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PseudoOAlias.4279

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Everything posted by PseudoOAlias.4279

  1. Paper Link For Tables & Reference: https://docs.google.com/document/d/1b7_NJQYYgjBDJ-JMSM63X0IFQ3o_8oJdtGmKN4scQhs/mobilebasic Video Link: ----- I think this is especially relevant now. This may be a repost so not sure if I e of my Guildies snagged it when I originally finished it. For what it's worth this video is also not monetized. I am an avid warrior player. It's my favorite class to theory craft on & I feel one that has been unfortunately short-changed for a while now. From what I've seen the community seems universally upset about the homogeneity of PvE classes (different issue) but also the seeming lack of understanding of the state of the Warrior & Elementalist classes right now. I can't speak for Ele but I put about 200+ hours of work into putting this together pre-EoD release so I'd like to share it & hopefully get some positive discussion going around: What the main problems on Warrior are, & Easy solutions on how to fix them. (Ideally I'd like to see a complete overhaul mechanically in almost everything on the class at this point. But I'd also like to be able to fly, and I think both are about equally as likely.) I stand by what I wrote in this video even now post-EoD. While definitely dissimilar in some respects I also feel like a lot of the ideas / sentiment that I wrote were shared by *** and **** in their write-ups from the thing that didn't leak and that we can't talk about. SO My question to the community is: What in your opinion/experience are Warrior's main problems? Please keep mind that while something can be any of: Good VS Balanced VS Fun they are often not different things in different scenarios. The TL;DR for me is: [Fast Hands] and Discipline in general, even shoutsworn notwithstanding, is grossly are overpowered & seems to be something that Warrior design has been balanced around them always having, rather than iteration on their other skills & traits. Despite it still not being baseline. To Me: For PvE: Axe Berserker F1 affords them the ability to never have to change iterate or balance other components of its kit because it's literally a 1-button rotation. For: PvP / WvW: Same problems as both above except ["Shake It Off!"] And [Bull's Charge] / The shout trait so heavily outweigh every other option that these are the only things that ever get changed. What are your thoughts my Warrior crew? Main problems here & then maybe we can get into fun suggestions like making [Stomp] a vertice Vindicator-like leap that ignores terrain, effectively giving Warrior's an actual movement skill without breaking the class fantasy. 😄 But what does everyone think?? I devoutly believe that if you're going to criticize something bad channel your energy into providing actionable solutions like I've done here. What are the main problems with Warrior & how can we all, devs & community, fix them?
  2. PSA This is a repost(ish.) It was originally in the WvW Beta Feedback Thread (cause the intro dev post asked for WvW ideas to be put there.) But someone suggested this belonged in the General WvW Discussion section so I'll throw it up here as well. 😃 Apologies to the forum mods; if I need to delete / move the old post let me know. | TL;DR Tho is: Make the 3 game modes meaningfully interact in a way that doesn't feel prohibitive if you don't do any of them. ---------------------------------------- A brief background on us (so you know what perspective you're getting.) - 9 Year-old Guild with a more diverse focus on every game mode (PvX) - ~ 20% Members: Are at the end-of-endgame (fullclear raids, fotm CMs weekly, At or nearing rank 10,000 in WvW, Many members at or in Plat 3, and/or 40K+ AP, etc.) - ~ 80% Members: Are newer or just-starting-out, or more sporadic players. (Sub 10K AP, 1,000 hour playtime etc.) - If you'd like more information on us it can be found at: www.VanguardsOfAscension.com Ideas for WvW (from our perspective ofc): - Goals: Encourage more interaction & reward between game modes - From A PvX Persepective: WvW As a gamemode was originally conceived, at least somewhat, of as the end-of PvE. A place where you could take some of the gear / experience that you have from PvE / PvP and translate it into more macro-group play. (Whether that is Solo, Small-Group Roaming, or Zerging.) However WvW has something that the other game-modes lack in our opinion, despite being less rewarding it's much MUCH more FUN for longer periods of time. Partially because you're most likely interacting with your friends in a more dynamic way during it. To this end a lot of our suggestions focus on maximizing the FUN aspect of WvW, as well as facilitating interactions with players across game modes. Specific Ideas: * These will be given as Game Mode Earned to > Game Mode Affected (or where the "resource" or "reward" could be redeemed) PvE > WvW: - What: Have Fractal (e.g. Chunks of The Solid Ocean, etc.) & Raid Tokens (e.g. Cardinal Adina's Token) used to craft single-use, stronger, WvW Tactivators - Why (Function): Even without added rewards, WvW has immense replay value in it's current itteration. However, somewhat ironically PvE content does not outside of individual weekly clears. If such high-end tokens were used to craft single-use tactivators, it would incentivize not only PvE guilds to help guildies outside of their static groups clear Raids & Fractals as well a encourage more WvW-Focused Guilds to recruit PvE players who could contribute in some way. Even if those players never set foot in the WvW game-mode itself. For fun we of-course came up with our own suggestions for what some of these tactivators could look like: Raids: x 30 Dhuum Tokens >> Spawns "Dhuum's Echo" Mob to run around the Boss Room of A Keep for 30 seconds *As a side note, we really want this one & if you can implement literally any of the changes on this list please do this one because it would be hysterical.* x 30 Vale Guardian Fragments >> Splits a Keep Lord into 3 seperate colors that take drastically reduced damage from different sources and drastically increased damage from other sources. (i.e. The Red version would be hyper susceptible to condition damage but resistant to physical, the blue one would need boon strip, the green one could have a cc bar that needs to be broken) x 50 (Any Raid Tokens) >> 1 of the following: - Spawns: The Hands from The Cardinal Adina fight to bombard the zerg - Spawns: The Lesser Tornados from The Cardinal Sabir fight to bounce around a tower / keep (The ones that just launch not insta-kill) - Spawns: 3 Lesser "Flame Walls" from the Soulless Horror Fight that burns (instead of insta-killing) both allies & enemies whom they pass through - Spawns: Sabitha's Flame Wall to rotate around a lord's room (that burns (instead of insta-killing) both allies & enemies whom is passes through - Spawns: Gorseval's "Spectral Prison" (Egg) attack to pulse x3 times for enemies in a keep or tower - Gives: Everyone near the tactivator a single use "Special Action Sword" from The Conjured Amalgamate