It’s simple, from now on do one of the monthlies before the patch and the other after, problems solved everyone will get 20 monthly laurels!
You can also solo swamp mobs. with infinite spawns
Swamp mobs don’t drop anything anymore.
Mesmer
Guardian
Warrior
Mesmer and Guardian, for utility and Warrior for dps is the general idea of the best setup for anything in this game, including high level fractals. Mesmer probably above all, being the only profession in the game that can negate the Beam attack of the Jade Maw, combined with TW is the best at 40+ using the “tricks” to beat it.
What exactly do Eles bring to high level fractals that can’t be offered by other professions? Although Eles are good in Fractals, I wouldn’t put them on the “must have” list.
Also, I’ve learned to appreciate Thief utility in high level Fractals as well, they can do much for the team but they have the bad name of “pew pew dps only”, mostly because the vast majority of Thief players just go for damage… sad.
And it’s not even great to play low level characters after you have some lvl 80 characters.
All the fun stuff begins at lvl 80
Not true at all. If you try to actually enjoy leveling instead of rushing to the end then the leveling experience is as good with the 8th character as is with the first. But of course, if you just want the shinny rewards, so you can farm cof p1 with as many characters as possible, yes, low level characters and the leveling experience will be bad for you.
It’s April’s fool day. It’s supposed to be ridiculous.
On topic: I loved the dungeon! It was exciting and one of the most fun things in gw2 by far. They should use these same ideas on regular dungeons. More jumping and harder battles!
The battle with the Toad wasn’t “hard” but it did require some thinking, something other bosses do not…
Amazing. I don’t see them removing it, they still need to give us all the other worlds, it will be terrible if we had to wait for next year. Open world elements were a bad choice, I don’t like them… they should remove them asap
I rarely stand in Lion’s Arch, because I have tons of things to do, but I witness many many people standing there, especially in the stairs outside of bank. Burning out in a game that’s only 7 months old, is not a good sign.
Depends on how much you play each day, for those that burn through content stupidly fast, 7 months is too much for any kind of game. Now even they can log again and do something new, what’s wrong with that?
So why are we getting handed Super Mario Bros?
The magic word is “fun”
Is this a joke post?
Conjures need serious buffs and you want to nerf them?
I forgot to point out that you’re not even listing all of the Ele’s movement abilities. The correct distance is this:
RtL > Bruning Speed > Lightning Flash > Fiery Whirl > Fiery Rush > Lightning Leap > Flame leap
1200 + 600 + 900 + 900 + 900 + 600 + 550 = 5650
If you want to go and say it’s ridiculous to use conjured weapons, let me just point out your ranger all melee setup.
On top of that, Your ranger and thief do not have perma swiftness, the movement signet is a 25% increase, swiftness is a 33% increase. On top of that, the Ele has that signet too.
Would you like to go on pretending that the Ele has limited mobility somehow?
Edit: I forgot one.
And in the time it takes to cast that Fiery Greatsword you are dead immobilized/stunned/whatever, or simply already far back to a Thief/Ranger/Warrior by the time you start using your FGS skills. Also, Ranger all melee setup isn’t bad at all.
Anyone who says the game population is still strong is in denial.
try finding a group for story mode even on the external dungeon finder sites.
What does story mode group finding have to do with population?
unless someone datamines into their servers we’ll never know.
I don’t think it’s doing terribly bad, but I do think it’s not as well as their forecasts probably were (which is why we’re not hearing much on either side of users vs sales vs concurrent players etc)
Really? I actually watch Anet’s announcements and they said that the population is growing since around December, they don’t give numbers but they DO say that the population is growing steadily.
Arenanet controls all the information. They control what you perceive about the population. They admitted that server pops are based on accounts tied to server (no matter how much you deny it). They control the caps on the servers. Just because you drink the koolaid doesn’t mean the game is successful or, more accurately, not dyeing.
