The fact warriors don’t get to spam burst skills until it hits anymore is also a definite plus.
Where is this fairytale coming from? You do know burst skills have at the very least a 7 and 3/4 second cooldown right?
right , the point is any other class dont have two skills that can do up wards of 8-15k each depending on the weapons chosen(apart from LB)
being able to use the f1 on a perm roataion of 7secs without a risk is a poor Standard to other classes.
if other classes miss their class machanic they have to wait much longer to do it again and at a cost of ether no shatter damage and will need to rebuild clones , missing steal no Boon/conditions on theif steal(effect the fight gets much harder)
Rangers Pets fail to connect f2 can lead to problems later on as its a mobile 30-45sec cooldown.it needs risk and that is all being able to rotate the f1 without Punishment is not to the standards of Class balance.
Where’s this magical place where warrior burst skills do that much damage in pvp? I want to play there.
They might have been able to do that 2 years ago when no one knew what they were doing but not so much now.
Not being biased against warriors, just holding them to a similar standard as everyone else.
Resource management only means anything if the resource can be used poorly. At this moment, it’s impossible to use adrenaline poorly, thus, the intended resource management factor is absent. This change, while a nerf, makes it meaningful and leads to a healthier game.
The fact warriors don’t get to spam burst skills until it hits anymore is also a definite plus.
I feel like we’re definitely not playing the same game. It is quite possible to use adrenaline poorly. Nevermind the fact that for most weapons they miss more often than they hit given how easy it is for pretty much every class in the game to spam conditions.
And let’s be realistic here. If a warrior misses his burst skill he’s usually done for the fight. Either he’s going to have run away from a point or die.
I’m not sure you know what it means to spam something.
I’m not sure if we’re playing the game or you’re just being extremely biased against warriors. They are not so much stronger than any other class in the game and is only class getting it’s mechanic neutered while every other class gets buffed.
Interesting to note that in the latest post about skill balance they used words like “improve” for every class but warriors. Warriors get “adjusted”.
Subtle way for Anet not to admit they’re nerfing us into the ground.
As for condition cleanse? I will just use longbow like every other warrior will be if they aren’t already. That is, until they nerf it. Again.
(edited by fellyn.5083)
All that these changes do is to punish the warrior for not anticipating an evade, using a burst before accounting for a block or aegis and charging into blind fields. On the other hand it rewards players who anticipate warrior bursts and react to it in time.
I welcome these changes. It will finally introduce some risk/reward to the warrior class, opposed to the no risk/plenty reward, which it was previously. Finally, I will feel a bit less sleepy while playing the class…
Alternatively, you could see it as a CD on the burst skill. Every skill that misses still has a CD. So why should burst be so special? It shouldn’t.
Holding warrior to a standard not shared by other classes. Where is their risk/reward?
Does an elemental take a risk when swapping elements? Does a guardian take a risk when activating his virtues? Does a necro take a risk when using their second life bar?
The only other class that might come close is ranger with their pets.
Warrior will become the only class whose class mechanic can be completely shut down by a single condition or a simple dodge. And it’s especially bad because we rely on it for so much. And with how common and easily maintainable conditions are..
With the huge Nerf on adrenaline we expect AT LEAST a buff on these traits that relay heavily on adrenaline.
Currently,
- Berserker’s Power: 5% damage for 1 bar of adrenaline, 10% damage for 2 bars, and 15% for 3 bars.
- Heightened Focus: 5%, 10% and 15% critical chance for 1,2, and 3 bars of adrenaline.
We expect a buff on these traits to compensate for the adrenaline nerf. How about you bring them back to tier 1 like they used to be?
Don’t forget adrenal health minor trait.
Might as well throw in healing surge, as well.
Maybe if they made it so we if we pre-activate it before a fight we retain our adrenaline for 10-15 seconds it might be useful again.
I love the changes. Perfect risk/reward. Please keep proposed changes!
You might have a point if Anet had not spent the last 2 years nerfing every single burst skill.
Especially on mace and hammer. They’re so obvious and easy to counter they might as well not be in the game.
It’s more like high risk mediocre reward.
What are you talking about? The burst skills are some of the best stuns, bleeds and direct damages in the game! Eviscerate hits like a mac truck and it’s pretty kitten fast. Once Arching Slice goes there, there will be no bad burst skills.
I propose that if this change goes through every other class in the game gets cast timers added to their class mechanics skills to use them so they can be interrupted or stopped in some manner. Otherwise they don’t have any drawbacks and can be spammed at will.
After all we want the game to be more strategic and have to force people to think about positioning.
Fair is fair.
I partially agree, but that’s a bit of a wide statement. I think skills like Lightning Strike and Doom should have cast times, but Steal, Death Shroud and Air Attunement should not.
