Guild Wars 2 - Weekly /r/GuildWars2 Question Thread - April 14, 2018 |
- Weekly /r/GuildWars2 Question Thread - April 14, 2018
- Every damn time I leave the squad...
- SAB Raptor | by gears2gnomes
- Give dungeons a new appeal by giving them a purpose to be run
- SAB 103 Trib WR 2:23
- Revenant sword 3 bugged?
- 1v1 a Mesmer
- Please fix the api
- A Comprehensive and Complete list of all Superfluous and Overwhelmingly Weak or Positionally Overshadowed Traits
- Just hit 80 on my first character
- Sneaky Ele in SPVP
- Healthy end game farming and timegated/non-repeatable CM's.
- Returning after a few years. Bought both expansions. Where should I start?
- Please allow us to hide SQUAD player names.
- Weapon design contest weapons
- Adding explorer mode for story instances
- I think I'm in SAB hell
- The Art Of Guild Wars 2 signed by Artist
- Looking for a partner
| Weekly /r/GuildWars2 Question Thread - April 14, 2018 Posted: 14 Apr 2018 06:09 AM PDT This thread is dedicated to questions that you've never really felt the need to start a thread for, but would still like to see answered/discussed. Resources: Please also consider sorting the comments in this thread by "new" so that the newest comments are at the top, since those are most likely to still need answers. [link] [comments] | ||
| Every damn time I leave the squad... Posted: 14 Apr 2018 04:24 AM PDT
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| Posted: 14 Apr 2018 11:48 AM PDT
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| Give dungeons a new appeal by giving them a purpose to be run Posted: 14 Apr 2018 09:13 AM PDT Hey, I had an idea for a long time and not so long ago I saw another Reddit Post about the topic of Dungeon dailies. Why are dungeons abandoned anyway? I don't know for sure why A-Net abandoned Dungeons, but most likely because they got: a) Not enough people working on them or Either way, they heavily nerfed them, just to bring them back with an achievement, which isn't that bad at all, you now get more badges, but less gold, so kinda balanced. From my perspective the change could have revived dungeons, but it didn't, because; a) there are way better farm methodes nowaday, where you don't have to do anything to get gold instead of actually finding a group and binding yourself to do 8 dungeons with or To point b I can say, that this could and be fixed with more hp or toughness on bosses, maybe even the same instabilities like you can see in fractals can be used there to make it harder. Also maybe remove breakbars, because when a boss is broken it pretty much dies a few seconds later without the chance of doing anything. Also there must be a adjustment for condition damage, so A-Net needs to make every structure etc. Susceptible to condition damage. Tl;dr: Dungeons died and never got revived; balance changes are needed to implement condi dmg there; Dungeons would be a cool alternative to boring afk farm, if they would have better reward and better balancing. So now finally to my point: Create dungeon dailies, 3 at least, 1 of them is to do 3 pre selected dungeon paths in Ascalonian Catacombs, Caudecus Manor, Twilight Arbor (excluding Aetherpath), and Sorrows Embrace. The other daily is nearly the same just in the other dungeons, namely Crucible of Eternity, Citadel of Flame, Honor of the Waves and Arah. What will you get for doing the daily? In exchange the Dungeon Frequenter Achievement would be removed. But why? So in short, we need a purpose to create dungeon groups and a window which we can concentrate on. This would also increase the activity in the LFG, mostly needed to show new players that gw2 isn't dead. Even tho most parties want to rush dailys, some might consider taking low-lvl characters. What could you buy with the tokens? One idea were Mystic Clover, which, in my opinion should cost 1 token. My idea would be, because the achievement got removed, that these points should both be added, to balance the reward: a) you can trade 8 tokens for 5 gold + a Chest of Dungeoneering AND to make dungeons farmable all day long! A reset to the dungeon rewards! So even when you got your achievement daily done you can do the same paths you already have done again, granting the whole reward including tokens. b) Trophy boxes could also be bought with tokens, containing T6 mats etc. Costing 1 gold + 1 token each. This would be an option many