March 24th: A New Way to Explore the Looks of Guild Wars 2
Also, feature pack confirmed for April.
Weve got a lot planned for this first feature pack; too much to talk about in one blog post or video. Between now and the April 15 release, well announce and discuss each major feature contained within the April 2014 Feature Pack.
edit: Oh and "A New Way to Explore the Looks," that is nonsense
April 15th. Wow.
the only ones I don't have a vague idea about what they could be referring to are Removing Restrictions and Facilitating Friendly Play.
edit: Oh and "A New Way to Explore the Looks," that is nonsense
I'm assuming this has to do with vistas? Or perhaps graphics options?
I'm assuming this has to do with vistas? Or perhaps graphics options?
Maybe a wardrobe function.
The button to instantly refund all traits, previously seen only in structured PvP areas, has become game-wide.
Refunding traits is now free across the game: refund your traits any time youre not in combat or in a competitive PvP match!
Engineers will be getting additional support and survivability with their new turret trait, Fortified Turrets, which is part of the Inventions line. Each time an engineer with Fortified Turrets equipped spawns a new turret, that turret receives a defensive bubble that reflects projectiles for four seconds. This works with all turrets, including the Supply Crate.
Actually, I was reading it wrong, this is the most likely topic in question. "The Looks of Guild Wars 2" as in fashion.Maybe a wardrobe function.
They actually went out of their way to specify that it simply meant a ~3k boost in HPPerhaps they're changing how stats work so vitality has a bigger impact on condition and physical mitigation.
It's the one thing I'm hoping for - a better, clearer, delineation between what Vit gives you and what Toughness gives you. Because I still don't quite get, or "feel" in combat, what the difference really is. Perhaps if they were more acute, their effects more pronounced, it'd make sense.
Interesting changes. I hope the costs for the traits if you don't want to farm them aren't too insane.
Go to Heart of the Mists and play some PvP. Compare carrion amulet to rabid for a condition build and you'll feel the difference between direct damage (toughness) and conditions (vitality).
Edit: Sorry for double post.
I've played a lot of PvP. Almost daily. I still don't "feel" the difference really, because in PvP you're either alive, or dead. Protracted fights between bunker builds have more to do with damage mitigations kills than health pools or toughness. Glass cannons kill you one shot no matter what your gear, unless you avoid using skills.
A situation where the difference between high HP or high tough makes the difference between life or death, just doesn't seem to come along.
On that note, how can Anet justify releasing a balance patch and new traits in the middle of a WvW season? It goes directly against their stated plans, plus it's absurd competitively.
(which now sounds like some Skill Points on the world map)Every trait has its own challenges scattered around the world - you have to find out what they are and what they'll grant you, then go about completing them one by one. And the types of things you get up to depends on your class
I wonder if you're considering the difference in impact based on who you are rather than just who you're fighting. So toughness has no impact on conditions and does nothing to raise your HP, but helps with burst; vitality doesn't dull the impact of burst at all but helps sustain against all kinds of damage.My point is more, the difference between tough and vit is entirely meaningless in the reality of an actual fight.
I wonder if you're considering the difference in impact based on who you are rather than just who you're fighting. So toughness has no impact on conditions and does nothing to raise your HP, but helps with burst; vitality doesn't dull the impact of burst at all but helps sustain against all kinds of damage.
Low base HP high base armor, i.e. a guardian, benefits the most from vitality
High base HP low base armor, i.e. a necro or mesmer, favors toughness
Of course it might be that what you're getting at is that if you're going for pure survivability you want both regardless of class/armor, which is to say Soldier's, which is true. But maybe this highlights the difference a little bit.
Obviously the entire premise of deliberately choosing stats is theorycrafting; but optimizing for one or the other does, statistically speaking, give you a bigger benefit depending on your class/build. You could find a sweet spot of survivability/damage for your build without compromising either based on legitimate numerical reality. If your point is that doing this has so little tangible benefit in the moment-to-moment experience of playing the game that it isn't worth the trouble, then I agree with you, and furthermore I'd say that you're inadvertently alluding to one of the game's strengths as I'll describe a little more below.I always "play the matchup", so I get that vit and tough have their uses in specific scenarios - but it feels like it only matters in the vacuum of theorycrafting. That once you're actually in a fight vs more than 1 person, the difference becomes generally meaningless, since at that point life and death has little to do with your tough and vit, and everything to do with what skills are on cooldown, what you have slotted, and who it is that just rocked up.
Which means ideally, you just want to equalize your tough-vit for general fighting, since optimizing for one or the other doesn't give you any benefit unless you're playing a targeted ganker.
In general skill wills out in this game over stats. In a true majority of combat scenarios. I consider this a distinct advantage rather than a flaw and I don't want it to change; I'm not sure how exactly they could make stats more impactful without compromising this truth.You're saying what I've said all along: to someone who is uninterested in theorycrafting, changes between certain stats are not differentiated enough to feel immediately exciting or build feedback on.
