Sept patch from last year? Granted NPE went south, it was considered a temporary setback since most players could level to 80 in 2-3 weeks without much difference in effort.
I would say the failure NOT promoting the system’s strengths, and instead thinking the issue was it being “too confusing”. At the time, the process was perfectly fine; but what would had made things MUCH easier on players was finding a better way to introduce them to Traits earlier in the game. Arguably half a build rests on the weapon skills, and the other half on Traits… the Utilities are that extra 20% to push it over the top.
To this day I still believe traits should had been introduced around the same time you introduce utilities. While weapons are generally more of the focus in builds, the trait relationship to utilities and their effects are a lot more obvious at face value. Every trait line had at least 1 adept trait that impacted one of utility types. Realizing that, new players will start looking for that concept more whenever something else would unlock along the way.
When I first started, it wasn’t until level 50 that I started to see traits as combinations…. because until level 50, I only had enough trait points to see 1 Major trait of ONE trait line.
And stop using immersion in the wrong context like that. It doesn’t help the cause at all. 
I agree, really disliked the latest updates which seemed to unbalance the game even more, wasted a lot of gold trying to counter the changes, all it did for me was cause a lot of frustration, for the first time since prophecies, I’ve stopped playing….hope Anet get their act together soon!
wasted gold? The biggest change was including some soldiers to offset some of what was lost via traits….. and almost all of them used ascended trinkets to do it. I only know a hand full of people who had to change armor, and most of them were still half zerks, half something else.
So why zerkers? The massive burst damage capable from mobs meant 2 things.
1. Mitigating damage is pointless when they can easily overwhelm you.
2. The longer they’re alive, the more attacks will be out in the field.
Our active defenses are designed to counter burst damage, but are unsustainable. Its the reason current PvE content is so easily defeated by it, the reason why rapid attack mobs pose the most danger (even at relatively low damage), and its why PvP and WvW favors fast attack skills. The stable DPS attacks, like vollys, pulse AOE, etc, were all intended to be countered by raw attributes. But because mob attack power scales so fast, it can still overload all but the most heavily speced defense builds. But the trade off in DPS is too high a cost for what amounts to half-effective damage soaking; so almost noone can find situations were it isn’t easier, faster, and much safer to simply kill the damage sources before they can execute follow up attacks. Again looking at Mordrem, the single biggest adjust to most builds in SW is the addition of “some” Tough/Vit to survive the constant AOE stun lock situations…. so long as it doesn’t sacrifice too much damage output.
Condi builds were experimented with for SW since Sinisters was added as prefix. But what we found was Condi skills require far too much upkeep to risk the endless onslaught that Mordrem put out. I actually took my Dire Engie (which is pretty much all condi and defense) and found that my defense stats only allowed a few extra seconds of survivability, but took MUCH longer to kill things from having to dodge and break DPS to stay alive. My power build, on the other hand fared much better through the combination of controls and flat superior DPS. And the condi change simply allowed us to better incorporate condition damage into existing DPS builds, giving both pressure and spike damage. But there still hasn’t been any new emphasis in defense.
But then theres PvP…. the condi change there was radical. Popular Bunker builds (which were anti-power) are now getting decimated with condi damage if they can’t support enough cleanses. This is hugely important to pay attention to for HOT, because THIS is what I’m starting to think is a sign of HOT mobs incorporating condi damage to both fight, and defend against. And in the end, the underlying problem of Tanks not being survivable is just shuffled to include condi damage.
Ok, I’m gonna adress this from the point of view of someone who follows meta:
FORGET ABOUT HEALING, THINK SUPPORT
FORGET ABOUT TANKING, THINK SUPPORT
Between the 3 cornerstones of Damage, Support and Control, only Damage is currently restricted by and to what gear you’re currently wearing, both in terms of Outgoing DPS and Mitigating incoming Damage. Support and Control are done just as well in Zerker as they’re done in Soldier. Cleric gear is useful in 1 instance, and that is PvP where enemies are smarter, faster and more relentless than the AI.
This is the sentiment I was about to post myself. Because of the way the game’s combat is designed, and the inherent power of the Soft control and Support conditions/boon, builds scale asymmetrically when it comes to attributes. Overall, this is actually works perfectly fine in both theory and practice. (And on paper Anet insists its working as intended)
However, the problems we see that resulted the Zerks meta is a result of how the game works outside of a vacuum. This is where the Devs are extremely blind (or unwilling to admit), and directly lead to the huge list of problems with PvE combat in general. The Mordrem was essentially a test of Player levels of build competency applied to NPC mob level scaling….. the results were not difficult to predict.
