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Eddy.7051

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Everything posted by Eddy.7051

  1. Likes: The Sphere gives us access to a levitating focus without needing to wield the legendary Ipos focus. The Sphere conjures the Canthan celestial beasts. The name Catalyst sounds cool, but I still don't know how this name is relevant to its abilities. Is it referencing chemical reactions or causing an event to occur? I hope the lore NPC in Cantha will address the relevance of this name. Suggestions: Rather than the element of the Sphere switching when the Elementalist changes attunements, I would prefer if the Elementalist slotted one specific element in the F5 skill slot (similarly to how Revenants slot two legendary stances in their F1 skill slots) and this element would remain the same when switching attunements. But the F5 element could temporarily change (or be "augmented") when using Augment skills. If the Elementalist uses an Augment skill that shares the same element as its Sphere, then the Elementalist would receive the bonus Augment effect. This would enhance the identity of specializing into a single element, while not limiting access to other elemental skills. This would also make Augment skills feel more impactful when they change the element of the Sphere. Currently, Augment skills feel like clunkier and less flexible versions of Glyphs. The suggestion above would address this issue. Hammer feels awkward on the classic mage archetype. Hammers are the heaviest weapons, and it doesn't feel right on the squishiest scholar profession. Hammers are also redundant with conjured lightning hammers (which makes more sense on an Elementalist since the conjure weapon is made of light rather than heavy material). I would prefer Torch or Mace on the Elementalist, but some of the new weapon skills would need to be scrapped to downsize to the kit of a one-handed weapon. If Catalyst used Torch, the color/animation of the Flame could correspond to the Sphere's element. There are currently several torch skins that have non-fire animations (bright frost, flashing electricity, and glowing gem stones/dust), so torch shouldn't have too much favoritism for the element of fire.
  2. Likes The name Catalyst sounds cool. I am still waiting to see how the meaning of the name ties into the gameplay and lore of this elite spec. I've always wanted levitating foci weapons, and it seems like we will have this with the jade tech sphere rather than with actual weapons. The sphere reminds me of caster classes in eastern MMOs, like the Sorcerer in Tera. I'm happy to see an elemental dragon animation. Core Elementalist in GW1 and GW2 has always had a few dragon-themed spells (Rodgort spells, Dragon's Tooth, Dragon's Stomp, etc.). It's perfect timing for the End of "Dragons" elite spec, returning to the empire of the "dragon", to have a new dragon-themed spell. I like that the teaser mentioned ancient magics - like a Shaman. The visuals in the teaser showed the Canthan celestials (Phoenix, Kirin, and Dragon) to convey ancient magic. I'm curious to see if the other skills and traits will give more ancient magic flavor. Dislikes From the D&D perspective, Elementalist would be a high intelligence and low strength profession while hammer would be a weapon that requires the most strength out of all the weapons. The hammer seems like the antithesis to the Elementalist (unless it is a light weight hammer, like the conjured hammer - which also feels like a redundancy with the new hammer weapon). Based on the teaser, I still do not see how the spells feel "hammer-y". It seems like the same spells could have easily been reattributed to any other melee weapon. The teaser advertises the Catalyst as being a melee-oriented elite spec. Was this archetype not already covered by the Weaver as a spellblade?
  3. Likes - The name sounds good. Per definition of the name, I wonder if in-game lore will show how these two legends "cleared someone of blame or suspicion." Maybe it is simply referring to being "justified/vindicated" in killing Shiro, but nobody seemed to blame or criticize these legends for killing Shiro in the first place. - Two legends in one legendary stance is interesting and unique. I hope this feels distinct enough from Kalla summoning her warband members. - Greatsword is a solid choice for a Revenant weapon. Reused greatsword animations are resourceful and accessible for players who do not play every profession. For example, Revenant players who do not play Necromancer can now enjoy the Gravedigger animation. - The Vindicator symbol shows duality which fits nicely for the dual legends. - Modifying dodge feels appropriate for Revenant since they always had a visually different dodge involving phasing in and out of the mists. Dislikes - Archemorus and Viktor seem a little too on the nose for Canthan legends, and they seem too closely related to the existing Shiro legend. We will not get many more elite specs after EoD (we may get no more elite specs after EoD), and I wish we could have branched out a bit more with our legend diversity. We now not only have 3 human legends, but all 3 human legends are Canthan men. Asura and Norn are still missing a legend related to their people or culture. The most recent fractal has lore hinting at Canthan Norn. Norn's spirits of the wild can also tie in with Canthan lore, for example channeling the legend of the Spirit of the Kraken or another legendary aquatic beast in the Jade Sea. - Once again, this elite spec legend has heroes rather than villains. Revenant was originally advertised as someone who would channel both heroes and villains. They had an edgy, jagged, dark knight aesthetic. After years of elite specs only gaining heroes for legends, Revenants are gradually losing their edge. I was hoping the ratio of heroes to villains would be about 50-50 but we're now at 75-25.
  4. Vindicator Likes - The name sounds good. Per definition of the name, I wonder if in-game lore will show how these two legends "cleared someone of blame or suspicion." Maybe it is simply referring to being "justified/vindicated" in killing Shiro, but nobody seemed to blame or criticize these legends for killing Shiro in the first place. - Two legends in one legendary stance is interesting and unique. I hope this feels distinct enough from Kalla summoning her warband members. - Greatsword is a solid choice for a Revenant weapon. Reused greatsword animations are resourceful and accessible for players who do not play every profession. For example, Revenant players who do not play Necromancer can now enjoy the Gravedigger animation. - The Vindicator symbol shows duality which fits nicely for the dual legends. - Modifying dodge feels appropriate for Revenant since they always had a visually different dodge involving phasing in and out of the mists. Vindicator Dislikes - Archemorus and Viktor seem a little too on the nose for Canthan legends, and they seem too closely related to the existing Shiro legend. We will not get many more elite specs after EoD (we may get no more elite specs after EoD), and I wish we could have branched out a bit more with our legend diversity. We now not only have 3 human legends, but all 3 human legends are Canthan men. Asura and Norn are still missing a legend related to their people or culture. The most recent fractal has lore hinting at Canthan Norn. Norn's spirits of the wild can also tie in with Canthan lore, for example channeling the legend of the Spirit of the Kraken or another legendary aquatic beast in the Jade Sea. - Once again, this elite spec legend has heroes rather than villains. Revenant was originally advertised as someone who would channel both heroes and villains. They had an edgy, jagged, dark knight aesthetic. After years of elite specs only gaining heroes for legends, Revenants are gradually losing their edge. I was hoping the ratio of heroes to villains would be about 50-50 but we're now at 75-25.
  5. Recommendations: The skiff travel animation seems too twitchy. I would prefer if the skiff had the fluid, sliding movement of the Skimmer and maybe the slower turning movement of the Raptor. Using skills 2 and 3 while fishing does not seem intuitive to me. It is also a bit awkward to go back and forth between holding down those two keys on my MMO mouse (which is better for taps rather than constant holds). I would prefer if casting the fishing line rooted the player, preventing their movement, and then the player used A and D to move the fishing slider. Or the fishing meter could be vertical rather than horizontal, and both Z-axis mount movement keys (in my case the dodge key and the R key) could control the fishing slider. I'm not sure if I missed this detail, but I don't think the mechanical differences between lures and baits were explained. Do they both simply add fishing power? Is there any other mechanic that can be customized rather than simply increasing fishing power? If both of these consumables only add fishing power, then I recommend merging them into one consumable type rather than having us carry two consumable types. I also hope there is an unlimited bait/lure of max quality that will be sold on the gem store. Celebrations: Party-specific collision for skiffs is genius! I was concerned if skiffs could bump into players outside the party or if strangers could hop on your skiff without being in your party. Bumper skiffs and skiff-crashes between party members is also a fun idea. Fixing players in seats while moving is a clever way of preventing awkward visuals when players de-sync from moving platforms and they appear glitchy on those platforms (like fighting on the air ships in the final story instance with Zhaitan). I also like the convenience of auto-seating players as soon as the anchor is pulled. There would be too much wasted time if you had to wait for everyone to manually sit down or if a ready menu appeared that all players had to agree to. If they are in your party, you should be able to have more control over their autonomy. If they don't like your control, they are welcome to leave the party or hop off the skiff (splash!). The fishing mechanic seems inspired by Stardew Valley's fishing mechanic. I'm glad you all didn't reinvent the wheel and stuck with a solid, simple, and intuitive mechanic for fishing with plenty of room for depth and challenge. Good news to hear that fishing rods will not break like other gathering tools. It would be annoyingly disruptive to be on a boat party and have your fishing rod break in the middle of a large body of water nowhere near a fishing merchant. Disruptions and punishments for not being prepared are generally good rpg designs in combat, exploration, and independent play. But I prefer to minimize disruptions in socially-driven content (like group fishing).
