My advice: Never lose sight of why shes playing it. Shes playing it to make an effort to share in your hobby. So make damned sure you do everything you can with her when she is in game. Also, never get that "aaaahhhh, shes so cute" attitude with her. Treat her as a respected equal gamer, because chances are, shes going to school yer ass at anything you thought you were good at, once she gets the hang of things. Support. Do not criticize and you will have a great experience with her in-game.
lol, he said they just moved on from a game they have been playing for quite a while. And you don't know anything about their relationship.
Baron von Scrufflebutt, on 22 May 2014 - 09:56 AM, said:
It seems to me that champ trains are not the way you want to play the game. Which is perfectly fine.
But the question is, why are champ trains objectively bad for the game? Why would we need to actively prevent players from doing champ trains, if this is something that they wish to do?
In general, they don't - that's why they still exist.
The problem was that they predominantly existed in starter zones, which doesn't make the best first impression to new players. Either they get the impression that the "endgame" is to just grind starter bosses over and over again. (I guess it's debatable how true that is...) or they just want to play the game normally, kill the bosses in the wrong order and people get pissed off.
I personally would have put some more champions in higher level zones to compensate, but I do agree with the change.
Champ trains aren't bad, but in starter zones they can disrupt the gameplay experience for newer players.
Zerker is simply the fastest way to complete a dungeon in a perfect case scenario. It's not the best or anything, the masses just made it into something it isn't. That's why so many people run Zerk because it's Zerk and fail miserably at it.
In reality it's a very hard set to run that gives the player almost no margin of error. While obviously everything will melt in the wake of a zerker party, a single mistake will lead to a full party wipe 90% of the time. That's why you will encounter so many frustrated Zerkers who yell "FULL ZERK WAR ONLY NO NOOBS, NO SCRUBS, NO RANGERS 50 MILLION+ AP READ FFS BBQ". They act that way because they fail dungeons a lot.
PVT, Celest, Hybrid and Cleric are all good choices that will make your life way easier in dungeons.
As for the holy trinity... It's gone. The DPS + Support + CC was delivered as promised, just not in an obvious way that people expected. You see, everything does deeps, provides support through boons and CC through reflects and blinds. In dungeons such as CoE CCing the boss into a corner before it gains Defiance is not uncommon.
GW2 profs don't have unique playstyles. They don't really have unique roles. Even if prof X does Y role the best, prof Z can usually do it somewhat as well. All of them have access to almost the same conditions and debuffs somewhere. They have condition, direct damage, tank, and support specs. Profession mechanic is the main thing unique to them, near everything else is shared with at least a few profs, and even that is usually more along the lines of how you do things rather than what you actually can bring to the team. You just need one or two such mechanics and you have more than enough basis for a new class mechanic-wise. The majority of the class will just be retreading familiar ground like all the others. The only reason we have 8 classes and not fewer is entirely due to flavor archetypes like "holy armor guy" and "spooky summoner guy," that's the main thing you need for a new class. Mechanically you could probably have zero classes if you just made the prof skill selectable and trait system a bit deeper.
PvP already basically failed in this game and they have no intent on balancing high-end PvE or WvW. There isn't an audience that they seem to care about that will even notice moderate imbalance, particularly because new profs will not be trying to contribute new significant mechanics to a synergized team like GW1 did. Its mostly a new coat of paint, an excuse to replay content leveling a new toon, and a little bit of variation as you explore their exact skill combos. If that gets people excited enough to fork over the money involved in their development then I don't see why not. At least the art team won't be stuck making new armors or weapons forever like in another game.
Konzacelt, on 05 May 2014 - 02:25 PM, said:
That's not the same thing. Quickness isn't exactly time manipulation, and almost every class has access to that. A chronomancer would have something of the equivalent of literally stopping and starting time, like D&D's Timestop spell perhaps. That can't be done in an mmo. Unless you're ok with having your screen freeze temporarily every time another player uses that mechanic.
...because you said so?
This class was likely going to be a thing regardless of your preconceptions. And no they wouldn't do any broken shit there either just because GW1 was an instanced game, since its also a team pvp game. "Time manipulation" can just be a reflavor on speeding, slowing, stopping, teleporting creatures, projectiles etc. You could justify summoning mobs or tech from the future or past, offensive debuffs or damage spells based on rapid aging, purges, reflects, or return-teleports based on time reversal, etc. Its a fundamental feature of reality that allows you to come up with tons of time-fluffed abilities that don't break anything fundamental about MMOs.
They just spent more than one year exclusively developing features in the form of the Living Story and holiday updates. If you like them or not, don't care, but it was content-focused. They do one feature patch that aims at improving the QOL and making it easier for them to add new content (megaserver system makes it much simpler to add zones), and the complaints begin about too much time being put into feature-only patches, even though this is the first one.
This Tuesday, April 15th, a "feature pack" will close the first season of the Living Story. This feature pack includes new traits, update mechanics, and the removal of server-based zone creation in PvE and sPVP. From now on, megaservers will fill zones up with as many people as possible, ensuring you always have a filled zone, no matter what time of day. The roll-out begins with level 1-15 zones, big cities, and the PvP lobby. You can read more about it here.
The story part of the Living Story ended a few weeks ago. You can read up on the entire Living Story so far here, and be aware that a season 2 is being prepared for launch later this year.
