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Also, das war so. Zuerst war der Hund grün, dann wurde er gelb, und plötzlich hatte er vierundsiebzig Augen. Das war ziemlich sexy. Alle Menschen onanierten sofort sehr wild. Auch die Oktopusse halfen sehr. Am nächsten Tage sind alle in ihren eigenen Säften aufgewacht. Ja, so war das......

Spoiler Thread

Öffentliche Neuigkeiten

Spoiler Thread

Beitragvon  Jaeva » 28.08.2013 07:41

Dieser Thread soll dazu dienen ALLES was wir an Spoiler und News finden zusammen zu tragen damit auch die Leute die grad nicht anwesend sind wissen können was es bald neues gibt.

Die Aktuellen bestätigten Patch previews gibt es auf guildwars2.de unter "Veröffentlichungen".


Demnächst soll es neue Commandersymbole geben, hier ein link: Klick mich


Zu den angekündigten Dungeon überarbeitungen gibt es auch was neues, das hier hat Colin Johanson gestern im Englischen Forum geschrieben:
"TA is high on the list of dungeon candidates as our permanent dungeon revamp/updates begin to start back up again as themes for some of our living world releases."
Also dürfen wir uns auf eine neue Version von TA freuen^^


Zu den Änderungen am Magic Find gibt es auch neue Infos:
Waffen, Rüstungen und Schmuck mit MF wird Accountbound und nicht benutzbar, wenn man noch Sachen mit MF im TP hat werden sie zurückgeschickt und ebenfalls Accountbound. Jetzt kann man das Item mit doppelklick auswählen und sich für den platz des MF einen neuen Stat aussuchen, welche dabei zur verfügung stehen ist noch nicht bekannt.

Die große Ausnahme hier ist das Celestial Gear, das verliert einfach nur den MF Stat und ändert sich sonnst nicht.

Die Runen und Sigile mit MF werden einfach geändert, in was ist noch nicht bekannt, Infusionen und ascended Amulette werden sich anscheinend NICHT ändern.
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Re: Spoiler Thread

Beitragvon  Kazsh » 29.08.2013 06:56

Einiges zur SAB (Super Adventure box):
Paul Belz.7351:
The original SAB achievement list will return, along with a new, separate achievement list for world 2.
There may even be a new special surprise for folks who finished the original list of achievements (which will also be available for folks who finish the original list while it is available)…
Josh Foreman.6542:
The Tribulation Mode skins are color-shifted variants of the regular set. Each World has a color. Blue is the general SAB color (so not gained through Tribulation Mode), Green is World 1, Yellow World 2, Red World 3 and Purple World 4. This follows the Bauble value color scale. But don’t get your hopes up for getting the Tribulation color variants. Tribulation Mode is ridiculously difficult and time consuming. I don’t expect to see many green or yellow super skins out there. TM is there for a very small group of people who are into that sort of thing.


Tribulation Mode = Hard Mode und angeblich vergleichbar mit Liadri oO
hier der Twitter-Account von Lord Vanquish, da gibs mehrere Spoiler zur neuen SAB.

zu MF:
MF wird es Accbound geben und ist im Spiel sonst nur noch durch Boosts, Bufffood und infusionen zu erlangen. Alle Waffen/Rüstungen und Runen werden geändert (genauere Erklärung siehe oben, aber Ascended sollte keine Ausnahme sein)
Weapons, armor and trinkets with magic find will become account bound, lose their current stats and will gain the ability to be double-clicked to select one of several stat options depending on the item.
For example, if you have an Explorer’s Pearl Staff, you can now double-click it to change it to any other crafting stat.
We will have a blog post about it with more extensive information as well, keep an eye on the website.

Genaues werden wir erfahren wenn der Blog-Post kommt.

Und noch einiges zu den Ascended Gegenständen und deren Beschaffung:

zen.6091:
I take it that since legendaries will soon be able to have stat changes out of combat, it would be possible to do this for other gear?
DevonCarver.5370:
I don’t see that happening and the main reason is that it sets Legendaries apart. It makes them cooler, it makes them more worth trying to get if you care about stats and not just looks. I could be proven wrong at some point, but I don’t expect us to head down that road.
P.S. No.

Legendaries bleiben auch in ihrer Funktion einzigartig (Es ist mehr als nur ein teurer Skin :freu:)
Bailey.6892:
Sadly my money is that they will be a large advantage. This is based on how anet has handled things in the past (poorly). Being forced to pve to enjoy wvw is a bad idea.
DevonCarver.5370:
My goal is to eliminate the latter scenario. And I promise to do as much as I can to meet that.

