I probably less than 10 ppl (speculation, Idk for sure but judging by how much work we have seen put into PvP since release, its safe to assume the PvP team is very small)
You know when anyone says Anet doesn’t care about something it’s full of kitten. Actually, not even kitten, but full-grown adult cat.
run dung on my necro all the time never had any issues with dps as a minion master cond necro
some people are just to interested in numbers in a game that requires no skill to pass any dungin short its my game ill play what ever the hell i want lol
Speed-clearing isn’t about “passing the dungeon,” now, is it? You must be having some other argument with someone else in a different forum and posted here by mistake.
That wont be the best build.
Ill humour you just this once. http://gw2skills.net/editor/?fRAQRBIhhu1IDN102SjjNs3mAXQgeQgWR/5UKq2C-ThRBABXt/o8DP9DoohBgnAAlq/YmSQA-e
Your build doesn’t include condition cleansing, so how is that better? Yeah a pet who heals you who can also die from an AoE if World Boss actually get’s to kill it, no heal from it and your out of it. Signet of spite may give 180 power staple which is slightly a dmg boost and if you forgot Target the Weak 2% dmg bonus for EACH condition on the target. your dmg adds up each time. in Dungeon’s it may go down but your dmg output is still going to be high with might stacking. Condition Cleansing even in dungeons is more useful to get you ooc as well. A 25s cd compared to an unreliable AI minion that sits at ranged and can eff the party up is not useful. I’m not trying to forcefully make it so i’m bashing your idea it’s okay because it’s good, but you have to think. Conditions can kill you as easily as melee dmg can. Blood Fiend has no condi cleanse, provides healing of 900 that literally is nothing compare to what you can get from Dag #2 with might stacks at 25.
“In dungeons it may go down…”
Yeah, maybe because it’s a dungeon-running guide, just like it says.
I’m disappointed in the Thaumanova fractal from a lore perspective, and here’s why: we didn’t really learn much of anything new.
We already surmised that the Inquest was behind the explosion. We had already guessed they were trying to work with elder dragon energies based on parallels to the Crucible of Eternity. Most of us guessed (or feared) that Scarlet would be a factor. All we learned or can guess from this fractal are the following:
POSSIBLE SPOILERS – DON’T READ IF YOU HAVEN’T DONE THE THAUMANOVA FRACTAL
What we knowDessa was once a member of the Inquest. Mistlock Observatory itself is a fractal. Scarlet advised the Inquest in their research and they didn't listen to her, but somehow maybe that was her plan all along (because isn't it always?).
And I think that’s it.
That’s a pretty puny lore payoff in my opinion.
Am I wrong? Did I miss something? I sure hope so, because otherwise, I’m not thrilled. Sure the fractal itself is fun, but I wanted a juicier bit of lore to go with it.
Scarlet will take over Tixx’s workshop and unleash Nightmare Twisted Wintersday Toys on Tyria. Unless you stomp them after killing them they will take your Comfort & Joy and fabricate clockwork Trahearnes all armed with Saladbolgs.
Also, Dessa was Inquest. Her dead krewe member is labeled as Inquest Technician Greeza. If here krewe was Inquest, so was she.
They’re also in Cursed Shore and Malchor’s Leap.
For Warrior:
- Damage decrease to hammer is too much all at once. Wouldn’t it be better to have smaller decreases over time to test its balance/effectiveness? It would look bad if you decreased it too much and then had to backtrack and increase it again. Incremental is a better route in my opinion.
- As others have noted, Healing Signet may be too strong as it is. It should be affected more by the Healing stat, not just be uber-strong no matter what. Alternatively, some kind of heal-on-hit might be cool, too, similar to thief signet.
I’ve mained a warrior since beta (nearly 2k hours) and most of that has been hammer. Making hammer #4 mobile made me so happy, I can’t even tell you! I don’t see any problems with the rest of changes to warrior except the two I’ve mentioned.
Actually what the antitoxin doesn’t do is heal. Its heal is so pitiful we’re better off not using it.
Part 3
A number of you mentioned consequences for failure. This is something we discuss a lot and is quite complex. I would ask that we continue to discuss this topic in the thread.