December of this year will see a large patch that will further continue the quality of live improvements that will be added on April 15th. Certain social features, such as guild influence distribution, will be changed then.
"Over 250 years, the Dervish needed to adapt – to refine its skills and reform its philosophies in accordance with all races. Their faith lies with themselves and their own capabilities. The new order is that of the Reaper – skilled dealers of death who have learned to move with grace and fluidity even in heavy armor. Their trademark weapon is the Scythe. As a sort of bridge between the Warrior, Necromancer, and Thief, Reapers fill a unique niche meant to give a unique flavor to the whole 'Black Knight' deal."
Armor - Heavy
Base HP - 15,082 (same as Rangers, Engineers, and Mesmers)
Profession Mechanic: Avatars
Reapers cannot swap weapons, but instead, transform into one of two avatars: an Avatar of Force, or an Avatar of Patience. Comparable to the necromancer's life force and the warrior's adrenaline, avatars are activated by a mechanic called focus; Wherein, focus is gained like life force, but drained like adrenaline. However, unlike death shroud, avatars continue to use the reaper's normal health pool. (Refer to figures 1-3 (figure 1: Avatars; figure 2: Avatar of Force; Figure 3: Avatar of Patient))
Focus - Focus caps out at 100; it is built by various weapon-skills, and utility skills.
Two Handed - Scythe, Longbow (Refer to figures 4-5 respectively)
One Handed - Axe, Dagger (Refer to figures 6-7 respectively)
Off Hand - Axe, Dagger, Shield, Warhorn (Refer to figures 6-9 respectively)
Aquatic - Spear (no figure for this, anet would have to do some work )
Enchantments - For a duration, if the reaper preforms a specific action (i.e. blocking) they unleash an affect (i.e. knocking nearby foes down). When the duration is over, another affect occurs. (Refer to figure 10)
Oaths - The reaper marks him/her self, allies, or a location for a duration. If a certain circumstance (i.e. you're hit with a disable) is met during the duration, an affect (i.e. you ignore the disable and gain a boon) follows. (Refer to figure 11)
Brands - Similar to oaths, the reaper brands his/her foe(s) for a duration (i.e. if your foe falls below 25% health, they are damaged). (Refer to figure 12)
Shouts - Unlike most professions, the reaper uses shouts offensively... Mostly. (Refer to figure 13)
Signets - ...The usual (Refer to figure 14)
(Refer to figure 15)
(Refer to figure 16)
Force – Power + Condition Duration
Grace – Precision + Critical Damage (soon to be ferocity)
Patience – Toughness + Healing Power
Lethality – Vitality + Condition Damage
Avatars – Boon Duration + Reduced Avatar Cost (maximum of 30 focus reduction)
(All skills would be subject to balance...of course.)
“Our youth now love luxury. They have bad manners, contempt for authority; they show disrespect for their elders and love chatter in place of exercise; they no longer rise when elders enter the room; they contradict their parents, chatter before company; gobble up their food and tyrannize their teachers.”
Do you know who said that?
Our fathers, their fathers, the fathers of our grandfathers, ad infinitum.
That particular quote is from Socrates.
I don't always agree with Improvavel, but I do, it is certainly about the metaphilosophy of recurring traits of human nature.
That, and I'm a healer. I'll go full CLERICS even when it is not feasible to do so, because screw the rules the social pier pressure over my role as a guardian, I got money the moral highground of my own creeds and beliefs to back me up!
Well, I am not playing just my necro-girl Kaileen, but I have another characters of course. And I want to show them. Here are my four most played (another low level alts are not included here ) -necromancer Kaileen as my most loved main character, warrior Skjorn, ranger Aela and guardian Allistair. My Mesmer male Charr, Gryul, Asuran Thief Loola and Sylvarian Dyvaria as Elementalist are currently on leveling phase.
Considering the fact that I think it was Colin who said GW1 players can go play GW1...
Though I remember an Xbox guy saying that people who don't want 'always online' with Xbox One can play a 360... that went over well.
I was in the fortunate position of sitting opposite Collin earlier in the year and indeed asked the question that got the answer you mentioned . There wasn't an ounce of 'let them eat cake', or GTFO to GW1 about it.
What he actually said was(Paraphrase from my notes) "We didn't want to make the same game twice, we wanted to try to evolve the MMO and the GW franchise. So if you like GW1, go play GW1. It's why it's still running."
That's a lot of difference to "Go play GW1 if you don't like GW2!"
He meant, quite simply GW1 is there to cater for those who prefer GW1 and that they wanted to try something new.
Your word does not count for much once you've broken it, they spent years promoting GW2 in Q&A sessions, interviews, blogs, etc on the basis it would not have vertical progression, that it would be optional and progression would be through things like cosmetics, achievements, etc as in Colin Johansons blog post :
"The rarest items in the game are not more powerful than other items, so you don’t need them to be the best"
"We don’t need to make mandatory gear treadmills, we make all of it optional, so those who find it fun to chase this prestigious gear can do so, but those who don’t are just as powerful"
They broke that within a few months of the game's launch, Arenanet's word counts for very little these days, but then it is a different company these days.
Those are game design issues. Utilizing real money post-purchase to provide an unbeatable advantage would be an ethical issue. The first ones can be changed, with flak from the community, without major drawbacks. Break the second... you're screwed.