To help enlighten the issue slightly, I present the following Hypothesis. All PVE mobs are expressly designed to defeat “tanks”. It is from this position all other mob design issues extend to create the situation we see now. And when you think about this, a lot of other things to start to fall into place… both with the game and with the Dev’s mind set.
Its not widely known, but Mob AI actually has a preference for attacking players with high toughness. This was supposed to enable the role of the tank without using Taunts and express Aggro skills, by adding enough bias toward a Tank’s primary attribute that his normal damage will be enough to maintain aggro; unless a significantly larger damage source exists. Theres also a couple latching rules I’m not keen on, but does explain why some of the odd “stick or switch” AI behavior in Dungeon mobs.
So what went wrong? Quite simple. Mob’s scale faster then Players can stack defense attributes. We know Mobs mainly scale on power and HP, which occurs in direct opposition to defense oriented players. But because they only used these 2 stats, it created the fall out that lead to the problems with Condi and defense stats. Direct damage would had suffered from the HP boost as well, except we have multiple vectors which we can scale it to compensate for the difference. As a result, our ability to scale damage mitigation was extremely limited (despite having liner growth), but our ability to scale direct damage (output) remained strong. When you factor in mobs tiers (vet, elite, champ) as a representation of how many players its designed to combat as individuals, the single biggest reason Dungeons fail this equation is their sheer numbers. You have 1 tank trying to mitigate the damage of a group of mobs with a damage output ratio of 2:1, 3:1, or possibly 5:1 with champs. This is why I think Champ fights turned out to be the easiest part of most dungeons; as the amount of errant damage from them is pretty minimal. But if you throw in even a hand full of vets with AOE, even clerics and nomad builds start having problems.
Well it is a business not a charity
still you are right they have changed and not for the best
There was a time when selling fun was a business
Its not the only problem with Season 1 stuff. The Watchwork picks are the only reliable source of sprockets, which is used in crafting one of the few back items in the game, a ENTIRE prefix line of gear, and several runes. Without these, we’d be effectively cut off from that line crafting.
While I agree that it having the ability is sketchy, I find it a much bigger problem that it yields an otherwise unobtainable resource….. or more the fact the resource itself is ridiculously scarce because only one other thing can yield it. Its pretty much the only reason its still around.
Well… the starter armors have class specific elements from Personal Story.
Actually the problem was Legends and Traits only supporting a single weapon in focus. This made the choice of the second legend extremely awkward, as half its abilities only made sense with a particular weapon setup, and half the traits in a given line has the weapon in mind.
This wouldn’t have been a problem if the Weapons were independent from Legends, all the Trait lines incorporated something for at least 3 different weapons, there was a weapon oriented trait line, or the Legends didn’t rely on a particular weapon setup to enable their traits.
There was a fifth option that we were all originally hoping for, where the Legends interacted with the Weapon’s skills (giving effects to the weapon, rather then the weapon effects procing Legendary traits). But since that didn’t happen, we ran into a problem where the tight pairing of equipment, weapon, traits and utilities meant we could only run one Legend with any competency.
Adding the weapon swap didn’t fix the problem….. it just worked around it. Even with this change, Revanents still remain the rigid class out of the 9.
Thats why they change with the Legend swap. Your legends define your operating role, and utility skills change to match that. Other classes also focus far more on their weapon skills then they do utilities; where as the Revenant tends to be more even split between the weapon and utilities.
A lot of that has to do with Traits basically focusing only on sub-set of skills, where for all other classes the the strongest combos would be spread out.
Rune of Shiro:
- +25 Ferocity
- 25% chance when struck to cause your next attack to Siphon Health. (Cooldown: 25s)
- +50 Ferocity
- Siphoning Health from an enemy inflicts Weakness (4s). (Cooldown: 15s)
- +100 Ferocity
- +125 Power. After using an Elite skill, your next 3 attacks Siphon health. (Cooldown: 40s)
I like where this is going.
I want to make it work because analyzing other classes, they primarily sustain via avoidance/mobility and fast recharging healing skills.
We sustain mostly through our utility skills it feels. I agree that shelter/renewed focus feel so crucial to our survivability, but Litany of Wrath is our fastest heal, closer in line with the other classes.
