(edited by gaspara.4079)
It cannot be anything BUT a loss to build flecibility.
False.
The fact that Anet merges a lot of traits means that certain builds that required multiple very specific traits will now only need 1 grandmaster trait that has it all, meaning you have 2 extra traits up for grabs.
For example the meditation guardian: being a useful meditation guardian means you have to use up the entire Valor tree just to make your meditations shine. As a mediguard you are stuck to picking Meditation Mastery, Focused Mind and Monk’s focus to get the best out of your meditations, leaving you with little else to choose.
With the new system, I only have to pick the Meditation Mastery grandmaster trait at the end of the Valor tree and still have 2 other traits in the Valor tree up for grabs. So in this case and probably many other cases the new system adds flexibility.This design does not add flexibility by any standard.
In fact, the design choice can be dumbed down to this:
- Players want better balance.
- Players want more customization.
- ArenaNet responds with “less customization, more power”.
That’s what the new design is. Less customiation – you cannot spec in more than three trait lines, unlike before, and you cannot use more than one adept or one master per line, unlike before.
However, you’re right in that they merged traits or added traits to the base use of skills. Thus the individual traits you use become more powerful. Players become more powerful at less expense. But on top of that, they give the players two additional trait points – which are restricted to your third trait line and can only be used for a minor trait and a major grandmaster trait – thus making players more powerful.
Less customization. More power.
Now tell me, is the open world being buffed to being able to combat this more power by the playerbase, or will things become even more rofleasy than it already is?
This is, through and through, a power creep by Anet’s move. One that costs customization for the sake of easier balance (supposedly for the sake of easier balance).
You missed something that you probably haven’t thought of. The bonus points for trait lines which were not scaled are gone and therefore more of the players stats will be scaled. Maybe they will change scaling, maybe they won’t.
Required grind does not exist in a game because a game is optional. A lot of people say WoW is one of those grindy games because you ‘had to grind’ to do the highest level raids.
One would assume that you play a game because you want to play a game which makes playing the game anything but optional. If you’re not interested in playing the game then the whole grind argument is superfluous.
It only becomes relevant when you actually want to play the game which is where mandatory or optional grind becomes an issue. Do I have to grind in order to play the game? Yes / No… Its a problem were as If I dont follow a specific grind at some point in time I will be prevent from playing anything further the game has to offer. Kinda like a paywall but with grind rather then money.
How is optional grind different then mandatory grind ?
as I said, I want to play the game thats my primary goal. If I need to grind the same content until I am able to progress more in the game I am stuck. Imagine having to get a full set of nightmare armor and weapons until you’re allowed in drytop for example and until you get to drytop and get full set of amberite weapons you cannot get to silverwastes which in turn until you get a full set of biolumen armor you cannot move on to heart of thorns.
I want to get to drytop, I want to experience the living story but unless I stick to the torture it will be impossible to ever play with my friends again. I have no choice I need to stick to the schedule and keep up.
lets compare this with actually getting nightmare court armor set, amberite weapons and biolumen armor with it being a requirement for anything. essentially its the same thing but from a game experience point of view its night and day. I do a couple of runs of TA and take a break, go farm a little dry top for those fossils… nahh but I dont feel like it today so let me go work a bit towards the biolumen armor but hey this all getting old so off I go exploring some old zones for something I missed or go level up a new alt with a friend and hey one night guild is organizing a TA run and are 1 down… lets go.
so yes required grind most certainly exists we all play a game an invest so much time in a game cause we want to play that game. grind that prevents you from playing said game is most certainly required grind and you cannot stop the grind or it will become impossible to catch up which ultimately turns the mmo into a single player game for the most part making it very hard for you to catch up with your buddies and thus forever segregating you from them unless you put in an inhuman level of grind to make up for the “slaking” or the game is kind enough to eventually put in some catch up system.
“One would assume that you play a game because you want to play a game which makes playing the game anything but optional.”