DevonCarver.5370:
The mats will absolutely drop in WvW. In addition, generally speaking, we are putting a heavier emphasis on finding long-term solutions to redressing the reward imbalance between PvE and WvW. I can’t claim they will ever be 100% equal all the time, but we would like it to never be the case that you are choosing between playing WvW and getting good rewards. The two should be one in the same.
Herr der Friedhoefe.2490:
Does this mean we can also look forward to Ascended items from WvW badge rewards? I’m talking about back pieces and accessories of course.
I’m not going hold my breath on this one.
DevonCarver.5370:
Purely from badges, no. We will be getting Ascended back items into WvW and accessories are already there. We’ve been focused on the Ascended items more generally and not specifically in WvW right now. However, we will make sure WvW is at parity with the rest of the game in terms of Ascended gear.

TL;DR: Ascended Rücken kommt zum WvW-händler, Waffen werden irgendwann auch über WvW erhältich sein.

Crafting 500 und neue Mats:

Ich meine irgendwo gelesen zu haben das die neuen Mats (T7) täglich mit einer bestimmten Anzahl pro Account aus den verschiedenen Spielinhalten droppen können (hab grad keinen offiziellen Quote) z.B.: Champions, JPs (bestätigt), Dungeons und WvW (bestätigt).
Was ich mir vorstellen könnte, ist das diese Mats auch zusammen mit der Daily Reward Truhe ausgegeben werden (oder zumindest ein Teil davon) oder auch eine neue Art Daily werden (entweder als alleinstehende Kategorie oder mit den Einzelschritten der momentanen Daily).

Der 2. Punkt war (zu dem ich leider irgendwie gar nichts offizielles mehr finde) das man die T1-T6 Mats irgendwie zu verschmelzen kann.

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Re: Spoiler Thread

Beitragvon  Kazsh » 30.08.2013 06:42

Über Nacht kamen noch einige Infos mehr raus.

SAB:
kurz zusammengefasst (alles was man bisher weiß):
-Tribulation Mode (TM) kann man mit 1-5 Spielern machen, Entwickler erwarten aber eher mehr Solo-runs (da in der Gruppe wirklich jeder zum Checkpunkt kommen muss, bevor sich dieser aktiviert, d.h. sterben lassen und dann vorm Boss wiederbeleben geht nicht)
-im TM droppt jede Endtruhe aus jeder Zone einer Welt ein Teil der neuen Waffen
-zusammen mit einer Blaupause (kaufbar bei Moto) werden diese Teile in der mystischen Schmiede zu den TM-Waffen
-TM-Waffen sind Acc-bound, Soulbound on Use
-Welt 1 bekommt die Superskins in grün, Welt 2 in gelb, Welt 3 in rot und Welt 4 in lila
-Momentan gibt es nur Welt 1 und 2
-Erfolge von Welt 1 kommen alle wieder, wahrscheinlich jetzt mit Endbelohnung (wird wenn auch nachträglich vergeben)
-die craftbaren TM-waffen lassen vermuten, dass mit Welt 2 endlich alle Waffenskins vorhanden sind (leider wurden ja erst einige wenige gezeigt)

Buttercup.5871:
John, will there be a solo mode of the tribulation difficulty? I really hope so! If that is the case, I would hope the skins are not tradeable. If it’s a forced group setting, I hope they will be.

Josh Foreman:
Like before you can go in with 1-5 players. I imagine most Tribulation Mode play will happen solo. We made it so everyone in the party has to make it to a checkpoint before it will activate so that no one can coat-tail along.

Diogo Augusto.6904:
Josh, will those weapons from Tribulation Mode be tradeable?

Josh Foreman:
They will be account bound until used then they are soul bound, like any other skin.

Evans.6347:
Anyway, the Tribulation weapons won’t drop from bosses, you still need to gather enough baubles of a colour. It seems very likely that Tribulation mode will be far, far harder to solo.

Josh Foreman:
Each Tribulation Mode zone end chest will drop an item. You’ll need all three from a World, along with a weapon design purchased from Moto. Combine those in the Mystic Forge to create your Tribulation Mode colored weapon. Keep in mind we only have Worlds 1 and 2 right now, so the only colors available this release will be Green and Yellow.

