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All Posts by Aeander

All Posts by Aeander

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Originally posted by twitch242
Is Revenant a totally new class and if so how does it stack up against the other classes ? Been ages since i touched GW 2.

 

The Revenant is a totally new class. It is effectively a battle historian of sorts, which empowers itself by possessing itself with the ghosts of legends from the past, while also directly manipulating the Mists themselves to attack foes and support allies.

 

The Revenant is a heavy armor class with a medium amount of health. It can only use one weaponset at a time, but it can swap the second half of its skill bar (its healing skill, utilities, and elite skill) between those of two legends.

 

Each legend has its own set of skills that cannot be changed. Therefore, as a Revenant, you have less customization than any other profession. You can only customize your traits, your choice of one weaponset, and two legends.

 

The benefit of the Revenant is that it is designed more cohesively than most professions. The lack of customization in a legend means that each of a legend's five skills are designed with a particular overall style in mind. In other words, you are not an assortment of random, often poorly designed utility skills, but something more along the lines of a MOBA character with 15 skills. 

 

Additionally, like Thief weapon skills, Revenant utility skills have no cooldown and instead use a resource system. The Revenant's resource is energy, which regenerates, can degenerate by toggling certain skills, and is used (in small amounts) to use weapon skills and (in large amounts) to use utility skills. You can swap legends to return to 50% energy. 

 

 

As for how the class stacks up, we can only really speculate on that. Currently, it appears to have poor stun-breaking, poor stability, and poor out-of-combat mobility. These could be downright crippling in PvP, but the strengths of the Revenant could very well make up for them, and we have no idea what the two unannounced legends and the unannounced weapons are capable of. 

 

Originally posted by FrodoFragins

Does the story journal let you see everything in then living story that has since been taken out as the world changed?

 

Only one new zone seems a bit small.

 

The OP listed it as a "region," not a zone. We don't actually know how many zones we'll be getting and won't know until either they announce it or the expansion is released.

You listed melee staff as the Revenant elite specialization weapon. It is not. Ventari, it's trait line, and the staff are all part of the core Revenant.

 

 

The Elite specialization for the Revenant has yet to be announced. There is also one more unannounced core legend, plus any weapon(s) that might be associated with it.

 

 

Datamining has revealed the following as likely possibilities:

Shiro legend

Sword (Mainhand)

Dagger (Offhand) or possibly Sword (Offhand)

 

Glint legend

Shield 

 

 

Now, of these, Glint is the unconfirmed Elite Specialization legend, with shield as its weapon. This is supported by a recent set of data-mined weapons, which included a crystalline shield skin that appears to complement the Glint theme. Most of the other weapons and armor pieces datamined in that wave are associated with known elite specializations.

Originally posted by Dakeru
Originally posted by BeansnBread
Originally posted by Dakeru

Yes I am throwing in the generalization card because that's what people seem to do on the Heart of Robbery thread nonstop.

Entitlement Entitlement Entitlement

 

If a new player pays 50$ and gets GW2 and HoT as bundle then I want the same. Same price - same product.

It's as easy as that.

Wait, what? You expect a 3 year old game to cost the same 3 years ago as it does today?

No I expect to pay 50$ and get one code for the basic game which I will give to a friend and one code for HoT which I will use for myself.

 

Which would be pointless, given that the friend would then have to buy the expansion and receive an extra game code themself.

 

I mean, yes you can technically play and be viable without it, but who in their right mind would choose to leave advanced classes, mastery progression, and guild halls out of their play experience? 

Originally posted by DanitaKusor
Even worse, they had a lot a "get ready for Heart of Thorns" sale where they reduced the price of the base game, only to turn around a few weeks later to give it away for free with the expansion. Anyone who bought GW2 in the last few weeks got seriously ripped off.

 

This is the ONLY legitimate complaint, as it is the only questionable action taken by the developers in this deal. They need to address this and they need to compensate these players, as this was outright false advertisement. 

 

The $50 price is fine for a non-subscription game. And no, if you bought an account years ago you are not entitled to compensation. When you buy a steam game for $60, you do not have the right to complain when it devalues and eventually goes on a heavily discounted sale. And that applies perfectly here - you bought a game at console price years ago and have gotten your money's worth. 

It's just a really lackluster experience all around. It's not terrible, but it does not live up to its potential by any stretch of the imagination, and every paid expansion is nothing more than a few cookie crumbs to break the monotony for a few hours.

While this specialization is clearly geared towards Power builds, I wouldn't underestimate its value to a condition damage build:

- It applies all Life Blast traits in an AoE. That includes Dhuumfire for AoE burning at a much faster attack rate. Burning will stack intensity (with reworked numbers) in Heart of Thorns, so this may become extremely effective.

