solo craft. ma non sappiamo se sono tradabili o account bound
sab è il super adventure box
mettono il secondo mondo
Printable View
solo craft. ma non sappiamo se sono tradabili o account bound
sab è il super adventure box
mettono il secondo mondo
Dettagli vari delle nuove recipe per le ascended weapons:
http://dulfy.net/2013/08/30/gw2-acco...evamp-preview/
https://www.guildwars2.com/en/news/e...ium-is-coming/
non costa tanto in termini di gold fare un ascended, ma sono 2 settimane ad arma :\
Occristo i prezzi da quando è uscita la news, la gente è fuori di testa, gli ecto da 26s a 36s nell'arco di 5 minuti. :rotfl:
Edit: cmq non mi sembra che ci vogliano 2 settimane, ma esattamente 9 giorni per fare ad es. una GS o una Sword ascended. Questo perché, se non ho fatto male i conti, ci vogliono:
- Ascended dowel: 3 T7 planks + 3 T7 ingots
- Hilt: 3 T7 ingots
- Blade: 3 T7 ingots
Questi 3 pezzi sono quelli che richiedono la roba limitata temporalmente. Per fare 1 Deldrimor ingot ci vuole 1 Lump of Mithrillium e per 1 Spiritwood plank ci vuole 1 Glob of Elder Spirit. Però, al giorno, si possono craftare 1 Mithrillium ed 1 Elded Spirit per account, quindi siccome per la GS ci vogliono 3 planks e 9 ingots, 9 gg bastano per fare una GS.
Per un dagger quindi ad es. servono 8gg, per una pistola solo 6gg, per uno shortbow in teoria ne servono solo 7 (4 plank per lo stave + i 3 del dowel, bisogna capire se la corda e quindi la pelle T7 si fa cmq con il Mithrillium/Elder Spirit, probabilmente ci sono altre recipe non indicate su Dulfy per fare pelle T7 per alcune armi), ecc.
E' cmq un po' una cazzata che le armi 2H si possano craftare più rapidamente del set da due armi 1H, per fare ad es. la combo Sword/Dagger ci vogliono 17gg. :jackie:
I deldrimor ingot sono treadabili anche se hanno i lump al loro interno (così dice dulfy). Cmq bisogna anche considerare il costo effettivo 400-500 e soprattutto il reperimento dei mat base che sono, penso, quasi tutti account bound e dati come rewards di varie attività sparse per il mondo, www compreso.
Cioè a me sembra che il pezzo + dito al culo sia il Vision Crystal che richiede (tra le altre cose) 5 Dragonite ingots che a loro volta sono costituiti da 500 (100 l'uno) dragonite ore (+ altra roba) e 5 Empyreal Star (=500 Epyreal fragments) + altra roba.
Ora:
Empyreal Fragments, Account Bound (Refines into Empyreal Stars, Artifice/Huntsman/Weaponsmith 450) – Comes from dungeons, mini-dungeons, jumping puzzles and camps/towers in WvW.
Dragonite Ore, Account Bound (Refines into dragonite ingots, Artifice/Huntsman/Weaponsmith 450) – Comes from Temple chests in Orr, Megabosses, and Keeps and Castles in WvW.
Bisogna vedere quanti stack droppano perchè a naso 500 di sta roba mi sanno di palo in culo molto grosso.
I deldrimor ingot cmq non te li tirereranno dietro di certo, per chi si fa le daily conviene sicuro aggiungere nella lista lump e glob come attività giornaliera.
Cmq sia me li aspettavo + o - così, ovvero progettati per farti loggare cmq con continuità (come la gioielleria ascended) e con mats sparsi per il mondo.
lasciamo perdere il discorso 2h vs 1h+1h che in questo gioco non ha veramente senso..
stat maggiori sul dw e 2 sigil invece che uno... senza un motivo valido
cmq si in teoria le tempistiche sono quelle che hai detto tu.
l'unica cosa è il farm dei materiali specifici che è una rottura di cazzo
da reddit il costo di una gs ascended
340 Reagents + 3 Gold for the weapon recipe = ~8 Gold (original post was off by an order of magnitude, thanks JnvSor)
30 Obsidian Shards + 21K Karma for the inscription recipe = 84,000 Karma
20 Skill Points
5 Laurels (for the weapon recipe)
180 Iron Ingot
90 Steel Ingot
180 Darksteel Ingot
450 Mithril Ingot
20 Crystalline Dust
14 Ectos
5 Ori Plated Dowels
5 Tier 6 Mats (or 10 Flawless Snowflakes, 30 Karka Shells)
And some unknowns:
3 Spiritwood Planks (Probably an Elder Spirit Residue plus some other Planks. So at least 150 Elder Wood Planks, 3 Ectos, 30 more Reagents.)
