[Spoilers] Bitter Harvest Story change?
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
idk zolijia was my favorite member of DE so I saved her first haven’t played the story on a second character yet
(Spoilers!!!) Trahearne (by a non-hater)
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
+1 good post, I pretty much agree
[spoiler] although the ending while probably unnecessary did fit well i think a elder dragon was going to try its kitten best to ensure its survival and planting a seed inside the brain of the only sylvari it still had a connection to was the best way to do so and potentially go unnoticed , it says something of the intelligence and nobleness of Traherne (sp) that he was able to figure this out (probably from being connected so deeply for so long (although to be honest i was really confused as for what sort of time scale this whole campaign was supposed to be) [/spoiler]
(edited by tfcgeneralkmk.9508)
i think they plan on expanding to more masteries and probably more levels within them as they go , so while I can sorta understand your pain just need to be patient i think
although they could go back to having a mastery to get a spirit shard with every bar fill
Not being to into PVP i’m kinda lost in the whole conversation but I would like to ask something that has bothered me since I first started playing mmo’s (vanilla WoW open beta)
why do people QQ over changes that they haven’t experienced live yet?
he sounds sincere … i liked the main story up until the boring boss fight
liked the little bit of season 1 that I played and have no idea where the characters from season 2 came from and why destiny’s edge was ignored so i don’t like that
HoT story was better espescially the last boss won’t give spoilers though
this looks cool, for all the balance issues people see and combo possibilities you really have to wait until we see what the new traits system looks like for mesmer
i expect the ratio from gear level to gear level to be the same so it won’t end up mattering anymore than it currently does
easy solution, add hero points to the WvW reward tracks
if you are playing a character with multiple weapon sets you can just press the “~” although without the shift required to actually get a “~” of course some professions only get 1 weapon set
Elite Specialization's effect on wardrobe
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
i have a feeling it is also just for the new weapon as your armor isn’t changing much although new skins for armor to match better would be cool
They said there’d be a single armor piece that would be similar in style to the new weapon skin. They said it would probably be a should or head piece.
“a fancy weapon skin for your new weapon type, and an armor skin for a single matching piece of armor (usually headgear or shoulders). "
ah didn’t see that 2nd part thanks
Elite Specialization's effect on wardrobe
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
i have a feeling it is also just for the new weapon as your armor isn’t changing much although new skins for armor to match better would be cool
have you helped all the NPCs you can in the dungeons? plenty of LP opportunities in those not to mention the story mode in of themselves
or you could think of some reason your character needs to help explore the fractals
Dreams indeed.
They already announced every major feature of HoT, which includes the Heart of Maguuma. Crystal desert will open when we have to deal with kralkatorrik, Far shiverpeaks with Jormag, etc.
which is why OP inlcuded future expansions in his/her post
i believe its not included because you are still unlocking it free just b y logging in
[Suggestion] AoE auto loot automatically
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
they will never do this and they shouldn’t and there is 1 for simple explanation bots
auto loot will make bot farming ridiculously easy
yes, because people able to programm bots are completely over their heads when it comes to inserting “activate area-loot key every 0,y seconds” into their codes.
true but why make it easier for them?
[Suggestion] AoE auto loot automatically
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
they will never do this and they shouldn’t and there is 1 for simple explanation bots
auto loot will make bot farming ridiculously easy
Gameplay Features: Making the most of Maguuma
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
From the very beginning, Guild Wars 2: Heart of Thorns™ was designed to maximize every player’s jungle experience.
As long as you don’t think or even mention the word water.
The terrain itself were all conceived, fleshed out, and woven together to create a unified and immersive world that hooks players and keeps them hooked.
As long as it’s not underwater.
Under the steady hands of Matt Wuerffel and Jon Peters, the Heart of Thorns team collaborated, iterated, and executed on a series of features and themes that deliver our most satisfying and comprehensive gaming experience to date.
Without water.
I’m Going Up, Down, All Around
New methods of exploration also create new opportunities for more gameplay. The new Mastery system in Heart of Thorns gives players the chance to build up their region-specific skills, like gliding, which allows for deeper and more complete exploration of the waterless environment. Max out your gliding not swimming Mastery to discover previously unavailable areas and gameplay challenges. Max out your hylek language and lore Mastery to access content the frog folk reserve for those in the know.
Replayabililty, or Storytelling and Retelling
As if there weren’t enough water in the Heart of Maguuma, we made sure that when players experience the waterless story of Heart of Thorns, there are ample reasons and rewards to justify going back and doing it all over (and over) again. We set out to give players plenty of options to explore outside of the water and plenty of loot to earn to make replaying these waterless story instances not only attractive, but essentially dry.