Sure, you could also put it like this. Then the grind for cosmetics would still be the same as the other types of grind. Both being ‘required’. I don’t really care if you consider it required or not, my point was that there basically are the same. Both not required or both required is not the point. If it’s bad is personal.“as I said, I want to play the game thats my primary goal. If I need to grind the same content until I am able to progress more in the game I am stuck.”
And my primary goal might be getting some cosmetics (collecting them is ‘playing the game’ for me) while your primary goal might be doing the highest level raids.
According to the court of internet public opinion skins are not content. A patch releasing just new skins is not considered to be a content patch and therefore any effort to acquire a specific skin is considered completely optional and can therefore not be grind.
Also according to the internet court of public opinion raids are considered content. The release of a new raid is considered a content release and any forced play time to get to experience this new content is considered the grind wall for said raid.
Therefore the internet court of public opinion must rule in favor of Galen Grey.4709.
As far as the original post there is a surprising split decision. Since the beta test will include HoT content and players will be forced to play in DryTop and Silverwastes, this does constitute a required grind according to the internet court of public opinion. If this were changed to drop from any map in the game that would no longer be the case.
This system has been discussed a lot. I have on at least one occasion suggested that an afk feature be added, that if a player fails to deal any damage(to prevent slight movement or chat botting from preventing the flag) for some period of time (say 15 minutes so that it is long enough not to just be planning how to tackle a boss but short enough that people aren’t waiting forever for an afk) they get a flag that lets them be kicked with 2 votes, if not flagged it takes all 4 other members of the group voting to kick.
Since there are no dedicated healers in this game the only type of person that should be kicked that would get out of it was two people working together to actively troll which while annoying would be a much smaller issue than the system currently has.
There is no truly best way, mainly because there are multiple options that result in rng results meaning its not really easy to determine the total value.
For the most part currently cloth blues and greens should be salvaged regardless of level. Wood and Metal producing things should be salvaged in below level ~60 and leather should always be sold either on the auction house or to the npc whichever is worth more.
Yellows currently should be sold if they sell for 15% higher than the value of 1 ecto otherwise probably salvaged.
Exotics should be sold if their sell value is greater than value of the rune/sigil + 1 ecto assuming you don’t need dark matter right now. Otherwise it should be salvaged with a black lion salvage kit to maximize value.
I would say their top questionable decision was moving away from the trinity. Not that I am for or against the trinity just it was a fairly large change, that has noticeably changed the main fundamentals of playing the game.
Since there is no real way to determine if it was truly successful or not, because this game is neither the impossible second coming of WoW nor a complete failure.
Additionally you will collect tome of knowledge which can be used to level characters without playing them. You can get them to about level 25 and then park them at the end of a jumping puzzle and get a free ~40% chance per character at silver doubloons every day, which add up to serious gold quickly.
Also there is still the free items from story rewards.
Game is Still currently too complex to allow simplistic button mapping for controllers, and too demanding in terms of open world and world bosses.
If they followed Neverwinter’s approach and made a bumper button make the certain buttons use alternative functions then you definitely can map all necessary actions for a more casual experience to a controller. However some of the special used actions like ‘about face’ and stuff would not be bound.
What I am most interested in is that the topic creator claims they will soon offer controller functionality on the computer version, which I have heard nothing of the sort and am wondering where he got this information.
I also find it amusing he thinks they can’t manage to keep the game running smoothly on Macs but wants them to add a whole other operating system for the console port to their agenda.
1. Feature packs were just very large content patches that were freely added to the game.
2. Living World Season 2 can be purchased an episode at a time. It was done this way as a result of large amounts of negative feedback related to the here for 2 weeks then gone forever nature of Living World Season 1. All content in Living World Season 2 was designed for level 80 characters so I suggest not buying it until then.
3. Each base class will have a new “specialization” in HoT. The ranger’s specialization will be Druid, this will allow them to use staff as a weapon and likely will both give remove certain Ranger skills and traits. We also know that necromancers specialization will grant them the ability to wield greatswords.