10 Globs of Dark Matter (Salvaged from Exotics, but we don't know the drop rate)
500 Dragonite Ore/Empyreal Fragment/Bloodstone Dust (Come from various content, but we don't know the drop rate)
in piu le armi hanno anche 2 infusion slot
What you Can Do With Two Infusions Slots:
Add 8 Power, Precision, Condition Damage, Healing, Toughness, or Vitality for 10 Laurels with Basic Infusions.
Add 10 Power, Precision, Condition Damage, Healing, Toughness, or Vitality and +2% Damage to Guards and Lords or -2% Damage from Guards and Lords for 10 Laurels and 250 Badges of Honor with WvW Fine Infusions.
Add 10 Agony Resistance for 150 Fractal Relics with Simple Infusions.
Add 10 Power, Precision, Condition Damage, Healing, Toughness, or Vitality and 10 Agony Resistance for tons of gold with PvE Fine Infusions.
Wait for Masterwork Infusions to be released, or pray to the devs that Boon Duration and Agony Duration Reduction Infusions (already added in-game) are acquirable soon.
Basically, the Infusions Slots are the big deal here. They're the one thing that actually adds substantial permanent functionality in this update, and seems like a sign of things to come for Fractals of the Mists.
sul sito si parla anche di ascended droppabili da casse e altra roba.
Speriamo perchè di sbattermi con il craft un cazzo di voglia
Ho letto sta parte
<<First off, crafting is not the only way to get Ascended Weapons! Anywhere you can get an Ascended Material drop or an Ascended item drop there is also a rare chance that you will get an Ascended Weapon chest that allows you to choose which weapon type you want from within a stat combo. >>
se gli esotici dalle chest dei champion escono con meno del 0,4% non oso immaginare quelle ascended...
sarà lo 0,001%
come disse jim carrey in scemo e piu scemo, allora un possibilità c'è
btw mi sembra di capire che nel caso droppasse, potresti a quel punto scegliere anche il tipo di arma
Andando a stringere un arma Ascended costerà tra i 50g-100g a seconda del momento del mercato + avere crafter al 500 + una tonnellata di materiali base ascended account bound.
Alla fine sono disegnate per essere lo step intermedio tra exotic e legendaria quindi imho alla fine ci sta.
Le % di drop credo anche io saranno ridicole, assolutamente lontane dalle % di drop degli anelli ascended in fractal (mettiti il cuore in pace Simo).
Oddio, in realtà non sappiamo se effettivamente ci sarà un revamp delle drop table (mi pare di aver letto qualcosa fra le righe in merito), oltre al fatto che cmq il MF account bound e che si può portare fisso al cap del 300% (più i boost momentanei sempre applicabili) potrebbe cmq aumentare un po' la prob. di drop di un'arma Ascended.
Però se la base è sempre dello 0.01%, con 300% di MF si arriva allo 0.04%, sempre una miseria.
La cosa che mi interessa capire è la rapidità con cui si potranno farmare Dragonite Ore/Empyreal Fragment/Bloodstone Dust visto che ce ne vogliono 500 each e si dovranno fare in zone diverse del mondo (Orr/dungeons/champions), il resto è pretty easy da ottenere direi.
Edit: l'altra cosa imo degna di nota (finalmente!) e che è passata in sordina è che dovrebbero inserire le recipes per le inscriptions esotiche di *qualsiasi* combo di stat esistente nel gioco. Nelle img su Dulfy infatti si nota l'esistenza di una Ascended Inscr. Rabid, il che significa che dovrà esserci la possibilità di craftare le inscription exotic Rabid, cosa finora inesistente. Sarebbe bello se introducessero davvero tutte le combo attualmente esistenti, anche quelle uber rare ad oggi come la Sentinel.
la sentinel (comprato un set a 15g quando c'era il dung venduto a 160g l'altro giorno ... giusto in tempo) pare esserci
sul menu delle stat delle leggendaria dall'img c'erano proprio tutte
http://dulfy.net/wp-content/uploads/...dary-stats.jpg
dipende se ce anche su ascended ma penso di si
Si, anche sta cosa dovrebbe essere sicura:
Because we wanted all stat combos in the game to be represented in Ascended Weapons, we have added new Exotic Inscriptions to the salvage tables on all non-crafted Exotic weapons and to drops where applicable. We have also added Exotic weapon recipes to use these new Inscriptions so that they aren’t only used for Ascended weapons. That’s a whole lot more discoveries to find!