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Re: Spoiler Thread

Beitragvon  Jaeva » 31.08.2013 10:25

Jemand hat gestern ausgerechnet was ein Ascended Greatsword in der kompletten Herstellung (incl. Rezepte) für Material frisst:

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)

und einige unbekannte:
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)

Wie ich grad sehe gibts auch schon nen Guide bei Dulfy, dort sind auch die Großschwerter abgebildet^^


Ausserdem wurde bestätigt das die Chance Essence of Luck aus grünen und blauen Items zu bekommen unabhängig von der Wertigkeit der Salvagekits ist:

Lindsey Murdock im Englischen Forum:
"Sorry about the confusion folks! Curtis and I examined how everything is set up and the type of salvage kit does NOT affect the amount of Essence of Luck that you get. Please do enjoy your Copper-fed Salvage-O-Matic without any fears of it not giving you the standard amount of Essence of Luck that any salvage kit will produce! "
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Re: Spoiler Thread

Beitragvon  Kazsh » 02.09.2013 00:45

Noch ein kleines Update, da ich nicht so wirklich schlafen kann.

Als erstes ein Link zur Zusammenfassung des PAX-Streams klick mich

Und ich habe noch ein paar Infos zum neuen WvW im Forum gesehen:

-Es werden keine Servermerges vorgenommen (Bevölkerung ist überall gut, nur spielt auf den unteren Servern ein deutlich kleinerer Teil WvW)
-WvW soll attraktiver gemacht werden, unter anderem durch Anhebung der Beute, der Wöchentlichen Belohung für die Stellung im aktuellen Match-up sowie eines Metaerfolges pro Season
-das WvW Meta Achievement kann man nur auf dem Server machen, auf dem man sich nach Start der Season zum ersten mal einloggt
-für die neue Season werden die Server in Ligen aufgeteilt, nach aktuellen WvW-Punkten
-WvW-Rangfertigkeiten werden zurückgesetzt, vll. sogar jede season

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Re: Spoiler Thread

Beitragvon  Jaeva » 12.09.2013 16:42

Beim Dataminig wurden neue Rüstungen entdeckt!

>>HIER<<
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Re: Spoiler Thread

Beitragvon  Jaeva » 13.09.2013 13:37

Inoffizelle Patchnotes sind draußen^^


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.


Außerdem eine kleine Äußerung eines Gamedesigners zu den Fraktalen:
We’re currently looking at a few things regarding individual fractal difficulty and length. A couple of options are reducing the length of unnecessarily long fractals (dredge) and modifying the possible sequence of randomly selected fractals so you don’t get the longest and most difficult ones all on the same run.
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Re: Spoiler Thread

Beitragvon  Jaeva » 14.09.2013 08:35

Jetzt gibts auch noch eine offizielle Patchpreview!^^

Hey guys, here are some of the improvements you can expect to see for the October 15th release. Let us know what you think about them and we’ll take this into consideration. Some of these may not make it in for that release, but I wanted to give you guys a high level preview of what we’re working on and give you an opportunity to give us your feedback.

Trait tooltips
Traits will now have tooltips in the same way that skills do. This means that you’ll be able to see EXACTLY how long an effect lasts, what its cooldown is, etc. We want this system to be as transparent as possible for our players, so that they can make the best decisions when creating their profession builds.

Skill tooltips as they pertain to traits
As traits impact a skill, we’ve also made it so that as skills are impacted by a trait, the skill’s tooltips adjust accordingly. Again, we want players to be able to see these details in their builds, so that they can build their characters exactly the way they want! We’ll be using different colors to show this so that it’s easier for players to see!


Other Misc. fixes:

Tab Targeting Improvements
Now prioritizes Champs/Legendary, then players/clones, then everything else
Deselecting your target now resets tab selection history (aka, you’ll start tabbing through from the beginning if you deselect)
Can now tab target if your character can see the target (Was dependent on camera before)

Floater Improvements:
When you cause condition damage, all damage of a given type (burning, bleed, poison, etc.) will be grouped into a single # with an icon, making them much easier to read. This also allows players suffering from these conditions to more easily see them, and know when they should use condition removal. Note that this is an option, so that you can disable it if you want to (and return to the old system).

Better fast cast ground targeting:
We split this into 3 different options; so that players can more easily cater how ground targeting works for them.
Double tap to cast
Press the button to cast
Release the button to cast
SO GET YO CAST ON!

Pet HP split between PvE and PvP <-(für mich ganz wichtig :P)
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.

Launch will now be stun breakable
We felt it made it sense to let stun breakers also help you when you are launched, since this is consistent with how stun breakers respond to other control effects.