  6. Feedback on theme rather than mechanics: "Virtuoso", "Bladesong", "Harmony", "Dissonance", "Requiem", "Bladeturn Refrain" (GW1 Paragon Skill), and "Bloodsong" are all Virtuoso skills or traits that allude to music or singing. The problem is this theme is not executed in the skill animation visuals or sounds. If the Virtuoso must retain its music theme, please update Bladesong animations to reinforce this theme. Sounds: Add whistling sounds when casting Bladesongs as the blades slice through the air and/or add the sound of a musical note when acquiring a Bladesong (acquiring the first is a low note, acquiring the second is a higher note, acquiring the third is an even higher note, etc.). Visuals: Add a trail of musical notes or sound waves (represented as either wavy lines or a series of expanding rings) when casting Bladesongs and/or add pulsing sound wave rings to each Bladesong while they are stocked and floating. Virtuoso's apparent themes in its animations and mechanics: materializing blades, telekinesis, and dueling. These themes expand on the core Mesmer facet of mental power and sharpness. But the music theme, often associated with emotional/social/spiritual intelligence (D&D charisma or wisdom), does not seem cohesive with psionic power (D&D intelligence). It may be best to rename all skills, traits, and the name "Virtuoso" to remove all references of music and signing. If another theme should take its place, I recommend the theme of cerebral electricity. In fantasy and sci-fi, abnormally high electricity activity in the nervous system, along with telekinesis, is associated with high brain power. GW1 Mesmers also have lightning themed skill icons/animations (Chaos Storm, Backfire, Drain Enchantment, Energy Surge, Ineptitude, Migraine, Mind Wrack, and Shatter Enchantment), GW2 Mesmers also have Chaos Storm, and Virtuoso already has two skills with "storm" in their names. Skill animations can be updated with zappy/thundering sounds, trailing lightning behind thrown blades, and/or chaining electrical currents between stocked and floating Bladesongs. The "Bladesong" skill type can be renamed to "Bladebolt", "Virtuoso" can be renamed to "Psion" (Wikipedia: "...a fictitious unit of mental energy..."), and the "Psionic" skill type can be renamed to not be redundant with the specialization name. It would be best to save the music theme for a Bard-inspired, Mesmer elite specialization.
  7. It appears the Energy Regulator Cog, rewarded from Marionette achievements, cannot be attuned. It is possible this ring also cannot be infused. This is probably shortsightedness on the dev's part but it means this ring is severally weaker than any other ascended ring and would realistically never be used.
  8. Yes. In reality, the rarity doesn't matter to gathering tools. But it is easier for players to understand that if it's purple, then it'll work the same as legendary equipment in the legendary armory. Yes. Just as "automatic" as the legendary armory was. I believe the gem store gathering tools and glyphs should operate identically to how legendary equipment operates. You could ask the same question for why they made legendary armor, weapons, and back items free to transmute. I don't work at Anet, but I imagine they theorize that players are more likely to buy gems and convert it to gold to buy legendary gear than they are to buy transmutation charges with gems. In my suggestion, players might be more likely to buy gem store gathering tools than transmutation charges with the added convenience of free transmutations (also it's more so for the sake of consistency, to be consistent with how legendary gear works in the legendary armory). I would love to see the statistic to confirm, but I imagine most players who own gem store tools only own one set. This update would not affect the market from those players at all because they'll continue to not buy any more tools. But for players who own multiple sets, like you and me, our population would continue to buy tools for the skins and for the attached glyphs. Now that a X/3 cap would be added to the armory for glyphs, collectors will be more enticed to cap out on their favorite glyphs. There are also some players who bought one set of tools for each alt and then stopped buying tools. You know how Anet responded? They added glyphs to the game. In the eyes of min-maxers, owning multiple sets of tools are useless if you only have one good set of glyphs. I would also love to see the statistic of how many players own 3x good glyphs for each alt on their account. I image that number is even lower than the 0.0008% number for how many players owned too many sets of legendaries.
  9. The quality of life improvements brought with the new legendary armory should extend to gem store gathering tools and glyphs. Many players continue to transfer these tools and glyphs to their alts via the bank or shared inventory slots. This update would make gem store tools more tempting to purchase, and players would continue to purchase multiple sets of tools to collect skins and glyphs. Let's get more mileage out of this new armory tech, continue to improve quality of life (for more players this time and not just hardcore/veteran players), and potentially earn more profit. Gem store gathering tools and bound glyphs should change from Exotic rarity to Legendary rarity. Similarly to legendary equipment, legendary gem store tools and glyphs should be able to be equipped on multiple characters simultaneously. The legendary armory should cap each gem store tool skin to X/1 and cap each glyph to X/3. Refunds or compensations should be made for players who purchased tools and/or glyphs that exceed this cap. Gem store tools should not cost transmutation charges to be transmuted. After gem store tools and glyphs are added to the legendary armory, their physical items should be removed from the regular armory, inventory, and bank.
  10. Today's GW2 news post included an image of the silhouette of what we can assume to be the upcoming Mesmer elite specialization wielding a new weapon for the Mesmer. The points listed below break down why I believe this weapon is a Shortbow, contrary to popular belief. It's a Spear! The handle of the weapon seems to be the center of a mostly symmetrical weapon. It's a Dagger! The image shows a skill animation for casting 5 projectiles. Whenever skill animations are casted from 1-handed weapons, the caster always gestures with the hand using that 1-handed weapon. For example, focus spells cast from the off hand, thrown main hand weapon skills throw from the main hand, etc. If this weapon is a double-ended dagger, then the hand with the dagger should be gesturing during the skill animation. The image instead gestures the opposite hand, which suggests this weapon is a 2-handed weapon. Some players suggest this weapon is not a dagger because daggers are held backwards rather than forwards like a sword. This point does not apply here because this could be a double-ended dagger that points both backwards and forwards. No. It's a Shortbow! The unarmed hand in this image could be pointing directly at us, it could be temporarily and magically amputated, or it could be bent upward in the position of drawing back and then releasing a bow string. If this weapon is in fact a Shortbow, the fuzzy circle located on the hand suggests the bow string and/or arrows are magically conjured. This image would be capturing the moment in motion right after the arrows are shot and the arm wielding the bow is dropped down. Check out the linked image to see my edits of the silhouette highlighting the bow and position of the arms. https://imgur.com/M0oPy1A
  11. The following post is wishful thinking, rather than speculation, for the Canthan Mesmer elite specialization. Analogy word problem: Stun is to Fear as Daze is to...? What would be the condition equivalent of Daze? The new condition called Silence! If you are thinking that Fear is not the condition equivalent of Stun, I think it is close enough. Fear would fit this analogy better if it caused enemies to /cower rather than run away, which would also have synergy with the recent Torment rework, but that is beside the point. GW1 players: Do you remember a quest in Istan involving an evil mime who stole the voices of innocent townsfolk? GW2 players: Do you recall players wishing for a Bard elite specialization for the Mesmer? I present the Maestro, a Mesmer elite specialization that conducts music and manipulates sound. Silencing Enemies: The Maestro can silence enemies, taking away their sound, allowing enemies to move but preventing them from using skills while the condition persists. Silence synergizes well with Wastrel's traits and abilities (referencing GW1 domination spells). Silence can also be mitigated by Resistance. Resistance could benefit from feeling more useful by mitigating more non-damaging conditions. Silence should also be added to a handful of new/existing skills across other professions, but only the Maestro should specialize in Silence. Conjuring Music: The Maestro can create sound, beautiful sounds (referencing Lyssa's domain of beauty and Mesmer's theme of beauty with Glamour skills), through music-themed spells. Beautiful sound spells/songs can buff allies (and possibly charm foes) in the way of the GW1 paragon or classic, fantasy RPG Bard. Stealing Voices: The Maestro could steal sounds, like how GW1 Mesmers can steal enemy spells and GW2 Mesmers can steal enemy boons with Arcane Thievery. The Maestro F4 skill or elite Shout skill could be Stolen Voice, replacing the Stolen Voice skill with a disabled enemy skill (elite skill or random utility skill). If the disabled enemy skill was on cooldown, then the cooldown could be extended rather than the skill being disabled. In PvE, Stolen Voice would have a loot table of skills similar to stolen Thief skills. During the duration of Stolen Voice, PvE enemies would either take break bar damage or be limited to auto-attacking. New Weapon: The Maestro could use either a warhorn (that can suck up sound like a vacuum in addition to letting out sound) or shortbow harp. Role: The Maestro would focus on control/utility and support, having the least damage output compared to the condition damage of the Mirage and the direct damage of the Chronomancer. Lore NPC: The Maestro's representative should be in the Echovald Forest. Art, music, and poetry make up a large portion of Kurzick culture.