fight, useable in that Tower or Keep Fractals: x 15 Chunks of the Solid Ocean >> Slippery Slope Tactivator for the enemy in Keeps & Towers x 3 Norn Holo-Dancers >> "Social Awkwardness" for the Enemy in Keeps x 10 Cubes of The Solid Ocean >> Activates a "Random" Instability for the Enemy Zerg in Keeps x 5 Chunks of the Solid Ocean >> Adds "Random Mobs" from Fractals to Camps as Guards WvW > PvE: - What: Have best-in-slot PvE food, or at the very least new & different but good, ascended food craftable only with WvW resources. - Why: This would encourage PvE players to venture into WvW if for no other reason to get food for clears. - What: Make the Warclaw aoe movespeed buff affect allies in PvE as well. - Why: Currently there is no incentive to have a Warclaw outside of WvW as it is easily the slowest of the mounts, other than the fact that it can still tag 10 targets with it's small dismount attack. If it still provided the movespeed buff it would at least provide some utility for veterans to use to help new players. WvW > PvP: - What: Give bonus PvP reward track progress if you queue from a WvW map if your participation is Tier 5 or higher. - Why: PvP as it is is quite a rewarding game-mode (in terms of gold.) However as the game mode takes you out of your current WvW map and cannon feasibly place you back where your queue pops from, it severely de-incentivizes people to queue from a WvW map. A meaningful rewards bonus would go a long way to incentivizing players to interact across the two game modes that are supposed to be the most ubiquitous. Other Ideas: - What: ADD NEW WvW GUILD MISSIONS WITH MEANINGFUL REWARDS - Why: We cannot stress enough how under-utilized the current Guild Mission system is. Even 9 years-later with no new rewards added, guild missions remain a regular weekly event for us. If new missions were added, with different rewards (other than those purchasable with guild comms,) for example adding +10% HP to all structures claimed by your guild if you did the missions that week, we would most definitely do them weekly as well. - What: Make Guild Siege buyable with guild comms and PvP ascended shards (this has to be cheap as these are limited) or a new PvP account-bound resource, / Fix Guild Omega Siege Golems being worse than non-Guild Ones. (The current siege is not placeable.) - Why: Guild Siege is invaluable, especially in small-group roaming because of it's lower siege build cost. As such we feel that it should be more readily obtainable, either through actions such as taking objectives with low-man groups, or from other game modes. - What: Add better rewards for defending objectives & either succeeding or failing. - Why: This would incentivize more skirmishes, even if the people defending something were drastically outnumbered. - What: Unlimit the 10,000 Rank Cap - Why: Why is it limited in the first place? Just let it keep going forever without increased rewards above 10,000. Big numbers are fun! 😄 - What: Give Warclaws 2 Charges of aegis & 1 health (effectively 3 packets of damage to dismount) and slightly increase their movement speed - Why: Warclaws should be primarily a movement utility and not a means of effectively having extra health so you can kite or troll - What: Nerf the stats that Celestial Gear gives by about 20%. - Why: For roaming and small groups it's wayyy too good right now. Compared to 3-stat gear which gives around 3200 total stat points (when you use similar food) celestial gear + food gives 6200 stat points, which is ridiculous. The addition of concentration & expertise, while making lots of builds viable, also pretty much nullified build crafting. It's no longer min-maxing the clear answer on anything that's not specialized for zerging is now "just run celestial" which pretty much ruined build crafting. We would much rather seem more *useful* 3, 4, & possibly 2 stat combos like the theoretical pre-EoD ritualist stat of: Condi Concentration -Main- Expertise Precision -Minor- - What: Once the DX11 rollout is complete, if it is no-longer causing drastic lag, re-enable the central cannon meta-event on the Desert Borderland - Why: It was a fun event that added importance to grouping across maps for a single-important fight & could be quite fun with the alliance rollout. - What: Add a new map (to replace one of the existing forested maps) - Why: Variety is fun. Possible Map Contents: 1 Keep that's underwater based on time of day. Tide/Ocean Themed > Would facilitate actually knowing / using underwater builds Camps that give no score by themselves, but triple score if most or all of them are held > Would more meaningfully reward roamers who do not like to play in larger groups Events on the map the yield war-score or that give WvW-relevant drops (e.g. account-bound Guild Catapults) (other than vet creatures that spawn) > Again would more meaningfully reward roamers who do not like to play in larger groups Anyway that's about it. We didn't want to make the list too exhaustive because words are easy & work's hard after all. Our genuine thanks going out to everyone working on the WvW update, DX11 implementation, & at ArenaNet in general. We're hugely looking forward to EoD and can't wait to see what the future holds for Guild Wars 2! Cheers & See you all in Tyria, Pseudo & The [VoA] Team
  3. So Like, what if This: https://wiki.guildwars2.com/wiki/Sight_beyond_Sight Was on this instead?: https://wiki.guildwars2.com/wiki/%22On_My_Mark!%22 Unrelated, if someone can tell me how to target someone while they're invisible so I can reveal them let me know! 😄
  4. Launch Feedback: First off, solid job. Love it. Anomaly 1: When using the [Daring Dragon] trait: First off, thank you for not putting all of the Dragon Slash abilities on cooldown after you use a slash, it really helps this class feel better, Second, If you use, for example, Dragon Slash 1 and are Mashing 2 to use Boost, as soon as the animation finishes & the skills temporarily flip back to the gunsaber skills it has about a 50%-50% chance of staying swapped out of Dragon Trigger stance & using the actual Gunsaber skill that you're mashing. Not sure if this is intended, but when [Daring Dragon] is equipped it would rock if the skill bar either: a) Did not flip back to Gunsaber skills until swap out of Dragon Trigger stance or b) If a 1/4s micro cooldown was added to all Gunsaber skills after executing a Dragon Slash skill, (similar to firebrand tomes & reaper shroud) > Would also likely just let the skills swap back to DT & not be interruted by whatever skill you're mashing. Anomaly 2: You can now swap out of the Gunsaber bundle in the air by pressing the F1 or Drop Gunsaber skill (thanks for that.) But it does not work if you press the actual weapon swap skill. Anomaly 3: Players in PvP can still jump over dragon slash. Again not sure if this is intended, but it sure feels cheap when the counter play to your class is just "mash jump." Unrelated, but it would rock if you could sheathe the Gunsaber when you're not in combat. Would really fit the Iaijutsu vibe. But I understand that would need more animations. Thanks for an amazing expansion & Love the class!