If we can emphasize that strength we can open up utility skills to do more than lock down a source of healing.
The thing really is that nothing in the game except Point Capture values sustain in any real way. Because so much of the game’s damage is bound to scaling, eliminating any single source of damage drops the total DPS by a huge amount. And because delivery of damage tends to come in bursts, damage negation has become an extremely powerful asset.
If you look, the vast majority of builds are offense focused in stats, but defense focused through traits and utilities.
As long as those weapons have practically no durability, they will NEVER be useful as a build focus. Ranger spirits are in the same boat, and their effects aren’t even that helpful when they do manage to be alive. Minion Master Necros are rare for similar reasons.
If we look at the memser, the ONLY reason this has never been issue for them is the high rate they can spawn, can be used as ammo for a stronger mechanic, and can cause effects if they die through damage.
Compare that to other summons, which only have their minimal benefits while being alive.
Honestly, the easiest way is to farm Silverwastes, hold the all the champ bags, then open them on a character thats at least level 45 (essentially dedicated to that task). The champ bags will yield level appropriate gear and mats, and you can then salvage them.
For optimal money generation, try to weigh the TP value of mats from other drops vs their NPC sell value to determine what to sell, what to salvage, and what you can TP for extra money. Since Wood and Metal are easy to obtain, they won’t sell for as much. But Plat prices seem to be abnormally high for reasons I can’t fully grasp.
I’m more sad about the fact that didn’t even have the foresight to have Shiro’s blade skin’s ready for this unveiling. Out of ALL the things thats come out of the art department for the gem store, THIS had to be the one thing they overlooked?
Nomad would be viable if they had foes that hit really, REALLY hard, or if they had attacks that were unavoidable or something.
Just as high defensive characters pay for their build by being very low dps, very offensive builds should pay for their build with being under much greater threat.
So far that’s just not true in most cases.
We have a TON of mobs that hit really, really hard….. The irony is that Nomad’s doesn’t do enough in that situation to mitigate it properly.
The Defense/HP increase and healing from Nomads only makes sense if you’re being attacked by high attack rate, pressure style attacks, but have low DPS overall. The reason this doesn’t work properly at the moment, is that the mobs that do utilize it (Karka, Mordrem and Dredge) are balanced for 1v1 combat, so they retain very high base power or still unreasonably high coefficients on those attacks. So when they scale up, or appear in numbers greater then 3, the resulting DPS instantly overwhelms the difference gained by running Nomads, and you die anyway.
Theres actually a minimum effective health that lets you eat 2 vollys of these kind of attacks; but its requires an almost unreasonably large amount of defense to obtain this. Warriors have the least difficulty reaching it due to their high base HP and heavy armor (generally at the threshold to survive one spike). But for most other classes, you’re significantly short of having enough Eff HP to survive 1 volly without boons or modifiers.
So when the meta tries to makes assessments of PvE, PvP and most of WvW, its centered almost entirely around spike damage and damage negation.
I don’t trust them to make aesthetic improvements that can be sold in the gem shop. They’ve failed at this so many times that asking for them to sell something is just inviting them to take their thrown out stuff and add it back in as one offs for a quick $5-10 per person, but not actually change the thing you wanted changed in the first place.
Remember How to Dance Vol 1? Or the Outfits that don’t even conform to their own animation guidelines to avoid clipping?
If I could at least trust them to make reasonably successful improvements to Core, I’d be more willing to trust them to make optional ones that won’t be incredibly broken.
If you see too many problem with defenses, chances are you’re probably showing up late to setup and getting the overflow maps. You have to show up to these events at least 15 min early (30 if you want to catch the organized groups).
If you are following the world boss train and only show up 2 min before he pops, its not surprise the defenses are not organized.
ewwwwww….. imagine the abuse and massive flood of Logan/Rytlock yoai fan fiction.
If you do buy a physical copy, or one otherwise branded as just the base game please do let us know if it includes the expansion. It would be helpful to know for future reference as I’m sure this will come up again.
They won’t. HOT converts your account to the new key if you bought it externally. So the old keys definitely are separate.
With the arrival of 4K display screens on PC market; I was thinking if Anet ever discussed about adding an option for superior texture quality ?
They’d have to retexture the maps….. it’ll be sad considering how bad it is now
Then stop doing world completion on each character. Seems so counter intuitive to restart the activity if you don’t enjoy it. Most of us would usually just make 1 of each character we wanted and be done with it. :P
At any rate, I can’t really see how anyone can help when you’re that at odds with yourself.