  12. Yes, Necromancer is definitely one the professions with the least mobility. But Scourge has (A) Sand Swell to portal between locations and (B) Trail of Anguish to gain swiftness and punish foes who chase them down. In competitive modes and raids, these skills function to support the mobility of your team. In open world PvE, these skills enhanced the Scourge's ability to kite.
  13. The details listed below illustrate how the Scourge is designed to apply torment, kite and snare enemies to increase enemy movement (improving torment damage), and fear enemies to widen the gap and increase movement (improving torment damage). The recent balance patched reworked torment so that it deals improved damage to enemies that are not moving, and I like this change across all professions for various reasons. But the reworked torment design philosophy should be accompanied with a reworked Scourge design philosophy because Scourge's design philosophy was dependent on Torment's mechanic. Scourge Torment Interactions Torment: Profession Skills: F1-5 Weapon Skills: Torch 4-5 Slot Skills: Punishment skills Trait: Demonic Lore trait (enhanced torment damage and burn on torment) Previous Synergy (now Anti-Synergy) Fear: F4 Cripple: Punishment Skills Previous Anti-Synergy (Now Synergy) Knockdown: Torch 5 Necromancer Torment Interactions Torment: Profession Skill: F5 Weapon Skill: Scepter 3 Slot Skills: Signet of Spite, Plaguelands, and Blood is Power with Master of Corruption trait (self inflicted torment that can be transferred to foes) Trait: Master of Corruption and Insidious Disruption (torment on fear and disables) Previous Synergy (now Anti-Synergy) Fear: F3, Staff 5, Spectral Ring, Lich Form, Dread trait (reduce the recharge of F3), Terror trait (fear deals condition damage), and Fear of Death trait (longer fear duration) Cripple: Scepter 2, Axe 3, Signet of Spite, Summon Bone Fiend, Lich Form, Plaguelands, and Summon Flesh Golem Chill: F2, Staff 3, Focus 5, Summon Shadow Fiend, Well of Darkness, Spectral Grasp, Plaguelands, Chilling Darkness trait (chill on blind), and Bitter Chill trait (vulnerability on chill) Previous Anti-Synergy (Now Synergy) Immobilize: F5, Dagger 3, and Summon Bone Fiend Knockdown: Summon Flesh Golem I propose reworking Fear so that it causes enemies to /cower rather than run away. To distinguish Fear from Knockdown and Stun, Fear should continue to be a condition that can be cleansed or avoided with Resistance. Cripple and Chill do not need to be modified because they positively interact with Sand Shades by keeping enemies inside of Sand Shades. Fear is integral to the Necromancer, while Torment is integral to the Scourge. I'm not generally opposed to anti-synergy because it can create depth and strategy. But integral mechanics should not behave antagonistically, unless it is the overall theme of the build to have antagonistic and potent abilities rather than synergistic and ramping abilities. Overall, Necromancer abilities are synergistic and ramp up (vulnerability stacking on direct damage builds and condition diversity stacking on condition damage builds).
  14. Hello. I am interested in joining. 🙂 I have only killed one raid boss to unlock the mastery, and then I never returned back to raids. I am an experienced player who has played since pre-launch, I have near 39K AP, I complete fractal CMs comfortably, I have multiple sets of ascended gear for all armor weights and weapons, I have multiple pieces of legendary gear and upgrades, and I have all specs unlocked for all professions except Guardian (I only have 8 character slots). I am also happy to run meta builds, speak and listen in discord, and read raid guides in preparation for each boss. In general, I'm the type of player to react to mechanics rather than relying on support to carry me. Raids were not as attractive to me compared to collections and achievements in solo content or 5-man content because I felt overqualified for most training groups and casual pugs (which often disbanded or spent too many hours before accomplishing anything) yet underqualified for guild static groups because my playtime is too limited with irl obligations. With the news of the upcoming legendary armory, I am now looking to get into raids since it will be easier to swap around builds/roles across all my alts. There's also that carrot at the end of the stick of legendary armor and Coalescence. I am happy to be patient with groups that are coordinated, can learn from mistakes and adapt after wipes, and are fun and friendly on discord. This guild also seems perfect for the amount of time I can commit to raids.
  15. The control options allow me to bind "Shift" or "Shift + _____" as Map Floor Up or Map Floor Down. But after I save either of these key binds, I am unable to change the map floor with these key binds when I have the map open. "Alt" and "Ctrl" work when they are bound to Map Floor Up or Down, so I am not sure why Shift behaves differently. I use "Shift + Space" for Swim Down, Spectate Camera Down, and Mount Ability 2 - and this key bind works for those controls. I would deeply appreciate being able to use "Shift + Space" for Map Floor Down as well because I like all downward moving controls to be consistent with their key binds.
  16. Your idea combined with my speculation of music/art/glamour result in The Duet.
  17. Vanquishing Q&AWhat are GW1 Vanquishes? After reaching the max level and finishing the primary quests/story, players could toggle their PvE Normal Mode setting to Hard Mode and replay PvE zones in Hard Mode.Vanquishing achievements were rewarded to teams who killed every foe in Hard Mode zones. Zones were instanced and foes did not respawn.Zones can be categorized into three tiers, and each tier has different party size restrictions (4 player teams, 6 player teams, and 8 player teams). Players usually had to modify their team compositions and builds in more restricted tiers compared to the setups they used in 8 player teams. Some of the most difficult Vanquishes were in 4 player zones.Why would Vanquishing be good for GW2? Reusing old, central Tyrian leveling maps for new, end-game content is resourceful. It costs less time/money than developing new maps for new content. Expansion and Living World maps can also potentially be Vanquished, but these newer maps are not as high on my priority list as central Tyrian maps.Vanquishing is another opportunity for moderately challenging content that gets players more comfortable with engaging in organized and cooperative content like Raids. Vanquishing probably will not bridge the skill gap between raiders and non-raiders, but that is not the purpose of Vanquishing. Strike Missions have the purpose of bridging the skill gap.In GW1, many players enjoyed and felt nostalgic when revisiting and Vanquishing leveling zones while not being bored by the easy difficulty in Normal Mode.How have Visions of the Past (for Ryland) already set the foundation for Vanquishing in GW2? This enabled premade or hotjoined squads to enter an instanced map that can be large-scale.Unlike the open world, foes do not respawn in these instances after they are killed.The Eye of the North is now a central hub for organized PvE content (Strike missions and Visions of the Past) outside of Fractals and Raids. Vanquishing squads can be organized in this hub, and squads can enter Vanquishes through the Scrying Pool.How can Vanquishes be implemented in GW2? Similarly to the three tiers of GW1 zones, GW2 zones can be categorized into six different tiers. Inspired by the gambit system of the Queen's Gauntlet, each tier can have various levels of combat restrictions to switch up the game play experience between each tier. Tier 6 Vanquishes would have no combat restrictions, Tier 5 Vanquishes would have some restrictions, Tier 4 Vanquishes would have more restrictions,... and Tier 1 Vanquishes would have the most restrictions. These combat restrictions may reflect the combat restrictions leveling characters have during each tier, and these restrictions are reminiscent of the team size restrictions in GW1's three tiers.Vanquishes would be instanced, accessible via the Eye of the North Visions system, and joined by either premade or hotjoined squads (50 player capacity). Vanquishes should be incorporated into the Visions system because Visions allow players to revisit the past, and combat restrictions can fit the lore if Vanquishes take players back to their past leveling experiences.Ideally, Vanquish zones will be significantly scaled up in difficulty compared to their reflected open world zones, and the enemies would mirror the same enemies from the reflected open world zones. These beefed up enemies will also have new abilities and/or bounty mechanics to make them complex enough for squads and level 80 players. Open world dynamic events and meta events will be disabled during the Vanquish. There will also be branching series of objectives that guide the squad and its subgroups to all corners of the zone. Vanquish objectives can be similar to the Dragon's Stand meta event where the squad(s) covers the entire zone by splitting up into three paths guided by separate series of branching objectives. Vanquish objectives can also be similar to