  5. I want to emphasize that like most people (including likely the devs) I think the specs are obviously not done & far from 100% polished. BUT I will take the previews that we got over nothing & am quite grateful for them. Also obviously you can't give everyone exactly what they want & that words are easy & work's hard. So thank you, for listening to community feedback on these. Even if I / you reading this / whoever don't end up getting exactly what we want!! Signed: Pseudo + Whoever else signs in the comments. ;) P.S. Please, if possible, retune & update some of the less useful stuff on core kits in the future! <3
  6. Update: Either an angel saw this & fixed it or it just took like 30 minutes to update for whatever reason. Figured I'd post to update incase anyone else is having similar issues! 😄
  7. Tried everything with every type of rank. If by some miracle a dev sees this before the deadline please postpone it or push a fix through it it doesn't mess everything else up. ><
  8. Gameplay Feedback: Please make it so you can weapon swap in the air (currently you can't drop bundles' which is a HUGE ISSUE for sPvP & WvW.) Make DT Boost aim in the direction your camera's facing instead of your character, or better yet, give it a targeting arrow similar to chrono shield 5. If there's a way to aim at something else, or change your direction that you're going to go with this I haven't found it. Rename Flow Stabilizer. It really needs to still give stab imo. Even 2s. But failing that "Furious Flow" or something similar might fit the new Fury Boon. Thx for your hard work! ❀ Pseudo @Cal Cohen.2358@Cal Cohen.3527
  9. WHY CAN YOU STILL JUMP DRAGON TRIGGER!? First off Thank You for: Giving it -some- might generation. Reducing the charge time, makes Dragon Trigger feel a lot better. ----------------- Pistol Feedback: I would prefer the 4 skill to me a movement skill instead of the 5 skill if I had to choose. The sill 4 dash is still criminally short. What is the point of having the pushback on the pistol 5 vary from 20 to 120 range? Both are superfluous at best. Also why only change lush forest to function differently from Unshakable Mountain? It was mentioned in the preview post that this was to "avoid the playstyle of just spamming the last charge of ammunition." Trait Feedback: With Unshakable Mountain you're going to do the above in PvP anyway. While the OLD [Lush Forest] triggering off the last charge of amination had a cool interaction with the pistol 5 skill (i.e. either charging it up for burst damage or being able to spam the last charge for cooldown reduction) the NEW [Lush Forest] just makes the whole class play like pre-update firebrand mantras: Where you're just sitting there NEVER USING ANY OF THE AMUNITION ON THE AMUNITION SKILLS because don't want to recharge your mantra / want the cooldown reduction. Which is MUCH less fun. In my opinion anyway. Skill Feedback: As with all Warrior Specializations all of the utility skills are pretty much useless in any game mode. The stunbreak needs to be a 1 ammunition skill so it can be refreshed by the elite without being OP. How It Actually Plays: The movement on this class feels like absolute poop now that the speed on Dragon Trigger - Boost was reduced. Break step is laughably short, especially with the after cast that takes about a year. But even those don't address the main problem: There is no way this class can even remotely hope to catch any other class if you don't give them a real shadowstep skill. No a 300 range teleport that you have to press 2 buttons (F1 & F2) to get access to doesn't count. Especially not the new specter nonsense that has 5 new teleports. Dragon Trigger - Reach is still criminally short. If you want it to feel like an anime sword slash beam & you do cause that's fun, it needs to range from 450 to 1500 based on how long you charge it (based on percentage of charge not #of bullets loaded so it can still trigger the pvp grandmaster trait over & over.) This would be most balanced & fun way to do it imo. As always none of this addresses the main problem that core warrior is terrible. Problems which I wrote a paper on & how to fix them available here: https://docs.google.com/document/d/1YMBi24To0Ntf2MqzmSMFUHSGLhR2b5v7uneunFiEtUY/edit?usp=sharing Love you guys, Thanks for listening to feedback! 😄 @Cal Cohen.2358 @Cal Cohen.3527
  10. Above all: Dragonslash should not be jumpable. Forgive this being a bit "late" but I wanted to get a preview of all of the new specs to see approximately the "power level" that professions were going to land at, and more accurately compile my notes before posting this. So hopefully it still gets read. 🙂 Bladesworn Notes & Feedback: Bladesworn is a cool idea let down by the core kit on warrior being in a pretty anemic & non-synergestic state atm. The below easy modifications to bladesworn will help it feel more fluid on EoD release while avoiding drastic power creep, and leave room for balance of the issues to the core warrior kit in the future. ------------------------------------------ Core Warrior Design: I’m prepared to have this post downvoted to oblivion, but just decrease their base toughness by 100 or 200 already AND make “Fast Hands” baseline. I’ve elaborated on this before but with the aggressive stat escalation in the game what defines warrior more than any other aspect in every game mode these days is no longer their higher-than-average tankiness, but the ability to take the Discipline trait line & have a 5 second weapon swap cooldown. It is simply not possible to make a viable warrior build EVEN WITH THE ADDITION OF AMMUNITION to the core kit, without Discipline simply due to the fact that it awards you the ability to have “as many buttons to push” as every other class. Whatever you do “Fast Hands” needs to be made baseline similar to how “Illusionary Persona” was on mesmer before HoT release. Core Bladesworn Class Design: Charging for 5 seconds feels like poop to play. Especially in PvP and ESPECIALLY in WvW, (where mobility is king.) Despite basically erasing this "sit & wait" gameplay style from the early post-PoF release Deadeye, it’s being put on the new Drag-gunner. If this intended Iaijutsu (quick-draw) style is going to be committed to here are some suggestions to make it feel less like poop to play: Potential Fix(es): 1) Baseline Charge Level Variations -> By default if you get: 2.5s / 5 Bullets Charge -> Dragonslash should be unblindable 4s / 8 Bullets Charge -> Should also be unblockable 5s / 10 Bullets Full Charge -> Should also be unevadeable 2) Baseline Movement Variants: Dragonslash toggles you to “walking” movement and charges at normal rate while doing so. If you do not move while charging it doubles the rate at which Dragonslash charges *Since the trait "Daring Dragon" lowers the charge level to 2.5s / 5 bullets anyway, it would only proc the "unblindable" variant, and that's at then maximum charge. Preventing it from blowing out too hard in PvP-focused game modes. Weapon Skills: Pistol, having no actual projectile / ranged moves, feels redundant in the "burst damage" space that off-hand axe already dominates. It is however, very obviously there to repeatedly proc all of the major-tier traits in competitive game modes with the option to build up ammunition for a fully charged “Dragon’s Roar.” THIS IS REALLY COOL PLEASE DO NOT CHANGE THIS. That being said skill 4 still feels somewhat weak. Gunstinger (Pistol 4): 300 Range is unacceptably short for a movement move. Even Shield Bash (Shield 4) Is both a leap finisher and 450 range. Potential Alteration(s): Increase the range to 450. If gunstinger hits: Recharge 3 ammunition of Dragon's Roar (Pistol 5). If it doesn't: Fully Recharge the cooldown of the last used main-hand Warrior Warrior Weapon Skill, but add that skill's remaining cooldown to the cooldown of Gunstinger. *Synergy: Recharge the Offensive-ish Block on Mace, Recharge 1 Charge of Axe Throw (Potentially allowing it to again trigger Major ("On last charge use") traits. Recharge Sword 2 leap. (Allowing for greater mobility & a potential option to compete with greatsword in terms of mobility, while still permitting the bladesworn to use their Specialization Weapon.) *Also since both "Gunstinger" and "Dragon's Roar" move you they should count as movement skills for the purposes of traits like "Warrior's Sprint" and "Swift as the Wind." *Alsoalso the name "Gunstinger" kind of doesn't fit with the whole theme of the Dragunner specialization & should probably be renamed "Waking the Dragon" or something thematic to that effect. Gunsaber Weapon Skills: Steel Divide: (The Auto Attack 2) - Should have the explosion on it. Explosive Thrust: (The Auto Attack 3) - Should fire an explosive projectile slash similar to holosmith's traited "Crystal Configuration: Storm" Cyclone Trigger: (Gunsaber 4) - Needs an "Explosion" on it. Break Step: (Gunsaber 5) - The aftercast is wayyyyyyyy too long to the point where you cover more distance by actually just running with swiftness. It also absolutely needs to be a blast finisher to combo with the light field utility skill. Honestly the animation on it as a whole feels clunky & it would be better if you just copy the utility / functionality of “Rocket Boots” wholesale, but with reduced range. It’s an undervalued fun aspect that you can use true leap skills like “Savage Leap” and “Rocket Boots” to boost off cliffs & traverse gaps. Dragon Trigger Skills: Dragon Slash - Reach: 900 Range is pitifully short for this. Potential Fix(es): Have the range also vary based on charge amount: From 600 - 2000 based on charge time similar to the scaling on holosmith damage vs heat level. This would give that feeling of "Hugely powerful Slash" while fitting with the balance of the Vindicator's "Spear of Archemorus" (where is a powerful attack that is hugely ranged) but has to charge beforehand providing a fun skill with lots of counterplay. Traits: “Fierce as Fire”: The burning on this is pointless, & this needs to have an “explosion” on it, even if it is just a copy of the engineer’s hidden “Flame Shell” skill. "Unyielding Dragon" (Grandmaster Middle): Even in the current design state the stun on this trait makes little sense. If the stun is intended for PvE (to help with breakbars) this won't matter as a fully-charged dragon trigger does enough damage to outright skip most boss phases anway if used at proper thresholds. And that's for bosses that actually take damage during their break phases. For the few encounters that don’t take damage during break phases it also doesn't make sense to charge / use Dragon Trigger at all for them anyway because it has such a long cast time & you should be using actual break skills / having break-oriented party / squad members take care of this. Saving your valuable Dragon Trigger hit for when the bosses are again vulnerable to damage. Potential Fix(es): Change it to a more versatile trait that affects how Bladesworn / Dra-guner plays (similar to the other 2). Suggestion: Make it restore the ability to weapon-swap but make each weapon that is not currently equipped share a swap cooldown (including the gunsaber.) -- Effectively adding the variety of a 3rd weapon set, without blowing out the power creep of the class too hard by adding "more possible actions per minute" by giving it basically elementalist attunement swap. Utility Skills: Electric Fence and Bulletproof Barrier: These feel redundant. Potential Fix(es): They Should both do the same thing but have the duration cut to 3 seconds. Dragonspike Mine: This is never ever ever going to get used compared to "Shake It Off." Potential Fix(es): It should probably just be an ammunition skill with 1 ammunition so it can be reloaded by the elite skill, without blowing out in power. Side Note: As a 4th Utility I'd like to see a mobility skill like rocket boots. Something that's not a stunbreak, but that provides an alternative to Bull's Charge. Honestly just give Bladesworn rocket boots, it's basically perfect for them. Maybe with shorter range (600) but that allows the Bladesworn to attack while flying through the air. Alternatively you could just make dragonspike mine a targetable dash similar to Willbender’s F2 dash. **Potential Future Non-Balance Iterations: Please make the trail on the gunsaber vary based on if / which Legendary weapon you have equipped. If you're going to force the profession to use 1 standard "kit" weapon it would be nice if we could fashion-wars it a bit. ------------------------------------------ Bladesworn is fun, radical idea somewhat hamstrung by the current state of warrior balance revolving around select aspects of their core kit: Including their higher toughness pool, ammunition aoe stun break "Shake It Off," etc. Personally I feel that the above changes would unlock the "fun" potential of this spec without power creeping it too hard. As well as leave space open for both Bladesworn & Warrior balance in the future.