They won’t to do it until after the release… otherwise it won’t have the inflated numbers they need to appease the board of investors at NCsoft
The bottom line is that content in GW2 is far too zergy, even when they attempt to make it not zergy. They’re doing what they can to fix this in HoT, but they don’t seem to understand that open world content is not a superior replacement to instanced content, it’s just a different experience.
It’s never going to feel as immersive or strategic. An MMO needs to have dungeons or raid content.
I would say its more about scalability. You can have things designed around large groups of people; But in order to keep individuals engaged you need task delegation. Most WoW dungeons work (from what I’ve seen) at least partially on zerg DPS and partially on Puzzle mechanics. With distinct parts where you need to split people into designated groups so they either split up for tasks, or more commonly for “Support Cells” to deal with healing upkeep requirements.
GW2 open world tries to be scalable between 10-100 people. Its only in the reworked boss fights do you actually conscious task delegation in order to deal with fight’s mechanics.
I’d argue that Teq is actually poor implementation because its designed to wipe groups too easily. Some call this challenging, but in reality its just “punishing”… which is why frustration levels are so high if things aren’t perfectly smooth.
Triple Trouble on the other hand is a lot better about this concept. Coordinating 3 large groups, with each group having 3 tasks that need to be dealt with, and making sure their timing is at least half way in sync. Rather then wipe, the event is a perpetual state of stalemate with the players. So if one group falls behind, or runs into problems, the other groups can easily stall to let them catch up. More importantly, theres the ability to “buy time” during the Decap attempt, to deal with the event’s only significant failure window. If the group isn’t strong enough as a whole, then the event fails on timer. As an approach, this is a great way to do open world content…… The big down side however is the hard cap on maps. The event is designed to run with ~120 people, which incidentally is also where the map limit is hit.
I agree wholeheartedly that GW2 might not be the game to bring to consoles due to the fact of how it is built. What I am asking about here is the future of GW. GW3 for instance. I forgot to mention this in my initial post.
Ok so I see you guys have a lot of mixed feelings about this. It is very understandable, but please me explain something. Many gamers don’t have the economy or aren’t in a position to buy a gaming pc. Consoles are cheaper and last for a long time without hw getting as quickly dates as a pc. Making it a valid option for a bigger array for gamers. Also, by catering the actions of the game to consoles there won’t be a gap between players when it comes to reactivity and lack there of. Obviously the PC version wouldn’t look the same as the console version, and it would definitely have to be a stripped down one, unless it gets tweaked like ESO did. Having less skills which force you to really spend time combining skills and making the build synergise.
When it comes to controls I’d say you guys are wrong. I play a rogue on ESO PS4 and I have steel control over that character. It feels buttery smooth and I’m surprised how much fun it is. Also the quality of the performance is impeccable. It lags more on pc in Cyrodiil 200v200 than on consoles. Obviously, the difference is you have less skills on the bar, and need to swap between stances to use more than one set of skills. And to be fair, using an aiming system seem to work best, but I believe a lock on could work too. It would require some quality logic coded into it to make it snap to a target and lock on. Having some sort of switch mechanic which would be triggered without much hassle. Hard? Yes. Impossible? Probably not.
I just want people to understand that these games can be enjoyed on a console. The experience is different and more laid back, but by all means not impossible!
It being more cost effective for the consumer is fallacy thats been proven wrong countless times. Consoles have significant hidden upkeep and expansion costs most supporters like to avoid mentioning. Especially when it comes to the double-dipped subscriptions, often purposely confusing store sub-currencies, hardware replacements, and closed off networks.
Only a few MMOs do cross platform, and they are not only more expensive to run, the interfaces tend to be severely stripped down, or uses KBM anyway. FF is probably the only game that managed to pull it off successfully (designwise as well as financially), but Blizzard won’t even touch it. That kind of says a lot about the situation.
Spearmarshal Kormir is the 6th god….. how do people keep forgetting this? XD
But given the Mist legends thus far, most of that list don’t qualify at face value. We know Glint is going to end up being the Elite Rev spec (unless this is the most resource intensive troll they’ve done to date).
So lets go through the list.
Palawa Joko – Still alive…ish. Going to be a major element of the Elona campaign (if we get that far).
Varesh Ossa – Not sure how to place her. On the one hand, drew power from abbadon. On the other he was an accomplished general.