You have to remember that warriors have the highest base health and base armor in the game. They have utilities that make them immune to conditions, CC and damage. They have immobs that can last past five seconds. They have a LOT of stuns and lockdowns. They have WAY more tools than other classes to get their stuff out. Some of which on extremely forgiving cast times. It is completely fair that they should have to get their burst skills off under these new circumstances. Most other skills in the game that have this great of an effect are on classes that have way less health or armor or are way harder to get off.
Warrior’s have been on the easy train for a while now. It’s good that they actually require a bit more skill. If you are a great warrior, not much is going to change for you this coming patch (besides adrenaline dropping outside of combat).
I meant they’ve given them all easy to spot telegraphs making them very counterable.
IF failing an event is more profitable, then it certainly should be allowed. Because, it’s the Dev’s flawed design that is not properly rewarding success. Besides, what if it’s more fun or more challenging to fail it? Why should playing different ways even bring one to calling it an exploit or cheating? There’s WAY to many people trying to demand how others play as it is.
The dev’s appear to purposefully created holes in the design to allow grieving/trolling. If that’s true then Anet should not say anything about players failing events. Boos Blitz was a perfect example of poorly designed reward system. One easily remedied by giving out no rewards unless a player donated and only giving out karma for getting bronze, silver, or gold. Not for each individual boss as they designed it. They easily could have patched it but, never did.
For the Linen farming, that wasn’t about failing the event as much as it was about botting.
Event farmer spotted.
Blame this guy for getting all events nerfed.
(edited by fellyn.5083)
I propose that if this change goes through every other class in the game gets cast timers added to their class mechanics skills to use them so they can be interrupted or stopped in some manner. Otherwise they don’t have any drawbacks and can be spammed at will.
After all we want the game to be more strategic and have to force people to think about positioning.
Fair is fair.
Thieves’ stealth can be evaded and goes on cooldown without stolen skill, effects of virtues can be stripped/cleansed, toolbelt skills can be evaded/interrupted. There is counterplay to every class mechanic.
Warriors adrenaline is the icing on their already excessive stat cake. It takes only a couple of seconds to go into super-mode with enhanced crit chance, life regen or dmg boost, with every burst skill being only a short interruption.
Adrenaline was meant to be used tactically: do i want the 9K eviscerate/condi cleanse now or do I benefit more of the passive boosts? Not both at any time, as it is now.
I look forward to the change and will play my Warrior more if it really removes the high reward of braindead gameplay from the class.
I was being more than a little sarcastic, but whatever.
Axe offhand is getting a pretty big buff though, but cleansing ire needed tweaking anyway, so more of a fix than a nerf.
Really? can you tell me what the buff is? xD, and yeah, even though I LOVE cleansing ire, it did need some work. I guess I was a bit spoiled.
Axe 5 is getting 17% damage increase ( I believe thats the number) and I think a CD reduction, not 100% sure of the CD change, but I do know the damage was increased quite significantly.
Even with the buff axe auto attack is still likely going to provide better dps.
But yes, they are lowering the cooldown to 15 seconds.
I love the changes. Perfect risk/reward. Please keep proposed changes!
You might have a point if Anet had not spent the last 2 years nerfing every single burst skill.
Especially on mace and hammer. They’re so obvious and easy to counter they might as well not be in the game.
It’s more like high risk mediocre reward.
Why are people complaning about adding skill into the Warrior profession? :/
Because warriors are being held to a standard that doesn’t exist for other classes.
I propose that if this change goes through every other class in the game gets cast timers added to their class mechanics skills to use them so they can be interrupted or stopped in some manner. Otherwise they don’t have any drawbacks and can be spammed at will.
After all we want the game to be more strategic and have to force people to think about positioning.
Fair is fair.
The change to Signet of Rage will make this change less of a problem. The combination of SoR and Berserker Stance will see you gain a larger amount of adrenaline overtime, especially if you’re smart enough to use your adrenaline early before the duration of BS (haha, BS) expires.
50% increased adrenaline from SoR is a very minor buff. You’re only going to see a benefit from it if a fight lasts more than 45+ seconds. You’re still getting more out of using it instead of waiting on the passive.
It’s almost like they thought they had to give us something to compensate for all the nerfs and chose the most useless way to do it.
Good changes, IMO.
The one thing I may have expected on top of it would be for LB F1 to receive a similar treatment to Choking Gas; have one initial tick (for the purposes of Cleansing Ire), but overall I’m fairly happy. Interesting that a dodged adrenaline ability is now so punishing; we might see people running things to try to do a better job of insuring them. We might even see bolas :O
Also, with new Brawler’s Recovery, I think that might actually pose a viable alternative to Cleansing Ire. Could possibly move to a style that thieves have with their two identical weapon sets. Maybe something like AM/AS with Warrior runes, Brawler’s Recovery, grab some other goodies. Could be fun.
