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Old March 22nd, 2014, 11:06   #1
Oracle
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April 2014 Feature Pack

Seems some big changes are coming next month:

https://www.guildwars2.com/en/news/a...-feature-pack/
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Old March 22nd, 2014, 17:16   #2
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Hooray for being able to explore for skills - that was one of the fun things I remember from GW1 - especially "questing" for some of the more difficult ones!
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Old March 22nd, 2014, 19:25   #3
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New Grandmaster Traits

We’re introducing forty new grandmaster traits: each trait line for each profession will have one new grandmaster trait to unlock with the trait-unlocking system we just discussed!
These new traits are intended to further open up build possibilities and to give existing builds a much more defined role; quite a few of these traits are being implemented based on feedback from the community. We’ll go over one trait from each profession in this blog. We’ve only listed a few traits here, but we’re very excited to bring you the new trait system and traits.

Elementalist: Aquatic Benevolence
The elementalist is getting a variety of traits, ranging from damage and utility to survivability and support. The one we’ll introduce today is Aquatic Benevolence. This trait contains a new mechanic that will increase all healing to allies by a percentage without affecting the character doing the healing. Aquatic Benevolence has the highest of all outgoing healing effects currently in the game, sitting at a solid 25% healing power bonus when supporting allies.

Engineer: Fortified Turrets
Engineers will be getting additional support and survivability with their new turret trait, Fortified Turrets, which is part of the Inventions line. Each time an engineer with Fortified Turrets equipped spawns a new turret, that turret receives a defensive bubble that reflects projectiles for four seconds. This works with all turrets, including the Supply Crate.

Guardian: Force of Will
With the current traits available to the guardian, their Honor line has multiple support traits that heavily assist allies but have less individual benefit for the guardian. With this patch, guardians will have the option to unlock Force of Will, a trait that grants three hundred extra vitality when slotted (which amounts to three thousand health at level 80 from this trait alone). The result is a guardian that is much more durable when facing conditions and physical attacks.

Necromancer: Unholy Sanctuary
In addition to a bit of a trait line rework, the necromancer’s Death Magic will be gaining the ability to heal your health pool while Death Shroud is active. Unholy Sanctuary allows you to turtle in your Death Shroud and slowly heal yourself, granting you additional survivability in situations that might otherwise spell certain death. The healing rate of Unholy Sanctuary is the same as the regeneration boon and will be affected by healing power.

Mesmer: Power Block
Enemies of mesmers beware: they’ve learned how to mess with your skill recharge! The new trait for mesmers allows them to gain additional benefit when disrupting enemy skills. Power Block will be introduced to the Domination line and will change the recharge of an interrupted skill from 5 seconds to 10 seconds. This will not affect skills that have no recharge, but I’d imagine that stopping a necromancer from consuming conditions would surely put a nail in their coffin.

Ranger: Read the Wind
Ranger: Your arrows are swift and deadly, but in some scenarios they are not as fast as they need to be and your enemies can dodge them easily. With Marksmanship’s new Read the Wind, your longbow arrows will fire at twice their base velocity, allowing for supreme accuracy at long range.

Thief: Invigorating Precision
Thief will be gaining a new survivability trait in their Critical Strikes line with Invigorating Precision. Five percent of damage from your critical attacks will now be returned to you as healing. With this trait, you’ll be able to sustain yourself in scenarios where your base healing just isn’t enough.

Warrior: Dual-Wield Agility
Warriors who love to dual-wield will have a new option in their Arms line with Dual-Wield Agility. This trait will increase your attack speed by ten percent when wielding an off-hand axe, mace, or sword.

https://www.guildwars2.com/en/news/t...aits-and-more/
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Old March 24th, 2014, 12:55   #4
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It seems that by the time i make it back into this game it's going to feel like a brand new version. Very cool spoiler for things to come.
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Old March 25th, 2014, 14:00   #5
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always nice to see that they are willing to change things.

So the traits system went the same way as the attributes system in GW1.
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Old March 25th, 2014, 15:32   #6
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I know a few people were really anticipating this one... and now the articles are out!

Introducing the New Wardrobe System

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One of the many exciting features coming in the April 2014 Feature Pack is the new Wardrobe, an account-wide system that allows you to collect every skin in the game!