First of all tell me, what exactly is the benefit of being in a guild in gw2? There is barely any content for guilds so I don’t know what we will do with guild alliance (Unless u specifically want it JUST for chating)……..I have not played the original Guild Wars, but from what others tell me, there was some amount of G vs G content (sumbody plz confirm ) . Here guilds are somewhat cosmetic (like much of the other things In game ) . I guess only TTS , some wvw guilds actually make use of ‘being in a guild’ . Now many of you may come forward and say that “No! Our guild does stuff together” but let’s face it most of the things are stuff u can do with the LFG system………
This game is called Guild Wars but there is hardly anything “Guild wars” :P lol in it.
However I hope the guild houses expected in the expansion changes everything ………
First GW1 did feature a guild vs guild pvp mode and guild halls but that was mostly it.
Your actually quite mistaken about Guilds in GW2.
GW2 has exclusive guild content already in the form of Guild Missions, which offer a special currency oly attainable through said Guild Missions. Additionally many different upgrades, boosts, skins and WvW related advantages are avaialble for guilds to buy and activate. Additionally guilds are able to spawn Tequatl and Triple Trouble to face them as a guild on their own time. Though just being a member of a smaller guild, not part of leadership, much of this could go over your head.
Additionally HoT will be adding Guild Halls to the game. Also there have been rumors of HoT adding other new guild related content or benefits.
Most likely it would start as just a simple system where a Guild can join a single Alliance that offers an Alliance chat. Thus allowing easy cross guild communication for organizing things such as boss fights, WvW and other larger scale events.
This could be expanded to allow credit for guild missions, visiting of guild halls, and even shared influence gains.
This was supposed to be a launch feature of GW2, but got pushed off, and seems to have fallen way down the priority chart.
Your going to be even more unhappy when you realize the only way to get ascended armor of a particular stat combination is through crafting it yourself.
Ele Staff should absolutely not get another Blast Finisher. It is designed as a team play weapon which is why it has by FAR the best combo field access in the game.
2 Fire , 1 lightning, 1 ice field and the only 2 reliable water fields in the game not on a healing skill (and ice, and both waters are all on water, and to think people in this thread think water attunement is bad)
They are intentionally given these fields with a minimal number of blast/leap/whirl finishers specifically because they are meant to work with other players.
The only change that Ele Staff needs is Air 2 changed to either have a faster cast point or my preferred make it a short channeled cast where the blind goes off early but the damage comes at the end. Which would give staff a second channeling skill to go with zephyr’s focus and obsidian focus traits giving all 3 main hand weapons 2 channel skills.
Considering you one of only a handful of people that said they really want their character to wear trench coats it seems a shame to suggest a heavy armor class to you because many of us hate the minimal diversity of medium armors (as 85% of them are a coat chest piece making the leg slot all but pointless).
I think you should give Ranger a go for the following reasons.
1) Thiefs are definitely not a zone out class, though their invis abilities allow them to take the path of least resistance and skip fighting often if they like. (My brother just collected every wp and vista in the game as a level 35-50 Thief.)
2) Pet management is a big part of optimizing dps but for solo content you cna easily get my with just a bear to tank for you.
3) Try going Longbow/Axe-Warhorn Use the longbow for single target (remember to stay far away as father = more damage on your 1 skill) and switch to Axe-Warhorn for AoE(its is mid ranged AoE not melee) and for traveling for the high uptime swiftness. You will kill things fast and get around quick.
4) Rangers are not that squishy and can actually play at melee range if you want to change it up. Their Greatsword hits lick a truck.
I would also focus on power + prec(crit chance)/vit(hp) gear to maximize your damage as you don;t expect to get hit too often.
It definitely does not or you would not be able to jump farther or higher(only slightly), which you definitely can.
Swiftness just puts a higher potential number into the physics engine for velocity which has no effect on the static value of gravity. If it did you could fall slower by walking off of cliffs.
This is a common complaint on these forums, but it obvious that ANet makes more money through this gambling method than through simple purchase methods. This also keeps these skins more rare in general.
He is saying “HIDDEN”.