Sta cosa btw sembra na cazzata, ma in realtà ha due effetti notevoli:
1) Normalizzare il mercato "stat wise", niente più differenze abissali tipo quella che hai descritto tu con la Sentinel (o altre);
2) Rendere più accessibili a tutti più build in pve/wvw fin da subito/senza troppi patemi in termini di soldi.
Se solo l'avessero fatto al day 1... peccato però che per ora sta cosa vale solo per le armi e non le armor.
si considera poi che entro fine anno mettono anche le armor ascended... e per craftare tutto ci va tempo, per alt e varietà di build è un casino...
o il semplice switch di arma con sigil stack power/prec/cond dmg ad arma con sigillo normale quando sei full... con le ascended col cazzo che te le fai cosi isi, certo ti puoi accontententare dell'exotic su quella con gli stack ...
Eh la chiava è appunto questa, tocca vedere quanti stack cagheranno di sta roba (se saranno diversi a seconda dell'attività) perchè è il punto centrale imho per decretare la velocità di farsi un' arma ascended.
Che poi concordo pure che non sia giusto farsela in 1 sec. essendo cmq lo step prima delle legendarie ma neanche templi biblici considerando che ormai per farsi una legendaria o hai un culo legendario con il precursore o devi essere paperon de paperoni.
Mike O'Brien, founder and CEO of ArenaNet, told us in an interview that in the MMORPG Guild Wars 2 from 4 October 2013, the first official world-to-world-season starts. In Europe, the 21 worlds are divided into three leagues of seven servers. The classification is according to the relative performance of the WvW worlds, so the best, average and worst server ever play in a league.
This prevents, for example, the strongest world tramples on the most vulnerable. Within a league of all worlds will compete against each other at least once. The world-to-world-season will last seven weeks - of 4 October to 21 November 2013. The reward at the end of the season the world's best for each league a unique finishing move. Furthermore, we learned in the interview that guild battles like in Guild Wars 1 is not expected in the near future. However, a development team was tasked with and as soon as their work is bearing fruit, even guild battles will again be part of Guild Wars 2nd
tradotto dal tedesco con google translate
Lo sapevo che avevo fatto bene a fullarmi il pg per il www :sneer:
Sicuramente interessante ed un' assoluta novità vedere una struttura di tipo competitivo con classifiche e stagioni in un pvp massivo, vediamo che uscirà fuori.
Over on the WvW front it's much more exciting. The goosebump-raising news of the day is that the first season of WvW is to come, and as such, the team will be dividing up servers into leagues that will compete for huge rewards over a span of seven weeks. Europe will feature three leagues and North America will have four leagues, each league containing several worlds. The idea here is to look at recent WvW ratings and match up worlds in similar levels, with a gold league, a silver league, and so on.
As the first season progresses, each world will have a shot to earn points every week based on its standing. First place awards the most points, but your side will still get some points for lower rankings too. At the end of the season, the points will be added up and the world with the most points will get a cool trophy and a unique custom finisher. However, there will be smaller rewards doled out along the way, and even if you don't participate in WvW, you could be on the receiving end of some goodies if your server does well.
W&W Announcement – Devon
Bloodlust in the Borderlands to be introduced on September 17. (con modifiche alle mappe)
WvW season one announced – On October 4, running for 7 weeks, we will be creating creating from US and Euro worlds. (3 leagues of 9 worlds each for Euro servers 3 leagues of 12 worlds each for US servers). Results are tracked and those who participated will be rewarded according to their world’s performance
New meta achievements for this season
BTW farsi 400-500 sono circa 150-200g
+ ovviamente poi il costo intrinseco dell'arma.
Non capisco perchè non abbiano inserito il suffisso Giver's anche per le ascended (se non sbaglio non compare neanche tra le scelte della legendaria), mi sembra alquanto strano onestamente.
premesso che sia vero e che il futuro sia abbastanza prossimo, anche implemetassero le GvG se continuano a non voler differenziare l'utilizzo delle skill a seconda dell'ambito di utilizzo,
credo che anche il GvG sarà solo uno specchietto per le allodole giusto per richiamare quei players interessati al sPvP o ex players di GW1. Speriamo quindi che per una volta tanto, il
team incaricato dello sviluppo di questa parte del gioco, lavori con cognizione di causa.