  11. Brief background on us (so you know what perspective you're getting.) - 9 Year-old Guild with a more diverse focus on every game mode (PvX) - ~ 20% Members: Are at the end-of-endgame (fullclear raids, fotm CMs weekly, At or nearing rank 10,000 in WvW, Many members at or in Plat 3, and/or 40K+ AP, etc.) - ~ 80% Members: Are newer or just-starting-out, or more sporadic players. (Sub 10K AP, 1,000 hour playtime etc.) - If you'd like more information on us it can be found at: www.VanguardsOfAscension.com Ideas for WvW (from our perspective ofc): - Goals: Encourage more interaction & reward between game modes - From Our Persepective: WvW As a gamemode was originally conceived, at least somewhat, of as the end-of PvE. A place where you could take some of the gear / experience that you have from PvE / PvP and translate it into more macro-group play. (Whether that is Solo, Small-Group Roaming, or Zerging.) However WvW has something that the other game-modes lack in our opinion, despite being less rewarding it's much MUCH more FUN for longer periods of time. Partially because you're most likely interacting with your friends in a more dynamic way during it. To this end a lot of our suggestions focus on maximizing the FUN aspect of WvW, as well as facilitating interactions with players across game modes. Specific Ideas: * These will be given as Game Mode Earned to > Game Mode Affected (or where the "resource" or "reward" could be redeemed) PvE > WvW: - What: Have Fractal (e.g. Chunks of The Solid Ocean, etc.) & Raid Tokens (e.g. Cardinal Adina's Token) used to craft single-use, stronger, WvW Tactivators - Why (Function): Even without added rewards, WvW has immense replay value in it's current itteration. However, somewhat ironically PvE content does not outside of individual weekly clears. If such high-end tokens were used to craft single-use tactivators, it would incentivize not only PvE guilds to help guildies outside of their static groups clear Raids & Fractals as well a encourage more WvW-Focused Guilds to recruit PvE players who could contribute in some way. Even if those players never set foot in the WvW game-mode itself. For fun we of-course came up with our own suggestions for what some of these tactivators could look like: Raids: x 30 Dhuum Tokens >> Spawns "Dhuum's Echo" Mob to run around the Boss Room of A Keep for 30 seconds *As a side note, we really want this one & if you can implement literally any of the changes on this list please do this one because it would be hysterical.* x 30 Vale Guardian Fragments >> Splits a Keep Lord into 3 seperate colors that take drastically reduced damage from different sources and drastically increased damage from other sources. (i.e. The Red version would be hyper susceptible to condition damage but resistant to physical, the blue one would need boon strip, the green one could have a cc bar that needs to be broken) x 50 (Any Raid Tokens) >> 1 of the following: - Spawns: The Hands from The Cardinal Adina fight to bombard the zerg - Spawns: The Lesser Tornados from The Cardinal Sabir fight to bounce around a tower / keep (The ones that just launch not insta-kill) - Spawns: 3 Lesser "Flame Walls" from the Soulless Horror Fight that burns (instead of insta-killing) both allies & enemies whom they pass through - Spawns: Sabitha's Flame Wall to rotate around a lord's room (that burns (instead of insta-killing) both allies & enemies whom is passes through - Spawns: Gorseval's "Spectral Prison" (Egg) attack to pulse x3 times for enemies in a keep or tower - Gives: Everyone near the tactivator a single use "Special Action Sword" from The Conjured Amalgamate fight, useable in that Tower or Keep Fractals: x 15 Chunks of the Solid Ocean >> Slippery Slope Tactivator for the enemy in Keeps & Towers x 3 Norn Holo-Dancers >> "Social Awkwardness" for the Enemy in Keeps x 10 Cubes of The Solid Ocean >> Activates a "Random" Instability for the Enemy Zerg in Keeps x 5 Chunks of the Solid Ocean >> Adds "Random Mobs" from Fractals to Camps as Guards WvW > PvE: - What: Have best-in-slot PvE food, or at the very least new & different but good, ascended food craftable only with WvW resources. - Why: This would encourage PvE players to venture into WvW if for no other reason to get food for clears. - What: Make the Warclaw aoe movespeed buff affect allies in PvE as well. - Why: Currently there is no incentive to have a Warclaw outside of WvW as it is easily the slowest of the mounts, other than the fact that it can still tag 10 targets with it's small dismount attack. If it still provided the movespeed buff it would at least provide some utility for veterans to use to help new players. WvW > PvP: - What: Give bonus PvP reward track progress if you queue from a WvW map if your participation is Tier 5 or higher. - Why: PvP as it is is quite a rewarding game-mode (in terms of gold.) However as the game mode takes you out of your current WvW map and cannon feasibly place you back where your queue pops from, it severely de-incentivizes people to queue from a WvW map. A meaningful rewards bonus would go a long way to incentivizing players to interact across the two game modes that are supposed to be the most ubiquitous. Other Ideas: - What: ADD NEW WvW GUILD MISSIONS WITH MEANINGFUL REWARDS - Why: We cannot stress enough how under-utilized the current Guild Mission system is. Even 9 years-later with no new rewards added, guild missions remain a regular weekly event for us. If new missions were added, with different rewards (other than those purchasable with guild comms,) for example adding +10% HP to all structures claimed by your guild if you did the missions that week, we would most definitely do them weekly as well. - What: Make Guild Siege buyable with guild comms and PvP ascended shards (this has to be cheap as these are limited) or a new PvP account-bound resource, / Fix Guild Omega Siege Golems being worse than non-Guild Ones. (The current siege is not placeable.) - Why: Guild Siege is invaluable, especially in small-group roaming because of it's lower siege build cost. As such we feel that it should be more readily obtainable, either through actions such as taking objectives with low-man groups, or from other game modes. - What: Add better rewards for defending objectives & either succeeding or failing. - Why: This would incentivize more skirmishes, even if the people defending something were drastically outnumbered. - What: Unlimit the 10,000 Rank Cap - Why: Why is it limited in the first place? Just let it keep going forever without increased rewards above 10,000. Big numbers are fun! :D - What: Give Warclaws 2 Charges of aegis & 1 health (effectively 3 packets of damage to dismount) and slightly increase their movement speed - Why: Warclaws should be primarily a movement utility and not a means of effectively having extra health so you can kite or troll - What: Nerf the stats that Celestial Gear gives by about 20%. - Why: It's wayyy too good right