Harathi
I dislike it too
Adriaa is all like:
Ugh, yeah. That one "flows" pretty bad. Huge areas with nothing in them, hills in the way all the time and a "nooks and crannies" feel even tho it doesn't really fit the description when looking at the map.My least favorite zone is probably Kessex Hills. I hate how 3/5 races are funneled into it. It's really boring visually and the enemies you fight are uninteresting.
I think Caledon is my favourite zone. It's so lush and pretty. Maelstrom is good too.
http://www.reddit.com/r/Guildwars2/comments/38e6ef/naked_dungeon_challenge/
Let's go streaking
That's right. Thanks you. Man that was frustrating. Harathi Hinterlands.Harathi
I dislike it too
I'm game, sounds like fun.I think Caledon is my favourite zone. It's so lush and pretty. Maelstrom is good too.
http://www.reddit.com/r/Guildwars2/comments/38e6ef/naked_dungeon_challenge/
Let's go streaking
I also feel like Snowden Drifts doesn't do much to establish a memorable identity for itself compared to the other snowy icy zones.
My favorite as you know is Mount Maelstrom because of the same reasoning you've mentioned about Timberline, it's got sooo much aesthetic variety: dense jungle, swamps (one of which is home to the awesome Golem Mk. II), really varied jumping puzzles (one in technological ruins and the other a natural haven centered around a huge tree), canyons, a gigantic reactor with dungeon at its heart, a huge sea with Krait deeps, trapped Quaggans, a giant kelp bed, and a Largos assassin, and of course the titular volcano. It's so good! The Scarlet invasions going on there were my favorite, especially when there was a spawn wave in the little-seen Stychs structure in the south.
Harathi
I dislike it too
My least favorite zone is probably Kessex Hills. I hate how 3/5 races are funneled into it. It's really boring visually and the enemies you fight are uninteresting.
Hey all,
A heads up: we’re adding an F2 button for the items that you (thieves) steal from enemies. With the way that stolen items exist, it’s not always the best option to use your stolen item instantly, but often you have to dump it in order to gain access to Steal again. As a quality-of-life change, you’ll now steal from an enemy and see the stolen item in the F2 slot, while F1 will show Steal and its current cooldown. If you steal again without using the stolen item, it will be replaced/overwritten by the new one. We weren’t able to show this on the core specialization livestream, but wanted to pass the message on so that it’s not just a bomb drop when the core specialization changes happen (when they’re ready).
(source)
It's why I tried to clarify and be more specific. It has the same initial depth as conquest; there are a lot of options and counters that you have to consider at the beginning, from rotations, NPC spawning, and the two trebs alone that I'm making the assumption the full undiscovered depth is going to be comparable to Conquest. But you can't disagree that that initial set of options is wide, and the crux of the argument I'm making is that because of all this stuff going on it probably won't dramatically increase the PvP population over the long term. It's because of that depth that people see it as replacing conquest and adding to GW2's eSports potential.Too deep? You cannot claim something is deep when you haven't had an extended amount of time playing it. Also SH is actually less deeper than conquest which gives pugs a more interesting match.
3v3 will never be implemented because it will benefit certain classes significantly more than conquest currently does. Secondly, it is just a terrible and interesting mode in general if your goal is esport and a faint waste of resources that could be used somewhere else like making more maps for stronghold.
Lucky for me I do understand code speak, lol. I started it yesterday but have only gotten through about 18% of it. The fact that I haven't really studied other AI systems means that I don't have a lot of context of how innovative it is, but the implementation I've seen so far is very intuitive. The first of the four core parts of the presentation is the Infinite Axis System, which just means they can program an infinite number of considerations, or Axis (e.g. how close is the player, what are its health values, how are various allies doing, how close is that wall, is that cover close enough to be worth running to), create a value for each of those Axis using basic mathematical functions to define the spectrum of importance, then find the mathematical product of all those considerations together and use that product to decide which action to do, with that product being able to be changed second by second.GDC Vault: Building a Better Centaur: AI at a massive scale: http://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI
There is no actual HoT gameplay, and they talk in codespeak, but it seems to drive some (but they made it clear that it is not all) of the AI in HoT. I don't understand too much about it, but it looks cool, and it sounds like they are going to outsource this tech to other games.