Not Banned. If he doesn’t want to see it, he can hide them, while you can have them.And yes, those wings are hideous and suddenly everyone was running around with dark wings.
This ^^^^. You can have all the stupid flappy immersion breaking (for me) wings you want but give me the option to not have to see it.
Immersion breaking is a personal opinion thing and should never be an argument for game changes as every player has their own opinion and your is worth no more than mine.
Wings actually do have a lore based place in GW2 as murals of dwayna show her as having wings, potentially even black wings. Additionally the Largos(while only having a small lore parts) also have wings though they are entirely aquatic.
However I do feel that the basic models setting should be just that and have a basic armor set, no back piece, and the basic weapon skins for every character except your own. If you hate the wing skin that much your willing to see every single other player as basically the same that is a fair trade. Obviously this would also make the the most effective for players using it because of having a low end computer.
(edited by gaspara.4079)
Hold onto armor boxes in case something about the meta changes and you end up wanting those stats or the possibility of salvage/trading them.
Weapons consider whether the color of ascended skin is something worth it to you. If so get the weapon with that skin that you want. If not do the same thing as suggested with armor.
Shadow Green and Shadow Violet (and maybe Shadow Abyss) are the only ones that interested me so I went out and bought Green and Violet from the auction house. There really are no other colors quite like those two in the current catalog and I had been going through all the colors trying to find a deep dark violet recently so this appearing just felt like fate.
Finally! This has been a long time coming and I’m a player with WvW map completion on multiple characters at not a single character with true map completion.
Forcing PvE players to come to WvW was bad for everyone. You had uninterested people taking up slots to kill skritt/centaurs and collect skills, vista and Pois instead of helping the server. Many of those same people would complain on map chat about being forced to go there causing a distraction and lowering moral.
You want you WvW players to be interested and engaged not unhappy and feeling forced to be there.
Welcome back!
Since they are no longer obtainable as a drop but players can still with the help of the auction house complete the entire spinal backpiece they have risen dramatically in price because it has been so long since they did drop. They will continue to rise in price forever unless they are brought back into a drop table in the future.
Although they have fallen some since the announcement of an expansion as players with them who had quit have returned to prepare for or consider the expansion.
So really it is up to you whether you need the gold now for some or want to continue your investment in them.
(edited by gaspara.4079)
The home instance is player housing, it just has been given a low priority for being improved. Guild halls were likely given housings entire priority.
Non instanced guild housing is just not feasible in the gw2 engine. The engine is designed more around smooth combat and high end graphics which makes most of the environment static.
Everything you can destroy or interact with is actually an npc behind the scenes. There are definite limitations on how many npcs they can have and show on a map.
Additionally the instanced style of the game would cause major complications for open world housing.
Disclaimer This is purely speculation based on my software engineering and mmo background and observations while playing GW2.
given they can have dropped objects with ownership flags in WvW, there’s 0 reason why housing could not be open world, if the housing is treated as a dropped object.
Having said that, I much prefer instanced housing, gives you a private space to hang out with friends that you can really call your own.
The home instance is totally static and the same for everyone, thus isn’t not a cool place to hang out
Yes you can drop siege in WvW, but that is completely temporary, exists only in that instance of the map and is a simple object. They could make a small shack that you could drop on the ground around the world, but it would be a simple single piece structure, that is almost entirely static, and would bear down the server if too many are put in close proximity(which is why there are limits on placing excessive siege close together).
Additionally I don;t believe players can drop/place anything that collides with players as that could allow trivializing of jumping puzzles or preventing other players access to certain places. Therefore you house’s walls could not be solid.
Does that sound like that kind of player housing you want?
The home instance is player housing, it just has been given a low priority for being improved. Guild halls were likely given housings entire priority.
Non instanced guild housing is just not feasible in the gw2 engine. The engine is designed more around smooth combat and high end graphics which makes most of the environment static.
Everything you can destroy or interact with is actually an npc behind the scenes. There are definite limitations on how many npcs they can have and show on a map.
Additionally the instanced style of the game would cause major complications for open world housing.