Se i numeri del PvP mondiale sono quelli che ho sentito qualche sera fa manco il tempo per mantenerlo in piedi ci sprecherei.
Il pve e il wvwvw portano gente e sopratutto soldi(evidentemete in abbondanza) per mantenere l'attuale "equilibrio"
ColinJohanson (game director GW2). Postato ieri. "Extra fun fact: the population of WvW who plays any given week regularly is larger than the entire population of all of Gw1 the game any given week for a large chunk of the games lifespan. Just want to put things in perspective, Gw1 was amazing, but there is a reason we made Gw2."
Direi che dice tutto.
ma d'altronde hanno tutta la ragione del mondo.
gw1 non se l'è inculato nessuno all'epoca pur essendo un gioco AAA+, quindi che motivo avrebbero avuto di proporre al pubblico un GW1.5? Io mi ricordo all'epoca le critiche che si muovevano a GW1, ed una delle più grandi (e retarded obv) era che fosse poco "mmo" e che soprattutto il pvp solo nelle arene faceva cagare al grande pubblico (ricordo che qualcuno lo scrisse anche qui all'epoca).
il futuro è il wvwvwvw
alla fine quello che costa è alzare il craft a 500... le ascended in se costano poco di materiali
però coi prezzi attuali fare 400-500 sono 150-180 gold... meno male che avevo materiali da parte e soldi non mi mancano
in ogni caso hanno spiegato meglio come saranno le modifiche al wvw del 17settembre /4 ottobre
per quanto riguarda la patch del 17 settembre eco le modifiche al borderland
So Hugh previewed more details about Bloodlust in the Borderlands, the orb replacement mechanic, in a live stream recently.
A brief summary from what I recall. The lake in the middle of the borderlands map has mostly been filled in and new objectives have been added.
The capture points:
There are four new capture points placed on the corners of the lake and one at the north of the ruins (five points total, of equal worth).
-Southern point is Temple of Lost Prayers and it’s located at the northern tip of the existing ruins.
-South West point is Battle’s Hollow. It’s has an arena type layout with two tunnel entrances.
-North West point is Bauer’s Estate. It’s a fairly open space and it’s connected to the Battle’s Hollow by pillars you can jump from for faster travel between the two (compared to if you run along the ground/swim).
-North East point is Orchard Overlook and you can blink/shadow step from the cap point to the cannon which allows unique play from the other points. Multiple pathways to the cannon location emphasises terrain combat (this is the case for all the points form what I can see).
-South East point is Carver’s Ascent and it’s a high location. Lots of open edges to knock people off. Emphasises stability and knock-backs, there is also some kind of tunnel underneath.
-Each point is slightly different in its terrain and different strategies can be used for each, such as fighting at elevations (use stability and knock-backs), using blink skills to traverse up terrain quickly, wide open points versus more crowded points.
-To capture a point you have to stand inside the square (similair to PvP or capping a tower) with no enemies inside of it.
-Multiple players will not capture faster.
-Once captured, the capture status will decay slowly over time if no-one is inside of it.
-Point status shows up on the map with the colour of the server that controls it (white if neutral) in addition to a light above the point which is visible from normal view.
-Enemy players can neutralise by standing in an unprotected point, neutralising is faster than capturing.
-Capturing or neutralising the points will not provide you with normal event credit or WvW experience. The only intended reward is the actual buff (I may have misunderstood this).
-Each capture point has a cannon (the same as tower/keep cannons that benefits from masteries) that can be built with 10 supply.
-You may also build additional siege inside and around the capture points, although it’s not intended to be able to treb a keep from any of these points.
The buff:
-To obtain the bloodlust on the borderlands buff you need to capture at least three different ruins on that map. Once you hold at least three at the same time you need to hold them for two minutes to obtain the buff which is given to every player on your server across all WvW maps.
-To lose the buff an enemy server has to obtain it. They have to cap at least three ruins and hold them for two minutes, neutralising alone won’t do it.
-The buff gives your server one point for every stomp made while under it. It also gives +50 to power, precision, toughness, vitality, healing power and condition damage.
-The buff stacks so you can hold three borderland buffs and get three points per stomp. Only one player can get stomp credit. Killing without stomping won’t provide points.
-Some system is in place to prevent trolls from allowing enemy servers to stomp them repeatedly for points.