people would tend to, not wanting to do more dungeons than the dailys. Maybe there are more uses of tokens, but firstly these points should be enough without adding new items or putting in too much work for A-Net. What to do with the badges you get from dungeons e.g. Ascalonian Tears? Since many people already have all skins or aren't interested in it, there needs to be a new sink. One could be: Guilds There are many assets in dungeons that give them this unique feeling of the force that swell into them. Make them accessible and make them cost 300 badges each. So even guilds would have a thing to do in dungeons. For other players new stats on exo gear would be nice, like viper etc. Also the Guild Assets should be tradeable, creating a new market in the TP and also a gold sink through fee. Tl,dr: Create dungeon dailies with a new currency, new guild hall deco, permanent dungeon farming What would A-Net get for it? Firstly quite "cheap" content, that already exists. But mainly they would need a source of income to justify the work on dungeons, and that without it being pay to win. A good way would be dungeon themed glider and mount skins, which need 2000 badges AND 400 gems. So no RNG which skin you get, because you choose it, have a goal to get to, and A-Net would sell more gems. Conclusion: Creating Dungeon Dailies would be healthy to the game, because it would: a) Show new players that the game is really populated b) Create a new farm methode, in my opinion more fitting for a western mmorpg than running around with 50 people killing some champs c) Give smaller groups of friends the opportunity to play with. Also there could be a hard mode of dungeon, giving 2 tokens each path. It would actively support people who just started and don't have the gear for fractals. It would teach mechanics and give them an alternative in content. Also there could be drops/trades for mats for ascended gear, making the journey easier. Guilds could get new decos for their guild hall, which is as close as we will get to housing as we can at the moment. A-Net could profit moneywise, or atleast cover the cost with dungeon-locked skins So please change dungeons, so we have a daily framework which we can work with and create groups around. [link] [comments] | ||
| Posted: 14 Apr 2018 01:27 PM PDT
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| Posted: 14 Apr 2018 05:08 PM PDT Love this ability, but one thing that always gets to me is that it will go on full cooldown and do nothing if the target moves out of initial range after the animation has started. Really annoying since it uses energy and becomes unavailable even though you hit it within its intended range. If this feature is intended then it shouldn't go on full cooldown and use up 15 energy when this happens. [link] [comments] | ||
| Posted: 14 Apr 2018 03:35 AM PDT
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| Posted: 14 Apr 2018 01:58 PM PDT | ||
| Posted: 14 Apr 2018 01:25 AM PDT For the sake of balance and feelings of frustration I've been recently unable to shake while playing, I decided to create a list of every trait in the game that is functionally overshadowed or just straight useless within the context of its effects, trait line or choices stacked against its position, with given context accompanying reasoning as to why it has made this list.
Brave Stride: While this trait on it's own is a fairly intuitive and useful trait, the issue arises from the fact that it has absolutely no way to refresh the trait once combat has started, creating a situation where a unique and interesting trait is completely useless for every build that can take either other trait for even the most minor of advantages. Great Fortitude: Not necessarily a bad trait, just completely overshadowed by two other excellent traits in the same slot alongside being completely uninspired without a secondary effect like other conversion traits tend to be trending towards.
Wounding Precision: Boring. Uninspired. Only exists to serve the purpose of a vestige of its previous iteration and to be used as a filler trait in PvE. Has no niche outside of Viper vs Sinister optimisation.
Armored Attack: Same issue as Great Fortitude and Wounding Precision, however has never had a secondary effect like the latter does. Most +stat traits are boring, uninspired and exist only due to laziness or lack of creativity.