I wonder what you mean exactly by "feel and feedback." I don't want stats made more important in general, and would be happy if the only imapct of the change were making Berserker gear less ubiquitous in PvE.I'm curious to see how the stat changes are going to impact things. I'm hoping they'll improve the feel and feedback on certain types of attacks and damage types.
In my support build I focus primarily on Vit in order to get to around 16k HP. But of course, this is a mere cushion against mistakes. Staying alive as a thief is all about taking every opportunity to avoid getting hit; Shortbow 3, Shortbow 5, Shadowstep, Pistol Whip and even Sword 2 and stealing are the most important skills I've got when using that build.But what about low base HP and medium base armor?Our poor Thieves.
Yeah... no way I would enjoy gear having anywhere near as much impact in GW2 as it does in the Souls games.My baseline for how good stat feedback should feel : Poise in Dark Souls II.
I wonder what you mean exactly by "feel and feedback." I don't want stats made more important in general, and would be happy if the only imapct of the change were making Berserker gear less ubiquitous in PvE.
Yeah... no way I would enjoy gear having anywhere near as much impact in GW2 as it does in the Souls games.
In my support build I focus primarily on Vit in order to get to around 16k HP. But of course, this is a mere cushion against mistakes. Staying alive as a thief is all about taking every opportunity to avoid getting hit; Shortbow 3, Shortbow 5, Shadowstep, Pistol Whip and even Sword 2 and stealing are the most important skills I've got when using that build.
I get you now. I don't want this at all, and don't feel it would change things for the better. It would make optimizing your stats far more necessary than it is now.By contrast, if you have low poise, even when holding up a shield, if something big and heavy hits you, you go flying. Sure, it emphasizes numbers - but even in GW2 those numbers are there and not going away any time soon - so they may as well make the feedback on those numbers matter a heck of a lot more. Hell, if Toughness impacted how *far* someone could get pulled, or pushed, I wonder how that would change things.
Imagine a low tough thief running in, Eng0ne does Magnetic Inversion, and the thief goes flying - whereas a Guard that ran in with huge Tough, barely gets pushed back. GW2 always feels a few steps away from the 'physicality' it seems to want have, but I suspect that's more to do with the creaking engine. Like when using Rocket Boots, instead of going forward and then arcing parabolically along your vector, once you hit 'max distance' you drop like a stone. That always bugged the crap out of me. It *should* be that high ground = greater arc distance on movement effects and arcing ranged attacks, etc.
Unless I'm misunderstanding completely stats are pretty unrelated to traits in the sense I've been discussing. Traits should do exactly word for word what you just said.That's what I'm saying though, Hawk: traits should affect HOW you play the game, thereby giving skilled players more ways to use their skills.
While I agree with that completely, my position is that I'd prefer they not exist at all versus being made to be more important.But in a game where "skill > numbers", there really is only so much you can do with the numbers that sit on the sidelines while you're busy dodging and such. I just feel they're either being underutilized, or when they are used, the effects feel nonexistent other than someone's HP ticking down faster or slower.
Wouldn't it be more of a farm to get the money to buy them?
I think they added the ability to buy them for people with alts. That way you don't have to just keep doing the same stuff over and over to unlock traits for each alt. It makes sense.
There are a number of alternatives. Your proposal reads as quite silly (maybe intentionally so) as rather than having "everyone run Celestial" I'd say gear could just have no stats at all, being merely cosmetic, and the only way to change numbers would indeed be your traits.But what is the alternative then? Just have *everyone* run Celestial, and the only way to change numbers is by your Traits, not unlike Monster Hunter where your stats are *entirely* determined by your gear (which are are you skills, really)?
Another idea would be that classes allowed for a few predetermined stat arrays (which could be labelled creatively with "subclass" names) at character creation, and switchable in-game once unlocked say via the profession trainer.
So...our current builds will be wiped trait wise and we'll have to do stuff throughout the world to get traits back? Is that how that will work? I didn't play more than a few hours or so of GW1 so I'm not familiar with the system they are discussing.
All major traits will be locked on characters created after the feature pack. All existing characters created before this feature pack will be have all previously existing major traits unlocked.
Major traits will now be unlocked via traits guides, a new in-game item. Double-clicking on a trait guide will unlock its associated trait. You can find trait guides by completing specific content in the world, like story dungeons, minidungeons, WvW, personal story, specific bosses, and discovering certain areas on the world map. As excited as we are to let players earn traits with feats of bravery and cunning, we know not everyone is the exploring or adventure typewhich is why weve included the option for you to buy trait guides from profession trainers! The cost of current traits varies based on the tier of that trait. Newly added traits to the game will be set at a higher price point.
So...our current builds will be wiped trait wise and we'll have to do stuff throughout the world to get traits back? Is that how that will work? I didn't play more than a few hours or so of GW1 so I'm not familiar with the system they are discussing.
haha, no, wow. that would be crazy and I'd actually like it, but ArenaNet doesn't want their HQ burned to the ground by people with 40 80s.So...our current builds will be wiped trait wise and we'll have to do stuff throughout the world to get traits back? Is that how that will work? I didn't play more than a few hours or so of GW1 so I'm not familiar with the system they are discussing.