Some of you posted about your favorite releases and least favorite. It would be really cool if you have the time to post your single favorite and least favorite and the reasons why for each. This would help a lot and I will share my learning with you etc. from the posts.
I pared down the quote to the points I wanted to offer some thoughts on.
The Nightmare Tower is, in my opinion, the best update you’ve had so far (Bazarr of the Four Winds is a close second).
Part of the reason why I like this update so much is that you seemed to have accomplished something important with it.
We know that many players will do that which gives them the most rewards for the least amount of effort. Hence, champ trains and zerging. This also causes deliberate failures in Scarlet invasions: no one believes they can win the invasion anyway so we may as well farm champs. Some players don’t even care about winning because they’ll get lots of loot from champs.
I’m paraphrasing, here, but I recall someone (it may have been Isiah Cartwright in an interview) saying that what ArenaNet wants is for the most rewarding thing to be playing the game the way it was intended by ArenaNet.
The Nightmare Tower update, so far, seems to exemplify this: Other than play the content as it’s intended, there’s nothing else to do. By that I mean there are no shortcuts or exploits or profitable ways of ignoring content and mechanics. Well done!
The other reasons why this is my favorite update so far:
- You’re tapping into the lore in a way the lore-heads appreciate by diving into the mysterious krait. We want mysteries to be unraveled and explored.
- You’re affecting the world and changing it, hopefully permanently.
- The storytelling aspect of this update is the best yet: the introductory instance and the cinematic was very well done.
- Using the existing lore provides motivation for the krait and nightmare court and makes more sense than having a sudden villain pop out of nowhere who is smarter and better than everybody at everything. It’s more believable.
An important reason why the Bazaar of the Four Winds is also one of my favorite updates is because we got to travel to a new area of the map and explore it. I very eagerly await more updates where we get to explore new zones. I would prefer the new zones be permanent or at least recurring (assuming the Four Winds is returning in some form).
We got these big airships with those sexy cannons we used to defeat Zhaitan, right? Why don’t we just fly one of those babies over to Kessex Hills and blow the kitten out of that tower? Problem solved!
Riiiiiiggggghhhhht?
Or just aggro a herd of deer onto them.
This change has actually been needed since launch. As noted, we’ve already been using these difficulty mobs in content, though in a more limited way. That was due primarily to the fact that both species ended up being named “Veteran”, but one was solo-friendly, the other was not, and all it did was cause confusion. There will be more updates in the future to bring the rest of the species at this difficulty level in line with this change.
Update the loot, too, please. Greater difficulty should mean greater reward. Do not give them loot boxes/bags. I want my account-wide magic find to actually mean something, please.
Who decides what the lore is? Players? Or the authors and developers? Granted, there are cases where they muck up their own lore a bit, like “gargoyles for no reason in the Mad King’s realm even though we teased you about the disappearance of gargoyles from GW1”. But they are the ones writing the story and you have no idea where it’s all headed or how various threads will come together. They already know the ending and every update moves us closer to it.
This is the most lore-heavy update yet: diving into the krait and their obsession with their ancient prophets and obelisks. I’m loving it.
I’m kinda disappointed, they named the patch tower of nightmares but u don’t get to actually explore it, is just another patch where u gotta kill thousands of mob waves.
Let the story unfold. Jeez… Two weeks isn’t long at all to wait for the next update.
I solo PVE’d many a toon to 80. This is called strategy. If youre fighting enemies that you think might down you, maaaaybe you should tag a deer or something first and bring it over to the enemy so you have something to rally off of. I did this with lvl 60 toons in level 70 and 80 areas. AOE everything and kite a neutral in case I need to rally. I know, I know, its too hard for most people. Its beyond pressing 1. silly me
Please spare me the condescension. It’s rare that I get downed in the open world, but I’m able to realise there are different levels of play. And seriously.. aggroing a deer in case you might need to rally to work around the mechanics if say all “normal” mobs had to be finished in order to be killed? Really? What a lame way to have to work around something.
Finishing can work fine in group play. I don’t think it works well where people are supposed to be able to solo (the person I was replying to seemed to be suggesting that all mobs have it everywhere) as it then nullifies the rally system.
Who’s being condescending, here?
- Thieves gain stealth by tagging deer and other non-essential mobs all the time.
