Doesn’t it occur to anyone that retal is a counter for multi hit attacks? Is it unreasonable that some things have counters? Of course not!
The issue is that retaliation is readily available but boon removal on the other hand is much more limited. In its current state, it isn’t just a counter, it’s more like a shutdown of those line of skills. And it’s really not that hard to even get retaliation up, a few shouts, a few blasts in light fields which there are certainly no shortage of and even condition to boon conversion as well. It is simply rewarding passive play.
If you think retaliation isn’t a problem then you’re either not contributing to fights at all or simply having no impact.
This would be a great quality of life update, on my warrior I have a Charzooka rifle which I always have to keep an eye on when I vendor because it is the only thing I didn’t buy with tokens. I don’t need one invisible bag for just the rifle because it means 19 other items will be hidden unintentionally once my inventory fills.
Locking/unlocking individual items would be perfect.
With gear that is bought with karma, tokens or even badges, they do no appear to the vendor when you try to sell. Any item that is not this type, for instance crafted weapons or armour all have a sale value so they show up to the vendor.
Please give us a way to lock these items.
Can anyone help confirm this? In the charr fractal in the final room, the ballista shots go right through the statue?
Many times I’ve had to use my heal skill just after using Lava Font. Retaliation damage is brutal on skills that do ticks.
The issue goes deeper than just ascended gear and is an issue with the flexibility of stats and storage.
Consider of the three rings I have on my guardian.
Berserkers Ring of the Berserker
Knights Ring of the Berserker
Soldiers Ring of the Berserker
Instead of having three rings, why can’t I just have a drop down box which lets me select the type of ring and another drop down for the type of jewel?
I still need to acquire the gear but it become more like a dye where I can select the one I want to use.
The same idea with ascended amulets,
Berserker Amulet with +5 agony
Berserker Amulet with +20% gold
Berserker Amulet with +15% karma
Do I really need three individual items? Can’t the infusion slot just become a drop down select box with a list of infusions you have collected? I don’t mind them doubling or even tripling the cost of infusions even if they made this quality of life update.
In fact, I would be happy to pay 1k tokens per dungeon armour piece just to have it bound to my character like a dye and choose it as a cosmetic.
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Well, I guess I don’t even need trinkets at all.
They need to make the gear system more flexible.
If there are 999 different infusions, you shouldn’t need 999 versions of the same amulet.
You should only need one amulet and be able to slot whatever infusion you have unlocked on that character.
I wouldn’t mind the gearing system so much if we had a wardrobe gearing system where we collect stats then have the freedom to mix and match.
The current system requires you to get more and more gear with the number of builds you play. Skills, utilities, traits are easy to change but the gear becomes the burden. I’m demotivated from trying new builds because I don’t want to have to carry another set of armour, jewellery etc…
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there are rumors that an tactician will come to aid AR guilds, and it is personal advisor of RG and VOTF , confirm ?
The one and only master strategist IanBoyd.
Tonics at the moment are useless and only offer a cosmetic change. The moment Potion of Ascalon Mages got nerfed so you can’t use your utilities, the price of it crashed and there is no longer a strong demand for it.
If all tonics where changed so that we can fight in them, this would make things interesting for players. Albeit a bit silly, it adds more fun to be able to run around like a dredge or quaggan in WvW.
The Problem
The amount of items that builds up on a character with different setups is ridiculous. If one setup was adequate for all then it would be fine because I would only have the armour and jewellery that I am wearing. In practice though, we likely have more than one set of gear for different purposes, and this becomes a burden on storage and limits creativity.
Think about dyes, unlike many other dye systems where you have to buy the dye each time you want to change the colour of a piece of gear, here we only need to unlock the dye for the character. This system allows so much experimentation with your characters looks because you are not gated by a purchase or a grind each time you want to try something out. In our gearing, we are limited by these gates.
The solution
My proposal would be to employ a system similar to dyes with our gear. This means for example, instead of hoarding berserker gear, knights gear etc… in your characters inventory, you only need to unlock each piece and it becomes available for equipping. Imagine something like http://gw2buildcraft.com/calculator/ and what was available to you was what you had unlocked on that character. It would allows so much more experimentation and reduce the stress of locking into a certain build to avoid excess junk.