GW1's Underworld or Fissure of Woe where the team is free to explore wherever, and they can complete the branching objectives, guiding players to different corners of the zone, in any order they choose. Novice teams would safely complete each objective one-by-one, while advanced teams would split up to complete multiple objectives more quickly.The Vanquish reward currencies and traders can be incorporated into the Visions and Strike Mission rewards systems. Vanquishes will take longer to complete than Raids, Fractals, Visions, or Strike Missions, so it is important to appropriately reward dedicated players while still having an incentive for players who cannot commit to the entire Vanquish. Rewards earned during the Vanquish can use the loyalty mechanic. For example, a Vanquish zone may theoretically have 12 objectives. Player A joins the Vanquish at the beginning and participates in all 12 objectives. Player A would receive 12 packets of rewards, and each consecutive reward will have increased chances at improved loot (similarly to the Lunar New Year's Celestial Challenge). Player B joins the Vanquish at the beginning and leaves the squad after participating in the first 6 objectives. Player C hotjoins the Vanquish in the middle and participates the last 6 objectives. Player D participates in 3 objectives, AFKs and doesn't receive credit for participating in the next 6 objectives, and then rejoins the squad to participate in the last 3 objectives. Players B, C, and D would all receive 6 packets of rewards, but players B and C would have 3 packets of rewards with increased chances at improved loot compared to player D because their participation was more consecutive. Hopefully this loyalty mechanic discourages AFKers from taking up space in hotjoin Vanquishes.There should also be achievements for detailed exploration of Vanquish zones. For example, there should be an achievement for participating in a squad that killed every foe in the Vanquish zone, and this would reference GW1 Vanquishing achievements. Every week or every other week, available Vanquishes can rotate based on regions (Maguuma, Kryta, Shiverpeaks, Ascalon, and Orr) or tiers (1-6). Each region can have exclusive and thematic Vanquish rewards that are earned from completing objectives (improved rates with the loyalty mechanic) and dropping from foes at very low rates.I would like to incorporate agony resistance into Vanquishes to make this stat useful in another mode outside of Fractals, but agony resistance is unnecessary for Vanquishes.Vanquishing Tier DesignTier 1 Zones: Metrica Province (Maguuma), Caledon Forest (Maguuma), Queensdale (Kryta), Wayfarer Foothills (Shiverpeaks), and Plains of Ashford (Ascalon)Recommended Agony Resistance: 25Unlocked AbilitiesWeapon SkillsHealing Slot SkillsDodgeProfession Skills (1/3)Tier 2 Zones: Brisban Wildlands (Maguuma), Kessex Hills (Kryta), Snowden Drifts (Shiverpeaks), and Diessa Plateau (Ascalon)Recommended Agony Resistance: 50Unlocked AbilitiesTier 1 AbilitiesUtility Slot SkillsDowned State and SkillsProfession Skills (2/3)Tier 3 Zones: Bloodtide Coast (Maguuma rather than Kryta), Gendarran Fields (Kryta), Lornar's Pass (Shiverpeaks), and Fields of Ruin (Ascalon)Recommended Agony Resistance: 75Unlocked AbilitiesTier 1-2 AbilitiesElite Slot SkillsWeapon Swap (in combat)Profession Skills (3/3)Tier 4 Zones: Sparkfly Fen (Maguuma), Harathi Hinterlands (Kryta), Dredgehaunt Cliffs (Shiverpeaks), Timberline Falls (Shiverpeaks), Blazeridge Steppes (Ascalon), and Iron Marches (Ascalon) Recommended Agony Resistance: 100Unlocked AbilitiesTier 1-3 AbilitiesTop Specialization LineTier 5 Zones: Mount Maelstrom (Maguuma), Southsun Cove (Kryta), Frostgorge Sound (Shiverpeaks), and Fireheart Rise (Ascalon) Recommended Agony Resistance: 125Unlocked AbilitiesTier 1-4 AbilitiesMiddle Specialization LineTier 6 Zones: 3 Central Tyrian Orrian Zones and potentially Expansion/Living World ZonesRecommended Agony Resistance: 150Unlocked AbilitiesTier 1-5 AbilitiesBottom/Elite Specialization LineProfession Skill Unlocks Elementalist Tier 1: Fire and Water Attunements (F1-2)Tier 2: Air Attunement (F3)Tier 3: Earth Attunement (F4)Engineer Tier 1: Healing Tool Belt Skill (F1)Tier 2: Utility Tool Belt Skills (F2-4)Tier 3: Elite Tool Belt Skill (F5)Guardian Tier 1: Virtue of Justice (F1)Tier 2: Virtue of Resolve (F2)Tier 3: Virtue of Courage (F3)Mesmer Tier 1: Mind Wrack and Cry of Frustration (F1-2)Tier 2: Diversion (F3)Tier 3: Distortion (F4)Necromancer Tier 1: Death Shroud, Life Blast, and Dark Path (F1 and Shroud 1-2)Tier 2: Doom (Shroud 3)Tier 3: Life Transfer and Tainted Shackles (Shroud 4-5)Ranger Tier 1: Attack My Target and Return to Me (F1 and F3)Tier 2: Beast Skills (F2)Tier 3: Swap Pets (F4)Revenant Tier 1: Legendary Dwarf and Assassin Stances and Swap Legends (F1)Tier 2: Legendary Demon Stance and Increased Energy Pips (from -3/+3 to -5/+5)Tier 3: Legendary Centaur Stance and Ancient Echo (F2)Thief Tier 1: Dual Wield Skills (3)Tier 2: Stealth Attack Skills (1)Tier 3: Steal and Stolen Skills (F1-2)Warrior Tier 1: 1 Adrenaline bar and Burst Skills (F1)Tier 2: 2 Adrenaline barsTier 3: 3 Adrenaline barsEdit: Based on feedback and upon further consideration, I believe 10-player squads are more appropriate for Vanquish zones than 50-player squads. 50 players can zerg together and trivialize content. Branching objectives can still work for a 10-player squads when 3-5 players take each objective path.
  18. As stated in the intro, this design is significantly modified based on the constructive feedback from the original post.based on your apparent lack of knowledge on some classes due to how you breakup of when they get essential skills. It seems like you lack knowledge of how these "essential" skills are already broken up in the game. You do not unlock all slot skills at the same level and you do not unlock all profession skills (F1-F5) at the same level. My design, for the most part excluding Thief design, doesn't create new "breakups" that do not already exist in the game. All my design does is reorganize and redistribute the levels when these "essential" skills are unlocked. Also, if these skills are so "essential", then why are the majority of new players making it to Orr without ever needing to use anything but skills 1-3 and occasionally skill 6?Where is this data on what skills players use on the way Orr so that you can claim a majority only use certain skills?Try leading a guild or commanding world bosses/metas/raids/strikes. I used to think I was like the average player (not the quickest reflexes and I don't bother with rotations, but I read skill descriptions and event descriptions to understand fundamental mechanics). But, then after leading a guild and commanding organized content I started paying more attention to other players. In my experience, only 25% of players in my groups could learn how to overcome moderate challenges in the game without me giving them instructions. Most players I had to remind them repeatedly of basic mechanics. When chatting with those players who needed more guidance, they didn't say their play style was a personal preference (some players getting attached to a build and never wanting to adapt it) or that their reaction time was just a little off and needed more practice (some people dodging a little too early). The issue was simply they never knew the mechanic, and my explanation gave them that "ahah!" moment. I just want to take the tutorial information that's already in the game and reformat it to make it harder to miss. Your method would make me NEVER want to level up a character again.I see this sentiment in the comments the most, and I honestly think it's dramatic. But with this feedback, I will tweak this design to make some of the ability unlock delays less severe because, realistically, Anet wouldn't want to disturb its veteran players too much.Regardless, usually players who find leveling alts to be tedious just feel that way because they find nothing new or interesting about the core Tyrian maps after they've explored/completed them so many times. Usually those bored players aren't worried about their leveling builds because they steamroll through the leveling content without any challenge requiring them to use the extents of their builds. But, let's say you are that type of player who is attached to the current experience of levels alts from levels 1-45. Do you (A) like it because you unlocked lots of new things and your progression felt rewarding during those early levels? Or, do you (B) like it because you just want all unlocks ASAP and you don't care for progression? If you are more of opinion A, then my design will be better to achieve a consistently rewarding sense of progression throughout all levels rather than primarily during the early levels, for example addressing the current lack of unlocks from levels 45 to 71. If you are more of opinion B, then Anet doesn't share your philosophy. Anet treats levels 1-79 as one, extended tutorial via leveling reward tutorial tips and ability unlocks. My design just breaks up those clusters of ability unlocks during this extended tutorial. I'm not reinventing the wheel or changing the game to the point where it no longer feels like GW2.