- Necros kill non-essential mobs to make sure they have a good amount of life force before starting an important fight.
- Warriors do it to gain adrenaline before a more important fight. Also for warriors, some mobs are spawned from another mob and you cannot rally from using Vengeance them, so having a creature to rally off of is smart.
- I often let mobs aggro onto other animals so they leave me alone as I move through a zone.
It is indeed called strategy, just as the poster said. It’s a valid and common, at that. Other than “I don’t like the way you play” you don’t seem to have an argument.
Mob AI isn’t terribly spectacular. No player would fall for the ridiculous things we do to PvE mobs. Maybe giving mobs a down state is only fair, since players get one. Especially if mob AI is such that they will try to revive each other (which they do: krait will try to revive toxic courtiers).
This introduces a new level of strategy because you cannot simply and thoughtlessly kill a mob, grab your loot, and move on. Interrupting or stopping a revival and getting in the stomp makes combat more engaging and more difficult. And considering how easy PvE combat has been, that’s not a bad thing.
I find it really odd to use a wvw finishing move in pve. After all, in wvw it’s an actual player ur finishing so it has a smidge of significance but in pve, mobs are not normally anything special or unique. It feels out of place and i can’t help but think that anet are tying to bring the 2 game modes closer together.
Considering the mobs don’t really do anything in their downed state to me it just looks like an up-sell for gem store finishers for pvers.
The mobs will get healed by other mobs. When a toxic nightmare mob goes down, a krait comes over to revive them. If you don’t kill the mob all the way fast enough or stomp them, they will be revived and keep fighting.
I already miss the old KH loading screen, with the giant stone woman in carved in the mountain eye-kittening the camera…
Oh yeah… the view that doesn’t exist anywhere in Kessex Hills?
After having fought the Candy Corn boss many times, now, here’s what you need to know:
- the sugar puddles will appear in several different patterns, sometimes right under the boss’s feet. They do not have red rings around them, but white ones just as if they were laid down by an ally (hard to see in the mess, I know). Keep your eyes open for them.
- As soon as you see the puddles, stand in them and watch your boon stack count. If it reaches 10 you are knocked down for a quite some time unable to do anything (the knockdown causes no damage). Once you reach 8 stacks, you are free to move back out of the sugar puddle and you will not take damage from the projectiles.
- The above, plus the usual: dodge, dodge, and more dodge. Use reflects/absorbs. Use stability. Use anything that eliminates damage for a time (such Endure Pain on a warrior, or elementalist Mist Form, for example)
The main thing is just knowing how the sugar mechanic actually works. Once I knew that, I never died fighting the Candy Corn boss .
PVE:
1. Rewards in many cases still feel very underwhelming compared to the effort/time required to acquire them.
2. The Trading Post needs to be able to filter armor by type (heavy, medium, light) and/or players need to be able to filter listings by profession (not just the profession of the character to which their logged in at the moment).
3. Improve the Zhaitan fight.
[quote=3041368;Gallrvaghn.4921:Now, can someone please tell me Lich’s mechanics? How do we stop him from Life Stealing and regaining a huge percentage of his 100Billion HP??[/quote]
Hit him from range. He lifesteals within melee range.
Had that backwards, apparently. My bad! Sorry. Looks like if you’re in mid-range from him, he lifesteals so stacking on him is the way to go.
(edited by biggs.4702)
Regardless of what class or level you’re playing, you could easily end up in an overflow (not once I have I been in anything else) where the group doesn’t know how to fight a particular boss well. Even if you do know how, you could easily end up dead, anyway. It’s not like having repair NPCs is a way of condoning mediocre play skill. It’s simply a necessity for any zone, just like there already are repair NPCs in every zone and dungeon of the game. There’s no reason for the Mad King’s Realm to be an exception.
Just be on a sugar rush none stop, and you won’t even notice it.
More open bag/double-click on food repeatedly? No thanks! Me want shortcut.
There have always been in-game debuffs that cannot be removed during combat. For example, the corrupted statues of Gods in Orr create various effects that cannot be removed by the individual player.
Very true! However, this debuff can be removed by the player. Unfortunately, it has to be done very clumsily while trying to do other things at the same time. That’s just not good combat UI design in my opinion.
