They sneaked in a Mesmer change that makes me sad. Trident clones no longer apply Confusion, but apply bleeds instead. The Whaler lost its bleed and now applies 4 stacks of confusion.
Nice explanation of everything by Hawkian.
There are more stats in the game beyond what can be crafted. Furthermore, stats on certain sets are different between PvP and PvE/WvW
For PvE, I prefer this wiki page http://wiki.guildwars2.com/wiki/Item_nomenclature
(Also, there are gems/jewelry with stats that don't line up with any named stats that are mentioned in this link)
For PvP, you can use this one http://wiki.guildwars2.com/wiki/Amulet
Note the ones that have differences and keep them in mind if you ever jump into PvP. Knight and Shaman have their major stat changed, while Valkyrie, Berserker, and Rampager were altered a little bit to add some Vitality.
It really gets on my nerves...
I'd also like to mention that Mesmer isn't the only one with easy access to vigor. It's not even the only class that can get vigor from crits. There are many methods, and if your class doesn't have a multitude of built in evades you'll need to look into getting vigor for a lot of PvE encounters.
I wouldn't have argued that the issue was that people were turned off by their difficulty. The issue was that people misunderstood their difficulty- thinking that res rushing was part of the intended strategy for completion. You're correct that it was used as a crutch that allowed players who were not otherwise communicating or working well together to succeed by forcing their way through, but this was never a feature or intended design- merely the side effect of unskilled play not being punished in any way (lacking even a respawn timer, there was literally no downside to rezzing and running as fast as possible, and a team indeed would get pissed at you if you took too long lying defeated or hoping for a combat rez). It also, in a sense, denied teams that actually were capable of completing an encounter legitimately the opportunity to fail- as ridiculous as that sounds- because they were rewarded for taking the brute force approach. That's why dungeons feel more enjoyable to us as players who can see the additional layer of challenge and strategy- but it doesn't mean the idea was intended for us primarily.While your post explaining the new mechanics is awesome, Hawkian, I do find it weird that Anet's solution to bad first-time experiences in dungeons is making it even more likely a PUG group will have a horrible first-time experience.
I understand that what you're saying is that it's now designed to teach people to become better players, but if the issue was that people were being completely turned off by their difficulty, I don't see it helping. It essentially makes a bad PUG worse. Don't get me wrong, as someone that loves dungeons already, I love the additional challenge and strategy created by eliminating res-rushes. But that makes it seem more like it was aimed for veteran players, not new players. I always viewed res-rushing to be the crutch that allowed players to get through a bad PUG. The downside was that a dungeon took longer than you wanted to, which was what would force you to get a better, faster group.
23 stacks of bleed just from 3 clones (which took me all of 3 seconds to bring up) and me. This isn't unbalanced at all. I was peaking out at cap though.
I'm sitting on 20 perma stacks of bleed fighting the Veteran Icebrood Fish occasionally bursting up to 25 cap with lucky strings of crits. If anything wanders into the area where I'm fighting it dies in 7-8 seconds because my clones just start bouncing the same bleeds over to it.
Wait, how do you have skills 7-0 while underwater?
...
Ugh, all this time I thought underwater combat was terrible because I lost half my skill bar. I just needed to equip them. -_-
On another note I was doing one of the hearts in Sparkfly Fen when someone nearby got stuck in a hylek flame turret. I suggested typing "/stuck" but it didn't work. I took control of the turret and tried to move it; didn't work either. He suggested I port him out.
I actually hadn't unlocked the portal skill yet but luckily I had enough skill points to buy it. Plopped a portal and freed him.
On another note I was doing one of the hearts in Sparkfly Fen when someone nearby got stuck in a hylek flame turret. I suggested typing "/stuck" but it didn't work.
Someone claimed to me the other day that he could use an elite under water. There aren't any elite skills you can use under water, correct?
I believe every class has one, or is at least likely to have a racial available if not...Someone claimed to me the other day that he could use an elite under water. There aren't any elite skills you can use under water, correct?
I believe every class has one, or is at least likely to have a racial available if not...
edit: oh, really? Hm.
edit: Ele's tornado becomes whirlpool underwater. awesome.
Wait, how do you have skills 7-0 while underwater?
...
Ugh, all this time I thought underwater combat was terrible because I lost half my skill bar. I just needed to equip them. -_-
The Living Story is different from our in-game Holidays or major events, because it’s based around an evolving storyline rather than a single festival. We’ll begin by introducing plotlines in our regular game releases. In this way, you may only get a portion of the story now—a taste, a nibble, a prelude— but as the story unfolds, you’ll get meatier content and get a chance to solve the mysteries we introduce earlier. We’re in it for the long term, and we hope you will be too.
Way to be a good Samaritan!
More votes for teh dungeon race on Sat!
TA, CoE, HotW?
I don't have it yet but it seems amazing for crowd control, but yeah useless literally against bosses.
The problem is that you still take damage in the tornado form. The damage is laughable so the only single use is disorienting a group for a second by tossing them around a bit but it's still very limited in how effective it is. That said, I tend to only think to use my elite when fighting bosses generally so perhaps it'd be useful in more regular mob situations. Still think there are better options.