  19. As stated in the intro, this design is significantly modified based on the constructive feedback from the original post.based on your apparent lack of knowledge on some classes due to how you breakup of when they get essential skills.It seems like you lack knowledge of how these "essential" skills are already broken up in the game. You do not unlock all slot skills at the same level and you do not unlock all profession skills (F1-F5) at the same level. My design, for the most part excluding Thief design, doesn't create new "breakups" that do not already exist in the game. All my design does is reorganize and redistribute the levels when these "essential" skills are unlocked. Also, if these skills are so "essential", then why are the majority of new players making it to Orr without ever needing to use anything but skills 1-3 and occasionally skill 6?
  20. As stated in the intro, this design is significantly modified based on the constructive feedback from the original post.
  21. As expected, nobody in the forums has any issue with the learning curve in GW2. But, that is because players who bother with the forums are usually more invested in the game and usually more savvy gamers in general compared to the average, casual, GW2 player. I once thought most players in the game were around my level of interest, skill, and game play hours per week as a casual player who participates in all content and game modes within a couple hours every other day. But, in the open world I noticed most players around me were wet noodles, many who would die in a few hits and never waypoint themselves, and they didn't seem to grasp mechanics or event objectives unless they had a commander tag they could follow around (which arguably they still don't learn anything while mindlessly following a tag). Because of this, I created and lead a training guild for a couple years that had mostly new/casual players. Most of my guildies didn't know how or were not comfortable with using basic combat mechanics (dodging, moving around while using skills, using or adapting utility skills, prioritizing ressing downed players rather than dead players while in combat, paying attention to stats on equipment, reading skill or event descriptions, etc.). Many of those players never left core Tyria, or they would enter PoF just to get the Raptor and then go back to core Tyria, but they still purchased things on the gem store. I'm unable to quickly find the statistic online, but I remember Anet mentioning the highest skilled players in this game outperform the average player dps by 10x or more. That gap is greater than in WoW or any other MMO I've played, which is good to have high skill cap and depth to combat, especially with Anet's philosophy is to make GW2 easy to learn and difficult to master. But, is GW2 easy enough to learn fundamental mechanics? - Well that's subjective. Was my guild full of people who are just bad at every game they play? - Objectively, no. Many of my guildies were successful in console RPGs and iOS games. After asking them more about it, the main difference in their gaming experience compared to GW2 was a tutorial that held their hand in a step-by-step, gradual pace and explained all of the fundamental features and mechanics. Is there anything in GW2 where a tutorial guide explains things to me and asks me to press "Continue" when I'm ready to move on to the next piece of info? I don't think so, and I remember learning nothing in the level 1 "tutorial" instance besides what I intuitively found out from being a savvy and inquisitive gamer. Many gamers hate a highly detailed tutorial, but there is always the option to skip or disable tutorials. Many gamers also want to have access to all of the high-skill ceiling mechanics ASAP, so I designed it so that all abilities are unlocked by mid-level. In most MMOs, you're still unlocking new abilities up until your last level, so in my design, unlocking all abilities (rather than layered on traits) by mid-level, is still sped up compared to the slower common trend in other MMOs that players there find more accessible and still enjoyable. I know everything in my design will be controversial to savvy players who use the forums. Change alone is controversial. But, at least my design for 6 combat training tutorial instances shouldn't be controversial, and at the least, these tutorial instances should be implemented into the game. Too many players forget or neglect to dodge after doing it the one and only time to get to the trapped chest in the starter zones. I ask others to think outside of ourselves and think about the average players in the game. How would this design benefit the average player and not just the players who are primarily only in level 80 zones anyways and wouldn't be affected by these changes? Why is it important to cater towards these unskilled casuals? - Because losing players, whether they're skilled or unskilled, loses revenue for the game, and making this game more digestible (and consequently enjoyable) to those unskilled casuals will make them more likely to invest their time (and consequently their money) into the game. Improved tutorials will also help to bridge the gap between the unskilled players and the players who outperform them by 10x. This is already an initiative by Anet, as seen by the resources they put towards strike missions, but these initiatives need to impact players way earlier in their game play experience. If the average player engages with more difficult content more, then we will get more development for challenging content (hence, more raids). The entire leveling process from 1-80 is already treated by Anet as an extended tutorial process via leveling rewards tutorial tips, but the current format isn't effective enough. In its essence, my design doesn't change anything about the core design of the leveling experience in the game. It shuffles some things around, spaces them out in some areas but then pulls them closer together in other areas, adds in new tutorials, and I imagine it also improves the rewarding sense of progression. Currently, I don't feel like my character progresses at all between the levels of 45 and 71. You don't really notice the stat boosts you get, and you've already unlocked all your favorite abilities/traits with hero points by mid-level. My design makes every 5 levels feel rewarding, and it makes map completion (reaching the max tier level) also feel more rewarding by rewarding profession abilities or complete trait lines, all while controlling the pace better so that new players can better digest and become savvy with the game.