 

- It also has superior Might stacking thanks to faster, AoE application of Reaper's Might and the new Chilling Force. Might, of course, is important to Power, Condi, and Hybrid builds.

 

- It has the unique ability to turn Chill (which it excels at applying) into a damaging condition. It also applies this Chill when it applies Fear. Staff applies Chill and Fear, for two Chill applying skills (and Fear is also one of a condi Necromancer's primary damage sources).

 

 

Originally posted by eyelolled
OK, so I get this fancy hourglass focus for my Mesmer and they make a Chronomancer elite specialization that uses a shield? Please tell me that the focus will still be awesome to use with the chronomancer.  I simply have to use that item with that build.

 

Well, the Focus is among the most useful Mesmer off-hands at the moment. It synergizes with the Inspiration Line, which is receiving a pretty hard buff and looks to be highly versatile.

 

The Focus currently grants the Mesmer -

An excellent aoe swiftness source

A Light field

An AoE pull.

A (stationary) high damage whirl-finisher phantasm that deflects projectiles

(When traited) Two projectile reflection sources

 

That's a lot rolled into one Off-hand. It is quite possibly their highest utility weapon. 

 

If you pair this with the Chronomancer, you're going to get access to Alacrity to lower your cooldowns further, which means more light fields, more pulls, more reflects, and more phantasms. This should make you excellent against ranged foes - particularly useful for WvW or PvE.

 

The Chronomancer has a lot of support thrown in as well. Its wells, for example, are Ethereal Fields. You could probably pump out some serious Confusion with multiple Phantasmal Wardens on these. 

Originally posted by Thupli
I'm still not sure how weapons interact w specializations. I thought they said it was tied to spec, so does that mean you get the access to shield only if you have the chrono trait/spec line selected? Can you still use swapping of weapon sets?

 

Essentially, it's tied into their rework for the trait system.

 

A Specialization is their new word for a trait line.

 

The Chronomancer is an "Elite Specialization." This is a Specialization (trait line) that you can equip instead of one of your regular specializations, and, despite not being designed to have innately stronger traits than your base specializations, it does improve your character with more options. It modifies or improves your F1-F5 skills, gives you an additional weapon option, and gives you a new healing skill, a new elite skill, and new utility skills.

 

In order to access the new weapon, heal, utilities, and elite, you must have that Elite Specialization equipped. As you can only equip three specializations at a time, this comes at the cost of not equipping a third regular specialization - potentially losing out on any synergies that third line might have had with your other two lines. This could change the way you build your character drastically. 

 

 

 

 

 

A time-tested mechanic is more polished than one that has only been experimented with in a few games - only one of which was AAA?

 

 

Say it isn't so!

Originally posted by Gorwe
Change for the sake of change. This game is still f(l)ailing, I see. What a shame for an heir to GW 1 to stoop so low...

 

Vocal players on the forums have been asking for these two changes for a while now. The personal story rework has been criticized for the entirety of its lifespan, and Victory or Death threads have been among the most common (albeit, in my opinion, trivial) comments since launch, simply because the personal story ends on a group step. 

Originally posted by Arazale
Originally posted by Nanfoodle
Blah, gender locking, I hate that!!!!!

Blah, role playing, i hate that!!!!

 

I find it funny, how people feel the need to complaina bout gender locking when mmorpgs are concerned, but not so for single player games.

 

How many people complain Link is always a boy? How many people complain you can't choose to be a "female" Kratos? How many people complain you can't be a female assassin in the Assassin's Creed games? How many people complain that Samus is a female? How many people complain that you can't be a male "Croft" in the Lara Croft games?

 

The answer is little to none. So astronomically little that you just plain don't even see those complaints unless you're specifically looking for them. So why then do people just love to complain when it comes to mmorpgs? It's a curious thing to watch.

 

I'm sorry, but this argument is really too stupid for words.

 

Gender locking is a budget-saving feature. A way to cut corners. Nothing more. It isn't a roleplaying feature. If anything, it harms a player's ability to play their role - in a genre that's all about identity. 

 

Now, if this had been race locking, you'd at least have an argument, as races in fiction frequently are associated with unique magics and affinities. 

 

Which brings me to a blunt point. The only legitimate roleplaying reason to ever include gender locking (in an online game that offers character creation) is for universes that have explicit gender-oriented powers - and these are really rare. Claymore and The Wheel of Time are among the only ones that immediately come to mind.

 
I may get it just for how much the Chanter appeals to me.
Originally posted by Netspook

What "unique Pillar-y twists"?

Can't really say I'm seeing a lot unique here, not to mention that it may seem like a class only have 2-3 special abilities, which sounds horrible, to put it mildly.

 

It does say "special abilities SAMPLE," which would imply that this is only a part of what is to come.