now. Compared to 3-stat gear which gives around 3200 total stat points (when you use similar food) celestial gear + food gives 6200 stat points, which is ridiculous. The addition of concentration & expertise, while making lots of builds viable, also pretty much nullified build crafting. It's no longer min-maxing the clear answer on anything that's not specialized for zerging is now "just run celestial" which pretty much ruined build crafting. - What: Once the DX11 rollout is complete, if it is no-longer causing drastic lag, re-enable the central cannon meta-event on the Desert Borderland - Why: It was a fun event that added importance to grouping across maps for a single-important fight & could be quite fun with the alliance rollout. - What: Add a new map (to replace one of the existing forested maps) - Why: Variety is fun. Possible Map Contents: 1 Keep that's underwater based on time of day. Tide/Ocean Themed > Would facilitate actually knowing / using underwater builds Camps that give no score by themselves, but triple score if most or all of them are held > Would more meaningfully reward roamers who do not like to play in larger groups Events on the map the yield war-score or that give WvW-relevant drops (e.g. account-bound Guild Catapults) (other than vet creatures that spawn) > Again would more meaningfully reward roamers who do not like to play in larger groups Anyway that's about it. We didn't want to make the list too exhaustive because words are easy & work's hard after all. Our genuine thanks going out to everyone working on the WvW update, DX11 implementation, & at ArenaNet in general. We're hugely looking forward to EoD and can't wait to see what the future holds for Guild Wars 2! See you all in Tyria, Pseudo & The [VoA] Team
  12. Yo Anrenanet / GW2 Community. Until recently I've been using an ultrawide monitor which has a demonstrably zoomed-out field of view. However I recently got a more "square one" and even with the zoom cranked all the way out the FoV is nowhere close to what it was. I'd like to maintain the fullscreen real-estate that I have with this monitor while playing GW2 so I was wondering if there was a mod that was permitted by ToS that increased the FoV & if so what was it? The only thread I could find even remotely on this was from 8 years ago so I thought I'd see if I could get a more updated answer. Failing this I guess I'll just play windowed mode & stretch it to be more narrow. But that's definitely not ideal. Let me know if any of you know where to point me to? Thanks! :D
  13. I reiterate: Chronomancer... Really hope you give some attention to old classes going into / after EoD. Wild Blow, Executioner's Scythe, Headbutt, Holographic Shockwave, and probably lots of other skills and traits still make no sense, and are still 100% farked in PvP and WvW with promise to iterate on them going on 2 years now. Love the trend towards transparancy tho that yall are doing, please keep that up. & if you need anything other than "patience" from the playerbase let us know!
  14. Genuinely thanks for the post. Love the transparency. Keep it up Arena Net crew.
  15. So remember before HoT released & everyone was taking [Illusory Persona] on every mesmer build & it kind of felt like it sucked to play without it? Well Warrior kind of feels the same way without [Fast Hands] rn imo. Granted it might make it super OP with the numbers on other traits the way they are. But ofc other things can be adjusted & the same thing could be said about [Illusory Persona] before it got added to baseline. Idk, I'll probably get flamed for this hard. But I feel like with the state of the game the way it is rn Warrior / Weaver should get SOMETHING. Granted yall probably have lots of balance changed planned for Pre-EoD / EoD so I'm excited to see if / how the new stuff affects things. For what it's worth just thought I'd mention it cause even on the couple roaming / PvP builds that don't take Discipline it super feels like trash to play imo, especially compared to other classes like Mirage, Scourge & Firebrand. Discuss / Make suggestions if you'd like! :D
  16. So I'm one of the unlucky people who chose to support the game, went through 100 keys, & didn't get the new Arcane Battlestaff. I'm obviously not thrilled about that. RNG is gonna RNG even if it's this game's version of RNG. But what I'm extra not-thrilled about is the fact that so far 4 other people in my guild have come out and said that they put in support tickets for this item, or past items, and have had support take pity them & give them the item they were trying to get. So I put in a support ticket today & was met with: "These chests are coded with RNG in mind, so it is not guaranteed you will receive your desired drop. It is intended that these drops be randomized, as such, we cannot provide replacements or exchanges for their contents" So what gives? Is it RNG of what support dev I get too? & if so should I keep trying with support tickets? Thanks, Pseudo
  17. So this is probably going to get uber downvoted. But as someone who has probably literally over 1,000 hours in the actual build editor, adding concentration and expertise to cele stats is effectively going to invalidate almost all build variety in the game mode for roaming builds & probably for most things in general. Currently 3 stat gear gives: 3,302 stat points + 250 from a standard stacking sigil = 3,552 4 Stat gear gives: 3,610 + 250 from a standard stacking sigil = 3,860 To put this in perspective full cele with a sigil of the starts is going to give you 6,201 stat points. Which is going to make just about everything do all of the damage (different types too) and heal for all of the health. So instead of spending time in the build editor wondering how to min/max fun, albeit not top-tier builds, the answer is going to be "run cele on everything." I've expected that they might add these stats on a future gear set, but with reduced base cele stats. to bring it more in line with the 4,473 stats that full cele currently gives. I also acknowledge that they could still possibly could do either of these things in the future. Which would add build variety, fun, & possibly a material sink for crafting insignias & inscriptions. I don't understand why they're doing this. Instead of fun build crafting, which is already largely dead due to the terrible variety in sigils & runes, this is effectively going to kill build variety for me. It certainly already felt like anet didn't care about the people who actually give a hoot about PvE, PvP or WvW balance, but for what it's worth I've played this game for 8 years. I've run a guild of 500 people for 6 of that. I know noone probably cares but, for what it's worth as someone who genuinely tries to like Guild Wars 2, and who has kept his community going through the past 2 years of nothing, his along with the actual buffs to firebrand which still doesn't have any "tradeoff" are probably going to make me quit the game.