Miscellaneous:
The quaggan and the krait have been removed completely. There are random yellow (only hostile if provoked) NPCs that roam the area. I noticed a red ooze among other things so this will help complete daily kill variety in WvW.
There are two new sentries in the new area.
Ram Mastery:
Tier 1 gives the player Iron Hide. This is a 50% damage reduction buff.
Tier 2 gives Flame Blast (ram skill two) the ability to apply structural vulnerability. This increases damage taken by 1% per stack.
Tier 3 reduces ram skill recharges.
Tier 4 causes knock-back to people behind the gate disrupting repairs.
Tier 5 gives a support skill which applies Iron Hide to nearby allies.
video da cui sono estratte le info
http://www.youtube.com/watch?v=8ciFk-dvUOI
minimap di quello che era il lago dei borderland
https://dviw3bl0enbyw.cloudfront.net...ure_Points.jpg
per le leghe del 4 ottobre c'è il post del blog
https://www.guildwars2.com/en/news/w...orld-season-1/
tl;dr
il buff da 1/3 (a seconda di quanti buff si hanno sulle 3 borderland) world point per stomp quando lo si ha (SOLO stomp non kill di danno) e puo fare una differenza enorme... lo zerg non stompa, i gruppi piccoli/medi si
Onestamente mi sembra una figata, i nodi (che poi alla fine sono arene con architetture diverse) mi piacciono un botto per come sono fatti.
Molto figa l'idea di differenziare la struttura fisica delle 5 arene per "costringere" i server ad organizzarsi con build diverse per poter competere al top in una sola delle 5.
Ib4 gruppi di necro+war hammer+guard+ranger longbow (così qualcuno finalmente sarà contento nell'avere un minimo di utilità col longbow :sneer: ) al Carver's Ascent.
patch note leaked (vengono da sacrx che è affidabile, qua il video http://www.youtube.com/watch?v=F7MN2j-CRdc con il suo rant)
http://pastebin.com/sXHq6fZt
Features
Added new condition damage floaters: An option to use the more iconic damage floaters.
New Fact System: Added trait facts. Showing linked skills in traits. Traits and skills update facts when affects by other traits.
General
Aoe spells with that have a maximum number of targets will now count combatants that block or evade the attack towards that maximum
Fixed a bug where some 0 damage spells (Tainted shackles among others) did not place their casters in combat.
Fixed a bug that disabled utility skill swapping while transformed
Stun breakers now break blowouts and launch as well
Tab targeting now prioritizes players over npcs (including minions)(mesmer clones are an exception)
Made adjustments to click targeting to make it more precise
Fixed a bug that caused extra “Miss” floaters to display whenever an attack was dodged, evaded, or missed due to blind
Fixed a bug that made F1-F4 skills display the wrong amount of damage (too little if your weapon was better than common rarity)
Weapon skills that hide your weapon no longer hide your back item
Engineer turrets will now target whatever enemy was last hit by their owner whenever possible
Runes of lyssa now work properly on all elites
Fixed a bug where stuns would always round up their duration to the nearest second if you had extra stun duration from items or trait
All duration stacking boons(Aegis, Fury, protection, Regeneration, Retaliation, Swiftness, and Vigor) and conditions(Blind, Burning, Chilled, Cripple, immobilze(now stacks duration), and Poison) now stack to a maximum of 5 times.
All player controlled minions. excluding Mesmer phantasm and clones because they were already increased in a previous patch, now have 71.43% more hit points in a PvE map.
Dark Projectile Combo: The damage portion of the life siphon bolt now slightly scales off power.
Dark Whirl Combo: The damage portion of the life siphon bolt now slightly scales off power.
Made it a bit easier to retarget channeled skills (now if you try to recast them on a separate target, it will cancel your current instance of the skill and start casting it again on the other target)
Made it harder to accidentally waste your downed 2 skill when you get downed while trying to use your weapon 2 skill
Skills that buff allies in an aoe now prioritize party members
Elementalist
Shocking Aura: Added the shocking aura buff to the skill fact.
Elemental Attunement: Normalized this trait so that each boon can apply up to 5 allies within a 240 radius.
Evasive Arcana: Normalized the radius of each spell created to 180.
Persisting Flames: The duration increase for fire fields is now consistent.
Burning Fire: This trait now lists the proper skill names in its description.
Written in Stone: Fixed an issue which caused Signet of Air to lose its effect partially though the skill’s recharge.
Glyph of Storms: This skill now properly displays the duration of each spell.