Empowered: This trait isn't bad, it isn't out-competed, it is what a Major trait should be, however it feels unimpactful on a support-centric traitline regardless of the flavour matching it's purpose. Perhaps moving to a different slot would better suit this trait, such as to replace... Powerful Synergy: ... This trait is... beyond situational. It's fun, it's interesting, it has everything going for it on paper, however in the current state of the game with the extreme skill spam that has become the core of most gameplay, this trait just has very litte impact on almost any gameplay outside unbelievably niche places, so few that it warrants being placed on this list.
Crack Shot: With the removal of the piercing effect, this trait was functionally removed from the game. Fast Hands: Warrior as a class was designed almost entirely around this trait. Close to every single playstyle is extremely dependant on Fast Hands. For the love of god ANet, make this trait a baseline mechanic of Warrior otherwise Discipline will remain an absolute necessity for every Warrior build in all PvP gamemodes until the end of time, stifling unbelievable amounts of build possibilities. This trait isn't even too strong, it's just a bad trait for being something that a player must optionally choose despite the trait being what half the class is focused around. Mesmers had Phantasms and Clones split due to Phantasm camping during combat, I don't see how this is any different once the context is shifted to how it's used.
Kindled Zeal: Uninspired and in opposition with two rather powerful alternative options as far as Master traits go in return.
Perfect Inscriptions: This doesn't make the list due to being bad or boring, but only to point out that it is the only trait in the entire game with a "Affects 5 allies" tooltip to literally affect 5 allies, meaning it doesn't apply to yourself. Feels like a bug more than anything, but makes the trait unbelievably inconsistent and unrewarding to use. Mainly including this here because it still feels like a bug, personal gripe if anything
Strength of the Fallen: Not necessarily a bad trait, just a rather weak one compared to the other options available at that level. Would make more sense being relocated to the Honor tree, as well.
Empowering Might: On its own, a decent trait pick, however it only makes this list due to the competition of slot against it and the traitline in which it is located. Trait feels incongruent rather than weak.
Ferocious Strikes: If I'm being personal and honest for a second in this list, this is the trait that spurred me to make this post. Not only is its bonus situational and weak, it is in direct competition with a trait that is outright better than it in basically every single context due to Sword being taken for power 100% of the time over a Mace. This trait is horrible. It's garbage. Its entire purpose is to be filler for a build that didn't even exist until 3 years after its inception. Remove this trait.
Bolstered Anguish: In direct opposition to two incredibly powerful traits alongside its nature of being extremely situational and rather weak in the context of traitline and build options are what land this trait on the list.
Momentary Pacification: Only makes this list due to its competition. Is inferior to both other traits in every build one would ever take Salvation for. It does not deserve to belong to the traitline or possibly even exist unless it is made to be significantly stronger.
Rapid Flow: Not making this list for being a bad trait, but instead because the two traits it competes with just outclass it in almost every situation and gamemode. Wouldn't suggest removal, just possible buff to healing, enough to make it a competetive option with Incensed Response. Song of the Mists: This trait only makes this list due to being too functionally weak on a numbers side to compete with the other two grandmasters in its slot. Has flavour and potential and would only need numbers tweak to leave this list, nothing else.
Remorseless: Only makes this list due to the revision to "Strength of the Pack!" giving no way to reliably proc this more than a few times per battle on a class that does more damage through numerous small packets of damage rather than large chunks, Greatsword Mauls aside. This trait only makes this list due to lost synergy making it feel weak and outclassed compared to other choices, and even taking Two-Handed Training into consideration doesn't knock this trait off the list due to the inconsistency of effectively taking advantage of said procs of a Grandmaster trait during a legitimate battle.
Essence of Speed: This trait lacks effective use in practice regardless of what the potential on paper seems to be. Competes with a decently strong and a very strong option in the same place. Outclassed, would require lowering or even possibly removal of ICD in order to be competitive with other options, although removing ICD may also make it far stronger than either other option as well, so caution should be taken to any possible changes is my opinion. Special note is being taken to Bountiful Hunter missing this list due to the strong synergy it is granted in conjunction with Fortifying Bond, and Taste for Danger missing this list due to being one of the only ways to increase the condition duration of pets.