No they didn’t admit it. Just because you lack basic logic and reading comprehension doesn’t make what you say accurate, it’s the complete opposite. You have no proof of any of your claims, I already mentioned WHY you are false, I don’t need to repeat myself, go find some logic before posting again.
Besides, if the game was successful they wouldn’t be basing server populations on accounts tied to server. It would be based on active players.
It IS based on active players.
https://forum-en.gw2archive.eu/forum/game/gw2/Server-Populations/first
No. It’s not.
Yes it is. Re-read the comment by the CC. She is saying that the “FULL” status does not take into account where you created your account (on which server you first made your character) but where you are now. Nothing about your claims.
Also, tell me if how you interpret it is true, how come servers (ALL OF THEM) have less population on less busy hours but suddenly spike to full at PRIME TIME (MOST OF THEM). If it was based on accounts made on a server that wouldn’t be possible.
Basic logic is needed here.
Besides, if the game was successful they wouldn’t be basing server populations on accounts tied to server. It would be based on active players.
It IS based on active players.
EVERY single player I came into this game with, myself included, no longer plays.
Why are you posting here then? Funny, how almost every single player I came into this game with (more than 20 people), still plays the game and enjoys it, or takes a break due to RL reasons (not playing other MMORPGs in the meantime).
To answer the OP, it’s doing fairly well, but since we have no actual data this comes only from experience, lots of servers are packed full and you can see people everywhere playing the game so the population is certainly not going down at all.
They could maybe add a weakness to time wrap, like every other quickness skill has.
Yeah thanks for your contribution…
Unfortunately the topic is about stealth nerfs, not whether or not the hole in the wall exploit was good or bad.
It’s not a “stealth” nerf because it’s not a nerf, it’s a fix for a rather obvious exploit and they had no reason or obligation to state that they fixed exploits…
Find a stealth nerf they did for something that should actually BE in the patch notes and then remake your post, then there can be an actual discussion.
Oh, so you run the 0/0/0/0/0 build? Traits are very much a part of the class. Different builds are irrelevant, all that matters is what the Elementalist is capable of achieving. The condition removal by itself is not as much of an issue as being able to quickly and easily put a massive gap between you and your opponent. No amount of healing will matter if you can’t get away from your foe. Healing is definitely strong on an Ele, but not as strong as their ability to run.
And no, putting 30 points into water doesn’t make you a bunker. The stats from your traits are insignificant in comparison to your gear. Combine those traits with that ability and some power focused gear and you are immortal.
And no, RtL is not the only option to escape. It is simply the best, most overpowered one.
I’m not going to argue that Eles don’t have a lot of viable builds because they don’t. The fire tree is useless and needs a buff, but because some things are underpowered, it doesn’t mean that some things aren’t overpowered.
No I run the famous, no points in Water build, and maybe also nothing in Arcane build. Unfortunately without those, I have limited condition removal so your post of amazing condition removal is irrelevant.
The important fact, is that a “nerf” to RtL will ruin builds that don’t have the rest of the “immortal D/D package” items and uses RtL as the only escape, I hope that’s easy to understand. The recent nerf to RtL (upping the cooldown) didn’t nerf D/D Bunkers at all, the “others” were hit more because they don’t have all the other goodies, in a sense Anet’s attempt at balancing failed to achieve the major goal, limit D/D bunker eles, and instead forced even more players to make the change.
I don’t get this talk about ESO, Elder Scrolls and lore/characters/storyline don’t go well together, unless the games before Morrowind were different, because Morrowind/Oblivion/Skyrim had terrible storylines and almost non-existant characters/character development, other than the main character no other character had any story/lore/background behind them. And even the greatest haters of Trahearne would certainly detest Martin from Oblivion a thousand times more.
Now if a single player game fails so horribly in story/lore/setting/characters I can’t imagine what would happen in an MMO, I guess we will see.
Yes, Immobilize will totally stop an Ele.
Granting regeneration to yourself or an ally cures a condition, attuning to water grants regeneration, using a cantrip grants regeneration, cleansing fire: remove 3 conditions (4 actually), mist form: make yourself invulnerable for 3 seconds while remaining completely mobile (and remove a condition).