It’s not just a dodge. It’s also miss. Like if you’re blinded mid super telegraphed earthshaker then you’re out of luck there, too. Or if your target runs out of range. No other class has such harsh penalties attached to the use of their class mechanic.
The worst part is that it’s easier to reply a condition and/or dodge than it is to build another full bar of adrenaline, especially in pvp.
I certainly expected worse. Thoughts:
- While the Aden change is going to hurt, it’s going to really distinguish the good Warriors from the bad. It will mean that a good Warrior won’t be too heavily effected by conditions while bad ones will be quickly overwhelmed.
The problem is that conditions are so easily spammed.
You can land a burst skill, proc cleaning ire, and be completely bogged down in conditions again before you get anywhere near full adrenaline again.
They aren’t as creative as they think they are. Kinda obvious copy of WoW, not to mention a kitten change.
*eyes suspiciously * are… you implying that Rage in WoW was unique or original?
Also, rage interacted with abilities much differently then how adrenaline does. As someone else mentioned, more akin to GW1.I think they just want adrenaline to be more precious in general. No more keeping it when you miss. No more carrying it around the battle field. You build it and use it in combat, and it’s contained to that encounter.
If it’s their intent to make adrenaline more precious then they’ve failed. All they’ve done is make it frustrating to use.
The majority of burst skills are terrible, telegraphed easy to dodge skills. And if you’re likely to miss and not proc cleansing ire then there is even less reason to spend it or to use that trait.
i am okay with adrenaline start dropping out of combat. But i think drop rate is what matters. if a flat drop rate it should be slow than current drop rate. Otherwise it should be drop faster at max adrenaline, a lot slower at 2 bar, very slow at 1 bar.
I think it should be the opposite slower at the start and faster at the end.
Either way it should take 10-12 seconds to lose a full 3 bar of adrenaline. How it was in the video was much too fast.
Adrenaline changes are terrible. Only one of the changes was needed. Not all of them together.
It was nerfed multiple times in different ways. And not only that it affects other things than just burst skill usage which they seem to have completely over looked or didn’t care to address. Healing Surge and Adrenal Health specifically.
This is an interesting discussion. Can Anet just balance PvE and PvP separately?
This is an issue in PvE as well. Warriors simply leave themselves will a full bar of adrenaline and spam skills. Now they’re encouraged to use their bursts and make sure they hit. PvE just got a tiny bit more skillful, and that’s good. Warriors are still probably kings of PvE, but at least they aren’t Tyrants.
It’s really not an issue in PvE. If you use your burst skill as a DPS warrior, you’re an idiot. Bursts will always hit if you’re targeting something in PvE. Period. I’m sorry, but this (not your response) is pathetic. Fix Rush. FIX YOUR kitten GAME. This PvE nerf was neither wanted or needed.
Not that I don’t disagree with you but I think that’s kind of the point of these changes. They WANT people to use burst skills.
But they seem to have forgotten (in pvp at least) that conditions are so common and easily spammable that warrior burst skills miss as often as not.
(edited by fellyn.5083)
the final strike is not changed, so the change is under 5%
Actually it’s not. Each of the hits before the final strike is taking a 5% nerf. At least that’s how I understood it when watching the vod on twitch.
So it’s more like a 35% damage nerf outside of the final hit. If what I said is true, and I believe it is until I’m told otherwise.
What math are you doing? Are you joking?
Well if each hit is reduced by 5% then that’s not simply a 5% nerf. As I said in my previous post his wording remains ambiguous.
Knocking 5% off of each of the initial hits is a lot different than knocking 5% off all of them together.
Unless there is some clarification somewhere on what he means specifically then I will always see the worst case scenario as the likely option.
This is what he said, exactly: Hundred blades has been reduced by 5% for the initial strikes.
uhh… 0.05*(100+100+100+100+100) = 0.05*(500)
how to math?
Great. We discovered something new. I’m terrible at math. Actually…that’s not very new.
The Adrenaline change needed to happen. Adrenaline reliance is supposed to be a weakness of the Warrior profession (as stated by ANet themselves), but right now, you literally cannot waste it. Resource management as a weakness only is meaningful if the resource can be used poorly. Adrenaline cannot be used poorly right now.
This change will separate the great Warriors from those FotM Warriors, but more importantly, will introduce meaningful weaknesses to the profession instead of “Use F1: did you hit? If yes, awesome! If no, well, no biggie, you still get bonus health regen/crit chance/damage and can even try again immedietly if you want on your other weapon.” Now adrenaline will have to be carefully managed because if you use it wrong, you are in trouble.