Rending Shade: Completely outclassed by both other Grandmaster traits that it competes with. Has unique flavour but just isn't a strong enough option to ever consider choosing considering the lack of all synergy with any other trait in its line. Is place on this list due to its situational uselessness, rather than being a poor trait by nature.
Vigorous Recovery: This trait ONLY makes this list due to the fact that permanant Vigor is obtainable with the traitline and every single build that would use said traitline regardless of build or gamemode. This trait is incredibly outclassed by pure situation of the traitline it is in, however it belongs in no other line. This is discluding the fact that it directly competes with arguably two of the strongest non-Steal or initiative related traits that Thief has at its disposal. Assassin's Reward: In the greater context of Thief, and compared to the other Grandmasters this trait competes with as well as its tooltip that fails to mention that it will always restore one less unit of initiative worth of health that a skill uses (Skill uses 4 initiative, will heal worth 3 initiative due to regaining 1 initiative over time during the cast time, this is a universal function that happens for anything that spends more than one initiative), this trait comes out as being borderline useless in every single scenario possible. Special note is being taken to Practiced Tolerance missing this list due to the intrinsic nature of Precision and Ferocity and their interactions with eachother, as well as the traitline to which the trait belongs to.
Orbital Command: Makes this list due to being a Grandmaster trait that has an extreme wind-up time meaning even walking out of it to avoid it is incredibly easy alongside the reasonably high ICD in context of its use and conditions of use. Is an incredibly underwhelming and very unfun trait that, regardless of consistent nerfs, is still almost completely overshadowed by Minesweeper.
Soothing Detonation: This trait is completely overshadowed by its unbelievably weak nature by the two others very powerful traits it competes with. Needs significantly higher healing coefficient, but not higher base healing, if it is to be considered even remotely usable in any situation.
Health Insurance: ... Look... I'm not even going to say it... It isn't the trait's fault... but just...
Terrifying Descent: Numbers issue rather than anything else. Needs to be slightly stronger due to the inability to realistically spam fear as a Necromancer anymore. Nothing more to state.
Speed of Shadows: Although I understand the direction ANet were coming from when they reworked this trait due to the upcoming addition of Scourge, the trait in its current state is now incapable of competing with either of its other options and is just a horrific option on any occasion. If anything, it should be streamlined into Foot in the Grave or just completely replaced or reworked into a new trait that is useful and competitive. Foot in the Grave: As consequence of the changes made to the previously mentioned trait, this trait also lost its niche use through the synergy they held together and has become an objectively inferior option to either other Grandmaster trait. Is still a decent trait that is creative in nature, but is completely outclassed by either other option.
Soul Eater: Although strides have been made in order to bring this trait up to a usable level, the issue resides in both how Greatsword itself functions when multiplied with just how much better the other two trait options in this slot are for all situations generally considered. This trait is bad, but only because Greatsword is bad. ANet pls Necro is a light armour class just make GS hit like a truck if it's going to be slower than a Tractor.
Power Overwhelming: Given the flavour of fire and the nature of burning's mechanics in this game, I can understand this trait being what it is and where it is, but ANet, at least give it some flavour so that a condi build will ACTUALLY USE IT over Pyromancer's Training's cooldowns.
Tempest Defense: Ironically, this trait is making this list because of how abhorrently powerful it is. It breaks the class. It breaks the game. Yes this is hyperbole, but it also isn't. This trait is a central and focal lens over which much of the toxicity over class choice in the game stems. For the health of the game, this trait needs to be looked into, or at least the damage on stunned foes aspect, not necessarily the Shocking Aura aspect. The other two traits it competes with are fine, and good choices. This trait just blows both completely out of the water in the places where it's good to the point where it should straight out just be a Grandmaster.