Geyser: Increased the base radius to 180. Increased the radius when equipped with the blasting staff trait to 240. Fixed a bug so that the water field radius would match the increased radius with the blasting staff trait.
Water Blast: Increased the healing stat scaling from 10% to 25%. Slightly decreased base heal at low levels but it will heal for same base at level 80.
Conjure Flame Axe:
Lava Axe: This skill now grants 1 stack of might for 8 seconds when striking an enemy.
Explosive Lava Axe: This skill is now a blast finisher.
Flame Leap: Reduced the recharge to 15 seconds.
Conjure Lightning Hammer:
Lightning Leap: This skill will now hit up to 3 targets.
Wind Blast: Increased the launch distance to 600.
Lightning Storm: Increased the lightning impact radius from 60 to 120. This skill can now be used while moving.
Static Field: This skill will now stun a target entering the field instead of dazing them. Increased the radius from 180 to 240.
Conjure Frost Bow:
Water Arrow: Increased the velocity by 20%. Normalized the healing radius to 240 around the target. Increased the base heal by 20% Increased the healing scaling from 10% to 30%.
Frost Volley: Reduced the recharge to 4 seconds.
Frost Fan: Updated the chill skill fact to display the proper duration.
Ice Storm: Increased impact radius from 90 to 120.
Deep Freeze: Reduced the cast time of this skill to 1.5 seconds.
Engineer
Bomb Kit – Bomb: Base radius increased from 120 to 180. Radius when traited with Forceful Explosives is increased to 240.
Bomb Kit – Fire Bomb: Base radius increased from 120 to 180. Radius when traited with Forceful Explosives is increased to 240.
Bomb Kit – Glue Bomb: Radius when traited with Forceful Explosives decreased from 360 to 300.
Kit Refinement – Magnetic Bomb: Radius when traited with Forceful Explosives decreased from 360 to 300.
Self-Regulating Defenses: This trait now functions with Fast-Acting Elixirs.
Hidden Flask: This trait now functions with Fast-Acting Elixirs.
Autodefense Bomb Dispenser: This trait now functions with Short Fuse.
Sharpshooter: Critical chance increased from 30% to 33%.
Metal Plating: Damage reduction has been increased from 30% to 33%.
Homing Torpedo: This skill will no longer fail to strike larger worm creatures.
Glue Bomb: Added an unblockable fact.
Smoke Vent: This skill now has a range indicator.
Steel Packed Powder:: Fixed a bug so that the vulnerability condition will be applied when is equipped on the grenade skill and not the Reserve Mines trait.
Elixir C: This skill now functions with Potent Elixirs.
Toss Elixir R: This skill now functions with Potent Elixirs. Resurrection has been normalized to 17%, from a random percentage chance (14-20%). Underwater version now functions the same as well.
Toss Elixir S: This ability now only grants stealth. Base duration of stealth increased to 5 seconds.
Toss Elixir B: This ability now grants stability to allies, in addition to a random boon. Base recharge increased to 30 seconds.
Elixir H: Normalized protection duration from 7 seconds to 6 when traited with Potent Elixirs.
Mine Field: Base explosion radius increased from 120 to 180.
Reserve Mines: Base explosion radius increased from 120 to 180.
Throw Napalm: This skill now leaves a fire field behind for 3 seconds when it lands that burns enemies for 1 second every second. Burning duration of Throw Napalm on impact reduced to 4 seconds from 5.
Rifle Turret – Automatic Fire: Bleeding has been removed. This ability now applies 8 seconds of vulnerability each hit.
Guardian
Symbol of Judgement: Added revive percent, pulse, and number of targets skill facts.
Symbol of Faith: Removed the range fact.
Zealot’s Speed: The Symbol of Wrath created by this trait will now have a 180 base radius and 240 radius when traited with Write of Exaltation to be consistent with other symbols.
Perfect Inscriptions: This trait now increases the effectiveness of the condition removal passive on Signet of Resolve.
Protector’s Strike: Updated the damage skill fact to more accurately display the correct amount.
Healing Breeze: Doubled the base heal when healing allies. Increased the healing scaling from 20% to 40% when healing allies.
Mesmer
Descent into madness: Fixed the Chaos Storm created by this skill to match the actual Chaos Storm skill functionality.
Illusionary Defense: Fixed this trait to properly decrease damage taken by 3% per illusion.
Feedback: Added a radius skill fact. Updated the skill facts to display changes from traits.
Medic’s Feedback: Increase the duration of the feedback bubble created by this trait to match the actual duration of the feedback skill.