That said, it also opens the door to other buffs that currently would be broken.
So this is a crutch that only 1 specific class has to worry about? Seems fair.
One of the changes by themselves would have been okay. But all of them together is a massive nerf.
And if as you said it leaves the door open to other buffs then the changes should be delayed until they’re all in at the same time.
Necros and Mesmers are the other resource management classes, and if they blow their life force/illusions poorly, they suffer HARD. All this is doing is bringing Warriors in line.
As for why not delay until the buffs are ready? Two reasons.
1. They don’t know exactly how this change will impact the game. Any buffs they implemented may end up being far too powerful because the actual impact of the adrenaline change was much lower than was predicted (both by ANet and players).
2. This is ANet we’re talking about. Remember that Ferocity was a step toward phasing out the Zerker meta in PvE (and nothing has followed that up yet).
Necros and mesmers class mechanics are not hard countered by an easily spammable condition, though.
They have the ability to hotfix things any time they want, if something turns out to be too strong. That’s poor reasoning.
Remember when certain siege weapon skills made people invulnerable in wvw? They fixed that in a few hours.
(edited by fellyn.5083)
The Adrenaline change needed to happen. Adrenaline reliance is supposed to be a weakness of the Warrior profession (as stated by ANet themselves), but right now, you literally cannot waste it. Resource management as a weakness only is meaningful if the resource can be used poorly. Adrenaline cannot be used poorly right now.
This change will separate the great Warriors from those FotM Warriors, but more importantly, will introduce meaningful weaknesses to the profession instead of “Use F1: did you hit? If yes, awesome! If no, well, no biggie, you still get bonus health regen/crit chance/damage and can even try again immedietly if you want on your other weapon.” Now adrenaline will have to be carefully managed because if you use it wrong, you are in trouble.
That said, it also opens the door to other buffs that currently would be broken.
So this is a crutch that only 1 specific class has to worry about? Seems fair.
One of the changes by themselves would have been okay. But all of them together is a massive nerf.
And if as you said it leaves the door open to other buffs then the changes should be delayed until they’re all in at the same time.
the final strike is not changed, so the change is under 5%
Actually it’s not. Each of the hits before the final strike is taking a 5% nerf. At least that’s how I understood it when watching the vod on twitch.
So it’s more like a 35% damage nerf outside of the final hit. If what I said is true, and I believe it is until I’m told otherwise.
What math are you doing? Are you joking?
Well if each hit is reduced by 5% then that’s not simply a 5% nerf. As I said in my previous post his wording remains ambiguous.
Knocking 5% off of each of the initial hits is a lot different than knocking 5% off all of them together.
Unless there is some clarification somewhere on what he means specifically then I will always see the worst case scenario as the likely option.
This is what he said, exactly: Hundred blades has been reduced by 5% for the initial strikes.
(edited by fellyn.5083)
the final strike is not changed, so the change is under 5%
Actually it’s not. Each of the hits before the final strike is taking a 5% nerf. At least that’s how I understood it when watching the vod on twitch.
So it’s more like a 35% damage nerf outside of the final hit. If what I said is true, and I believe it is until I’m told otherwise.
His wording: Hundred blades has been reduced by 5% for the initial strikes.
It’s fairly ambiguous in actual meaning.
(edited by fellyn.5083)
I watched the video on twitch and I notice something interesting. They don’t explain their reasoning for these nerfs.
Probably because it feels like they throw darts at a dart board that had all the abilities on it and that’s how they chose what gets buffed and nerfed.
5 second of Signet of Rage? For what purpose?
17% damage increase for axe #5? Pretty sure axe auto attack is still going to out damage it in most scenarios.
Mace third attack buff? Super. Barely anyone uses mace but a buff is a buff, I guess?
Impale torment nerf? Great. Who actually uses that?
Greatsword changes. Okay, who didn’t see that coming after all the complaints over the last 2 years it’s (wrongly) gotten.
And the biggest one of all, the adrenaline changes? All downsides and no upsides yet they’re trying to sell it like there is some. People saying it will make the warrior rely on better positioning? Have you guys actually played this game, with all it’s aoe abilities flying around constantly? Besides that we’re talking about warrior here, not thief.
impale who uses that?.. is that real question or troll?.. impale is what makes celestial warrior do wtf amount of condis.
So one build in one specific part of the game that the vast majority of the player base ignores. Good example. And even then, most warriors don’t use it that I’ve seen. Most are either axe/shield or warhorn with longbow, or hambow.
Meanwhile, in pve and wvwvw…
(edited by fellyn.5083)
I watched the video on twitch and I notice something interesting. They don’t explain their reasoning for these nerfs.
Probably because it feels like they throw darts at a dart board that had all the abilities on it and that’s how they chose what gets buffed and nerfed.