  22. TL;DR This design aims to (A) categorize zones into standardized leveling range tiers, (B) improve the pace of introducing and teaching new combat abilities, and © revamp tutorilization to be more interactive and memorable. I posted a previous leveling and tutorialization design weeks ago, and now I am posting this new design influenced by the feedback I received in the comments. The goal for this design is to make GW2 more accessible to new players of the game, new players of MMORPGs, and new players of PC games. GW2 brands itself on being easy to learn and difficult to master, while marketing itself towards casual gamers, yet many new players have no sense of direction in the game or they never grasp the action combat mechanics. It is important to guide and then hook new players during their early leveling experience because new players bring in more revenue to fund free content (quality of life patches and living world content). Below is the Design Outline, and under the outline are additional Design Notes. I appreciate any constructive feedback you all have to share. Thank you. Leveling and Tutorialization Design OutlineTier 1 (Levels 1-20) Zones: Metrica Province (Maguuma), Caledon Forest (Maguuma), Queensdale (Kryta), Wayfarer Foothills (Shiverpeaks), and Plains of Ashford (Ascalon) Level 1 - Unlocked Abilities: Weapon Skill 1Level 2 - Unlocked Abilities: Weapon Skill 2Level 3 - Unlocked Abilities: Weapon Skill 3Level 4 - Unlocked Abilities: Weapon Unlocks (1/3)Level 5Unlocked Abilities: Hero Points and Healing SkillsUser Interface Tutorial: Map/Compass (Waypoints, Scouts, and Icons) and Dynamic Event NotificationsLevel 6 - Unlocked Abilities: Weapon Unlocks (2/3)Level 7 - Unlocked Abilities: Weapon Skill 4Level 8 - Unlocked Abilities: Weapon Unlocks (3/3)Level 9 - Weapon Skill 5Level 10Unlocked Abilities: Dodge, Endurance Bar (1/2), Underwater Combat, and Underwater WeaponsPersonal Story: Chapter 1Level 15Unlocked Abilities: Endurance Bar (2/2) and Profession Skills (1/3)Combat Training Tutorial: Dodge and Evade/Block/MissTier 2 (Levels 20-35) Zones: Brisban Wildlands (Maguuma), Kessex Hills (Kryta), Snowden Drifts (Shiverpeaks), and Diessa Plateau (Ascalon) Level 20Unlocked Abilities: Utility Skill 1 and Special Action SkillsUser Interface Tutorial: Inventory/Wallet (Sorting, Salvaging, and Junk) and Bank/Material StoragePersonal Story: Chapter 2Level 25Unlocked Abilities: Utility Skill 2, Downed State, and Downed SkillsCombat Training Tutorial: Rally and ReviveLevel 30Unlocked Abilities: Utility Skill 3 and Profession Skills (2/3)Personal Story: Chapter 3Tier 3 (Levels 35-50) Zones: Bloodtide Coast (Maguuma - Chantry of Secrets), Gendarran Fields (Kryta - Vigil Keep), Lornar's Pass (Shiverpeaks - Durmand Priory Monastery), and Fields of Ruin (Ascalon) Level 35Unlocked Abilities: Weapon SwapUser Interface Tutorial: Chat and Contacts/LFG/GuildsDungeon: Ascalonian Catacombs story modeLevel 40Unlocked Abilities: Elite SkillsPersonal Story: Chapter 4Dungeon: Caudecus’s Manor story modeLevel 45Unlocked Abilities: Profession Skills (3/3)Combat Training Tutorial: Boons and ConditionsDungeon: Twilight Arbor story modeTier 4 (Levels 50-65) Zones: Sparkfly Fen (Maguuma), Harathi Hinterlands (Kryta), Dredgehaunt Cliffs (Shiverpeaks), Timberline Falls (Shiverpeaks), Blazeridge Steppes (Ascalon), and Iron Marches (Ascalon) Level 50Unlocked Abilities: Minor and Major Adept Traits in the Top Specialization LineUser Interface Tutorial: Crafting/Gathering and Trading/Gifting (Trading Post, Mail, and Gem Store)Personal Story: Chapter 5Level 55Unlocked Abilities: Minor and Major Master Traits in the Top Specialization LineCombat Training Tutorial: Combo Fields and Combo FinishersDungeon: Sorrow’s Embrace story modeLevel 60Unlocked Abilities: Minor and Major Grandmaster Traits in the Top Specialization LinePersonal Story: Chapter 6Tier 5 (Levels 65-80) Zones: Mount Maelstrom (Maguuma), Southsun Cove (Kryta), Frostgorge Sound (Shiverpeaks), and Fireheart Rise (Ascalon) Level 65Unlocked Abilities: Minor and Major Adept Traits in the Middle Specialization LineUser Interface Tutorial: Equipment Cosmetics (Wardrobe, Dyes, and Outfits) and Hero Panel CosmeticsDungeon: Citadel of Flame story modeLevel 70Unlocked Abilities: Minor and Major Master Traits in the Middle Specialization LinePersonal Story: Chapter 7Dungeon: Honor of the Waves story modeLevel 75Unlocked Abilities: Minor and Major Grandmaster Traits in the Middle Specialization LineCombat Training Tutorial: Defiance/Interruption and Stability/Stun BreakDungeon: Crucible of Eternity story modeTier 6 (Level 80) Zones: 3 Central Tyrian Orrian Zones, Living World Zones, and Expansion Zones Level 80Unlocked Abilities: Bottom/Elite Specialization LineUser Interface Tutorial: Modes (PvP, WvW, and FotM/Dungeons)/Templates and Achievements/TitlesCombat Training Tutorial: Upgrades/Equipment Quality and Food/EnhancementsPersonal Story: Chapter 8Dungeon: The Ruined City of Arah story mode and Dungeon explorable modesWeapon Unlocks (x/3) Elementalist Level 1: Main Hand DaggerLevel 4: ScepterLevel 6: StaffLevel 8: Off Hand Dagger and FocusEngineer Level 1: Main Hand PistolLevel 4: RifleLevel 6: ShieldLevel 8: Off Hand PistolGuardian Level 1: Main Hand MaceLevel 4: Main Hand Sword and ScepterLevel 6: Hammer, Greatsword, and StaffLevel 8: Shield, Focus, and TorchMesmer Level 1: Main Hand SwordLevel 4: ScepterLevel 6: Greatsword and StaffLevel 8: Off Hand Sword, Focus, Torch, and Off Hand PistolNecromancer Level 1: ScepterLevel 4: Main Hand Dagger and Main Hand AxeLevel 6: StaffLevel 8: Focus, Off Hand Dagger, and WarhornRanger Level 1: Main Hand AxeLevel 4: Main Hand SwordLevel 6: Longbow, Shortbow, and GreatswordLevel 8: Off Hand Axe, Off Hand Dagger, Torch, and WarhornRevenant Level 1: Main Hand SwordLevel 4: Main Hand MaceLevel 6: Hammer and StaffLevel 8: Off Hand Sword and Off Hand AxeThief Level 1: Main Hand DaggerLevel 4: Main Hand Pistol and Main Hand SwordLevel 6: Short BowLevel 8: Off Hand Dagger and Off Hand PistolWarrior Level 1: Main Hand AxeLevel 4: Main Hand Sword and Main Hand MaceLevel 6: Greatsword, Hammer, Rifle, and LongbowLevel 8: Off Hand Axe, Off Hand Sword, Off Hand Mace, Shield, and WarhornProfession Skills (x/3) Elementalist Level 1: Fire Attunement (F1)Level 15: Water Attunement (F2)Level 30: Air Attunement (F3)Level 45: Earth Attunement (F4)Engineer Level 15: Healing Tool Belt Skill (F1)Level 30: Utility Tool Belt Skills (F2, F3, and F4)Level 45: Elite Tool Belt Skill (F5)Guardian Level 15: Virtue of Justice (F1)Level 30: Virtue of Resolve (F2)Level 45: Virtue of Courage (F3)Mesmer Level 1: Clone PoolLevel 15: Mind Wrack (F1) and Cry of Frustration (F2)Level 30: Diversion (F3)Level 45: Distortion (F4)Necromancer Level 15: Life Force Pool, Death Shroud (F1), Life Blast (Shroud 1), and Dark Path (Shroud 2)Level 30: Doom (Shroud 3)Level 45: Life Transfer (Shroud 4) and Tainted Shackles (Shroud 5)Ranger Level 1: Guard or Avoid Combat Toggle, Stow/Activate Pet Toggle, and Pet Management DialogLevel 15: Attack My Target (F1) and Return to Me (F3)Level 30: Beast Skills (F2)Level 45: Swap Pets (F4)Revenant Level 1: Energy Pool and Legendary Dwarf StanceLevel 15: Swap Legends (F1) and Legendary Assassin StanceLevel 30: Increased Energy Pips (from -3/+3 to -5/+5) and Legendary Demon StanceLevel 45: Ancient Echo (F2) and Legendary Centaur StanceThief Level 1: Initiative PoolLevel 15: Dual Wield Skills (3)Level 30: Stealth Attack Skills (1)Level 45: Steal (F1) and Stolen Skills (F2)Warrior Level 15: 1 Adrenaline bar and Burst Skills (F1)Level 30: 2 Adrenaline barsLevel 45: 3 Adrenaline barsLeveling and Tutorialization Design Notes(A) categorize zones into standardized leveling range tiers It is more intuitive and streamlined to identify leveling stages within consistent tiers rather than within inconsistent level ranges.Tiers will resolve the 5 level gaps and overlaps between some zones. For example, the maximum recommended level in Diessa Plateau is currently 25 while the minimum recommended level in Fields of Ruin is currently 30 (5 level gap), and the maximum recommended level in Sparkfly Fen is currently 65 while the minimum recommended level in Mount Maelstrom is currently 60 (5 level overlap).Some zones in this design are categorized into different regions or level ranges than they currently are categorized in the game. This reorganization improves the distribution of zones within tiers and regions while still having the appropriate level ranges for personal story instances that take place there. Some of these maps may need more dynamic events and/or renown hearts to provide sufficient experience. Southsun Cove should also be doubled in size to function as a leveling zone comparable to the other tier 5 zones.Crafting should be emphasized, more than it is currently emphasized, in the tier 1 crafting towns as an activity that can speed up the leveling process in conjunction with completing dynamic event, renown hearts, personal story, and exploration.Controversial Proposition: Remove linear leveling paths in leveling zones. Upscale characters that are lower than the max level of the zone, remove levels from renown hearts, balance foes and events throughout the entire zone for the max level of the zone, and welcome players to explore or level in any order of renown hearts they desire. For example, a level 20 player enters a tier 2 zone and their core stats are upscaled to the core stats of a level 35 player, but the level 20 player would not have level 35 gear stats and level 35 unlocked abilities. As the level 20 player levels up, their upscaling buff will decrease while their core stats increase, and then they will have no scaling when they reach level 35. Level 36-80 players in a tier 2 zone will have their core stats downscaled to the core stats of a level 35 player, and their equipment and equipment upgrade stats should cap using a simpler system (Tier 1 - Level 20 Masterwork, Tier 2 - Level 35 Rare, Tier 3 - Level 50 Rare, Tier 4 - Level 65 Exotic, and Tier 5 - Level 80 Exotic). Level 2-19 players in a tier 2 zone will not receive the upscaling buff, and this may discourage them from skipping tier 1 zones for leveling. This system will remove scaling that changes between different areas within a zone, and it provides consistent scaling across the entire zone.