Difficulty

 

I tend to consider myself average to above average. I will tackle and often succeed at high end content if I'm so inclined. 

 

On difficulty, I draw no lines on how difficult content can optionally be. A game can have any number of difficulty levels on its instanced content, and it should definitely have some epic-tier open world quests or bosses.

 

Where I draw the line, however, is on rewards. If the best gear (defined by stats) can only be obtained by grinding the hardest content, I tend to give the game a thumbs down. I'll forgive it if this distinction only matters in PvE, but when it dictates PvP as well, it becomes unacceptable. If, on the other hand, the highest difficulties are used to obtain the best gear faster than other methods or their rewards are simply amazing, exclusive skins that happen to share the best-in-stat status with the best-in-stat items of other content, then the setup becomes ideal for me.

 

Business model

 

If a game has a subscription fee, it damn well better justify said subscription fee. Content updates better warrant the model. The quality of the game had better impress me, and it must have a free trial that allows me to decide whether or not the quality of the product is high or not. Otherwise I'm going to turn it down for the sheer audacity of the developer for charging a subscription on a mediocre product.

 

On cash shops, i am strictly C&C (cosmetics and convenience) only. I define pay-to-win as "anything sold for real money that gives one player a performance advantage over another player of their level," with the sole exception being currency conversion. If something breaks this, it steps over the line.

 

Customization

 

A lot of games have crappy customization. I have to force myself to accept that at times. 

 

I loathe race locking, but can tolerate it to a degree, when done logically. I loathe racial advantages, though they tend to be minor and insignificant, and so I forgive them.

 

I do not tolerate rampant gender locking of classes. I expect to be able to play the class I want as the gender I want. There is no reason for it to be otherwise, save for developer laziness or historical accuracy (which should generally be sacrificed when it harms gameplay).

 

A game reaches a point of no return, however, when it throws personal roleplaying out of the window entirely. Games like Vindictus and Elsword give you premade identities attached to their character kits. That's a locked gender, a locked story, a locked race, a locked everything. And that's not acceptable. That is NEVER acceptable in an MMO format.

 

Combat

 

Combat must have a certain amount of depth, whether in terms of mechanical skill (prevalent in action combat games like Guild Wars 2) or tactical/knowledge-based skill - preferably both. 

 

I can accept a game with tab target combat if it is deep on a tactical and skill-building level.

 

I can accept action combat if it is fluid and mobile.

 

I will love combat if it is all of these - fluid, mobile, and tactically deep with a great build system.

 

I will NOT play the game, however, if it lacks either of these essential forms of depth. Without either mechanical skill or intellectual skill, a game is nothing more than dull, mindless dice-rolling - it is Runescape, and that is not acceptable in this day and age.

Originally posted by Robokapp
Originally posted by Superman0X
Originally posted by Ender4

 


Originally posted by Superman0X

Originally posted by Vermillion_Raventhal If a mmorpg approaches the success of World of Warcraft do you think we will go through another decade of emmulation?
Yes. It has already happened multiple times since WoW.

 

It has? The only other really successful western game is Eve and it hasn't been copied. Most of the rest of the western games released in the past 10 years are just clones of WoW.

I mean yeah every new idea that is embraced crops up in more games, but there hasn't really been a 2nd WoW yet unless you want to say Eve is and well Eve was released before WoW.

There are several examples... let me give you two.

 

Farmville. This started the social gaming trend. 

League of Legends. This started the Moba trend.

 

I am sure that you are going to disagree with either of these being an MMORPG. However, as is constantly complained about on these forums, the definitions have been changed because of games like this.... so it is a bit of a mute point.

No.

 

DOTA started the MOBA trend.

 

Try again. That'd be Aeon of Strife, if not something even earlier.

 

League of Legends, however, was the one to bring the genre into its current identity as a household brand. DotA did much to popularize it, but it still wasn't anywhere near its current popularity.

Originally posted by MMOVet74

Forgot to add these changes:

  • Guild chat will not be visible on log in and attempting to communicate results in the message "You are not in a guild". A current workaround is to set presence status to Invisible and then Away or Online; or, if you are a member of more than one guild, to represent a different guild then return to representing the guild that's giving you trouble. Even when you appear to successfully send messages to guild chat not all of your guildmates will see them; conversely, if you control-click on items, some members might see them in guild chat but others (including you) might not.
  • Sometimes, completing the tutorial instance after character creation will erroneously reward you with 39 Hall of Monument points and the God Walking Amongst Mere Mortals title.
  • Various account bound items will not stack in inventories despite being able to before this patch.
  • Vendors and merchants only show equipment and armor available to your profession.
  • Character dialogue for shouts and downstate are audible from players even when they are far away.
  • The Great Jungle Wurm is missing all textures.
  • The "Guild" chat tab only records messages when you have it active. As soon as you switch away from it, all guild messages are lost. They are still visible in the "Main" chat though
  • The bug reporting window (available by typing "/bug") is missing text in its Area and Sub-area menus; several items display numbers instead.
  • Guild upgrade build queue is not functional, existing items seem to build to 100% but stay in the queue and queued items do not start
 