Vizier Khilbron – Has potential, but hard to place as a theme.
Glint – semi-confirmed
Spearmarshal Kormir- Is a god. Disqualified as most mist walkers have unique rules of existence.
Prince Rurik – Has great potential being both a Legendary Hero,with powerful events surrounding his life (which the mists echos strongly).
Mhenlo or Xandra – I’m still on the fence with Mhenlo. I can kind of see a theme with Smiting, but he sits right on the line of Legendary to which most other characters from GW1 was on one side of the other on.
Abbadon – Mist walker, disqualified. Also existence shattered, and power absorbed by Kormir.
Cynn- Not sure about her for the same reason Mhenlo is a tough call.
Gwen- Has great potential due to powerful emotional events of her youth.
Razah- Child of the Mists, not sure how his existence works. He may still be very much alive.
Togo- Strong potential. Has bonds with the Mist as a Ritualist, head master of Shingjei, died at the hands of Shiro in a ritual to restore Shiro’s body
Koss- Also has potential
Ones I do think can qualify.
- Althena- Died in sacrificial fire at the hands of the Charr, accomplished Mesmer
- Saint Victor and Archemorus, – Both died in Jade wind, both leaders of their respective states, and both prominently involved in the slaying of Shiro
- Vizu – Died in the Jade Wind, also prominent in the slaying of Shiro
Its good to have a little chaos now and then. But we all know the entire point of this is to drain Golem resources for the new maps, which I’m going to wager golems are going to be very powerful in.
Sorry. Grinding, roles, zerging, levelling up characters for the sake of levelling them up? No wonder you’re not having fun, that’s not what this game was all about!
Don’t play GW2 like other MMOs. Do stuff for the fun of it, explore, try new things. If you’re just going to max a character, get best in slot gear and want to raid with the holy trinity, then you’re not going to have fun here – because that wasn’t the purpose of the game.
We play GW2 so we can dress up our characters and complain about the meta. :P
they should just make them transmuteable items.
their whole reason for not doing so back when the feature pack happened was that they didn’t want confusion about what weight armour people were wearing,
I.E a warrior running around in cloth could confuse people.but it seems like thats no longer a valid reason anyway since you can have your warrior wearing cloth and your ele wearing plate
The irony thickens over the statement of Outfits allowing them make them faster, with less clipping issues due to lack variations normally seen in armor sets. Yet thats been the exact problem on almost every outfit since.
Its Season “Heart of Thorns Beta”. The story thus far is that Season 2 ended, and now the drama of the Revanent and class revamps have pulled tyria into the gates of madness. To join all you need $50 to buy the expansion pack, and watch live streams as the Devs awkwardly be excited and exhausted at the same time, while the forums rage over theorycrafting and unanswered mysteries over the current state of the world.
And while everything I’ve said is meant as a joke….. they are all sadly true.
Ventari is a dedicated healer. But we don’t have a Smite theme’d legend yet.
Any ideas on how to make this fellow’s sword the best DPS it can be?
Probably just the obvious stuff in Radiance for crits/burning and Vuln on Blind in Zeal. Sword has always just been a ‘filler’ weapon.
I’ve always used sword over mace pre-update because it actually had comparable DPS, but much higher utility with Blind and Teleport. I’d hardly call that a filler weapon, as its always meant to be a personal DPS weapon, while the Mace was a group support/DPS weapon. Just like the Dichotomy of the GS vs Hammer.
But the Sword lost a major trait, while the Mace gained several. Hence why the Mace is just all around better now. At one point you could had argued that the Teleport function is lost with the mace….. but the mace’s symbol is strong enough to pick it over that utility, and replace it elsewhere (GS3, JI, HM3).
Well, in PvP I actually prefer Shield over Focus as a Bunker Guardian due to the CC and prot. It’s extremely useful for keeping points protected, interrupting foes and protecting teammates from stomps.
I have to agree with people that it’s offensive capabilities are extremely limited, but I like what Anet has done with the current Shield for Guardian.
In PvE is doesn’t have much use, I agree with that. So don’t use it. I use it in PvP for some fun and I like the visual aesthetics so I use it in PvE aswell.
People crying about it’s effectiveness are using it wrong. Just don’t use it in PvE if you don’t want to, PvE isn’t that hard so if you do like shield just roll with it. Everything suits casual PvE. For offensive PvP fighting as said, it’s doesnt offer any benefits over Focus. As a Bunker it does.