(B) improve the pace of introducing and teaching new combat abilities New ability unlocks are currently front-loaded in early levels. This new design will spread out ability unlocks at a pace that gives players more opportunity to practice and get comfortable with fundamental abilities before being introduced to new abilities. All ability slots will be unlocked by level 40, so early leveling progression should not feel slow. Restricting abilities in tier 1-2 zones will reduce the new player experience of being overwhelmed by too many skill options and possibly discourage the play style of spamming abilities on cooldown. Ideally, mobs will also be challenging enough to discourage the opposite play style of auto-attacking 90% of the time.Abilities are unlocked every level until level 10, and then abilities are unlocked every 5 levels. Stat boosts and loot can be rewarded for the levels in between the 5 level intervals to make those levels feel rewarding. With my proposed downscaling and upscaling system, core stat boosts from leveling will not have a noticeable impact and they will not be highlighted to players when they level up. The rewarding impact will primarily be from looted gear with higher stats. Core stat boosts are only noticeable when players enter zones where they are below the level range (if they survive long enough to kill anything).Players will no longer receive experience in tier 1-5 leveling zones after they reach or pass the max level in those zones. Players will still receive (mastery and spirit shard) experience in tier 6 zones after they reach level 80. Instead of receiving leveling experience, the experience bar for high level players in tier 1-5 zone will be replaced with the bonus map rewards progression bar, and leveling experience will be converted into bonus map rewards progression. Unless tomes are used, this will control the pace and flow of unlocking abilities and tutorials by preventing players from being over-leveled for their next tier and instantly unlocking a large amount of abilities upon entering the next tier, rewarding players with more materials or gold if they choose to stay in or return to lower tier zones, providing players with the opportunity to control their level and stay at a lower level if they do not want to unlock new abilities, and encouraging players to move on to the next zone tier and explore more of the world if they want to continue leveling and unlocking new abilities.Considering this design further enables players to explore zones in any direction by removing levels from hearts and regions within zones, and considering that underwater combat is unlocked at level 10, all underwater foes in tier 1 zones will be neutral. After players unlock underwater combat, they can then attack these neutral foes to make them hostile.Falling damage passive abilities were removed from the trait system. I agree with removing falling damage reduction from traits because it had too much quality of life outside of combat. Quality of life upgrades belong in the mastery system. Falling damage reduction, abilities, and ability enhancements (like increasing the falling ability potency based on falling height) should be unlocked in the masteries for the Canthan expansion.Controversial Proposition: Unlocked abilities are not retroactively unlocked in lower zone tiers. For example, weapon swap is unlocked in tier 3+ zones, weapon swap can then be used in and out of combat in tier 3-6 zones, and then only out-of-combat weapon swap unlocks in tier 1-2 zones. The purpose for this restriction is to maintain zone tier identity regardless of player level. If max level players return to tier 1 zones, then their abilities should reflect tier 1 max (level 20) abilities. This leveling zone limitation results in elite specializations being locked out of leveling zones. This limitation will also further downscale overpowered veteran players in leveling zones, add a (potentially refreshing) twist to combat when veteran players revisit leveling zones, and create new opportunities for build craft that varies between each tier. To resolve potential player confusion about re-locked abilities in lower zone tiers, there will be a notification when hovering over re-locked abilities informing players that those abilities are available in higher zone tiers. In GW1 pre-Searing, may players enjoyed revisiting “tutorial island” because its build/party limitations created a simpler, more relaxing, and significantly different gameplay experience compared to the rest of the game.© revamp tutorilization to be more interactive and memorable The 6 combat training tutorials should be instanced, like the personal story, and take place in every central Tyrian zone. For the sake of cost-effectiveness, assets should be reused for tutorials within the same tier (for example, reusing voice acting so that all tier 3 tutorial NPCs are Male Asura, all tier 5 tutorial NPCs are female Norn, etc.). Combat training tutorials will facilitate practice with specific combat mechanics, they are optional, and they should have tempting rewards in addition to improving player skill/knowledge. For example, each tutorial can reward a piece of armor from a unique set of simple tutorial armor skins, and then completing all 6 tutorials will reward the player with an entire set of tutorial armor skins. Completing the entire tutorial on 3 different characters (reinforcement helps with learning and retention) can reward all sets of tutorial armor skins for the 3 armor weight categories. Combat training tutorials should also be replayable on the same character, but those characters should not receive repeatable rewards after the initial tutorial completion. Additionally, it wouldn't hurt to invite up to 4 additional players in your party to join your combat training tutorial instance, like the personal story. But all players must fulfill tutorial requirements individually so nobody is carried to the end of the tutorial when everyone receives tutorial completion credit.Early combat training tutorials reinforce new abilities, while late combat training tutorials teach complex combat mechanics. For example, dodge is now a leveling reward to emphasize its significance in combat, and its ability unlock is followed by a dodge training tutorial. This design should engage players more deeply than the trapped chests currently located in starter zones.Leveling rewards are currently integrated with tutorial tips. But, leveling rewards should be separated from tutorial tips because many players select their rewards without noticing the tutorial information. User interface (UI) tutorials should be isolated in their own dialogs, and these dialogs should be more involved than a single, pop-up description. For example, the UI tutorial teaching players about social tools can guide players through a series of steps to open and send a practice mail, join an artificial LFG post, etc. There should also be an option to disable UI tutorials after their initial completion on an account. Completion of all 6 UI tutorials can reward something tempting, but less resource-intensive than the combat training tutorial rewards (like miniatures or novelties). For example, each UI tutorial can reward a miniature with the same model that comes in 6 different colors, and each color can represent gear quality to reiterate identifying quality with color (blue "Common Quaggan", green "Uncommon Quaggan", yellow "Rare Quaggan", orange "Exotic Quaggan", magenta "Ascended Quaggan", and purple "Legendary Quaggan").Controversial Proposition: Re-implement racial skills into the leveling (tier 1-5) zones as Special Action skills, and re-implement the Mistfire Wolf into the central Tyrian Orrian (tier 6) zones. Many players ignore the Special Action guidance and skill descriptions because they first encounter Special Action abilities during intense combat with a blood-crazed beast or bandit bounty. Racial Special Action skills will be located in typically peaceful locations along with pop-up tips to teach players how to use these conditional and often time-sensitive skills. Also, players should not be given the ultimatum to replace effective profession skills with obsolete racial skills if they want to experience more flavor from their playable race. This flavor should be re-implemented into the regions designed for those races. For example, norn should be able to transform into bear form after visiting a bear shrine in the Shiverpeaks leveling zones, and this flavor can be further improved by limiting bear transformations to norn who were favored by bear spirit as a child (character creation choice). To address varying power levels between racial Special Action skills, these skills can have varying ammunition stacks. For example, norn players could have 1 stack of an animal transformation, sylvari players could have 2 stacks of a seed turret, and human players could have 3 stacks of a minor blessing. These stacks can replenish when players revisit Special Action locations, and Special Action skills will vanish after players leave the zone or consume all stacks.Edit NotesI tweaked ability unlocks to lower levels due to complaints that delayed ability unlocks would feel too punishing for veteran players who are attached to the current pace of ability unlocks. My overall design continues to maintain that skills are unlocked in tiers 1-3 while traits are unlocked in tiers 4-6. Additionally, below is the redesigned Content Guide (map/compass starbursts, compass arrows, map drawings/circles, and top-right objectives column/tracker) to accompany the redesigned tutorialization while leveling. Default Content Guide settings can be changed via the Options. Green Content Guide: This guide currently prioritizes the Personal Story, Dynamic Events, and then Map Completion. This design replaces Dynamic Events with other content in the Green Content Guide. Only one Green Content Guide is available at a time, and this single guide will lead to the highest priority content. Green Content Guides can also exist on the map simultaneously with different color Content Guides. 