  18. I want to preface this with: I love Berserker & am obviously biased. & Also realize that not much change other than tweaking numbers will likely happen up to the release of EoD. - There's obviously lots of traits / skills that don't make much PvP or WvW sense post the great nerf patch of 2020: e.g. [Head Butt], [Executioner's Scythe], [Wild Blow], [Holographic Shockwave], etc. So here's a couple thoughts on my fav & often neglected class. <3 I understand that Berserker was probably never designed to be a serious PvP class, and currently [Wild Blow] is only a solid break substitute if your group needs it in PvE. However 2 big problems: 1 If you use it in PvP or WvW it "automatically crits" | But that doesn't matter since it's a CC skill & had it's damage toned to 2. So instead you do 3 damage, yay...2 If you use it to proc [King of Fires] it automatically crits if it hits which generates a fire aura & then, being a berserker skill, detonates the fire aura for some spike damage. Which is a really cool interaction. | Except that it's also a launch & as such it sends the target flying so the damage tick from [King of Fires] doesn't actually hit. Which sucks. Again I'm not asking for the moon here, but if Zerker or any of the non-EoD trait lines ever end up getting some love again, for what it's worth, I have a couple suggestions: Change: [King of Fires] to proc at the beginning of the cast of berserker skills instead of the end. (This would also help ensure that your fire aura doesn't expire while you're casting the year-long channel from [Flaming Flurry] as well if you decide to run that. Change [Wild Blow] to flip over into > [shattering Blow] if it hits. + Make Shattering blow cripple instead of giving stability (since it no longer has synergy with headbutt as that also does 2 damage & you have basically perma stab in PvE.) and make both grand +2s in berserk instead of +4/+3 | The 1-2 punch of these skills has really cool theoretical synergy. But giving up 2 utility slots for both is a big ask since they're both pretty mediocre atm. ++ Give berserker a new utility skill since it would now need one. *Suggestion: Something like "[Fired Up]" Gives you full adrenaline but lights you on fire for 1 stacks of burning for 8s if you have no conditions. (aka are out of combat) / cleanses 3 conditions & extends berserk or lowers the cooldown of other berserker skills (including primal bursts) by 1s for each condition cleansed + does not refill adrenaline if it cleanses conditions in this way.Something in this game needs to be able to put you in-combat so you can retain adrenaline generated, e.g. a sigil that applies vuln + does something good on elite skill usage, would also be nice, because vs something like holos where heat declines at a slower rate, adrnaline loss out of combat if you can't get a hit on something is pretty brutal. Also, and this is super just an opinion, but it doesn't make sense that Berserker mode gives you + 15% attack speed & [burst of Agression] gives you 2 seconds of quickness because they do not stack. & That Berserker while supposed to be the "angry class" has no specialization ways to generate adrenaline / might. While Spellbreaker can do both in multiple ways. But again that's kind of thematically subjective. <3 Anyway that's about it, there are lots of other dream changes to Berserker that I'd like. But I've posted about those: here. But what would everyone else like to see? Personally I'd like to see lots of the super old traits that don't have any use / have outdated functionality like [Dual Wielding] / [Riposte] get updated to be competitive as well. But that would obviously only happen if / when we start to get buff patches again. =)
  19. So while I do think that each individual class does, somewhat, deserve to preserve it's look, between all of the outfits and pieces such as the requiem armor & the genuinely amazing female krytan jerkin, medium armor is deserving of some non-buttcapey love. And judging by the reactions of all of the people I've shared this idea with I don't think I'm alone. (And while I would prefer it to be earnable, I would absolutely pay for this.) Maybe instead of 6 full pieces we only get like 4-5 for 800 gems. But c'mon ANet, I can't be the only one who's be willing to pay to bling out my engineer in a sweet leather jacket, or groovy light blazer, or radical tactical shirt, or dapper tie & shirt combo. Bonus points for: A heavy armor pack for: Actual pants & shorts. A light armor pack for: High (height) glamour shoes & tactical boots. Like / dislike? & Show some love if you agree forum people. Let's make this happen!
  20. Do you mean Zephyrite Runes? & If so what's actually happening to both? https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Mirage https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Zephyrite
  21. *The bug with attack speed being tied to projectiles existing is on Mesmer scepter auto attack.
  22. While it was really tempting to just write “Fixed A Server Crash” here & call it a day, with the looming PvP & WvW "nerf" patch on the horizon & wanted to write down everything that my ideal Living World update patch would entail. I wanted to avoid just “New Expansion” although yes, that would be lovely. Some’s sarcastic, some of it’s not, but take it or leave it these are my ideal updates for a Reasonable-ish update patch. :) PvE Summer is Here! Bask on the Beach and Embark on Your Journey into the Endless Ocean! The New Sunken Southsun PvE Map Has Been Added to the Game! Talk to Lord Faren or Lady Kasmeer in Lion's Arch to Begin This Exciting New Living World Season!*Note Some Areas in the New Map Are Easier to Access During Certain Times of The Tyrian Day-Night Cycle as the Tide Changes with Day & Night! Added an Accompanying New Nameable Guild Hall That's Just a F*&%ing Huge Pirate Ship City You Can Expand & Sail Around With Your Guild Mates. A New Legendary Spear, Speargun, & Trident Are Now Craftable! Talk to Legendary Crafter Hard-Workin Gary in Lion's Arch to Begin Crafting Them! Added NEW GUILD MISSIONS and Updated the Rewards Available for Guild Comms Added New Items to the Laurel Vendors in PvE, PvP, and WvW. Updated PvE with a New Vendor With a Weekly Rotating Stock of Account-Bound Existing Skins, Including Black Lion Skins, & Infusions Tradable for Magnetite Shards + Fractal Relics, or Guild Commendations + Trade Contracts. Updated PvE with a New Vendor With a Weekly Rotating Stock of New Skins & Infusions Tradable for Magnetite Shards + Fractal Relics, or Guild Commendations + Trade Contracts. Added a New [Lead Boots] Vendor to Lion's Arch. Upon Purchase This Item Will Add A Special Action Button in Water that Sinks Your Character Down to Whatever Surface is Below them and Enables Land-Style Combat Under Water Albeit With a +25% Increased Casting Time to "Land-Style Skills." This Special Action Can be Toggled On & Off. Added the Ability to Transmute the Effects of