Strength of Stone: By now I'm sure you're noticing the trend where I'm maybe unfairly attacking and focusing on a lot of the stat conversion traits. This one isn't exempt from it. It's boring and uninspired, and it competes with two other strong options. I'm not saying to abolish these kinds of traits, I'm just saying that they should, by nature of being a trait, give some kind of interesting gameplay change in at least some form. Give them some reason other than raw stat strength to compete with the other traits in their slot. Raw stats were detached from traitlines for a reason back in 2014, at least give the conversion traits some kind of perk of bonus effect on top of the conversion, or slot them into the Minors.
Soothing Ice: This trait only makes this list for its PvE version having such a long CD. If it were only a 10-15s ICD, it would leave this list.
Arcane Precision: Only makes this list due to holding a global ICD rather than a per-attunement ICD. Is outclassed by both other options in its trait slot, especially so since the introduction of Weaver.
Lucid Singularity: For most of its existence, this trait has been directly outclassed in every build by either of its two competitors for the Grandmaster slot. It simply doesn't hold up in usefulness to what the other two traits can do.
Chaotic Transference: At this point I'd just be repeating myself.
Protected Phantasms: This trait will never be capable of competing with Restorative Illusions in its current state, and considering the sheer about of active damage mitigation baked into Mesmer as a base part of the class, Aegis transference through the Illusions traitline would barely have any affect on any aspect of your gameplay. Overall an underwhelming trait, despite the possible interesting flavour and uses it has on paper.
Malicious Sorcery: This trait only makes the list due to the recent revision and rework to Phantasms and clones meaning you can now Shatter regularly while still using all Phantasm skills at all times. This trait is now outclassed on all builds by the Master of Fragmentation trait both directly and indirectly, through synergies and just straight up through raw power of Master of Fragmentation compared to this trait. That is the list I've compiled so far. Any discussion, objection, or further comments based on your own thoughts would be appreciated. [link] [comments] | ||
| Just hit 80 on my first character Posted: 14 Apr 2018 02:57 PM PDT Hi everyone, I just hit level 80 on my first character ever on this game and I just wanted to share a few of my thoughts. So my adventure began about a little over a week ago when a few of my friends pitched this game to me. I was hesitant at first because I had tried to get into this game 3 different times in the past, however every time I tried to get into it I made the mistake of comparing it to other MMO's and was turned off from continuing my adventure past level 10. So I gave it a lot of thought and eventually decided I would give it a fair shot without any bias and without comparing it to any other MMO. Then came the difficult decision of picking a race and class. I ended up deciding to level a human Mesmer named Aesllia because after all the research I did into all the classes I found the uniqueness of the Mesmer intriguing.
As I started my brand new adventure in Queensdale I quickly noticed that the typical "quest progression" system that was in place in almost every MMO did not occur in GW2 (one of the things that turned me away from this game at first). However keeping my promise I kept pushing forward and leveling through the zone and I quickly noticed how much you were rewarded in this game with mountains of exp for exploring and actually taking the time to help people. This format of leveling starting growing on me and then once I hit level 10 I got introduced to the personal story and man was I in awe. My character actually felt like it had a story, a life that altered with every little decision I made and this deepened my bond with my character as a player. After completing that personal story I started playing this game with a new hunger, a hunger to not only explore every inch of this massive world but also the hunger for how my characters story could progress.