Account Wardrobe: The Basics

Guild Wars 2 has a tremendous variety of gear to collect. From vanity skins to gear with specific stats to all manner of beautiful armors and weapons, there are a lot of ways to customize the look and function of your character. But currently, it can be a little overwhelming to try to sort through it all and choose a look and feel. Our answer to that is the Wardrobe, which makes it easy to customize your look at any time and to share cosmetic items across all the characters on your account.

When you log in after the April 15 release, you’ll see some big changes. In your Hero Panel, the manner in which you equip different stat gear will remain the same. However, you’ll also see the Wardrobe tab, which collects every armor and weapon skin you unlock in the game on any character on your account!

The Wardrobe tab is the home of our new simplified transmutation system. When you’re in the Wardrobe tab, you can select skins to apply to your weapons and armor to update your look without losing your awesome stats. You’ll be able to preview your look right there in your Hero Panel and click “Apply” once you’re satisfied with your look to lock in your changes with Transmutation Charges. It’s as simple as that!

Another addition to the Hero Panel is the Dye tab, which has received some significant updates. We’re really excited about the updates to the dye system, which Curtis Johnson has talked about in detail.
To talk about our approach to designing the account Wardrobe, here’s Kate Welch, UI artist.

Creating the Wardrobe UI

The Wardrobe system has been a very exciting project to work on, one we feel will really enhance your in-game experience!
We started thinking about the Wardrobe by examining what features currently felt disconnected—the skins that were cluttering up our banks, transmutation crystals and stones, and the transmutation UI itself, to name a few—and thought of them as puzzle pieces that we wanted to assemble into a better, more unified solution.

The Hero Panel already allows you to equip your armor and weapons, so we decided to use that as a jumping-off point to create a one-stop-shop wardrobe-modification system. We had just one question to answer: How can we make this system smooth, painless, and fun to use?
Everybody interacts with the Equipment tab frequently, whether they’re experienced Fractals runners or newcomers just learning their way around Tyria. We wanted to make sure that adding the Wardrobe feature would cater to all types of players without colliding with their current play styles. It’s a delicate balance.

We designed the Wardrobe to be expandable going forward, which can be tricky for an MMO whose development environment is constantly evolving. Our plan is to continue augmenting the Wardrobe system, and our current design opens up a lot of possibilities to do that in the future.
The best part about working on UI is putting ourselves in the role of the player and trying to invent new interfaces, large and small, that will make our game more enjoyable to play. Hopefully your time in Guild Wars 2 gets a little more enjoyable with the Wardrobe!
Now I’m going to hand it off to Ryan Diederich, one of the programmers who worked on the Wardrobe system.

Programming the Wardrobe

The Wardrobe has been a long project in the making. I’ve personally been working on it since the Wallet was released. It’s been quite an undertaking to transform our original transmutation system into a much more user-friendly and intuitive system. The PvP team had solved some portions of the problem with gear lockers, but we’ve been making strides to try to unify game modes and progression for players who like alts, so we needed something bigger.

We remade the system from the ground up, finding the best user experience for both designing your look and setting out to make that look a reality. Here are some areas we wanted to improve on:
Collecting Weapon and Armor Skins

For the Wardrobe, we’ve changed skins to an account-wide unlock system. Skins can be unlocked by using consumables, equipping items, salvaging equipment, or right-clicking on equipment and account-binding it. Items that you acquire that are already bound to your account automatically unlock their skin when they go into your inventory. Unlocked skins can be applied to items infinitely (for just one Transmutation Charge), which makes it much less stressful to try out a new look for your character, since you can always switch back!

When the feature pack is released, log in with each character on your account to unlock all of the skins bound to that character.

If you have an item that has gone through skin progression, like a legendary weapon or one of the Spinal Blade backpacks from the “Escape from Lion’s Arch” and “Battle for Lion’s Arch” releases, you will unlock all of the skins in that direct line of progression. That means that if you made Twilight, you will have access to both the Twilight and Dusk skins across your entire account. If you’ve created the Dynamic Tempered Spinal Blades, you’ll unlock that skin and all previous Spinal Blade skins.