My biggest pet peeve with the new wave of MMOs like Black Desert and Blade'n Soul is that they are driven by really bad AI systems. From Spawn to behaviors, it is amazing how much they stick out as a sore thump, when graphics and effects look so amazing. But to be fair, lack of progress with AI has been a genuine problem for many years.
This alone is a game changer for me and how I play Thief.People were asking about this in Guild Chat when I brought it up, sorry for the double post;
Since they're concerned with keeping you informed about the cooldown of skills like this, perhaps this is what the mysterious warrior F2 is about; showing you the CD of the Burst Skill on your second weapon set.
As a quality-of-life change, youll now steal from an enemy and see the stolen item in the F2 slot, while F1 will show Steal and its current cooldown.
Welcome, Tyrians! I’m Roy Cronacher, and I’m here today to bring you more juicy revenant information. Previously, I went over the profession’s base functionality and some initial sets of skills. So far we’ve discussed a legend and weapon set that are focused on defense and survivability, as well as a more condition-focused setup. Now we’ll be going over the healing-focused setup for the revenant. The new legend will offer a supportive playstyle and push the boundaries of healing through skillful play. Today I’m happy to introduce the staff and the Ventari legend.
That’s Not a Melee Weapon…
You might associate staves in Guild Wars 2 with a caster standing at range, performing powerful spells. With the revenant, we’d like to change that up, just as we turned the hammer into a ranged weapon for the profession. I mentioned in the previous blog that the hammer wouldn’t be the only weapon used in a new way, and the revenant will be the first profession to use the staff as a melee weapon in Guild Wars 2.
This weapon imbues your attacks with the power of the Mists, using a mix of martial and magical styles to support your allies. It’s very much about damage prevention rather than directly offensive attacks, to fit the legend’s theme. Let’s take a look at two of the skills you’ll have access to.
Rejuvenating Assault
“Cleave foes around you with your staff, creating healing orbs for you and your allies.”
This skill is the third part of the autoattack chain. When you strike foes with this skill, shards of energy will fly off onto the ground around the target. You or your allies can walk over these for a small amount of healing. This encourages strafing around your target to pick up the orbs as you attack, and it creates more interaction between you and your allies. We wanted to promote healing through offense rather than as a passive effect.
Surge of the Mists
“Charge forward, knocking back enemies that cross your path.”
When you use this skill, you’ll charge forward with your staff, repeatedly knocking back foes along your path and either thrusting them out of the way or pushing them along with you. This control skill is a Ventari-approved way to separate enemies from your injured allies.
I Can Outrun a Centaur!
Well… Okay, maybe not. They are pretty fast. Ventari has interesting lore ties that made him a strong candidate for a revenant legend, and since he was known as a peace-loving character, we figured he would be a great basis for the revenant’s healing skill set.
Most healing in Guild Wars 2 takes the form of pulsing spells, the combo system, or area-of-effect heals, but we wanted to push healing a bit more than what you’ve previously seen by creating a legend focused almost entirely on support. However, we needed an interesting way for healing abilities to interact and create a more active playstyle, and that led to the creation of Ventari’s Tablet.
Ventari’s Tablet is at the core of every skill for the Ventari legend. All of the skills either do something around the tablet or modify it, so positioning of the tablet is the key to being effective. This requires the revenant to command the tablet, and to communicate and interact with allies so that they can receive the tablet’s benefits.
So, how does it work? When you first invoke Legendary Centaur Stance, you’ll have only one available skill. This skill will summon the tablet to appear next to your character. After you bring the tablet into the world, your skill bar will fill with the five legend-based skills, all of which manipulate the tablet.