Obviously one of the benefits of the current system is that it drives people to buy storage space. A dye-like gearing system would largely negate that drive. But there are ways to tie gems to such a system. With dyes we just click on them to add them to our locker. You could make it so that a gem-based item is needed to add gear to the locker.
Example
Joe finally gets legendary Twilight after much hard work. His Twilight is berserker stats and he uses this for PvE. Joe plays WvW where he uses soldiers gear and would like to have Twilight in WvW too but he does not want to grind another Twilight to get soldier stats. Transmutating his Twilight to soldier stats means he no longer has a Twilight berserker for PvE.
Joe uses gem-bought item X to add the Twilight skin to his characters locker. He can now simply select the skin in his character menu to override the skin of what he is wielding.
CM is fun but yea, it absolutely brutal to the unprepared.
Do people not want resistance at all when taking towers?
Before the update arrowcarts barely hurt at all.
If siege weapons aren’t suppose to hold off big numbers then what should they do? Scratch your back?
Once ArenaNet implement proper arenas for people to GvG then maybe all these people just WvW for fights can go GvG.
One of my biggest issues with GW2 is that there are many builds I want to play but for each build I need an entire set of armour, jewellery and weapons. At this point I realise the game makes it very tedious to experiment requiring you to gain more gear and storage.
I remember PvP only character in the first game had a neat system which let you make any gear from what you had unlocked. You could try hundreds of builds and not have to store equipment for each of those build because you made them on demand.
I would love for a feature like this to be in GW2 but based on character unlocking rather than account unlocks. Let us bind skins, prefixes, upgrades etc.. to our characters so they become innate, kind of like how dyes work.
Obviously you can gate it with the store. Add a new stone that puts an item into our characters “locker”. People with legendaries could add the skin using the store item. Then they can select the skin to be displayed regardless of what other greatsword they are using.
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If people want to transfer to SFR it is their right to do so. They should feel free to do so.
Before you even consider EU servers, ask your members how many of them are willing to completely abandon US servers because guesting will not work once you transfer across water. Guesting back on Sea of Sorrows will not be possible so if that is a problem then EU servers are out of the question.
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I think the issue with the trinity to date is that it has been implemented in a rigid way. A certain class is a tank, another class is a healer etc… There are games where a class can do many roles but you still need to commit to one role for an encounter due to gearing and traits.
I think GW2 should have made every class capable of shifting between roles. Final Fantasy 13 does this nicely with Paradigm Shifts. It means you can go from everyone in damage role to all healers, and it actually opens a lot of options on how difficult content can be made.
No lag here in T3, gonna have awesome fights when the patch comes.
A US server would struggle during EU prime time but so long as they can hold out for those few hours they can stop the EU server gaining a big lead.
After EU prime time it is another story, American prime time takes over, followed by Australian prime time then after that, Asian prime time.
The EU players would complain about US servers having more coverage by the way.
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I suggested something like this a while ago but with skins only. Basically everything remains as it is now but you have the extra option of adding a skin to a wardrobe for a price in gems.
It would be another source of gems actually, because I’m sure many would want to bind legendary skins to their character’s wardrobe.
I’m divided on the removal of trinity. I liked it a bit but hated it as well.
I think Final Fantasy 13 had a very nice system, although it was a single player game. You still had roles like tank/heal/dps/debuffer/buffer etc… but the neat thing was that any character can fill these rolls. So throughout the battle you are constantly shifting roles to adapt to the situation for example:
Boss fight begins.
Everyone shifts to dps/debuff roles.
Boss starts doing some damage.
One person transforms to tank role.
Tank getting low on health.
Another person transforms to healer role.
Boss does a massive attack, full party left almost dead.
Everyone shifts to healer role to quickly recover.
Some guilds will be transferring off SFR this week, they’ve kept a tight mouth on where they’re going though.
The only thing awaiting SFR is burn out. I know a few who have already said they’re tired from playing so much more just to keep up, they can’t and don’t want to stay up and wake earlier, day in day out.