Winds of Chaos: Fixed the bleeding skill fact to display the proper duration when the Chaotic Dampening trait is equipped.
Mender’s Purity: This trait now functions with racial skills Healing Seed and Prayer to Dwayna.
Power Cleanse: This skill now removes 2 conditions from up to 5 allies in a 240 radius.
Necromancer
Life Force meter improvements:
Meter has been resized in order to properly display the entire bar. Previously about 10% of the bar was hidden.
The current Life Force value is now displayed on the bar.
The current and max Life Force is now displayed on the tooltip.
Spectral Armor: Increased the duration from 8 seconds to 9 seconds when traited with Spectral Attunement to match the intended duration increase.
Lingering Curses: This trait will no longer increase the duration of blind on the Deathly Swarm skill.
Target The Weak: This trait will now properly increase damage when the target has the torment condition.
Mark of Revival: Increased the base radius of the Reaper’s Mark created by this trait to 180 to be consistent with other marks.
Mark of Evasion: Increased the base radius of the Mark of Blood created by this trait to 180 to be consistent with other marks.
Spectral Armor: Added a duration fact.
Spinal Shivers: Added a damage fact for each damage value based on the boons the target current has on them.
Locust Swarm: Increased base cripple to 2 seconds.
Bashee’s Wail: Normalized this trait to increase the effectiveness of warhorn skills by 50%.
Vampiric Precision: The life siphon correctly scale with the bloodthirst trait. The damage portion of the life siphon from this trait now scales slightly based on power.The healing portion of the life siphon from this trait now scales slightly based on healing power.
Vampiric Rituals: The damage portion of the life siphon from this trait now scales slightly based on power.The healing portion of the life siphon from this trait now scales slightly based on healing power.
Vampiric Master: This trait will now cause minions to properly deal damage when siphoning life. The damage portion of the life siphon from this trait now scales slightly based on power.
Unyielding Blast: Fixed a bug so this trait will now properly apply vulnerability when using life blast underwater.
Ranger
Nature’s Voice: This trait no longer carries the effects of Evasive Purity as well as the on-shout swiftness and regeneration.
Soften the Fall: Maximum targets increased from 3 to 5.
Companion’s Defense: Protection now occurs at the end of the ranger’s dodge-roll, instead of the beginning.
Spike Trap: This skill’s tooltip now appropriately displays when Trapper’s Expertise is equipped. Updated the skill tooltips to include the immobilize condition that occurs.
Rending Pounce (Jaguar): This skills tooltip now displays the correct amount of bleeding applied.
Healing Spring: Reduces the field duration to 10 seconds. It now pulses every 2 seconds instead of 3 so it will still provide the same amount of regeneration and condition removal, just in a more condense time frame.
Vigorous Renewal: This trait now grants vigor to the ranger and nearby allies when the healing spring skill is cast and not every pulse.
Maul: Damage for this skill has been increased by 15%. Vulnerability has been increased from 3 to 5 stacks and the duration increased from 6 to 8 seconds.
Thief
Shadow Refuge: This skill now functions with the Meld in Shadows trait.
Shadow Pursuit:This skill now functions with the Meld in Shadows trait.
Blinding Powder: Stealth duration has been decreased from 5 to 4 seconds when traited with Meld in Shadows. Skill remains at 3 seconds base.This skill is now a blast finisher.
Merciful Ambush: This skill now functions with the Meld in Shadows trait for the recipient of stealth.
Fixed a bug where some skills would remove the visual effect of stealth from the player
Destroy Shadow Trap: This skill now has a 1.5s cast time. It plays an effect at the thief and the trap location when it is being cast. Added 5 seconds of regeneration.
Meld with Shadows now only increases Blinding Power stealth by 1 second so it is consistent with the traits functionality.
Venomous Aura: Increased the venom share radius to 360.
Warrior
Sharpened Axes: The adrenaline gain on critical hit portion of this trait now applies to all axe skills.
Battle Standard: This skill no longer applies boons until the end of the cast to prevent unintended behavior with canceling the it.
Mobile Strikes: This trait now functions with the elementalist Conjure Lightning skill – Lightning Leap.
Reckless Dodge: Increased radius to 180. Increased number of targets from 3 to 5.
Vigorous Shouts: Increased the base healing by 25%. Increased the healing stat scaling from 80% to 90%.
Lung Capacity: This trait has been moved to tier 1.
Empower Allies: This trait has been moved to tier 2.