In an interview (if I remember right) with Matt Visual, Isiah Cartwright (apologies if I misspelled the name) said they were looking into the possibility of a way to hotbar/hotkey consumables but they didn’t want to clutter up the UI. I sincerely hope they can and will accomplish this, because this Sugar Rush thing is a perfect example of why it’s needed.
It bothers me that they would include a mechanic that screams for such a feature, but not include the feature itself.
(edited by biggs.4702)
Seems rather excessive…
This sounds like the beginning of something awesome.
Are you even aware of how you get the sugar crash in the middle of a fight?
That’s not the point, either, is it? Unless there’s a way to deal with it in combat it doesn’t belong.
Considering how much of a pain it is to get to the labyrinth (thanks to RNG I get to attack many doors before getting in), could you to add some basic player services to it? Like a repair NPC at least? Thanks!
Man, I was thinking they didn’t even exist outside of the Labyrinth this year. That’s not good.
Yes everyone change their build just for one boss! Great.
I want to see a daily stream of someone at Anet making this Gift. I want to see how they accumulate the 100,000 nougat and the 10,000 candy corn before the end of this event and make this weapon.
I am seriously curious if they even know themselves how much of a grind they have just put into their game. I want to know how many hours they are playing every day just to get the amount of materials they are going to need to make this before the event ends. And no cheating either. Don’t buy it cause you guys have an endless amount of gold, and don’t use the stuff from last year’s event. Treat it like you are a new player who never did the event last year.
Then I want to see them justify it. I want to see them justify that this is fun and enjoyable content. Seriously.
Right?
Getting the gold for 20-slot bag runes is a million times easier. WTF were they thinking?
So… we have a combat condition which can only be removed by doing something for which there is no combat user interface element.
In case you haven’t noticed, the Sugar Crash condition in the Mad King’s Labyrinth is prevalent, devastating, and unfair.
It’s unfair because it happens during combat but we have no in-combat tools to manage it.
I’m expected, in the middle of combat, to open my inventory and double-click on candy corn in order to remove the Sugar Crash condition.
If you were going to do this, wouldn’t it have made sense to roll out a UI change whereby several consumables could be “favorited” and placed on a hotbar to be clicked once or keybound?
Because unless you do so, you have absolutely no business introducing a mechanic like this into the game.
Sure, you could say this “isn’t hard.” but that’s not the point, is it? Suddenly my user interface is a combat obstacle? Since when was that ever cool? Is someone going to say it’s a “fun challenge” to move, fight, dodge, and open my inventory and use consumables all at the same time?
Otherwise, this mechanic needs to just disappear from the game right now. You want to slow people down? We already have a mechanic for that. It’s called “chill.”
yeah, biggs, I certainly agree with you. However, I do hope that they add other Ascended Armor options. It is worth pointing out issues people have with the set. I think the issue people have is how hard they have to work to get them, and then they end up looking either OK or bad on the character (particularly non-humans). I would definitely have to transmute the set. It would also go on my Mesmer first (maybe only). Which is a Sylvari. And I want to keep her in leafy armor sets. I don’t love the T3 set, but that is probably the set I would transmute the Ascended set to. I’m intending to get the Nightmare set and I already have the T2.
Actually, I think the majority of peoples’ problems is that it looks best on humans (arguably just best on human females) and looks awkward, silly, or clippy on other races. Of course, in Guild Wars, I thought Obsidian armor looked the worst and it was the most prestigious set. But… All elite sets had the same stats. So basically, it wasn’t the only one of its type. Maybe we should get Ascended cultural armors? As in.. a Tier 4. I think another frustrating thing is that people see amazing NPC armor that they would love to be the ascended set. It’s already in the game… but it’s not available (the Countess Anise set, Raven set, a nice Sylvari NPC set…). And they feel like the new set is much less attractive. But it’s the option for Ascended armor. Plus, you have to buy transmutation crystals. And, people often want to show off their accomplishment (which transmutation crystals would nullify). I’m honestly not sure it would be that instantly recognizable either.
I think the medium and light ascended armors looks good on human females, but not the heavy. My main is human female warrior and when I previewed the heavy on her I was disappointed. The way the bands cross over the stomach makes her look fat. I really hope ArenaNet designers can find a way to improve it and still implement their vision for the armor.