People complain about nightcapping but that is your own server’s problem not Vizunah’s. Not their fault you have a prime-time one trick pony that can’t sustain a 24 hour war.
I noticed this trait working a bit weird at the moment when used with Charge in that it sometimes offers little value because it converts the conditions that are cured anyway.
Here is what I think should happen.
Case 1 – Player has snares/immobilise and other conditions
The current bug often leads to snares being converts leaving other conditions untouched. This offers little value because the snares are cured by Charge anyway and the players commonly ends up with a very long swiftness boon which is nice but not as valuable as converting other conditions. Charge should remove the snares then convert the newest condition.
Case 2 – Player has only snares/immobilise
If Charge should take effect first then in this case there would be no conditions left for the trait to convert and it would mean the trait offers no value at all. In this scenario, the game should keep a track of the snares on the player, it will cure all of them but provide the conversion boon of the last snare applied. Example: Say you got crippled then afterwards you got chilled. Charge will remove them both then provide the boon that chilled converts to since it was the last snare applied.
With the latest patch there has been a new stat combination introduced, it is basically the same as Knights but with Precision as the major rather than toughness.
Will this prefix be attainable outside of ascended anytime soon?
The exact words from the patch notes are:
Reduced the number of maximum of stacks of Retaliation allowed to five (was 25). Duration still stacks.
Retaliation to my knowledge stacked in duration unlike Might say which stacked in intensity. This note therefore makes no sense when it refers to stacks of Retaliation.
Unless it means you can only extend the boon duration 5 times but it’s rather unclear.
If you were to siege a castle in real life, you most certainly make camp somewhere near because sieging isn’t something that is achieved in a few hours, it can take days or weeks. Attackers must also consider their own supply, such as food in order to keep up the siege. Your siege won’t last long if your army starves in a few days, and it isn’t as easy as just bring food with you. Food needs to be carted to the camp and by nature it is slower and therefore logistics plays a huge part of successful siege.
If I were a commander sieging a castle that is nearly done for, but I was running low on food and desperately waiting on my next supply wagon to arrive. The enemy if they had had the intel could sabotage my incoming delivery, meaning I won’t have enough food to sustain the siege any longer and hence must withdraw.
A sandbox WvW would keep me playing for a long time because it isn’t just about fighting, there would be a lot of other things that contribute to the war.
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What I think is problematic is in Path 3 he spams the earth attack a bit too quickly.
It can really tax your natural endurance regen.
I’m glad he mentioned Minecraft, because it is a best example of a game that uses the players’ creativity to keep them hooked.
Creativity itself IS the content in that game.
Piken Square? Good times over? What nonsense is this?
We may be scarred but our resolve has never been stronger. We will fight the world if we have to because we are PIKEN and that is what we do.
Pikeneers! UNITE!
Please fix this soon, prime hours is unplayable like this. I’m might as well play a single player game at this rate.
Please get to the root of the issue. It’s severely impacting my gameplay. My messages don’t go through, guild chat takes 5 minutes to reach me and I can’t invite people into my party.
I can’t do anything but roam around along because any type of communication just fails.
Attachments:
My issue is as some have mentioned, trademark attacks being rather subtle in some boss fights and it becomes a case of knowing the routine rather than surviving through instinct.
Some people just play… too much. Thats the only reason for burnout. OCD as gaming theory?
Try PvE, tradeskills, spvp, Fractals, dungeons, another game…or even watch TV for a week. Then come back.
“Balance….grasshoppers.”
They play too much for a reason and that is because they have an interest to compete but need to work harder to be competitive because their server is disadvantaged.
Playing less is easy on a 24 hour server, because you can log off and there will be people online to defend your work. The international population does WvW in shifts on these servers.
On non-international servers, there is no international population to depend on, there is no one to do a shift after you log. If in a football match two of your defenders got a red card then you are 9v11. You can not take on the extra work just as you can not bother with nightshifts. But you’ll likely lose and it goes against people’s competitive nature.
@Nuzt.7894
Quote button not showing up for me for some reason.