Combine their lack of condition removal with the super long casting time that RTL has and you can totally stop them right in their tracks.
I don’t know if trolling or not but certainly a totally ignorant post… Unless they integrated all those traits in the Elementalist profession (which they didn’t as far as I know) what you mention is achievable with certain traits/builds. Last I checked, RtL is the only option for a non-bunker Ele to escape, and if you made a very simple effort to search before posting, how builds/skills actually work, you would realise that a non-very-specific built Ele doesn’t have all the above condition removals.
Yes, nerf RtL even more, so MORE people roll D/D bunkers, since nerfing their one and only escape skill, that makes going something OTHER than D/D bunker a bit more viable is a great idea…. the “problem” is to make other builds more viable by buffing them, not by nerfing the only viable build more, something that unfortunately our Devs (and some posters) don’t know.
I’m not entirely sure I understand what the OP wants, existing dialogue and characters won’t change in any way, new quests/storylines to be “darker” maybe?
Removing all repeatable AP tracks is not a well thought out move. There should always be something available to earn points through true game effort in a repeated fashion. ala Dungeon Hobbyist.
You mean how many cof p1 runs can someone do each day? What a nice achievements and “true game effort” that is.
I will be around there for sure
Maybe I read wrong, but isn’t your option exactly what is about to happen? 1 garaunteed rare for event box/daily style per day, per account. And random luck from the normal chest. Or am I missing somethen
Nope.. because I can still guest into two other servers for ALL the dragons and get the chest on EACH server, the way this is worded.
Guesting to get more chests was already fixed, it doesn’t make sense to remove that restriction.
On my server Gandara most zones are full I don’t get what the op is talking about.
Also when you attacked that Devourer that took 15 minutes to kill, did you notice the “GROUP EVENT” on the event area? It’s there for a reason (an obvious one)
Take the Grawl Shaman as an example. In my opinion; It’s one of the most fun encounters in the game and there are many complaints that it’s too hard. However there are elements to this fight that makes it feel weird. If the group AoEs all the elementals while putting up projectile deflection walls; their odds of rallying off one dead elemental is quite high. I have gone down and rallied at least 4 consecutive times in this encounter.
What I’m getting at here is that I’m purposefully playing bad by abusing the rally system. Unless of coarse this is intended design which would be quite funny to hear a developer admit.
There is a limit to how many times you can rally, you can’t rally forever (5th time is insta-kill if I’m not mistaken) also, each time you are downed you have less and less health so it’s difficult to survive under fire.
I’m on an unofficial oceanic server. Majority on my server are oceanics.
During oceanic times there are no overflows.
During NA times there are overflows.
Guesting not the issue? Hmm… I don’t think so.
Guesting was activated before the free rare patch, in the time between them there were no overflows at all. So guesting is not the issue.
Again this? Wasn’t another thread like this around?
The “spin” your refering to only counts for 1 hit. Im looking for ways that i can get all 35 solo. Maybe theres a skill i don’t know about that triggers a hit, or a sigil or set of runes? anything?
Are you sure? I don’t remember about the GS (I haven’t used it in a while) but I was using Sword 3 on him and it removed more than one stack nicely. Torch 5 removes loads of stacks too (10?)
Limit Guesting, not people on their main server!
Limiting guesting wouldn’t solve anything, it was never the issue. Overflows/lag is created by people on their own server not by guesting players.
Anet’s change is the best, it’s only strange that they didn’t implement this sooner.
Simple answer: because it is very easy to get best gear in this game. Note, I’m talking about the difficulty in acquiring the gear, not how much time it takes to get it, and if you remove the time restraint you could have full Ascended on all your chars in a week tops.
Arenanet had to choose between having the best gear inside some horrible super hard raid, or have them on a huge time gate, it’s obvious which one they chose for good or bad, both options have their disadvantages and advantages but both have the same goal: make top gear “harder” to get, so players always have something to do.