Disclaimer This is purely speculation based on my software engineering and mmo background and observations while playing GW2.
i have etenity but only 2/3 counted ;x
Potential reason, did you soulbind/account bind both Sunrise and Twilight before turning them into Eternity?
If not its possible it never counted whichever one you didn’t bind. Which I would submit a bug report for, but its possible that would require a larger than worthwhile rework to fix.
Invisibility is the biggest mind game of all.
And that is why invisibility will always be op.
Isnt that the whole point of the class, though?
High skill floor, High skill ceiling, squishy class with very little damage mitigation besides several fleeting seconds of asking the opponent to guess where said player might be sounds like a decent trade off to me.
Unless you’re willing to armor the thieves better or give them visible damage mitigation, as I mentioned before. That’s also fine.
Believe it or not despite my post I am actually in favor of not changing Thieves as long as dueling is never added to the game.
Stealth will always give them the advantage in 1v1 combat but that is ok currently because the game is not designed around 1v1 balanced combat except in sPvP where being stealthed prevents them from counting towards point capture so that advantage is negated.
The only other thing I think should happen is that every class including Thief should have access to something that procs revealed but is not part of any of the current meta builds to encourage more build diversity.
Stealth will always be op not because of the things you have mentioned ,but because sight is the sense that we trust the most, especially in games. Hence the saying “I’ll believe it when I see it.”
The inability to see something is one of the most wide spread fears. Its the main reason behind most fear of darkness as well.
Its the reason people often complain about games with bad camera angles. Because it is hard to react to things you can’t see.
So for the a lot of players if a Thief goes stealth on them they exhibit fear symptoms and their planning and decision making abilities suffer massively. They then proceed to throw out aoes all around in panic and suffer reduced morale.
Invisibility is the biggest mind game of all.
And that is why invisibility will always be op.
I usually tip about 50% of the value of the loot that portal earned me. I will never standardize this because RNG makes it so that you never know what you will make. A lot of the time the chest at the end of a JP is only worth about 5 silver, I’m certainly not going to tip myself into a loss.
I am rather leery of taunt as it applies to WvW. In that mode we deal with numerous AoE effects both from massed characters casting in unison and things like Arrowcarts. At that scale Taunt becomes very different then what is envisioned in a 1v1 or one world boss against many.
The combat system is one of the best parts of GW2 specifically the ability to dodge and evade attacks or use ones own skill to mitigate the same. That becomes harder to do when control of ones own gameplay is surrendered to a game effect.
This statement could be used to describe stun, fear, launch, and knockdown which are already in the game and work well. Taunt will be no different to deal with.
Unfortunately I am very concerned this is a potential prelude to trinity which I despise, I hope I’m proven wrong.
I don’t think you have much to worry about. They have done a lone to compare taunt to fear which likely means it will be treated as a slightly weaker version of stun, but since it doesn’t make enemies flee it will have better team play than fear. Additionally like all CCs it will almost certainly be hampered on bosses by defiance stacks.
If I was to guess I think one place we will see Taunt used is the Mesmer. Either specialization wielding shield will open up a clone/phantasm that casts taunt or the current defender phantasm slot skill will be updated to cast taunt. Which if they combine that with torment and confusion will result in the ability to force enemies (even in pvp) to move and attack (but not the squishy mesmer) forcing condition damage.
Additionally a skill or two that currently causes stun/knockdown will be changed to a slightly (1s) longer taunt.
If you don’t like WvW mechanics on your server then transfer elsewhere. There are plenty of people on every server that are happy with the current WvW situation.
Some people prefer the mass scale of the top tiers, other prefer the smaller more individually skill based lower tiers. Some people like the mix that you get from the middle tiers.
Please do not suggest that they should revamp their system and kick people off of a server that they have pride in just because you don’t like the playstyle in your tier.
-A Sanctum of Rall member that has experience every tier and would quit if they remove my server.