Wait, Did You Just Say Something?Finally, we were able to restore the player character’s ability to speak the side effect is that they forgot how to swin, easy come easy go, don’t forget to swing your trident—not just in story instances, but also in the open world. It may seem like a simple thing, but having your onscreen avatar speak whenever it makes sense for them to do so creates broad new avenues of engagement and interaction. Players can participate in verbal exchanges with friendly NPCs but not underwater that would be silly, hurl threats and challenges at enemies, and bark mission-specific orders to comrades. They can have these exchanges while in motion or even in combat but not while swimming. Best of all, we are also now able to give each race their own distinct lines so that norn, sylvari, asura, human, and charr characters can speak like actual members of the unique cultures and societies from which they hail but not while wearing a swimming suit.
you know they haven’t actually said ANYTHING about water one way or another so your post is a bit premature
i mainly use it to combine rune and sigils to try and get one worth selling doesn’t work often but you get a ton of runes and sigils when you salvage equipement so it saves space
different CC skills do different amounts of dmg to the defiance bar so i’d assume rocks are on the fairly low side of things
I’m noticing a trend amongst Arenanet about all this HoT hype and it is worrying me.
When specializations were first announced they confirmed that more specializations will be added after the initial release of HoT, that’s great news, it will increase character customization down the line and generally increase the longevity of the game.
However, with the recent announcement by anet regarding legendaries I am worried by the fact that only a handful of legendaries will be available at launch and the remaining will be released during subsequent updates.
This is truly worrisome, who knows, the next blog post topic might be about guild halls and they might even repeat what they recently said for legendaries “At the launch of GW2 HoT, there will be a handful of guild hall types available, but with subsequent updates after the initial launch the remaining guild halls will be added to the game via patches.”
If they continue to do this then essentially we will be purchasing a portion of the expansion? But people will argue that all the remaining features will be added with subsequent updates after launch. Yes, that’s true, but these were promised with the expansion, any live updates after the release of HoT is essentially not part of the expansion.
How will this work for people who have not purchased the expansion, why must they download patches with content that was promised at launch of HoT which they cannot even access?
I’m just a bit confused by Arenanet, they knew that not all legendaries will be finalized before release, they clearly acknowledged that in the blogpost, then why even bother. I’d rather let them postpone the release of the expansion and make sure everything is ready rather than them saying “shall be released after initial launch via subsequent updates.”
What are they doing? What have they been doing for the past year or so? I feel as if a lot of the HoT blogposts in the upcoming future will be like “not all of this content will be available at launch but don’t worry, the remaining aspects of it shall be added to the game via subsequent live updates.”
What? What the kitten? I mean what?
P.S I’m not saying that this will happen but the concern is valid and I just hope that anet do not pull this card for any future announcements regrading the features of this expansion.
i know for some people this isn’t the case but for me i don’t want them delaying the expansion because a few skins with cool effects aren’t ready
New precursors still be obtained using RNG?
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
When it comes to crafting the account bound ones, will you be able to craft the old school pre cursors? To make weapons like Bolt, Sunrise etc? Or is this crafting method for the brand new legendaries?
Sorry if this seems like a silly question.
yes you will be able to do you just won’t have to rely on TP, mystic toilet or a very small RNG rate to get the precursor for them
doubtful
PS would have to be changed or rolled back would be quite a bit of work
…if you look at what they did in the last tree years with their game, and the very little information they give to us about HoT, it’s just logical to be scpetical about these things
imo you have gone past skeptical to downright pessimistic
not saying you can’t or anything of course
as someone who hasn’t gotten any legendaries yet (mostly my own reasons and not anets (quit for a while) i’m looking forward to the new system
have you been doing these fractal runs actually back to back if so you might be hitting DR so you should go do something
About time. It is criminal that a game such as GW2 took so long to recognize and start dealing with this problem of condition damage being utterly unviable with very low quality of life in many scenarios, including high end PvE.
They better fix poison and burning in addition to bleeds. If they do, I will be very happy, but lord did they take their sweet time.
i am assuming that they are using bleed as a test case and will apply the solution that they like to the other conditions with perhaps exceptions for things like torment or fear
umm you should probably post this in the bug / support sub-forum instead of in the HoT subforum…
…I don’t give a crap about the three tiered mastery system for the precursor hunt to be honest. Not because I don’t like the idea – I love it. If you add in the fact that Legendaries won’t be tradeable, the Legendaries will be more Legendary than they are now.
But I’ve read about the argument that “You won’t be able to do the three tiered Achievements in a few weeks, so don’t worry about now having access to all legendaries on day one.”
But, and I’m just making an example here, since we don’t know about the Mastery etc, let’s say we will be able to do Staff, Greatsword, and Longbow.