1st Prioritization: Incomplete User Interface Tutorials and then Incomplete Combat Training TutorialsTutorials are optionally selected (Accept/Deny) via the Mail tool.After all 12 Tutorials are completed on a single character, players can choose to no longer receive Tutorial Mail offers via the Options.2nd Prioritization: Incomplete Personal Story3rd Prioritization: Incomplete Dungeon Story Mode PathsDungeon story modes are optionally selected (Accept/Deny) via the Mail tool.Players can choose to no longer receive Dungeon story mode Mail offers via the Options.Dungeon explorable modes are not included in the Green Content Guide.4th Prioritization: Map CompletionThis Content Guide occurs when the player has missing Waypoints, Points of Interest, Vistas, Hero Challenges, or Renown Hearts in their current zone. If the player has completely explored their current zone, then the Content Guide will move on to the 5th prioritization.This Content Guide requires the player to be in a zone where their character's level is within the zone level range. If the character's level is too high or low for the current zone, then the Content Guide will move on to the 5th prioritization.5th Prioritization: Travel to another ZoneThis will guide players to the incomplete zone(s) located within the preferred region (Humans - Kryta, Norn - Shiverpeaks, Charr - Ascalon, and Sylvari/Asura - Maguuma) and zone tier (based on the character's current level). For example, a level 43 Sylvari located in Hoelbrak, who completed higher prioritized content, will be guided to the Asura Gate to Lion's Arch and then the entrance to Bloodtide Coast. If the Sylvari decides to walk to Lion's Arch instead, then the content guide will switch to the 4th prioritization when they enter Gendarran Fields.Multiple Green Content Guides can occur simultaneously in contexts where the preferred region has two zones within the preferred tier. For example, a level 52 Charr located outside of a tier 4 zone, who completed higher prioritized content, will be guided to both the incomplete Blazeridge Steppes and incomplete Iron Marches zones.If the preferred zone(s) is completed, then this will guide players to the nearest incomplete zone within the preferred tier. If all zones within the preferred tier are completed, then this will guide players to the nearest incomplete zone in the preferred region. If all zones within the preferred tier and/or region are completed, then this will guide players to the nearest incomplete zone. If all central Tyrian zones are completed, then the Green Content Guide will disappear.Orange Content Guide: This guide currently identifies Dynamic Events. Purple Content Guide: This guide is currently identifies Achievements when replaying some story episodes. The Content Guide visuals should be expanded upon for more Achievements. For example, Purple Content Guides should be used when tracking some Achievements. Purple Content Guides should also replace the new icon used on NPCs or interactive objects that unlock Achievements in Living World Season 4 and the Icebrood Saga.
  23. Control comes in two forms - (A) forcing/limiting player abilities (i.e. push, pull, taunt, snare, etc.) or (B) punishing players for taking or not taking specific actions (standing in a persistent AoE or near an AoE that procs on a countdown (like Big Ol' Bomb), moving while affected by torment, using abilities while affected by confusion). In PvE, type B abilities are not as obvious to be control because enemy AI is often not intelligent enough to be manipulated by punishments. But, these roles are more significant in PvP where combat is more strategic and more in-depth than the roles you see in a raid group. Confusion and torment damage is easily mitigated by avoiding to proc their punishment damage. An intelligent player who is affected and unable to remove torment will stand still if it is less dangerous than torment's movement damage. Pure damage-oriented conditions are burn and bleed. Having burn or bleed does not manipulate your behavior in combat. Poison is more of a gray area between pure damage and damage-control hybrid. On one hand, reducing healing is just another form of damage (so it could be viewed as having a pure damage role), but on the other hand poison manipulates players if players hold off on using their Healing Skill until their poison is removed (so it could be viewed as having a damage-control hybrid role). Similarly, Retaliation is not a pure damage boon and it is also about control/punishment.
  24. Spellbreakers are essentially punishing tanks. At their core they provide utility: taunts, interrupts, reflects, and boon strips. Tanking is also a form of supporting back-liners. On what planet is being a reviver not providing support? Scrappers also redirect ally damage to themselves. I agree that providing superspeed is a form of utility, but it is also a form of support (similarly with providing group stealth) because you are extending those abilities to your allies. Kind of like how providing group might/fury/quickness can be both support and damage. I specifically addressed the Chrono in the introduction. Also, Mirage applies considerable torment and confusion, both of which are punishing forms of control. Utility encompasses control, yes. Utility also includes mechanics that do not fit entirely into damage or support. For example, the Scrapper example above has stealth and mobility as forms of utility. Stealth and mobility can both be used offensively or defensively, but neither directly increases damage or health/armor. Thief and Mirage are exceptions where stealth attacks have increased damage, so stealth itself is not necessarily a utility for those specializations (except when stealth is shared to allies).
  25. This analysis focuses on elite specialization roles. There is also another analysis focused on elite spec themes linked below.https://en-forum.guildwars2.com/discussion/100274/thematic-opportunities-for-the-third-wave-of-elite-specializations/p1?new=1 During the early development of GW2, ArenaNet stated that they designed GW2's combat around their own trinity (Damage, Support, and Control) rather than the traditional, MMO holy trinity (Damage, Heal, and Tank). The analysis below will use a modified trinity (Damage, Support, and Utility) inspired by Anet's trinity. All professions and elite specs are capable of providing damage, support, and utility, but elite specs are designed for certain roles. For example, the Chronomancer can have incredible DPS, but the Chronomancer is designed for slow/interruption utility and alacrity/quickness support. Listed below are two roles designed for each elite spec. There is no significance in the order for which role appears first within each pair of roles. Elementalist Tempest Roles: Damage and SupportWeaver Roles: Damage and UtilityPotential Third Elite Spec Roles: Support and UtilityEngineer Scrapper Roles: Support and UtilityHolosmith Roles: Damage and UtilityPotential Third Elite Spec Roles: Damage and SupportGuardian Dragonhunter Roles: Damage and UtilityFirebrand Roles: Damage and SupportPotential Third Elite Spec Roles: Support and UtilityMesmer Chronomancer Roles: Support and UtilityMirage Roles: Damage and UtilityPotential Third Elite Spec Roles: Damage and SupportNecromancer Reaper Roles: Damage and UtilityScourge Roles: Support and UtilityPotential Third Elite Spec Roles: Damage and SupportRanger Druid Roles: Support and UtilitySoulbeast Roles: Damage and UtilityPotential Third Elite Spec Roles: Damage and SupportRevenant Herald Roles: Support and UtilityRenegade Roles: Damage and SupportPotential Third Elite Spec Roles: Damage and UtilityThief Daredevil Roles: Damage and UtilityDeadeye Roles: Damage and SupportPotential Third Elite Spec Roles: Support and UtilityWarrior Berserker Roles: Damage and UtilitySpellbreaker Roles: Support and UtilityPotential Third Elite Spec Roles: Damage and SupportEdit: There is confusion around the definitions for these roles. Also, some abilities can fall into more than one category. Damage: Abilities that deplete enemy health or enhance the capability to deplete enemy health. Examples include Might, Vulnerability, removing Protection, critical hits, degeneration, and more.Support: Abilities that enhance allies with their capability and/or sustain. Examples include giving boons to allies, healing or reviving allies, drawing attention away from allies, and more.Utility: Abilities that either control enemies or abilities that do not fall within the damage and support categories. In PvP, control abilities either force the enemy to not behave the way they want (snares, push/pulls, interrupts, taunt, etc.) or they punish the enemy for doing specific behaviors (torment movement damage, confusion action damage, retaliation/reflects, standing in persistent AoE, etc.). We have all likely experienced attacking a shield-blocking Ascalonian ghost and consequently taking burning damage for hitting their shield. Skilled players will stop attacking the ghost until the ghost stops blocking. This is an example of the ghost controlling the player with a punishment ability. In PvE organized content, enemies often have break bars. So control abilities are not actually controlling the enemy, rather they are a utility tool to trigger the broken bar effect. There also may be a role for someone to fulfill a mechanic outside of killing the enemies, and abilities that assist with non-combat mechanics can fall into the Utility category. For example, if someone needs to run around the map and stand under telegraphs at various points of a fight, then mobility skills perform a Utility function for that player.
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