…snip…
I would have to say the economy of GW2 is considerably more complex than that, and that while the costs of gems has increased significantly, there isn’t a significantly equal increase in gold per hour. The reason for that is that many items have a set vendor value, regardless of the value players put on it, and you can still make more gold on many items just selling them to vendors than salvage/throwing on the trading post. Its more complex than that even, since there are a lot of items that have risen and fallen in price over the years completely free of this so called inflation (Lodestones for example)
Yes, it is very complex, but even the most complex economies are also bound by the simple economic rules such as supply and demand. The auction house is the source of the additional gold/time, vendor prices have always been the rock bottom but there are many things that will grant increased profit by being sold on the auction house. However as with most economies to maximize that increase you need starting investment money.
Or you could read the thread before the white knights showed up and see that, no, I don’t actually have a P2W perspective at all. I specifically made the comparison that this entire system is “Pay to equality”, not necessarily pay to win, where the newer players are specifically at a disadvantage compared to veteran, who enjoyed buying inventory space at a vastly cheaper (in-game) rate 2.5 years ago compared to now, even if the real world rate was the same. It originally costed hundreds of silver to max. out your inventory space instead of hundreds of gold. Instead of taking a few weeks to max. everything out, it now takes several months.
The new player buying everything to be equal with the veterans will then have an advantage over the other relatively new players who don’t buy anything, which is mostly what this whole argument has been about, not necessarily about paying to win over everyone, but the ones who aren’t yet at the level on the plateau with everyone. And it definitely hasn’t been about paying some money, and getting a magical “YOU WIN!” graphic thrown in their face (Which is apparently what it takes for anyone to technically win anything today and can’t be extended to include advantages in a game where no one can actually win because there is no technical end)
Unfortunately, White knights being white knights, and being blind when they defend a game, lost sight of that. Its okay, I decided to run with the argument anyways to see where it goes, and so far, I have not been disappointed by the mostly hilarious responses. Keep going, please!
Your argument while having some merit completely fails to consider a very important aspect. That the gold to gem ratio is based on the in game economy.
The reason that getting all those gems to max your bank/bag slots was cheaper then was because of the initial, unstable economy. At that time there were a lot of people buying gems and A LOT less total gold in the economy. Therefore the 50 silver back then would be like 5 gold now.
A new player today who levels his first character to level 80 will likely have somewhere in the neighborhood of 4000% more gold than they would have had on release, assuming they use the auction house when more profitable. This is because at this stage in the games life certain materials have altered values based on game mechanics. Mid level crafting materials for example are worth a lot more proportionally to the early life of the game, this is likely due to scrolls of experience allowing veterans to skip mid levels if they choose to as well as an increased number of level 80 zones.
There is also the other pieces that affects the gold to gem ratio. There are less people buying and selling gems now. As with all games there were more players at launch than there are now. Coupled with the fact that 2 years later people have gotten quite good at finding places to farm inflating gold (gold created and added to the economy) that many do not feel the need to convert cash bought gems into gold.
When you maintain demand, decrease supply, and inflate the alternative currency you end up with a massive increase in value. Many people with strong economic skills understood this in the early days and bought gems with every copper they had.
Last ANet is responsible for making the game profitable. Since you can clearly make an argument for bag/bank space being highly important even to the point of pay to win. Then clearly others must be able to build such and argument and therefore it is the perfect cash shop item as players rarely compare their worth to others in bag space which decreases the likelihood of pay to win complaints.
In my opinion the Flameseeker prophecies is one of the coolest looking items in the game. It also is the legendary that is strongest tied to lore in the guild wars universe.
The biggest problem with it in my opinion is that the shield is only usable by 3 classes.
The guardian who constantly has aegis which puts a giant blue shield particle effect over the shield making it less viable and is not one of the more commonly used weapons for them.
The warrior who I don’t think has ever had a commonly ued build that include the shield.
Lastly the engineer who would be an ok choice for it, but they spend a good bit of their time with a bundle and their shield not visible and the throw shield skill has never been fixed to show the actual shield the engi is holding and instead always throws the default shield.
Maybe the chronomancer shield will be strong enough that more people get it and complain about its lack of “legendary” effect and you will get your wish.