Unlocked Legendary Weapons and Projectiles onto Other Weapons at the Cost of 5 Transmutation Charges Updated the Rewards Purchasable in Crystal Oasis in Exchange for Casino Coins to Include New Items Including an Account-Bound Version of The Confetti Infusion for 200,000 casino coins. PvP Made Win-Trading a Perma-Bannable Offense by A Person's IP Not By Account. Updated PvP with a New Vendor With a Weekly Rotating Stock of Account-Bound Existing Skins, Including Black Lion Skins, & Infusions Tradable for Ascended Shards of Glory + Shards of Glory. Updated PvP with a New Vendor With a Weekly Rotating Stock of New Skins & Infusions Tradable for Ascended Shards of Glory + Shards of Glory. WvW Added The New Tumultuous Ocean WvW Map to the Rotation. Land & Water Access to Various Parts of Map Alternate with the Shifting Tide. Updated WvW with a New Vendor With a Weekly Rotating Stock of Account-Bound Existing Skins, Including Black Lion Skins, & Infusions Tradable for Skirmish Tickets + Memories of Battle. Updated WvW with a New Vendor With a Weekly Rotating Stock of New Skins & Infusions Tradable for Skirmish Tickets + Memories of Battle. The New "Hellfire Infusion" is Now Available As an Ultra-Ultra Rare Drop From Killing an Opposing Player in WvW. General Polish: Added The Ability of Skimmers to be used Under WaterBalance: With This Patch We Want to Take Another Two Twords Our Philosophy of "Play How You Want to Play" & Further the Current Shift Toward Grandmaster Traits Making Classes Play Differently. With This In Mind The Berserker Specialization Has Had Numerous Inconsistencies Fixed That Should Help Smooth Out It’s Adrenaline Gain and Playstyle Options. Also Chronomancers Have Received Additions to their Grandmaster Traits. Ideally This Should Help Make These Two Specializations Feel Better and Somewhat Viable Across Game Modes, While Not Being Stupidly Overpowered Like They Used to Be. Warrior Changed The King Of Fires Trait to Detonate At the Start of Rage Skill Cast Instead of Afterward, Reduced the Number Of Burn Stacks from 3 Stacks for 3 Seconds to 2 Stacks for 4 Seconds to Offset Burst Potential in Competitive Game ModesFixed a Bug that Prevented the Benefits from the "Crack Shot" trait on Warrior from Being BaselineUpdated “Crack Shot” to Cause Attacks from Ranged Weapons to Pierce and Cause Your First Strike When Entering Combat to Apply 5 Stacks of Vulnerability and 1.5 Seconds of Quickness to the Warrior When Using a Ranged Weapon, This Trait Has Swapped Places With "Doubled Standards" in the Major Trait LineChanged the Fire Fields Created From Scorched Earth To Be Actual Projectiles So That They Can Be Aimed Up And Down TerrainRestored the Ability of Berserkers to Use Baseline Warrior Burst Skills in The F1 Slot When Not In Berserk ModeChanged Eternal Champion to Add +600 Toughness In Berserk Mode (Stacks With The Toughness Lost From "Fatal Frenzy" to total +300 Toughness When Traited)Guardian Updated Baseline Virtues to More Realistically Compete With Dragon Hunter and Firebrand Varriants. These Virtues Now Do the Following When Cast: Literally AnythingUpdated Various Traits in the Valor Trait Line to Make it a Viable Option in PvE, PvP and WvWElementalist Added 1s of Quickness to Allies Near the Tempest on Overload Completion to the Latent Stamina Trait to More Realistically Compete With Other Traits in this LineMesmer Updated "Escape Artist" Trait to Create a Clone of Anyone the Mesmer Grants Stealth to. This Trait Has a 60-Second Internal Cooldown Per TargetChanged "Sieze The Moment" to Also Reduce the Remaining Cooldown of "Continuum Split" by Half Every Time You Use a Shatter Skill.Updated "Lost Time" to Also Deal Damage to Enemies You Apply Slow to. This Attack Cannot Critically Hit.Removed the Ability of Mirages to Dodge While Hard CC’d and Immobilized. Added Shatters Refunding 10 Endurance Each to “Mirage Cloak to Help Compensate.Necromancer Updated Necro Minions "Active" Skills to be Actually Useful but cost 20% of the Minion's Health on ActivationRestored "Bitter Chill" to Cause Chill to do DamageThief Added Ricochet Back to the GameRanger Fixed the Bug that Restored Soul Beast Pets to Full HP After Exiting Beast Form. Added A +30% Heal to Pets on Exiting Beast form to Make Compensate In Competitive Game ModesChanged Glyph of Stars to Instead Transfer Any Incoming Conditions on Allies to their Original Source While Channeled in Base Form & to Convert Incoming Conditions into Boons in Celestial Avatar Form, with a 1 Second Internal Cooldown Per Allied Target.Glyph of Stars Can Now Be Channeled While MovingDoubled the Incoming & Outgoing Damage Transferred on Glyph of UnityEngineer Restored the 3rd Leap Finisher on Rocket ChargeGeneral Combat Polish: Fixed a "Bug" That Prevented the Attack Speed Bonuses from Traits Like "Dual Wield" from Stacking With QuicknessFixed the Bug that caused arrows to be unable to be fired from certain weapons, such as Warrior Longbow, until the previous Projectiles had hit or been destroyed. (THIS IS REAL)Tripled The Projectile Speed On Dragon Hunter & Warrior Longbow Arrows as to better compete but still be completely outclassed by the ridiculous range and speed of ranger longbow arrowsRemoved the Ability of The Following Classes to Use Some of their Weapons in Competitive Game Modes Until They Can Be Reworked, As They Are Actually Useless:WarriorLongbow, Off-Hand Sword, Off-Hand Mace, Torch,GuardianLongbowRangerOff-Hand Dagger, Torch,NecromancerFocusMesmerOff-Hand SwordTooltip Cleanup: General Changed the Wording of All +% Damage Traits in the Game to Clearly Indicate Whether these Traits Applied Additive or Multiplicative Damage MultipliersChanged all +% Movement Speed Skills, Traits, Runes, and Buffs in the Game to Clearly Indicate Which Stack and Which Do NotClearly Indicated Which Skills in the Game Can Be Animation Canceled by Stowing a WeaponWarrior Removed the Erroneous +50% Movement Speed Buff from the Whirling Axes Tooltip, As this Skill Has Not, And Never Will Give Such a Movement Speed BuffGuardian Added a Channel Bar to "Zealot's Defense" While Casting and Updated the Tooltip to Indicate the Correct Channel TimeThief Fixed “Pistol Whip” Tooltip to Include the 5 Minutes of Evade that the Thief Gains From Using This SkillMesmer Moved Continuum Split Back to F5 on ChronomancerNecromancer Clearly Labeled Which Traits Apply to Which Shroud Skills on ScourgeSystem Cleanup: Fixed the "Tab to Ally" Hotkey Option to Tab to Allies and Exclude Minis and NPC's Instead of Minis and NPC's Excluding AlliesGemstore: Added Endless Beach Swimsuit Outfit to the Style Category of the Gem StoreThe Wolfhound Warclaw Skin is Now Available for Purchase in The Gem Store for 2000 Gems and as an Uncommon Drop From Black Lion ChestsRaids: Fixed a Bug that Caused there to be Less Time on The Orb Phase of Dhuum to Gather Orbs and Improved the Size of The Hitbox of Orbs Slightly
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