Staggering Blow: This skill can now be used while moving. Reduced the cast time to 0.5 seconds.
cose grosse
Aoe spells with that have a maximum number of targets will now count combatants that block or evade the attack towards that maximum
Stun breakers now break blowouts and launch as well
Tab targeting now prioritizes players over npcs (including minions)(mesmer clones are an exception)
Made adjustments to click targeting to make it more precise
All duration stacking boons(Aegis, Fury, protection, Regeneration, Retaliation, Swiftness, and Vigor) and conditions(Blind, Burning, Chilled, Cripple, immobilze(now stacks duration), and Poison) now stack to a maximum of 5 times.
All player controlled minions. excluding Mesmer phantasm and clones because they were already increased in a previous patch, now have 71.43% more hit points in a PvE map.
Skills that buff allies in an aoe now prioritize party members
quello degli stack è enorme... idem la prioritizzazione dei buff al party
edit
aggiunta questa img nuovi test game mode sul server test
http://i.imgur.com/5Bu8XGg.jpg?1
Per me la cosa + grossa è questa:
Tab targeting now prioritizes players over npcs (including minions)(mesmer clones are an exception)
Made adjustments to click targeting to make it more precise
Pd era un incubo targettare i nemici in mezzo alla folla di pet/spirits/minions, e per andare col click... lasciamo stare, cliccavi 30 volte e non mi dava una sega in target.
Le new modes (se confermate) sarebbero tantissima roba.
quelle patch note sono state confermate dai devs con una preview ufficiale
ma sono del 15 ottobre....
mazza che lentezza da test server a live..
a quanto pare vogliono trasformare il jumping puzzle di EB, o almeno parte del jp, in una arena dove le gilde si possono menare in tranquillità e senza buff...
l'idea non è male... ma se non ci mettono un ingresso separato farsi la coda per EB è da suicidio
Utile quanto un calcio nelle gengive se non fixano URGENTEMENTE aoe/cnd spam/bilanciamento, il pvp è diventato oggettivamente na barzelletta.
la patch del 15 è la patch di balance... che includono i leaked del mese scorso... speriamo ci sia anche altro
purtroppo il vero problema del WvW sono i numeri... in un gioco dopo puoi colpire al max 5 target a skill (spesso 3) i blob domineranno sempre.
io non ci credo che non possono aumentare il numero di target perchè i server non reggebbero, imho è piu un discorso che se aumentano il cap dei target devono giustamente ribilanciare tutti gli aoe...
Imho cambierà poco ma spero di sbagliarmi.
devon carver
http://www.mmorpg.com/discussion2.cfm/userPosts/2551971
come rispondere a 1 ora e mezza di domanda non dicendo nulla.
pd.
2 cose mi danno particolarmente fastidio di queste situazioni
1) la cazzo di politica da gestapo di anet che ha con i suoi devs. non possono dire nulla, hanno i bigliettini da cui leggere le risposte. manco fossero scimmie ammaestrate pd
il dev del SAB si era lasciato un po andare sui problemi che erano venuti fuori nel live dentro il SAB per via del net code... cose risaputa a chiunque ha un minimo di esperienza nei mmo... anet gli blocca la possibilità di postare se non previo controllo dalle alte sfere (LOL!).
siamo a livelli osceni.
2)mettere un chiaro PvEaro scarso come lead del WvW. a questo piace giocare contro le porte e i muri...
non fa altro che parlare di siege....
gli chiedono come rompere il blob e parli di siege? pd ... questo era uno di quellli che si faceva arare su daoc in 50v10Quote:
Breaking up the Blob: We have some ideas here that are likely to come out next year, in the earlier portion of the year. It's a complicated problem because of the principles of our game, namely that we don't want to punish you for playing with more people. So it comes down to ways to incentivize and/or empower small groups more so than punishing large ones. That creates the problem of finding solutions that don't help even larger groups. We have some ideas for changes to siege weapons that I think might help, but it is a major concern for us. To be clear, we are concerned about the value of skill over simple manpower. If you get together 50 skilled players operating in unison, we don't want to hamper that. But we do think a smaller, more coordinated group should have the advantage over a larger, uncoordinated group.
non puoi aumentare il numero dei target aoe?
metti le collisioni e corpi fisici. gli aoe colpiscono 5 target ma con altissima possibilità di colpire gli stessi 5 target, visto che non puoi ammassarti.
niente piu blob e i gruppetti da 15 possono finalmente uccidere (pian piano) lo zerg da 40-50
blob risolto piddi