5 second of Signet of Rage? For what purpose?
17% damage increase for axe #5? Pretty sure axe auto attack is still going to out damage it in most scenarios.
Mace third attack buff? Super. Barely anyone uses mace but a buff is a buff, I guess?
Impale torment nerf? Great. Who actually uses that?
Greatsword changes. Okay, who didn’t see that coming after all the complaints over the last 2 years it’s (wrongly) gotten.
And the biggest one of all, the adrenaline changes? All downsides and no upsides yet they’re trying to sell it like there is some. People saying it will make the warrior rely on better positioning? Have you guys actually played this game, with all its aoe abilities flying around constantly? Besides that we’re talking about warrior here, not thief.
At the very least if they’re going to change how adrenaline works they could buff adrenal healing. That seems like a fair suggestion. Since its usefulness will be drastically reduced in both pve and pvp.
Healing Surge is another skill that is taking an indirect nerf from the adrenaline change as well.
Lots of shortsighted nerfs by anet. GFG.
(edited by fellyn.5083)
I got a message from someone clarifying that your adrenaline is spent regardless hit or miss so this is actually a buff/nerf. So in all reality it is maybe not so bad if this is true.
However if it is true that it does not as other posted. Warrior going to have a very difficult time with sustain. Not becasue they are not geating cleasin ire but because of cc/damage reduction w/ reduction of adrinal healing making it probably one of the weaker professions in pvp especially at high levels of game play..
Everyone needs to understand there is a huge differnce between giving a skill lets say a 20 second cd or whatever CD it is and a skills CD based on 30 bars of adrenaline. Which bares the question if you cannot land a burst skill on somone becasue they are good at dodging than what is the likely hood of you landing attacks on them to build another 30 bars. And if your burst skill is dodged becasue the other player is good than I think its going to be GG for the warrior.
How can it be anything but a nerf? There are no positive changes being made to how adrenaline works.
Unless you don’t play a warrior I guess then I’m sure these looks like great buffs.
So basically warriors are back to being a PvP-only class.
I’d say the changes are fair. If anything Warriors now can use more than 2 attacks and have a more dynamic class mechanic. Should be fun.
On a side note, is it me or was that new greatsword burst a little bit too fast for others to react?
And by dynamic you mean less useful and more punishing if you miss (which happens more often than not)?
A lot of huge nerfs for little to no gain.
(edited by fellyn.5083)
Hopefully it’s better than last year. Whatever it is. That was kind of disappointing giving everyone the same boring mini pet.
I disagree with the once a day crap. That’s terrible. Just combine all the rewards that you’d get and put them at the end of the chain. We already have restrictions on big events and that’s no fun. Of course if anet does that total drops would likely take a hit.
I’ve said it before and I’ll say it again. Farmers cause their own problems. They farm an event that wasn’t meant to be farmed until it’s nerfed into the grown and then come to the forums to complain about anet nerfing events and ruining their farm. End result, it ruins it for everyone.
P.S. Abusing game mechanics (failing events to farm them) should result in at the very least temp suspensions from the game.
(edited by fellyn.5083)
Spoken like someone who has something to lose if precursor crafting were ever put into the game.
That’s spoken like someone who believes in conspiracy theories about precursor market being manipulated. Every flipper can immediately look at the profit margin of precursors and come to the conclusion that there’s no money to be made there without holding them for 6 months.
I loose nothing if precursors plummit. It will only disgust me seeing everyone with them, having mass particle effects & auras everywhere, and them loosing any prestige they’ve had.
Sure. Whatever. The only people who defend bad game design usually have something to lose if it changes. I’m not saying there is an elite few controlling the market, just that people who make a lot of gold on the market would be unhappy if that’s taken away from them, and thus, defend terrible game design.
I think the biggest problem is people expect it to just drop after killing enough, or enough time investment. The truth is, it’s really really rare. You can’t expect it to just drop for you. They are supposed to take legendary effort to aquire, not something everyone gets after playing 2000 hours.
Those people who get multiple precursors are usually the ones spending tons on forging them. If you haven’t dropped 1k gold worth of exotics/rares in the forge, then i really don’t feel sorry for you. If you have gone through this process, then you chose to gamble and take that route, when you could of just bought it. I used to forge a lot, and i know the forges rgn is a real gamble. I do support taking the rgn out of forging it, but not to make it cheaper and more accessible.
Spoken like someone who has something to lose if precursor crafting were ever put into the game.
There are lots of different ways they can dissuade players using all berserk stats. Increasing the dodge timer isn’t one of them.
When you play Guild Wars 2 already for almost 2 years.
I’m sure you made enough money by now to buy atleast one precursor.
Unless you waste all your money on other stuff :pNot really, if you have only been doing world explorations on your characters.