Please inform me exactly what is hard about making a legendary? I think the word you are looking for is tedious.
I didnt say anything about it being hard, i said it needs to be hard.
And im saying it should be harder, these are supposed to be LEGENDARY weapons meaning it should be hard as all hell to obtain them.
Completing a collection will certainly be harder than rng or farming gold, so I’m not sure where you are getting the idea that they are making it easier.
And im saying it needs to be harder. Read the entire post, not a few words.
[/quote]
How would you like to make them harder? There really isn’t that much hard content in this game. If your looking for a hardcore challenge this isn’t really the game for you.
Please inform me exactly what is hard about making a legendary? I think the word you are looking for is tedious.
I didnt say anything about it being hard, i said it needs to be hard.
And im saying it should be harder, these are supposed to be LEGENDARY weapons meaning it should be hard as all hell to obtain them.[/quote]
Completing a collection will certainly be harder than rng or farming gold, so I’m not sure where you are getting the idea that they are making it easier.
Please inform me exactly what is hard about making a legendary? I think the word you are looking for is tedious.
Handled by the GvG community? It is Anet that should " handle" it, not punish it’s players for the actions of a few. That is absurd. " burn bridges" with it’s players? YIKES. I certainly hope they do not view it that way, that is a surefire way to make a game die if that is the stance they take on trying to best gage it’s communities needs to keep the game alive for many years to come. That is the kind of talk that kills games, not makes them legend.
The WvW GvG community is such a small part of the overall community and a large portion of those willing to leave if a gametype catered to them have already left.
This game already has 2 great PvP modes that are available and adding a 3rd that is fundamentally different and specifically aimed at a smaller subset of the community was just not in the cards.
Has most of sPvP been tailored around their attempts to make it a viable esport. You bet but the game mode itself is still fun for non hardcores who like level playing field pvp, something rarely offer in MMOs.
WvW is more about mass scale combat and somewhat open world PvP. The only thing that makes WvW hardcore is the people/guilds on the server making it that way.
Sword main hand battlemage incoming…..
I would be silly of them to support 2 launchers from a code perspective.
They decided giving people a chance to see the news in their launcher, likely because many players do not visit the website, works better especially because half the news is about new things in their cash shop.
While a fun to think about premise, this is an incredibly bad idea in practice. Having single class weapons would result in major additional development costs for the art team because that would effectively double the number of different weapons they have to make skins for.
As it is each weapon currently is unique for each profession and weapons server no normal attack purpose to otherwise differentiate themselves. So having unique weapons would add very little to the game.
how many profs can use a longbow?
2 professions
how many profs can use the short bow?
again, 2 professions.what is a waste of dev time again?
oh and btw, the new specialization has the exact same effect as new weapons, they still need their own unique skills just as a new weapon would need.
My point is that this thread is suggesting each class get a new weapon that only that class can use. That would add 9 new weapons to the pool that the art team need to make skins for not only a base set, but legendaries, ascended, and in each future set of black lion ticket weapon skins. That is why they should either add 2 new weapons that each class can use 1 of or potentially even smarter do what they are doing with allowing classes to use previously unusable current weapons.
While a fun to think about premise, this is an incredibly bad idea in practice. Having single class weapons would result in major additional development costs for the art team because that would effectively double the number of different weapons they have to make skins for.
As it is each weapon currently is unique for each profession and weapons server no normal attack purpose to otherwise differentiate themselves. So having unique weapons would add very little to the game.
It has been discussed before,
Unfortunately they can’t implement it now, many sets of weapons rely on colour difference to distinguish them as you mentioned.
The Mystic/inquest set , The ascended weapons , The SAB weapons, The dark shield of the moon/shield of the moon, All the basic crafted weapons.
Those weapons could have the important colors undyeable. The mystic/inquest is more the static particle effect than a weapon color that differentiates them. Particle effects like would not be dyeable anyway, just like armor. Ascended weapons can keep their main color undyeable but allow dying of the accent color. SAB weapons could have the handle and grip colors dyeable but the ethereal blades/gems left undyeable.