Level 20-80 felt like it went by in a blur I went jumping from zone to zone exploring the zones, hunting for the last point of interest that I miss on literally every zone for map completion, helping the various races that had their own personality, exploring the conflicts that all the races had, and taking in the expansive lore that this game had to offer. Throughout all of this I had grown to really love my character and the friends that my character had come to make through her adventure. The personal stories really blew me away the connections you make with all the characters throughout the story were so valuable and really told a wonderful story. After hitting 80 this morning and reflecting back on my journey I see how much I discredited a great game filled with unique combat and a well written story filled with a powerful cast of characters. Then later I realized my adventure had only just begun and that makes me extremely excited to see what is next for Aesllia. TLDR: Tried the game in the past, didn't like it, gave it another shot and I freakin' love it. [link] [comments] | ||
| Posted: 14 Apr 2018 08:05 AM PDT
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| Healthy end game farming and timegated/non-repeatable CM's. Posted: 14 Apr 2018 07:37 AM PDT Generally in the game you see challenged motes being either timegated or not repeatable. In terms of end-game grinding surely making the hardest content the most rewarding makes sense vs more casual mindless grinding like Istan for example. I'm not sure if its just me but in terms of a healthy, challenging end game look at grinding I would rather see people farm 100 and 99cm or raid CM's to make their money rather than joining the masses and spamming 1 in a zerg - this isn't to say theres something wrong with that kind of gameplay its great for just relaxing but when you want to 'tryhard' for greater rewards I feel like that should be an option outside of daily resets or 1 time achievements. What do you all think? [link] [comments] | ||
| Returning after a few years. Bought both expansions. Where should I start? Posted: 14 Apr 2018 06:21 PM PDT I played a ton of GW2 around launch. Have 5 80s, and my thief's epic weapon. A friend has suggested playing again, so I bought both expansions. Installed last night, Been playing on my thief, in the new fire expansion, and having fun, but was hoping folks would have some tips, tricks and suggestions for me. Going to start a new toon with my buddy, but kinda am enjoying running Around on my main. On Borlis Pass. [link] [comments] | ||
| Please allow us to hide SQUAD player names. Posted: 13 Apr 2018 09:51 PM PDT As title says. I only play Meta events so my screen is 100% of the time a complete mess and I got tired of not even seeing the boss or whatever people are hitting. I just need to see the commander's tag to follow him, that's all for a meta map event. This would be a nice QoL to get the screen much cleaner. I don't think it'd be super hard to code, since we can already hide non-party/squad player names. [link] [comments] | ||
| Posted: 14 Apr 2018 03:07 PM PDT So......its been already about 4 months since they announced the winers of the contest. Could we get any news about what will happen with that? Any ETA for them, or if they gonna be obtainable playing the game isntead of gemstore? [link] [comments] | ||
| Adding explorer mode for story instances Posted: 14 Apr 2018 06:16 PM PDT Pof of fire and ls4 stories contains lengthy story instances with good boss fight but this content is not really repeatable and quickly boring. I think it's a shame as most fights are really well designed and could be easily turned into a 5 persons dungeon like content. Some fight mechanics are really fun but nerfed hard for solo by low skill low gear player. Think the death of balthazar, amala fight (ok this one is a fractal) the taimi golem fight with orbs. There is 1 lot of missed opportunities here, what do you think? [link] [comments] | ||
| Posted: 14 Apr 2018 05:50 PM PDT
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| The Art Of Guild Wars 2 signed by Artist Posted: 14 Apr 2018 02:58 PM PDT Hey there guys, I was just searching through my old stuff in my apartment and stumbled upon "The Art of Guild Wars 2" signed by Daniel Dociu I got it from GamesCom 2010. I was handed out to some people waited in line for a GW2 conference. My friend and I got lucky and received one copy. It has the signature of one of the Artists for GW2. As seen in the picture. Now I would like to know from you, how much might this actually be worth and where can i potentially sell it. I live in Germany but I thought to just make an auction on Ebay. I searched for GW2 related boards but had no luck. The price range of the ones I found were 40$-90$ or 100€-180€ (without the signature and the little card) If any of you could help me that would be really nice. [link] [comments] | ||
| Posted: 14 Apr 2018 02:59 PM PDT Hey, I never played this game past level 4 and I want to start playing it more seriously, but I don't want to go into all the content blindly, I'd rather have someone start a new character with me and guide me through the stuff this game has to offer. If anyone is up for that leave a reply with your Discord or Skype or something. Thank you :) [link] [comments] |
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