Town Clothes sold through the gem store as outfits, such as the Pirate Captain’s Outfit, will be usable as a single outfit skin through the Wardrobe. Purchasing an outfit will unlock it for all characters on your account to use. Outfits will replace the look of equipped armors, are equipped in a separate appearance slot, and do not require Transmutation Charges to use. Single items, such as the Fuzzy Hats and Scarlet’s Spaulders, will be unlocked for your entire account and usable with any armor weight. Some basic clothing items that are no longer available for purchase will be converted into endless tonics.

Simplifying Transmutation

The old transmutation process had a very high barrier to entry. The system was also destructive, since it required you to use two items to make one new combined item. Sometimes this meant losing the art on one item forever, and it still cost a Transmutation Crystal. Now, with our new paradigm of weapon and armor skin unlocks, seeking out all the possibilities for that perfect look feels better than ever!

If you’ve been hoarding Transmutation Stones and Crystals, don’t worry! When the Wardrobe goes live, you’ll be able to convert your them into Transmutation Charges. Transmutation Crystals can be directly converted into charges, and Transmutation Stones can be converted at a three-to-one rate.
If you currently have items that have been transmuted, you will unlock the appearance for both the first item used for stats and the last item used for appearance in your final transmuted item. This means that if you have only transmuted a given item once (for example, if you’ve used a single Transmutation Stone to combine the appearance of Dawn with the stats of another greatsword) you’ll unlock the skins for both items in that transmutation.

Use a Transmutation Splitter on any transmuted items if you want to have access to the stats of both components. For example, if you transmuted a high-end piece of gear with a white item to get around soulbinding restrictions, you’ll probably want to use a Transmutation Splitter to retain the stats of the high-end gear, now that you’ll be able to give that appearance to any character on your account.

Discovery

Even when I started working on this project, I had absolutely no idea what to expect on how many different skins there are in the game. The PvP locker was a good starting point with about 2,000 skins, but it didn’t include everything. We’ve made the Wardrobe in the Hero Panel show you every unlocked skin you can apply to a piece of gear, so you know what you’re capable of looking like. If that wasn’t enough, we’ve updated your bank with a Wardrobe Storage vault that includes every skin that you could potentially unlock! In that tab, you can sort, filter, and search to see not only the skins you have access to, but every skin available in the whole game. This makes it simple to look through every option open to you to find the look you really want. I’ve lost several hours to just clicking through all the skins that I didn’t even know existed, and I even ran out to collect my favorite newly discovered skin!

Appearance Preview

In the past, planning out a whole look, including correct dyes, could be difficult. In the new Wardrobe, you can set up all of your skin preferences and adjust the dyes on each individual piece before committing to the changes! We’ve also made a small adjustment so that just hovering over armor dye channels will show you what applying your selected color will look like. This will help both with matching dyes across different armor skins and with making sure that you apply your dye to the proper dye channel.
That’s it for the Wardrobe today! Be sure to learn all about our improved dye system!


Dyes in the New Account Wardrobe

Spoiler
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With the new Wardrobe system changing the way you interact with your gear’s appearance, we felt that this was the perfect time to introduce some updates to the dye system. In the April 2014 Feature Pack, dyes will be getting a significant overhaul. Check out the changes we’re planning to make below!

Dyes as Account Unlocks

…these changes will make dyes more accessible and easier to use than ever before.

One of the biggest changes we’re making is that dyes will no longer be unlocked per character but per account instead. When you unlock a dye after the feature pack is released, all characters on your account will have unlimited access to that color.

If you already have the same dyes unlocked on multiple characters, when you log in on additional characters, you will receive one unidentified dye for each duplicate dye already unlocked on your account.

Unidentified Dye Drop Rate

With dyes becoming account unlocks, the demand for dye will decrease and unidentified dyes will no longer drop as loot but will still be available from the Mystic Forge and select in-game rewards.

Both specific colors of dye and unidentified dyes will still be tradable and available on the Trading Post, and hue-specific dyes can still be crafted. The process for identifying unidentified dyes will remain the same.
Dyes in the Hero Panel

A new section of the updated Hero Panel will be devoted to dyes. Here you will be able to dye your armors and outfits as well as view your dye collection.