And the Collection for one Precursor takes, say, one month to do. So, after one Month, you can have either a Staff, a Greatsword, or a Longbow.
But maybe you play an Engineer that doesn’t have access to one of those – you wait another 2 Months until the day they release the Legendary Rifle. So now, you’ll have to work for one more month – that’s three months since release until you are done with your Precursor.It’s just… I don’t know… poor that they don’t have all the legendaries ready the day they want to release HoT.
In my eyes HoT seems more and more rushed…
quote me the section you think says that
i mean i could be as i think i stated earlier be misinterpreting it but I think they just didn’t want to give details in this blog post
what was the party descirption in LFG if it wasn’t new players welcome or something like that it was not a good pick for someone to want to watch the cutscene in
You can’t make very good guesses if you’re working backwards from your conclusion.
its exactly what you do mr educated
Not to make this an academic argument but … no. You don’t make your conclusions FIRST, then make a logical path to ‘prove’ a hypothesis that fits it. You might be surprised how many educated people play games that recognize ‘garbage’ science when they see it.
i don’t remember the name but coming up with an conclusion the way you described is a logical fallacy
i could be misinterpreting but i think they are just waiting to talk about them at a later date not that they are or aren’t ready
Precursor Crafting explained by KongZhong
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
I am just hoping if the beasts we will have to find and hunt are not RNG bound in order to get the trophy we need. Having to kill one something 9 million times because my RNG took a vacation is not my idea of any sort of fun. It’s right up there with Rhendak and trying to get the signet….
I would prefer kill x number of these type of beasts + whatever champs instead.
personally i hope its an achievement based thing
Map bonuses - don't exclude starter maps
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
i could be wrong but i believe earlier they also said they were going to tweak the NPE a bit so lets perhaps reserve judgement to see if they have done that or not
I’m crossing my fingers for linen as a reward in a mid level area
I got the feeling the rewards were geared more toward FINE and RARE materials, not RAW, but I could be reading more into it. A choice would be even better.
even that would make certain ascended stuff a kitteneaper which would be nice
as well as making it a bit less expensive to get crafts to 500
Good grief again about the icons since some seemed to miss it:
Don’t worry a whole lot about the icons shown, they are all placeholder.
I hooked them all up. Not sure why my account isn’t showing as a dev account, but I am in fact, Linsey Murdock.
well that explains a lot thanks
apologize for questioning you Linsey
Bah…silly forum.
tricks are for kids?
On topic i can’t wait so see more details on the different activities for the collections
So you mean to tell me that the new class will not be able to play in the older area that sucks.
no this is completely untrue
think about it for one second HoT is a set of level 80 zones of some unknown number
how would a reverent be able to level if it couldn’t play in “old tyria”
Don’t worry a whole lot about the icons shown, they are all placeholder.
while its probably true how do you know?
you will be able to use your old characters if they didn’t want that they wouldn’t make masteries account wide
i disagree with that last statement
only one of those three options can offer a valid PvE experience to players
all three options are valid what is fun to you may or may not be fun to others
to me personally all three aspects of pve right now are enjoyable
“valid” was the wrong word. “Sustainable” would probably be better.
ok what do you mean by sustainable ? consistent level of rewards?
In the case of instanced content though; it sets an expectation, everything else (fractals, aether path) gets fairly commonly mentioned as ‘not rewarding enough’.
Instanced content or not have nothing to do with it. It’s a time vs reward vs challenge (or difficulty balance.
Dungeon is easier than Fractal 50 so Fractal should have a better reward/hour.
Silverwaste is easier than Dungeon so Dungeon should have a better reward/hour.
etc, etcCoF path 1 is twice as fast as most other dungeon, so it should reward half as much. TA Aetherpath is 3-4 times longer than normal dungeon so it should reward 3-4 times more.
in most game this is how it would work
i think anet is trying to limit any gating to get certain rewards
ie not locking the best rewards into the hardest content
It is, but there’s a pretty consistent feel that as it stands dungeon-running is reward-motivated out of scale, and it’s warping the whole experience.
Basically, fun, along with most of the other worthwhile elements of gameplay, often acts as an impediment to “winning” or “getting shinies”. But even though fun is the entire point and it seems completely absurd that a player would want to get rid of it in the name of shinies, that’s exactly what many players can’t help but do.
That means that, in order to entertain players, you need to find ways to keep getting shinies from coming into opposition with fun. It’s why balance matters in a single-player game. It’s the reason “pay-to-win” attracts such revulsion.
This is actually why the game does things like have enemies magically be carrying more stuff when more players fight them — this keeps the desire for rewards from conflicting with the social play and teamwork that MMOs are supposed to be all about.