After running all 3 paths in AC I must say I like the changes overall, other than the final boss in P3, Colossus Rumbles, the rest of AC isn’t impossible, or even very hard once you understand the mechanics of the fights. A lot of fights are way too similar to how they’ve always been, like where you defend Hodgins in path 1, when you defend Detha in path 2 (with the traps) and most of path 3, parties who had no issue before, shouldn’t have any issues now on those parts.
As for the changes:
The main reason any party might fail at the spider (while they could do the old one) is going there with the false expectation of getting the same easy-mode fight. Dodge the aoe web and get out of red circles, the basic of the basic tactic in this game, nothing extreme or unique.
I really liked the Path 2 boss. It is one of the few bosses in the whole game that actually require more than one person to defeat, can be done rather easily with two people. Basically, one person needs to use skill1 to lift an ooze, and another one skill2 to pull it near the trap. Once the trap is charged, the Ghost Eater will take normal damage. It takes a bit of coordination from the party, who will lift and who will pull, but the fight can be done very quickly once you know the trick.
Path 3 boss was frustrating. Basing a whole boss fight on an npc with worthless AI is terrible design, last I checked there is no healer in the game, how are we supposed to keep Grast healthy so he uses his kitten bubble? He is also always charging on the boss, his hammer attack has a ridiculous activation time AND he has absolutely no stability, so he is NEVER when he is supposed to be to block the rocks.
It’s not a matter of party composition, team coordination, just blind luck that Grast is where he should be, and this is terrible design.
The other way of doing this boss is by interrupting his channel, that’s well and good, but he reuses the attack on a 20sec CD, it’s impossible to interrupt him all the time, so unless you have 4 Wars and 1 Mesmer, to do the usual “kill in one TW” tactic, that the whole game is based on, it’s a very frustrating hard fight, it is obvious that most groups will find safespots to do the fight properly, there is no other way.
Go back to the Chantry of Secrets EVEN if you already found that poi. Sometimes map completion is bugged and you have to go back to the Chantry of Secrets to get your 100%, I had this issue even on a character that had joined the Order of Whispers (so I got Chantry early)
it’s dumb
Why?
Because without them, achievements points show what -unique- achievements you have earned in the game.
Those achievements give older players an “advantage” because newer players can never catch up in anyway. Besides if they have some repeatable achievement why not make everything repeatable? Why count how many times you salvaged something infinitely and not how many rabbits you killed?
Having some achievements infinite while others aren’t is dumb, plain and simple.
Edit:
And another reason:
As we warned earlier this year, we’ll be closing out the infinitely repeatable achievements and capping them at a reasonable achievement number due to these rankings and the rewards we plan to add to total achievement points someday.
Why should someone who was just salvaging staff get better rewards than someone who did many more -unique- activities? Fortunately Anet understand this, I just hope they limit the infinite achievements a LOT.
(edited by maddoctor.2738)
Just remove completely any points from repeatable achievements and dailies/monthlies, it’s dumb for those to give any kind of points anyway.
So, you’re going to nerf and delete content for everyone to pander to those who are so sad they need to feel good about themselves by seeing the name of a video game character of theirs in a leaderbaord?
Really?
It’s funny that you even consider “content” the repeatable achievements.
Why not have a Dugeon Master prestige title like “Hobby Dungeon Explorer – Rank 50.” That would give people some initiative to do dungeons.
And they got that rank by running CoF P1 1000000 times? Yes lots of prestige on that title.
PS: If they indeed are fixing bugs in the shadows while also promoting item shop then whoppety freaking do, it would just be nice if they accounced it as much as they accounce their “come buy this and that for 20% off for 3 days”.
I don’t get what you want. You want them to make big advertisements saying “Come buy the game as now we have fixed all the bugs!”
how does the game encourage us to alt?
By offering the best leveling experience, vastly different playstyles on all professions and lots of different story paths (up to a certain point).