The new Dye tab in the Hero Panel will feature greatly improved dye confirmation, and you will be able to preview dye colors on your equipped armor by simply selecting a color and moving your mouse over the armor dye channels.

We believe all these changes will make dyes more accessible and easier to use than ever before. We are very excited to get a chance to make big changes to such a core customization system!



I think people with 1-handed legendaries will be really pleased by some of this (Azhura! Still need to figure out what second pistol can go with your quip? )

Now back to my dilemma about selling or using my dyes... They go for quite a bit at the moment, and that price will probably drop after the patch (maybe before? Or will it spike just before? Spike after and then drop?). But on the other hand, the more low quality dyes duplicate dyes you use on each one of your characters, the more unidentified dyes you'll get back at the patch... Which means even if a dye use identify now turns out to be garbage, if you can use it anyway, it turns into a second chance at an abyss later, right?

Aaaaahhh! Decisions!
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Old March 27th, 2014, 00:19   #7
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I'm loving this update. After the patch, I'll be getting 1440 unidentified dyes (as long as ANet keeps their word). I'm glad I unlocked every regular dye on my thief prior to this patch happening. I've even managed to get a few of the gem-store only dyes as well.

The wardrobe is finally the one thing that makes bad rng worthwhile. I'll be able to dual wield incinerator now on my thief after only having made one. I'm just concerned about the easily obtainable transmutation charges/stones for sub-80 characters. I've been using mine all along as once I've created a character, I basically keep transmuting the "look" I like unto the armor as I level the character up. Hopefully this new update will allow that to happen but I have a bad feeling it won't be included unless you pay more since there doesn't seem to be a difference in transmutation charges.
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Old March 28th, 2014, 12:16   #8
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looks like they are making things cheaper and easier for the casual player.

no costs for armour repair, easier re-spec of traits and more account bound than character bound stuff.
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Old March 28th, 2014, 14:46   #9
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Have you seen the reference to 'facilitating friendly play'?

https://www.guildwars2.com/en/the-ga...feature-packs/

I wonder if that means duelling.
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Old March 28th, 2014, 19:00   #10
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Originally Posted by Greyhart View Post
looks like they are making things cheaper and easier for the casual player.

no costs for armour repair, easier re-spec of traits and more account bound than character bound stuff.
But at the same time they're hurting the casuals by reducing the raw gold loot from champ bags and events. Which means in the limited play time that casuals have they'll make even less gold. This is the one aspect of the upcoming patch I really dislike.
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Old March 29th, 2014, 04:21   #11
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I'm pretty interested in seeing how the landscape changes after this patch.
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Old March 29th, 2014, 09:39   #12
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It's funny how much they hype the "no armor repair fees" and "no cost to re-trait" like it's some great reward for us. It isn't. The only reason we're getting these things is because they decided they wanted to unify gear and because of that they had to remove armor repair and re-trait costs since the pvp portion of the game would have quit if they had kept the associated costs in the game.

While I like the ability to carry my pve look over into pvp, there are some characters that I like having separate gear. I don't play the same build in pvp and pve and now I'll have to keep extra weapons in my inventory as there is no locker for them anymore and the "easy storage" of having a separate pvp build template is going to disappear.
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Old March 29th, 2014, 16:17   #13
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This is what surprised me to read:

Quote:
That means that if you made Twilight, you will have access to both the Twilight and Dusk skins across your entire account.
wow
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Old March 29th, 2014, 19:05   #14
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This is what surprised me to read:



wow
Does that include all weapons?

I'd like to use my Super Staff (which wasn't cheap) on other toons.

EDIT

Just re-read the GW2 announcement bit and I don't think that this does apply to normal weapons, only legendaries AND ascended.
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Old March 29th, 2014, 21:33   #15
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The legendary and ascended are becoming account bound so you can use them on any character. The rest of the skins in the game are becoming "unlocked" in your wardrobe and then via transmutation charges (similar to the way transmutation stones work now) you'll be able to apply any skin you've unlocked to any weapon of the same type. This way instead of having to get separate super skins for each character you'll just need transmutation charges to put the super staff look on any other staff.
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