But, it also gives players the means to optimise fun out of the game by forming into zergs. The end result is that there are only three kinds of PvE content possible in GW2:
- Open-world content with rewards, which becomes zerg bait and, as such, is usually not fun.
- Open-world content without rewards, which most players ignore.
- Content which limits how many players can participate at once.
Given that neither crowds nor ghost towns are social and that blobs aren’t teams, only one of those three options can offer a valid PvE experience to players.
i disagree with that last statement
only one of those three options can offer a valid PvE experience to players
all three options are valid what is fun to you may or may not be fun to others
to me personally all three aspects of pve right now are enjoyable
ghost town maps allow me to test my soloing ability which can give me a challenge
the zergs of a world boss is fun to do for the reward and defeating something i couldn’t ever do on my own and
dungeons are fun for the same reason but with only 4 other players
as i brought up in my other topic on the HoT subforum the mats part has me intrigued about 1 what mats will be part of it and 2 how they will handle the potential flux of materials to the TP
i wouldn’t be opposed to having the map bonus be account bound to prevent upsetting current prices if Anet feels they are in a good place
i consider myself casual even though my weekend playtime is 4+ hours per day usually an hour or so on the weekdays
my initial goal for my newest character (necro) was crafted exotic and now that i have 500 tailor i’m to start working on ascended armor focusing on 1 piece at a time so i don’t get overwhelmed
and you know: just because most of current dungeons/paths are easy and bit boring (most 80- ones, jade maw), doesnt mean they couldnt make new ones with more complex mechanics, more challenging.
They literally did that, Aetherpath exists and no one touches it with a ten foot pole.
because rewards are abyssmal
i have done aetherpath once i liked what i got out of it mainly the mini and its a different experience that i won’t go and do everyday but certainly willing to help a guild mate out with it
I wonder if normal crafting components be part of this map bonus? ie cotton wool silk copper etc
if so this will help with the grind associated with both legendaries and ascended items
another factor is will the bonus items be account bound or tradable
note to mods if there is a topic that i missed the addresses this please merge this post into it or move to general if you feel it fits better there
Precursor Crafting explained by KongZhong
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
“This crafting system is an account-based activity, which means you’ll only be able to craft each precursor this way once. However, all of the currently existing precursor acquisition methods will remain intact in addition to this new acquisition method. That means that if you want a particular precursor more than once, you’ll have to fall back to the original methods of acquisition.”
Well that stinks for players who have multiple characters.
are the legendaries soulbound once crafted?
Precursor Crafting explained by KongZhong
in Guild Wars 2: Heart of Thorns
Posted by: tfcgeneralkmk.9508
*taps fingers together * excellent excellent
….
i know its shocking but it is a great gold source if you buy the gems with MONEY a lot of money tho…Are you sure you compared converting that MONEY to gems and then to GOLD?
Now if you are looking to unlock some of the dyes, it can pay for itself with a few lucky hits (I got 3 Shadow Abyss yesterday…), but the gems to gold exchange rate is about 1g = $0.15 USD.
0 in game time requirement = 100% profit exchange rate doesn’t really play into it because i was suggesting buy the gems buy the dye kits sell the resulting dyes
150 shadow dye kits = 125 gems each = 18750 gems total = 2981 gold at current exchange rate.
Using the current asking prices from the TP below:
- Shadow Abyss x 5 (5 × 218 gold = 1090 gold)
- Shadow Blue Dye x 5 (5 × 27.5 gold = 137.5 gold)
- Shadow Green Dye x 1 (1 × 11.7 gold = 11.7 gold)
- Shadow Magenta Dye x 2 (2 × 10 gold = 20 gold)
- Shadow Orange Dye x 4 (4 × 8.7 gold = 34.8 gold)
- Shadow Purple Dye x 3 (3 × 12.9 gold = 38.7 gold)
- Shadow Red Dye x 4 (4 × 19.7 gold = 78.8 gold)
- Shadow Turquoise Dye x 3 (3 × 9.9 gold = 29.7 gold)
- Shadow Violet Dye x 6 (6 × 13.1 gold = 78.6 gold)
- Shadow Yellow Dye x 10 (10 × 8.5 gold = 85 gold)Total from selling dyes = 1604.8 gold.
2981 gold minus 1604.8 gold = a 1376.2 gold loss. This is a horrible investment unless one of you knows something I don’t know. You spend almost twice as much as you get from selling the dyes.
Perhaps this is an investment for when the dyes are no longer available and presumably the price goes up. That would make sense I suppose. If the prices go higher than double what they are now (consider the TP’s “tax” on selling), profit may be possible.
You forget to deduct the 15% transaction fee for listing them on TP.
i know its shocking but it is a great gold source if you buy the gems with MONEY a lot of money tho…