Class balance:
Overall we’re looking to provide more builds for all classes, across all game types (PvE, PvP and WvW). We’re also looking to improve support potential for many classes. A lot of players have asked for this style of play to be stronger, so we’re looking to make it a more viable option.
These are some HIGH LEVEL previews, and you’ll still see number tweaks, trait fixes, and bug fixes for each class in the actual release notes, but we wanted you guys to have some transparency into the release:

Warrior
We’re looking to improve shouts so that support via shouts is more viable. This means moving Lung Capacity to Tier 1 so that you can take it along with Shrug it Off and Vigorous Shouts. The Warrior is in a pretty decent place overall right now, and sees play in many types of content, as well as in PvP/WvW.

Guardian
We increased the power of many support skills which weren’t seeing much play. We reworked Purging Flames: it now removes three conditions from allies in an area effect around the guardian on cast while still burning enemies (enemies that enter or exit the flames are still burned). Once the skill has been cast, it then reduces condition duration for allies who remain in the consecration’s area. It’s hawt. Literally. All meditation utility skills are now instant, and Focused Mind now grants fury on meditation use.

Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.
To help Rangers support allies, we increased the ability ranger pets have to support allies. For instance, the Bear condition removal isn’t strong enough, so we’ll be improving that. Moas and Fern Hound will also be improved.
There will also be # changes to some of the Ranger weapons.

Thief
Venomous Aura was very difficult to use, as the radius was fairly tight. We’ve now increased that radius a bit, so that it’s easier to share venoms with allies without huddling closely together.
We’re also looking at shaving the efficiency of Flanking Strike slightly, so that it now only removes 1 boon instead of 2.
Also, pistol main hand may see one of its skills reworked to better support allies. We have multiple prototypes that we’re trying out, so we’ll have to see which we settle on by the next release.

Engineer
We did some reworks on the Elixir toolbelt (f-bar) skills. These just didn’t have enough cool play to them, and we wanted to improve them. Like:
Elixir S toolbelt is now guaranteed stealth.
Elixir B toolbelt now guarantees Stability along with the random current effect. Base recharge increased to 30 seconds.
We also did QoL (quality of life) improvements to skills that saw little play.
And finally, Engineer turrets will attack the Engineer’s target. They still take time to rotate to face the target, and they still have their respective cooldowns when firing. But this means the Engineer can focus damage on a single target by using their turrets.

Elementalist
We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.
We also increased the healing on Water Blast, the radius on Geyser and we reworked
Unsteady Ground to make it function more like line of warding.

Mes
To stay in line with the support theme, we wanted to find ways the Mesmer could support allies. We looked at Mantras, and just didn’t feel they were quite strong enough to do this, so we made some improvements.
Power Cleanse: We wanted to add some condition support, and made it so that this skill can remove 2 conditions from 5 allies.
Power Break also saw an improvement, as it now grants stability to nearby allies.

Nec
The Blood line underwent some tweaks, as it’s something that Necromancer players often feel is a lacking trait line. Vampiric Precision, Vampiric Rituals, Vampiric Master have all seen improvements.
For QoL (again, quality of life) we also improved the Life Force meter to show the actual bar better (moved slightly so it’s not competing with the skill icon for UI space), and the bar now shows your current Life Force amount, and the tooltip also shows current/max Life Force available. It makes it much easier to see how much Life Force you have, and lets you plan your engagements better.


Further down the Road
We’re reworking the combat log to make it more easily used. This will involve help from a ton of departments, but it will help every player in the game. By providing you better combat information, you’ll be able to better make tweaks to your build, and you’ll be able to better adjust your play to deal with difficult encounters.
We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.
Runes/Sigils are also something the balance team wants to improve. We’d like to see cooler effects on some of the sets, so we’ll be working towards that. They also lead to a lot of build diversity, so we want more sets to be stronger so that it gives you guys more options in your builds.
The patch notes will be much bigger than this, but we just wanted to give you guys a little insight into what’s coming in the near future from the balance team!

Traits.
We’re always looking at traits and trying to fix the traits that don’t seem as sweet as others.
So that’s pretty much it! Feel free to leave feedback and ideas/concerns and we’ll be watching to see what you guys come up with!


-Balance and skill team
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Re: Spoiler Thread

Beitragvon  Jaeva » 22.09.2013 20:56

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Re: Spoiler Thread

Beitragvon  Jaeva » 04.10.2013 16:55

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