There are two ways to dismiss the tablet when moving around between fights. Using your elite skill, Energy Expulsion, will overload the tablet with energy and cause it to disappear. The tablet will also automatically be dismissed if you move a certain distance from it. In both cases, your skill bar will flip back over to the previous state, and you’ll need to summon the tablet again to use the other skills.
Here are the skills you’ll be able to use after summoning Ventari’s tablet:
Ventari’s Will
“Will the tablet toward the target location. As the tablet moves, it will heal allies it passes through.”
This is a core skill of the legend since the other skills are based around commanding the tablet to do something. Because the tablet heals allies it passes through, the revenant will need to strategically coordinate with other players to get the most out of each movement.
Protective Solace
“Summon a protective barrier around the tablet that destroys enemy projectiles.”
This skill creates a barrier of natural energy around the tablet. While this barrier is active, it will destroy all projectiles that come into contact with it. This is the upkeep skill for the legend, so you can toggle it on or off at the cost of rapidly depleting your energy bar. The tablet can be moved while the barrier is active.
Energy Expulsion
“Force energy to erupt from the tablet, knocking back foes and leaving behind energy fragments that heal allies.”
This is the elite skill, which I briefly touched on before. It will send a surge of energy through the tablet, dismissing it. Foes will be knocked back by the energy forced through the tablet, so you can use it at opportune times to interrupt key skills or even knock enemies away from a downed ally. Energy fragments are left around the area as well, and allies will be able to walk over these fragments to receive healing, similar to the staff skill Rejuvenating Assault.
And the Adventure Continues
We’ll have more weapons and legends to show off in the future, but this will have to appease your appetites for now. All of the revenant skills and abilities I’ve discussed today will be included in a future beta, so keep on the lookout for them. See you all on the battlefield!
Melee staff was what I was expecting from druid.
Yeah, it seems odd to give rangers another ranged weapon when all they really have is 1h sword and greatsword (and dagger, I guess ). They do say "revenant will be the first profession to use the staff as a melee weapon in Guild Wars 2" though... first, but maybe not the last?
Seems like a shot in the dark, but here's hoping.
We did see the Druid in the trailer during the announcement shooting something with his staff, so maybe not?
A lot of the staves actually in the game will look weird wielded as melee weapons, particularly the ascended ones.
Just hoping the idle animation is the staff one, so I can feel good about making a Charr Revenant
But I better get cracking on a name, cause I still haven't found one for my Thief
And then you are effectively rooted while you use the actual skills.
Honestly, this is a general problem with the Revenant already. The weapon sets they've shown tie very well with a single Legend each, but you only get to bring one weapon set. So much of the time your weapon will be really good for one Legend and okay for another, or just pretty good for both at best. I need to see more synergy between weapons and different Legends.Gonna be honest. I'm not really liking the sounds of the Ventari legend skills. I thought Revenant was going to be all about legend swapping and be dynamic through 'stance dancing'. But this Ventari legend doesn't seem conducive to that kind of play style. It also seems really clunky. First you have to activate the legend. Then you have to activate the skill. And then you are effectively rooted while you use the actual skills. Eh...
I will withhold final judgement until I see it played and maybe play it myself. But this doesn't sound appealing at all.
We did see the Druid in the trailer during the announcement shooting something with his staff, so maybe not?
I'm using a hammer only on my low level Guardian at the moment, what's recommended to switch around to? Haven't looked for any builds yet, I'm only 38.
And at 80?S/F or GS is fine for leveling.
Trying out Guardian I think GS/Staff is probably the best combo for PvE/leveling
Can you use a Legend with any weapon or doyu have to use the staff only with Ventari?
You can use any weapon with any legend.
I worry about the weapons being "preferred" by legends and not having synergy with other ones like Proven was talking about.