Shield is fine the way it is, changing it with more damage would just make it better then Focus which shouldn’t be done. Adding more healing or boons to it would be ridiculous since it already offers some interesting gameplay.
Thats a really myopic way to dismiss a topic. PvE has been in sore need of QoL and Balance because of the frequent breaking of skills to comply with PvP issues. PvE is the most heavily played mode, yet suffers from the most fundamental balance problems, leading to the hyper distilled zerks meta that dominates every aspect of it.
So this weapon has one use, in one mode, in type of build, for one specific objective goal. I would consider that a major usability failure, considering only 3 classes currently use it (5 if you include elite spec), and the one that was intended to use it the most barely uses it at all.
Thats the entire reason they don’t want to announcement….. the market upset would be…. undesirable.
The solution would be put them on the Laurel merchant. It seems to be the only solution they’re willing to consider on the subject.
Heres some food for thought that can eventually be worked into Druid. Why not make the spirits toggled, and modify the summoning mechanic so they become better as field effects.
Right now they fail because their passive benefits are generally weak, and they can be neutralized with even minor collateral damage.
Instead, why not have them Summon with initial major buff (in a visual burst of primal energy) and then emits its passive buff (most of which needs retuning anyway). As a base line feature, each spirit triggers a major effect on dismissal (or death if still kept), which gives support to allies and hinders enemies on death. Intentional dismissal reduces the cool down timers.
Without knowing much about the Druid, I can’t say how well exactly it will mesh. But this ability to call in a major initial group buff, a minor, but desirable passive buff, and a 3rd effect (boons if anything) with significant enemy risk, encourages you to drop and recover them as you move around at the beginning or near the end of fights.
This moves their entire strategy around when to use and dismiss them for maximum effect (which is a staple concept on every other class), with the passive benefits aimed at increasing pressure in the area.
Some examples.
Edge of Extinction:
Initial effect: Enemies with less then 90% health take Damage (1000u)
Passive: (Debuff 3s) Enemies in range (1000u) take damage if below 50% health every 3 seconds. Enemies lose health faster when downed.
Dismissal: Deal large damage to all enemies below 50% health (600u) (functions as AOE attack)
Favorable Winds:
Initial: Summons Swirling Winds (3 seconds)
Passive: All friendly projectiles deal 2% more damage, and have +40% to projectile finisher chance. (900u)
Dismissal: Grants 12 seconds of swiftness to all allies (900u), knocks back enemies (300u?), and leaves a swirling winds effects (3 sec) that reflects projectiles.
Predatory Season:
Initial: Enemies are hexed with “The Hunted” (1200u) and Allies gain Hunter’s Instict (1200u) for 8 seconds. Hunter’s Instinct has a 10% chance on hit to steal life from foes marked with “The Hunted”.
Passive: Enemies in range of spirit when “The Hunted” expires is crippled for 2 seconds. Allies in range of spirit when Hunter’s Instinct expires gain swiftness when it expires.
Dismissal: (Automatic after 8.5 seconds) Hunter’s Reward: Heals for (0.7)
Toxicity:
Initial: Toxicity- Allies gain 150 Condition damage (6 seconds)
Passive: Enemies take damage (xx) damage when conditions expire (does not affect conditions that were removed by skills or effects)
Dismissal: Pestilence- 1200u Enemies under the effects of poison or bleed spread them to nearby enemies. (Bleed 5 sec, Poison 6 sec)
Tranquility (elite):
Initial: Removes 1 boon from enemies (?u), Allies gain Resilience (2sec)
Passive: When boons expire on allies while in range of spirit they are healed for ()
Dismissal: Nature’s Renewal. Removes 2 conditions from all allies, removes 2 boons from enemies.
Elite: Conflagration
Initial effect: Generates Fire field for 6 seconds (320). Allies in 600u gain burning (3 sec) on their next attack.
Passive: Burning damage increased 5% within 1500u
Dismissal: Deals Damage (600u), leaves fire field for 3 seconds (320u) and applies 2 stack of might for 10 seconds to allies.
(edited by starlinvf.1358)
You wanted something not meta, and shouts have been not meta for quite some time now. :P
I do like the town clothes for some races. It always baffled me that previous outfits (which were town cloths as well) made the conversion, but our default set wasn’t.
Long ago I said Halloween, half-kidding…now I’m positive HoT will not be out before the Mad King arrives.
Then we shall Rally Mad King Thorn in our fight against the dragons.