Then you should really consider doing some more profitable content, even if it’s not something you particularly love. If you aren’t willing to do this, then you don’t want a legendary bad enough and don’t deserve one anyways.
/sits back and strokes my 5 legendaries while watching people complain about something that’s really easy achievable
I find it interesting that you defend a bad such that you have devoted a lot of time too.
The current way legendary items are made (specifically precursors) is the most uninteresting and unfun mechanic ever devised in an mmo that I’ve heard of.
I WANT mount, I don’t care what you want or need. Anet says “play how you want to play” whenever mount come because they will come and they will CREATE revenue guess what I going to get the mount because that is what I WANT, and if YOU don’t want it then DON’T get it. capiche
Wow….thank you for the very well thought out self-centered, immature and demanding verbal tantrum. It completely slipped all our minds that Anet’s every effort should be to provide what YOU WANT. Please forgive us.
What the poster above you fails to understand is that when Anet said " Play how you want to play" the implication was " with the tools we provide."
That kind of is supposed to go without saying. it’s Not Like i can demand to be given a Blimp that drops Bombs on the enemy forts… just because " hey, they said " Play how you want to play" and I want a Blimp"
Nor can I demand a " Fort Crusher Bomb" that I place at the gates and Just click the fuse, and run then 20 seconds later…everyone in the fort is dead.
Then again.." play How you want to play" means I am not Playing How I want to play if I cannot fly a Blimp to drop fort crusher bombs from them.
I want a personal Blimp!!!!! I want Fort Crusher Bombs!!!! Anet said " Play How you want to play!!!" and this is how I want to play!
Oh yes, and whenever the enemy gets near me… all their weapons turn into balloons and all they can do is point it at me, and let the air out, and all it does is go pphhhrrmmmfhhttttttttttttttttttt.
because…"Anet said " Play How you want to play!" and that is How I want to play!!!"
Unreal. Just….. unreal.
To be fair at one point in time we were supposed to have air ships in wvwvw.
Or so I remember hearing anyways.
Since it’s well-known that players want an alternative method to acquiring a precursor, and these Legendaries likely won’t be the only ones, why not just wait.
Well here’s the thing. The first announced that they were working on a precursor scavenger hunt (or something similar) in September of 2012. A few months later they told us that it was in fact not being worked on but they were “monitoring” the situation, whatever that means.
Then July of 2013 comes around and they said they were working on it again and had it planned for the second half or 2013. It comes to the end of 2013 and they said nope, it’s being pushed back even further, this time with no ETA.
And now we’re in the second of 2014, a full year later, and still waiting..
There gets a point where we’ve waiting too long.
I go into a bakery. The bakery makes all types of cakes, but only has 3 kinds of doughnuts… Regular, chocolate covered, and Cinnamon. The bakery is called Entenmann’s. I go in talk to the owner. Say " you know, I dislike those three types of doughnuts, maybe you can make creuller’s or maybe cherry filled ?"
The Owner listens politely, and says " I’ll look into it."
For 2 years they don’t add any other type of doughnut. I have been talking to the owner for 2 years. week after week. Anyway, One of the other patrons comes and says to me… " You know… there is another bakery just down the block that has 40 different types of Doughnuts, maybe you should go there?"
You can see where I’m going?
I mostly agree with what you’re saying but I feel that telling people to go elsewhere to get what they want is shortsighted.
But at the end of the day the pure simple fact of the matter is this game doesn’t need mounts and from what I’ve seen most people don’t want them.
No mounts are needed and I am increasingly confused by the constant insistence on them for a game that has smallish maps and waypoints.
A butterfly farted somewhere … that’s a good reason for mounts I heard.
Mounts would be cool.
I don’t know why are people so against it, I don’t really see where adding mounts would ruin anything and/or be so kittenome people make it believe. If anything it would just be another gemshop item for cosmetic porposes…\
Because realistic people know just how much time and resources this would take away from other content that is more relevant to the game. Mounts are a MUCH more complex feature than you can imagine. It’s not just some skin you add.
so what you are saying that anet spent years to make guild wars 2 and the map are smaller than guild wars 1 which I agreed with. Also saying that the mounts are too COMPLEX for anet to handle so we come to the conclusion that anet is a failure of what they do. that is what YOU are saying.
Obtena did not say Anet was a failure for not adding mounts to the game. Just that there are other things that are more important and relevant to the game. Anet adding a full blown mount system to the game ala WoW would take tons of dev time away from other things.