Had to log off, the audio bug is so annoying. Hearing random  voices every 30 seconds. "Turrets are done!"  "I need healing here!" My longbow projectiles  fly over some targets instead of hitting them. FPS dropped about 7-10 frames, but I  fixed that one with trial an error in the options. Didn't play long enough to  find these other bugs, but I'm sure they are around somewhere. How does that audio bug make it through internal testing?  So bad

 

This may well be the most bugged update in the game's history.

 

I legitimately lol'd at the character creation tutorial HoM bug though. 

Originally posted by aliven

 

I laughed my ass off when she said something like "we will defeat dragons by friendship, kindship and some other lovely shits". Dear god, why they are not raized to the ground?

 

She never says this, but nice try. FYI, she did emphasize the common theme of the game  (the unity of races against the greater threat), but did not do so in such stupid terms.

The Sylvari are by far the best-designed race in Guild Wars 2.

 

Humans are more inspired than in most games, given their greater similarity to elves than in most titles. They've got a great culture and an interesting emphasis on magic and religion. They're still just humans though.

 

Charr were among Anet's great creations, but Guild Wars 2 has largely made them a laughing stock thanks to low-grade, in-your-face meat humor, terrible dialogue, and hilariously immersion-breaking hair styles. 

 

Norn have a worthwhile culture, but it's lost in just how bloody stupid these oafs are. And their physical proportions are disgusting and poorly done.

 

Asura are just obnoxious. Their snarks make for somewhat more effective humor than the Charr, especially if one was to count the deadpan golems, but, as a race, the Asura are one-dimensional, each and every one of them prone to competitive genius. They just aren't interesting, and come across as (albeit a more physically original) caricature of traditional goblins.

 

Sylvari, on the other hand, are something entirely unique. Their anatomy is quite traditional fantasy forms (despite their similarity to the Sidhe, an unfortunately underused race concept). Bioluminesence was a stroke of brilliance that helped distance the race from even that. They are prone to such a high level of anatomical variety, and, as a result, are perhaps the most customizable race in the game. Their naivety, thirst for experience, and vague concepts of Arthurian nobility are all perfectly fitting of a race that, unlike most such forest folk races, is young and childlike. 

 

And this level of development is before one factors in their surprise connection to Mordremoth, which I will stand by as a well-laid out and heavily foreshadowed turn of events. The nature of the Sylvari is one that is easily corruptible, much like a child. They will struggle to maintain their control and earn the trust of the normal races - and they will be discriminated against and mistrusted. No other race has to go through that, as all of the others have a clear good and evil that they have full control of. 

Originally posted by Siphaed

What.

 

The.

 

Fudge?!

 

Seriously, it's been nearly 3 years and now of all times do they decide to remove a core feature of completion.   The whole point of including that in Map Completion was that of making a Legendary weapon encompass all aspects of the game.  For crying out loud, you have to make a Gift with 500 BoH in order to even craft the thing anyways, so WvW is still a must.  Moving your booty across a few maps wasn't much of a deterrent against that.

 

This is A.Net being pushed back behind their own line.  Over 2 years they have explained that it is a long-term goal and you'll get it "eventually", even if not directly up front.  They haven't budged on having it be required ...until now.   Why?  Why are they making such concessions to making drastic changes to firm stances on the game?   I fear what the future might bring if any more of these things knee-jerk away.

 

As someone who did complete a legendary, I've got to say that it was a bad implementation in the first place. Tying a requirement of map completion to a largely stagnant pvp setting was poor practice.

 

Eternal Battlegrounds is a huge barrier to completion - and not because of Stonemist, which tends to flip on a semi-regular basis. It's the far-in keeps that tend to be pretty rare captures, especially on tier 1 servers like my own Blackgate. One can play for hours on end and not see these even attempted, much less taken. Because of this, the only way to reliably get these tends to be when your server flips to that color. To put this in perspective, Blackgate hasn't been blue in quite a few weeks - we're always either green, winning when the other servers play legitimately, or red, when Jade Quarry and Tarnished Coast have had enough and decide to work together against us.

 

 

 

At any rate, the whole map completion system needs to be looked at. WvW was a stupid inclusion, especially considering that the Mists aren't even considered to be a part of Tyria, meanwhile Southsun and all maps after it are not factored into completion for entirely arbitrary reasons.

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