True or not, I really would like to see how they gathered and calculated their data.
Are refunds included in their calculations? In one of the articles posted in Winter the writer says they were happy to see their playerbase increase from a dip. I presume that a portion of the players who left got a refund since the option was available to them.
Also, this might just be the hipster in me speaking, but I don't see any inherent value in doing things that are popular. Do people really need the evidence of popularity in order to give validity to their own tastes?
I'm curious too. more importantly, I'd like to know how many of the 3 million accounts are still actively being used monthly.
as far as your question, the reason isn't so much to validate their own taste but maybe it's just fun to be apart of some thing big so you can meet and play with more people. I believe this is validated by looking at the evolution of gaming. from 2 player ports to online multiplayer being "mainstream" if a game is popular, we make assumptions based on that, like it being fun and a worth while investment. just my thoughts though.
Necros rule in condi. they have a decent power build too.
D/D thieves and built up initiative can stack a lot of bleeds and have access to poison
S/D necros can stack bleeds and poisons well
S/D Eles can stack bleeds and damage with Earth magic and burn with fire magic.
p/p engies have access to all sorts of condi damage, and using the giver weapons can make the durations more worth while.
I do find the assertion that more skills -> worse balancing to be... interesting. Certainly, releasing a big bucket of skills all at once as happened with GW1 campaigns and expansions produced major upsets to the preexisting balance, but if they're introduced at a more measured rate, I could see new skills and traits actually helping to establish balance - providing counters to existing powerful setups and shoring up weak professions, without potentially upsetting the balance somewhere else by overwriting an existing skill or trait that had its own purpose.
I can certainly understand the concern, but a handful of skills and traits introduced here and there is a far cry from releasing two new professions and nearly doubling the skills available to existing professions all at once.
I'll be honest last post I read in this thread but had to stop and QFT.
I think this could be an AMAZING tool for balance. some classes aren't gimped because xxx skill sucks, they are gimped because the lack of a solid defense against some classes utilities, and this is a pretty solid way for them to drop a few skills here to help balance classes to make sure they all have a solid chance in pvp, on the flip side they can give classes more options as well in a more controlled environment. I understand the worry of them dropping more skills but lets be honest here, they dropped a whole new condition on us recently, we have a grand total of 3 skills that can make use of this condition. to me that's a pretty big indicator of the amount of skills/traits they will add at one time. the biggest change we would see to a class is if it got a new weapon, other than that I expect maybe 1-3 new skills per class (at a time) and if they are extending current trait lines 1 more tier at a time, or they could add a whole new line. but at this time we can only discuss possibilities, and not results until we see final products.
that being said, my hopes/dreams for these new traits and skills. I honestly I main a guardian, at this time they are good in the PvE game and have a solid place in the PvP game. but I do have a secret romance with my ele, more so I'm enchanted by the idea of using the Earth element. but for the most part it's centered around bleeds for damage and causing other conditions while giving you some nice defense. I wish/hope/pray they give me a trait in the earth line to drop the "bleed" stacks and get a boost in physical damage in place. some thing like "rounded edges" this would completely change the way an Earth centered Ele would play, also as it stands Condi damage is gimped vs Berserker+physical damage in terms of time it takes to put out damage and in terms of World bosses where any more than 1 good condi character is basically a waist because a single character can hold 25 bleed stacks with the right set up with ease. I'd rather be able to do out right damage then bonus off bonus to crits.
MissLuckyBlades, on 17 July 2013 - 12:20 PM, said:
Hey guys. Thank you for the helpful replies here.
1 or a couple of you apperared to be a bit confused when I mentioned a "rally chart."
When your character has been killed by a monster, or monsters, you fall down and you get something called "Rally"
(I think) where you see a chart with a few diffferent skills to press, in an attempt to further reduce the health of the enemy/monster who is closest to you, as you try to kill it off.
I've taken a screenshot of what I refer to as... "rally chart"
I didn't know what else to call it, that's why I have named it such.
If there is a more correct name for it, please could anyone let me know?
Also, I thought the skills on that chart were the same for every class. (here, my character is a sylvari warrior)
Are they all different in some way?
Someone mentioned Vengeance. What is that?
Okay, lastly..... when I get up from my downed state, I always seemed to be surrounded by some kind of a fire effect for a few seconds before my character dies. What is a correct name for this effect? How do I call it?
I always thought that rally chart thing was supposed to be some way of helping you to survive and to NOT get killed.
But instead I'm always surrounded by this fire effect afterwards, meaning my character is... ALWAYS.... going to die soon after. :-/
Maybe I have misinterpreted that chart as something else?
Does it help you to survive in some way, or not?
skills are different for each class. "Vengeance" is your warriors #3 skill in your "rally chart" and is the "fire effect" you see when you stand up. basically you get a temp revive for 15 seconds before you die. you can spec your self to rally from the vengeance state by killing some thing. you're #2 is a single target interrupt and #1 is a low damage attack. your #4 is what you use to try and fill your bar up if nothing is attacking you. if you're fighting a monster or a pack of monsters and happen to go into Down state pick the monster that has the Least health and Spam 1 at it is your best option, you'll revive with about half hp if it dies, no fire effect should be around you when you revive.
also reading the skill text would have helped sort this out. not trying to sound condescending but come on now.
EDIT: also the trait I was talking about, "Sweet revenge"(VII) is on your discipline skill tree in the Master Tier gives 100% chance to revive if you get a kill while in vengeance. if you are more comfortable fighting with your weapons than in a downed state I'd recommend that.