Besides that, if Anet were to ever add mounts to the game you can kitten well bet it will be in an expansion. That’s a feature you advertise to sell an expansion not something you put out there in a mini update. You can be 100% sure of that.
but why does it unbalance anything, all you say is that it gives someone the ability to move faster but if everyone has a mount then it’s still balanced.
i never asked what a mount does, i asked why is a mount unbalanced.
and before you use the utility excuse again, everyone can use the mount without using a utility slot, no one, not even you or i has any advantage above anyone.Because not every profession gets a speed boost or motility buff, and they are in fact designed to NOT have them.
and where is your prove that they are not designed to run a bit faster, better yet, what part makes them unbalanced?
in PvE a speed buff is almost essential to get to places fast enough, in sPvP it has no place regardless of profession, i can’t judge about WvW because i don’t know how essential it is out there.the end result about mounts is simple, it’s not about if it’s needed or not, it’s about if ppl want it and there is a clear amount of players that do want them.
if you don’t want them, don’t use them but don’t demand a stop on something you don’t like, that’s just selfish.
i don’t like scepters and focuses on any profession but you don’t see me demanding Anet to remove them, they can use an improvement across the board but if i don’t like them, i just don’t use them.Clear amount of people? Yes. An extremely small amount of people who post on the forums. And even on then the amount of opposing people to the idea still outnumbers those that do want them.
The amount of people who want mounts are an extremely small minority.
There is currently no good reason why the game needs mounts other than you want them.
Wrong. The amount of people who don’t want mounts are an extremely small minority. You have no proof of this.
All the proof I need is the fact that it’s not talked about. At all. Other than by a very small amount of people here on the forum. And I’m not specifically talking about in game. There’s been no news articles or reviews or anything or the sort calling Anet out on the lack of mounts.
The only thing google finds about mounts in GW2 is similar threads as this one, again with very little support for the idea, on other forums (and this one) that all follow the same course this thread has taken. And of course this is going back to the start of the game. Meaning support for the idea is still not strong.
Couple that with the fact that this thread has maybe 3 or 4 people posting in it that actually want mounts and there you have it. With 2 to 3 times that saying it’s not needed or wanted.
If it was such a demanded feature more people would be here requesting it, or just talking about it. But hardly anyone is.
(edited by fellyn.5083)
I hate to say it, but I don’t really see it as being in the game’s best interest to change the way that they are acquired. Think about it, every time one is listed to be sold, that is a large chunk of money that is removed permanently from the game environment. Let’s say I post a Dusk at 1000 gold, as soon as I post it, I pay a non-refundable 150 gold. Yes, there are a lot of interactions that occur daily, but to be able to remove such a significant amount of gold from the world with just one item, is too good.
The gem store makes that completely moot. I can spend a bit of cash and get gold instantly. As of this moment $100 in gems will get you just over 700 gold according to gw2spidy.
With a feature like that in place it just means prices for everything on the market of any value will continue to go up and up in price pushing those things further out of reach for those of us that can’t play 10+ hours a day flipping things on the market or who won’t spend money on gems to sell for gold.
(edited by fellyn.5083)
but why does it unbalance anything, all you say is that it gives someone the ability to move faster but if everyone has a mount then it’s still balanced.
i never asked what a mount does, i asked why is a mount unbalanced.
and before you use the utility excuse again, everyone can use the mount without using a utility slot, no one, not even you or i has any advantage above anyone.Because not every profession gets a speed boost or motility buff, and they are in fact designed to NOT have them.
and where is your prove that they are not designed to run a bit faster, better yet, what part makes them unbalanced?
in PvE a speed buff is almost essential to get to places fast enough, in sPvP it has no place regardless of profession, i can’t judge about WvW because i don’t know how essential it is out there.the end result about mounts is simple, it’s not about if it’s needed or not, it’s about if ppl want it and there is a clear amount of players that do want them.
if you don’t want them, don’t use them but don’t demand a stop on something you don’t like, that’s just selfish.
i don’t like scepters and focuses on any profession but you don’t see me demanding Anet to remove them, they can use an improvement across the board but if i don’t like them, i just don’t use them.
Clear amount of people? Yes. An extremely small amount of people who post on the forums. And even on then the amount of opposing people to the idea still outnumbers those that do want them.
The amount of people who want mounts are an extremely small minority.
There is currently no good reason why the game needs mounts other than you want them.
By rule of Legendaries, a Legendary armor/accessories would be an armor whose stats you can change at will.
That would go against the money sinkage and laurel wastan that ascended items are meant to be, and would remove a lot of the artificial lenght they provide to the minmaxers out there.In short, given the choice of adding ascended items to the game, it would essentially backfire on Anet to then put legendaries in.
How do you figure that? They’ve already said they’re adding legendary armors, accessories/trinkets, and new legendary weapons to the game.
It’s really only a question of when. Though at this point it seems like they might be saving them for an expansion that will be out in another 2 years.