Account security is a very important topic for us. As ArenaNet president Mike OBrien mentioned in this article on account security, one of the ways we protect your account is by creating a blacklist of passwords that have been used in the past by hackers to scan for accounts. As this blacklist has been very successful for protecting newly created accounts, we have asked all our existing customers to change their passwords.
In fact, for those customers with passwords chosen before the introduction of blacklisting, we have displayed a red banner in the launcher for the past three months, encouraging (but not requiring) a password change. Starting on February 7, 2013, we will change it to a requirement.
Thus, if you are still using a password that was chosen before the introduction of password blacklisting on September 12, 2012, you will need to choose a new password.
I wouldn't have argued that the issue was that people were turned off by their difficulty. The issue was that people misunderstood their difficulty- thinking that res rushing was part of the intended strategy for completion. You're correct that it was used as a crutch that allowed players who were not otherwise communicating or working well together to succeed by forcing their way through, but this was never a feature or intended design- merely the side effect of unskilled play not being punished in any way (lacking even a respawn timer, there was literally no downside to rezzing and running as fast as possible, and a team indeed would get pissed at you if you took too long lying defeated or hoping for a combat rez). It also, in a sense, denied teams that actually were capable of completing an encounter legitimately the opportunity to fail- as ridiculous as that sounds- because they were rewarded for taking the brute force approach. That's why dungeons feel more enjoyable to us as players who can see the additional layer of challenge and strategy- but it doesn't mean the idea was intended for us primarily.
The difference now is that any group- new, veteran, or mixed- must complete a given dungeon path without this crutch. Looking at this fact in isolation, from the perspective of a veteran player grouping with new players, I can see how you would interpret the change as being intended for veteran players. But try to look at it from the perspective of a new player- specifically, pretend you never even knew res-rushing existed (it will, after all, one day be a distant memory of the first 1/whateverth of the game's life). Instead of being allowed to muddle through without teamwork due to a cheesy mechanic, you'll have to listen to your teammates, adapt, and improve. If you can't, you can't complete the dungeon. That's the way it's supposed to work- res-rushing allowed for an "in-between" that never should have existed. Over time, the ability level of the average PUG in dungeons will necessarily increase with the removal of this mechanic.
Of course, you cannot look at the removal of res-rushing in isolation. It is one component of an overall redesign that is intended to make dungeons both better in the long-term and more approachable in the short-term for new players. And the first batch of changes went right alongside this ideal. Yes, you now have to face and defeat the Lovers in one "sitting," but they've been made substantially easier to compensate. Phase Two of the dungeon overhaul will bring changes of this nature to, from the sound of things, every existing path in the game.
Better groups still are, and always will be, faster to complete dungeons than groups that are less skilled. But the difference in time will now come from the less skilled group members being forced to reconsider their strategies, work together, and improve personally, rather than from the continuous priority on running back fast enough that the fight doesn't reset.
SE1 can be completed in under 30 mins
Lunar, was the first dungeon you ran AC story and the boss you wiped on Kholer?
Yeah, Kholer. And then we struggled again with the lovers, as the team didn't really know about separating them. (no one had done the dungeon before) I think my first run of Sorrow's Embrace Story really broke my nerve though. The problem is that when some bosses take so long (especially when everone is at lower levels), it gets absolutely infuriating when you wipe and KNOW your team won't communicate to get it done. All you want to do is move on.
Generally, I agree with you that some level of accessibility is sacrificed by converting all dungeons to zero res-rushing all at once. But they did put some care into tweaking existing paths to lessen the frustration level to a new team.Story—The Lovers: Reduced health for both bosses and damage from Ralena.
Story—Coffin Intro: Additional coffins cannot be interacted with once the boss shows up. (This protects new groups that don't know what's happening from opening tons of adds into the first boss fight)
Story—Ranger: Damage has been reduced for the trap skill.
Story: Some enemy group compositions have been altered.
Story—Adelbern: Reduced damage and modified his melee attack.
Yeah, Kholer. And then we struggled again with the lovers, as the team didn't really know about separating them. (no one had done the dungeon before) I think my first run of Sorrow's Embrace Story really broke my nerve though. The problem is that when some bosses take so long (especially when everone is at lower levels), it gets absolutely infuriating when you wipe and KNOW your team won't communicate to get it done. All you want to do is move on.
To be fair, they do acknowledge that some of the bosses and mobs are unfair or straight up HP sponges and are working to fix it:https://www.guildwars2.com/en/news/robert-hrouda-on-upcoming-changes-to-dungeon-mechanics/
Unfortunately, that's part of Phase 2 AKA "when it's done".
For anyone who's reading the thread and not sure whether to jump in, GetGamesGo has Guild Wars 2 for $21.99/$29.99 here.
Cheapest it's been by far.
was about to jump.. until I saw
"Only available in Europe/UK, as these are European server keys"
Heads up everyone with AMD cards. There's a new catalyst beta driver available that "greatly improves GW2 performance"
http://support.amd.com/us/kbarticles/Pages/AMDCatalyst132BetaDriver.aspx
My frame rate only went up slightly but I'm running max quality.
My buddy who's running low had his frame rate doubled.