Actually now I’m thinking about a Reaper’s Rumble upgrade for the Shatterer fight.
if you have the outfits, they default to the stock colors if you use dye remover on the spot. (or at least it used to)
Retreat has never bothered me, as it either sees use as mobility or to escape/create gaps.
What bugs me is that when I use it as a means to speed by something I don’t want to engage and I start auto-attacking the nearest mob (usually the one I want to avoid), putting me into combat and dropping my guardians already abysmal speed even further. (yeah I’ll probably drop auto-targeting in the hopes it fixes that, I’m just used to it, and it helps in larger crowds)
Theres a lot of QOL issues with the target selection and UI, as it assumes everything you do is aggressive. At least it prioritizes champs……
Its going to be painful farming some HOM points though. Prestige stuff in that game was made for the long haul, and some aren’t practical without a lot of help.
It doesn’t make sense because we don’t need to know every single thing that ever happens.
I am sure that Gaile have plenty of other things to take care of other than giving us updates 5 times a day on the same issue.And we also all know how people here react to delays.
Its actually not hard at all. All it would take is a brief, semi-technical description of the blocking bug. Something as simple as “we’ve narrowed it down some, but theres still a problem where duplicate titles between characters each count toward the total” is not only hugely insightful, it indirectly gives people some sense of scale with the issue.
Even on a more vague side “we still haven’t found the cause of Valor issuing more points then it should.” is still satisfactory, because the context indicates they know where part of the problem is.
A lot indie studios do weekly, or monthly bug roll up reports so the community has a sense of what they are up to. Even some AAA MMO studios are being more active in doing this, as it shows both awareness AND progress of issues. You’d be surprised how prophetic a community can be with even that kind of limited information. Being able to call out bad ideas a mile away, and even predicting (with high accuracy) the outcome of tweaks and mechanical changes.
On a side note; the reason this hasn’t worked with the Revanent is the hugely incomplete, or even conflicting information that prevents us from seeing the Rev as a whole concept.
Speaking of which, anyone else notice that the only toxicity in the community exists around solo or small group content? And somehow this is where a great deal of complaints are being generated from?
Or maybe I’m misreading it. I often find that theres another line thats almost just prevalent. One side enjoys a little chaos, while the other loathes it.
Foes who have description: “Bleeds”
But in fact inflict bleeding with their attacks, rather than bleeding themselves.“Retreat”, I think it should be named “Incoming” instead.
I can’t help thinking about https://www.youtube.com/watch?v=G2y8Sx4B2Sk each time my Guardian uses that shout.
They mentioned a huge chunk of the voice acting is still missing, and that one reason for the Human only beta was the skill voice set being the only one done at the time.
Like Invictus said, they had mentioned a Rev having witty (and not so witty) banter with the legends.
Still waiting for some anet employee to respond to this…
Its going to be a long wait, young snowflake.
Perhaps you will find a better answer with a better question.
Foes who have description: “Bleeds”
But in fact inflict bleeding with their attacks, rather than bleeding themselves.“Retreat”, I think it should be named “Incoming” instead.
http://wiki.guildwars.com/wiki/Shout
Retreat is made as an escape skill, using Aegis to protect against CCs. Sadly there had never been anything else until Resilience that could fill that role. Having a shout that gives Resilience would be nice. “Never Give Up!”
those poor people…….. CURSE YOU SCARLET!!!!
In a similar vein, I remember way back when some saying that originally there were options planned in the character select screen that included ‘Elonian’, ‘Canthan’, ‘Ascalonian’ or ‘Krytian’ or something like that for your characters background. I don’t remember where I read it or if it was even true but I always kinda wished they had kept it.
That part of the missions always struck me odd. From a new player perspective, with on insight into the lore other then what the game shows you, you’d have NO idea what the difference between the 4 sub-sets of humans are. The question itself is also kind okittenward. “We’ll have to hurry to save your sister. But first, would you mind filling out this census form?”
Those two remarks go hand in hand. There was probably a birth option to choose your origins (with maybe a restriction on the char builder to look correctly?). Which once it was removed, pushed the writers to do a small hack in the corresponding story part to fill the missing info.
It would had been way easier to just copy the Character’s skin tone, and using that to determine which face to use. It would had been surprisingly accurate…… discounting the “I was adopted” RP angle. And cases of Re-vitiligo (that thing Uncle Ruckus has).
(edited by starlinvf.1358)