They have also said they had “new and ready to be applied” skins to engineer backpacks and turrets, skills, weapon variety, weapon skills, character skills they would add “every month” and so many other things.
Claims from old manifestos have clearly changed routes given their priorities have completely changed. It is likely they will at some point add such things, much like they will -have- to add new weapons if at least spread the current weapons to more classes if they don’t want the game to implode.
But until the ascended hype has died down and they have fixed the other many things that would need to be fixed, pulling out Legendaries and saying “Hey! Remember those hundreds of gold you spent on making multiple ascended gear?! Useless! Acquire legendaries!” would probably bite them back with another refund spree.
And we all know how the legendary refund went!
Fair points. But if anet were smart they would use ascended armor/weapons/trinkets as
precursors for future legendarys they add to the game. Or at least a version of that system because it’s already created and done with.
That would solve that issue entirely.
By rule of Legendaries, a Legendary armor/accessories would be an armor whose stats you can change at will.
That would go against the money sinkage and laurel wastan that ascended items are meant to be, and would remove a lot of the artificial lenght they provide to the minmaxers out there.In short, given the choice of adding ascended items to the game, it would essentially backfire on Anet to then put legendaries in.
How do you figure that? They’ve already said they’re adding legendary armors, accessories/trinkets, and new legendary weapons to the game.
It’s really only a question of when and not if. Though at this point it seems like they might be saving them for an expansion that will be out in another 2 years.
I think I’ve missed something…. but what makes people say that Legendary armor stats would be the same as Ascended armor stats?
Because Anet has said that legendary stuff will always be set to highest stat cap and that they (currently) had no plans to add more item tiers past ascended. So that means that legendary stats are the same as ascended.
(edited by fellyn.5083)
There are often contested areas and you have to walk for several minutes across the maps (take the Modniir Ulgoth Event chain for example). I run a Guardian and do not have a permanent speed boost. Yes, I could swap my Sword/Focus, GS combo for a Staff for the speed symbol. But really. I don’t want to do this every time, cuz the Staff is not my weapon of choice. Now I have to rely on the two shouts that give me together around 30s speed buffs and wait for 30s for cooldown… It just sucks, that’s why I want a mount (aside from other stuff like: collecting, prestige, style etc.)
So because you’re so lazy that you don’t want to take advantage of the mechanics in place already you want Anet to take a lot of time and energy from other more important things to add something that is ultimately redundant to features already in place and that very few people actually want? Because you don’t want to switch weapons? Wich takes about 1 second?
No one outside of the Anet devs knows why they gave it such a long cool down to re-use.
When it first came out the cool down on it got a lot of complaints but I don’t think we got any responses to it then, either.
Until we get an official response the only possible explanation is that they don’t want us to have the transformation on 24/7. For some strange reason that’s a big problem.
(edited by fellyn.5083)
They hinted at legendary armor being made around a year ago when they made the infamous “second half of 2013” blog post. Also legendary accessories.
And we’re still waiting on that precursor scavenger hunt or whatever form it takes on now…
Basically, we’re probably going to be waiting a long time for any of those things to actually happen.
I can’t take someone seriously who refuses to type out a word properly when they’re wanting their suggestion to, ironically, be taken seriously. The rest of the formatting was horrible as well.
Dung.
So I have been playing since day 1 beta, I come to the game for a while, and then go and then come back, and everytime I come back I am reminded of why I left in the first place… There is absolutly no endgame… You either farm for a legendary or play the same fractals over, and over, and over, and over, and over again… The new LS season added Dry Top as a new map, which is an amazing map, I really like it, but it took me about 1 hour to see everything new in the map, and then about 1 day to get through all the 3 new “quests” and after that… Back to the “just sitting around” content, where there is no point in doing anything other than farm for a slightly better looking charecter…
Is there any new endgame planed? Like better dungeon mechanics and stuff?
I feel like right now this game as no way to keep anyone interested in it for more than a few months…
The solution is simple. Take a few months off from the game and come back to it when there is more story to unlock.
Last week I started playing again for the first time again since October. The game feels somewhat fresh again.
I’m sure that feeling will wear off within another week or two but for now I’m enjoying the game again and when I do eventually get bored of it I will take another break. Since there is no sub there is no need to feel like you have to log in and play every day to get the most out of it.
I can tell why you’d not want to roll a charr…the majority of armors in the game are ugly with stretched textures on them.
Most armors are mot made with charr in mind. It’s really pretty sad. And forget about using a back item on them as well because they look completely out of place.
Anet has admitted in the past that it’s not worth doing things specifically with charr in mind because it’s the least popular race. Which is also really sad and pretty kitten lazy. Why waste time on something not very many people will use?
Besides that the Charr personal stories are good and they have some of the best personalities on their side. And t3 heavy armor is amazing.