Guild Wars 2

Ha, spent too long dead on the ground to blow anything other than myself up. :o

Should have tried these :)

http://wiki.guildwars2.com/wiki/Dodge

http://wiki.guildwars2.com/wiki/Evasive_Powder_Keg

By the way, its been found out why melee classes (and the engineer!) were struggling in the last beta.

Armor bonuses above cloth armour were not working, in tests that players ran with all three types of armours, they were taking the same damage with each type.

When this gets fixed, thieves, engineers, warriors and guardians wont die as fast as they were doing in the last beta.

Im not trying to get any arguments started again, just posting information that was tested by other players.
 
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I didnt manage to find any dungeons, I heard that the first dungeon is the catacombs in ascalon which is a level 35 dungeon.

30 story, 35 explorable.

One thing I hope that gets tuned are the rewards from the explorable mode. You get 5 tokens on completion.

For some perspective a 2h weapon skin is 200 tokens with a set of armor being a further 525.

Edit- whats cool about the explorable is that, story is about killing the ghostly inhabitants and king adelbern but explorable follows the aftermath of what happens after the ghosts have gone and other creatures move in.
 
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By the way, its been found out why melee classes (and the engineer!) were struggling in the last beta.

Armor bonuses above cloth armour were not working, in tests that players ran with all three types of armours, they were taking the same damage with each type.

When this gets fixed, thieves, engineers, warriors and guardians wont die as fast as they were doing in the last beta.

well, they'll tweak it some way or another. I'm not worried, A.net isn't averse to tweaking skills and balance regularly. I hope they don't dumb it down too much.
 
Should have tried these :)
By the way, its been found out why melee classes (and the engineer!) were struggling in the last beta.

Armor bonuses above cloth armour were not working, in tests that players ran with all three types of armours, they were taking the same damage with each type.

When this gets fixed, thieves, engineers, warriors and guardians wont die as fast as they were doing in the last beta.

That certainly makes sense, although i didn't struggle to much with the Thief the damage taken was really noticeable.

Thanks for letting us know, certainly explains a lot. :)
 
Can you source this? Would like to read it.

Just a random player on another forum who said thats what he noticed, nothing else than that and not really a source.

But people could try and test it in the next beta. Every other classes should not be easier to kill than an elly, which has the lowest HP and cloth armor, but every class is being 1 hit killed.

Arenanet will be buffing melee characters defense, and altering AI targetting to pick ranged characters as well, so this will also help a lot. But the damage of melee, and the AI isnt going to be changed so thats great (at least I hope so).

Stick a particle effects option into the settings, and make sure that all members of a group load onto either the regular or the overflow server, and all is fixed?

Easy.
 
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Just a random player on another forum who said thats what he noticed, nothing else than that and not really a source.

But people could try and test it in the next beta. Every other classes should not be easier to kill than an elly, which has the lowest HP and cloth armor, but every class is being 1 hit killed.

Arenanet will be buffing melee characters defense, and altering AI targetting to pick ranged characters as well, so this will also help a lot. But the damage of melee, and the AI isnt going to be changed so thats great (at least I hope so).

Stick a particle effects option into the settings, and make sure that all members of a group load onto either the regular or the overflow server, and all is fixed?

Easy.

Yeah, melee damage isn't an issue, in fact its general survivability isnt an issue, the only problem is that they get exploded instantly when events start to scale.

Thief could use some kind of activated defense moves though, like a riposte, or a semi stealth state that makes them less likely to be targeted by mobs.

If some of those fixes are implemented into the next BWE it will go a long way imo.

Uh and guardian, ele and thief all have equal base hp. Each different classes of armor though admittedly.
 
Ah, I just saw that eles had lower HP than necros, and people saying they had the least.

They should give Thieves more HP too then.
 
Your right that's mental no chance I'm going to run 1 dungeon more than 10-15 times to see all the explorable options etc, grinds go against their whole ethos for this game, that makes so little sense... :(
 
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I am glad to hear that the armor was not working and will be fixed.. I think we all felt Melee were all like glass cannons but didnt know it wasnt intended. Melee do need their armor for survivability but the DPS did make up for it some and I feel once the armor is fixed on my warrior I could be overpowered so might need to lose some DPS for balance.

I found the scaling on dynamic events made it difficult to know just how hard the enemy is going to hit you which pretty much made the events unpredictable when there was lots more people.
 
... That is ridiculous for a game claiming not to be grindey.

You're missing the point.

You don't NEED to do it. The armour that you'll get from doing that won't be any better than armour you can get from doing other, quicker, things. It'll just look different.

If you played the original, think of it in terms of drok's armour, 15k armour and FoW armour. Drok's armour was cheap, 15k armour was more expensive and FoW armour was a hell of a grind. Each had exactly the same stats though, they just looked different.
 
Your right that's mental no chance I'm going to run 1 dungeon more than 10-15 times to see all the explorable options etc, grinds go against their whole ethos for this game, that makes so little sense... :(

It makes little to no sense to invest so much development into a dungeon to use it only once.
 
What I didnt like about GW1 was the weapon stats.

The cheapest to the most rare could have the same stats, just the skin is different.

I hope they change that, otherwise I can see the point in grinding for rare loot.
 
What I didnt like about GW1 was the weapon stats.

The cheapest to the most rare could have the same stats, just the skin is different.

I hope they change that, otherwise I can see the point in grinding for rare loot.

That's because the game was mainly PvP which they wanted to be as balanced as possible.
 
Just to add to that I think this is one of the areas SwTor messed up. So much development time put into environments that you just never use again beyond your initial story mode.
 
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