I made lots of alts just to see all the different racial/order storylines, and to re-experience the leveling process, which is the best I’ve seen so far in an mmorpg. Unlike other players I don’t play for the material gain, I don’t really care about gearing alts in ascended gear like lots of other players or “abusing” the system by farming events/resource nodes multiple times, therefore I leveled all my alts “the hard way”, never crafted to get them up, I spaced my alt leveling along many days (so I wasn’t doing the same zones over and over) while I made sure to have a great variety of races with different choices, keeping things as fresh as possible. Also, last I checked you don’t need Ascended on all your alts to do anything in this game, it’s not required nor essential for progress.
If your idea of having an alt is “farming dailies like nodes/bosses with all your characters” then you are not “encouraged” to make alts, which in my opinion is great. If your idea of making alts is to actually enjoy the leveling process itself then it is certainly very very encouraging.
Anyone that thinks this change solved anything is deluding themselves.
It will solve a huge problem, the problem of people running the same event with multiple characters to get guarandeed rewards, you might not see this as a problem but apparently for a lot of people it is, and Anet fortunately agrees with that side, not yours.
SO.. what’s the reason to fight the big boss fights now?
I mean the event reward is very little as it was, Yes it was fun at times, But nothing special.. Now the main reason to fight one is being taken away.
I don’t get this “argument”, you will fight the big bosses for the same reasons you always did… you will not get extra rewards for killing them with alts though, and that’s what they are -finally- changing.
At least make sure the big bosses drop nothing but greens then cos i mean .. their big bosses… the rewards should justify them
Size doesn’t matter, easy fights-easy rewards, challenging fight – challenging rewards, that’s how it should be. These “big” bosses are a big joke as far as difficulty is concerned…
http://www.gw2spidy.com/item/19721
Rapid increases in ecto prices (~20%) with no apparent reason?
https://forum-en.gw2archive.eu/forum/info/news/Upcoming-mega-boss-chest-change/first#post1656442
You missed this?
plain and simple go kill deathwing get good loot why why when i killjor teq and otherso called bosses i get a kittenING YELLOW
Can you not understand the huge difference in skill required to kill a raid boss in any raid (for example Deathwing) and the world boss called Tequatl? You just stand still, start auto attack and then get your loot. Fear is just a minor obstacle that was probably added to prevent afking the fight altogether.
“Deal extra damage based on the amount of boons currently on your target”
If it works like this then it’s really really bad. But I still haven’t lost all faith in Arenanet, they are better than this, I think/hope.
Elementalist got hit on every patch since release, and even more at release compared to beta. After they implement their newest stupid idea called boon hate I want one of the devs to come here and tell us how the expect an elementalist to survive
I wonder why they are not making this change NOW and wait for the end of the month patch…
The game is CPU bound in WvW, for some unknown reason GPUs aren’t used heavily, while CPU usage goes extremely high. Elsewhere, the game is mostly dependant on GPU, not CPU.
Are you salvaging items that don’t give ectos maybe?
My biggest problem is how ArenaNet rewards players. You get the best reward for playing the easiest and most boring part of the game. Doing jumping puzzles is much harder, and longer, and yet, no reward for doing those.
I don’t understand how ArenaNet rewards players either, the game certainly lacks in the rewards and the recent changes don’t make any sense. The big issue we have now is that effort is not rewarded, and contrary to popular belief those afk bosses don’t even require a player to be present (hit 1 and go afk) they are boring and easy.
The best solution is to up the rewards everywhere else as well, I don’t understand why doing a dungeon is less rewarding (in the same time frame) thakittenminute boss…
Why doing higher level Fractals, which certainly require skill and coordination, isn’t as rewarding as going afk for 3 minutes then coming back for your loot.
Of course another problem is that they only changed a handful of bosses, if they changed a lot more, all those after huge event chains for example, that would make sense and promote the open world. Unfortunately, only the 3 afk dragons and the 3 low level afk bosses were changed, while there are certainly far better out bosses out there (at least it takes some effort to reach them – do the prerequisities)
The reward system in Guild Wars 2 is just terrible.