Considering a large part of the game and their cash shop revolve around appearance having to base your outfit colors around the weapon skin you like/use or base your weapon choice around the armor skins/color schemes you like is very limiting.
Personally I think they just need to find a way to better explain the difference between the WvW experiences. Since the rest of the game is megaservered WvW is the only place this matters.
Speaking as someone who has played kitten and everywhere in between. I can tell you that servers can be fun or miserable at any level if you enjoy some of the main themes of that level.
Upper Tiers – There is always mass scale fighting going on and both attacks and defenses happening. However it is quite difficult for a single player to make a large impact overall other than the occasional well hidden keep mesmer and of course a good commander. Additionally at certain times its not even possible to play at all because of max pops and queues. 24 Hour population coverage ends up deciding these Tiers as much or more than player ability.
Middle Tiers – These have a good balance of large scales and situations and times for lone players and small groups to have a tangible impact on the match. This is the ideal place for most players to play as they can both learn in larger groups and individually contribute in roaming squads and havoc groups.
Lower Tiers – This is a more casual environment as well as a solo players dream. With minimal resistance at non peak hours a single player or havoc squad can have a very large impact on the match. A handful of people can hold off an attack long enough for more to arrive even during peak hours. However you are unlikely to encounter large 40 v 40 battles on a regular basis at this level, so if large scale warfare is your primary goal it may not be for you.
If Anet were to somehow inform people about the differences between the three main tiers of WvW competition it may allow more people to choose a server that currently sits in the zone that they prefer.
Closing down servers shortly before releasing an expansion is a bad idea.
While I agree the sacks are ugly and make the engi less desirable they serve a fairly important purpose that ANet would need to solve to remove them. Due to the number of different kits ,the different playstyles and abilities of each, and the speed with which engis can switch between them, it is important that a large obvious visual queue as to which kit is currently in use is important for pvp balance reasons.
Therefore I would suggest you make your suggestion around some sort of fairly large hand based indicator for each kit. Each one would need to be large and unique enough to be easily seen and recognized from at least 1500 range. My concern is that grenades and bandages are not really that big, so either you will have an obnoxiously large, goofy looking grenade/bandage for those kits or you will need to find some other obviously connectable symbol.
Players may use the tool to sell a spot in a group
Glad this was included as I was wondering if this was frowned upon by ANet.
While I have never done this in GW2 I made gold as a runner in gw1 and would have loved the having an LFG Tool to advertise my services and attract customers. Although having a friend go server to server finding customers while I ran did well enough.
My bet is that it will come with a character slot, but you will be paying for it. My guess is that the expansion price will effectively have a character slot built into it. When we start to see how much content there actually is people will start considering the likely price and my guess is it will be $10 more than the many think it is worth.
Also account restores are only given if they find the character deletion was a result of an external connection to the account.
If I were you I would attempt to basically follow this part list stat: http://pcpartpicker.com/guide/tYgXsY/great-gaming-build
If not building it yourself once you include the monitor windows will be right about your price point.
I did and built myself and can run the game max settings fps limited to 60fps and never see a drop. I prefer the no fps drop to having a higher fps in low pressure situations and then have a noticeable drop in intensive.
The major factors of the build are:
i5-4690k which is the best bang for your buck for a gaming machine
Mobo that works for the i5
GTX 970 also best bang for your buck
8gb ram (I went up to 1866 for this for the slight boost) you only need more than 8 currently if you are planning on running your own server of a different game or playing more than 3 copies of GW2 simultaneously(which you would need to go up in cpu and gfx for also)
A power supply that can more than cover your components
A decent (no overclock) to great(overclock) cooling system (if your not tech savy I suggest being very careful with overclocking as you can ruin components doing it)
Depends on how lucky you are. The way RNG works if you favor yourself lucky salvaging can certainly come out cheaper since most rares at this point are prices right around their value if ecto likelihood. If you don’t feel overly lucky buy them straight up its the easier way to get exactly the number you need also.