You’re mistaking my stance with that post. I want it to take 15 minutes between each objective because it would punish zerging heavily.
Imagine the entire server zerging 10 players attacking some keep on one side of the map, while 5 other guilds take 5 keeps on the other side. The zerg wouldn’t be able to save all keeps like they can now and this is a good thing.
If it took 15 minutes to get from one keep to another, zerging would be counterproductive because you would lose 5 keeps for every 1.
I think burnout will happen on the servers where people are having to cover more hours than they normally play. Granted that it is their choice to play more, this choice is largely influenced by the lack of coverage on the server.
If you had one server that had people playing from all over the world versus a server with Americans playing for very long hours. In the long term, the latter will crash and the former will survive. The international server can provide 24 hour coverage in a natural way whereas the other server needs to pull all stops to get 24 hour coverage. The former is healthy the latter is not.
Lack of activities is definitely an issue. If I could build my own walls and keeps around the map it would open up much more to the game and introduce more logistics and you have a game where preparation for a siege matters just as much as the siege itself. Introduce wood, stone, gold and food gathering. Introduce pack and move siege weapons rather than blueprint instabuild. Let us build castles anywhere on the map.
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Perhaps then can make a new store item called a “Replicating device” that would store the chosen skin into the wardrobe. Skins in the wardrobe can be freely applied to weapons and armour.
Replicating Device = 500 gems for 1
This gives players a choice. They can go the cheaper route with existing transmutation stones or they can gain that skin permanently by replicating it into the wardrobe, albeit being a bit more expensive.
This is going to make getting another precursor so easy to get.
I would love to have dual Bolts while saving 750g.
You are mistaken, the Replicating Device would only put the skin into the wardrobe of your character. Kind of like how you can always get a Fiery Dragon Sword skin from the Hall of Monuments. Yes, you would be able to save the pre-cursor skin into your wardrobe but applying that skin to a green item shouldn’t make it into the pre-cursor.
The big benefit of this is that if you get a Legendary on a character, you can save the skin to the character’s wardrobe forever. You could then apply that skin to other greatswords you have on that character.
Of course this option should be more expensive than existing transmutation stones.
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Perhaps then can make a new store item called a “Replicating device” that would store the chosen skin into the wardrobe. Skins in the wardrobe can be freely applied to weapons and armour.
Replicating Device = 500 gems for 1
This gives players a choice. They can go the cheaper route with existing transmutation stones or they can gain that skin permanently by replicating it into the wardrobe, albeit being a bit more expensive.
One of the rather annoying things I encounter is that if I want essentially the same weapon, say a berserker rifle and like to have different 5 different skins of rifles, I essentially need 5 different rifles. I don’t actually need 5 rifles of the same spec that look different and some people might say to get a different spec but I don’t need cleric or soldiers rifles either.
So what I propose is a wardrobe and weapon rack. These two things act as skin holders and are per character. For each equipment, you can goto the wardrobe or weapon rack to change the skin to whatever you have unlocked.
Transmutation would change in that you no longer combine the stats of one and cosmetic of another to get your weapon of choice. You now transmutate item into the wardrobe or weapon rack.
It should function a bit like the festival hats in GW1 but instead of account based it would be character based.
Maybe add it so that there is no downed or res in combat. Hard enough so it cant be farmed but rewarding enough for those up for the challenge.
It would be nice to have a hard mode that guarantees good loot. All mobs should be given defiant and frenzy. Also make it so that you fail the dungeon if you wipe and have to restart.
For those who succeed, you get around 10g gold and exotics from each boss.
I noticed in Heart of the Mists that the Steady Weapons when you try to destroy them the game will ask to type their name to confirm.
I like the idea of being able to lock gear I use so they can’t be destroyed, salvaged or sold without typing the name. You might say to use invisible bags but they only just hide and don’t really protect.
I was thinking maybe we can have an NPC that can customise our gear to lock it. This lock would do nothing to enhance the gear, it simply adds the “type to destroy/sell/salvage” lock on it.
For me it’s much better in term of rendering enemies but ally rendering was traded in for it.