i have a permanent repair canister.... well i hope the buff it gives is worth it
i have a permanent repair canister.... well i hope the buff it gives is worth it
The permanent canister should auto-refresh the buff as well.
So the only info about alliances we got here (even tho we were supposed to get some more betas before summer) was "oh yeah we also named alliances back on our march blog lmao top kek ktnxbai"
There's a blog scheduled for Friday that's dedicated to WvW.
EDIT: This is coming Friday with the balance notes. My mistake. :)
I'm happy with the changes proposed here. Repairing was useless, mouse cursor goes a long way to accessibility, and the story barrier change is very friendly to new players.
At the same time, I'd be lying if I said I wasn't expecting a new roadmap, now that the last one has essentially reached its end. Hoping we get one shortly after the 28th
From the last paragraph of the blog: "We’ll be back in early to mid-July to share our development roadmap through the end of summer. "
awesome, thanks!
edited
It does work in WvW, but it's a lower amount.
Interesting. Wish this post also included Summer roadmap though, we have no news past June 28 update.
From the blog: "We’ll be back in early to mid-July to share our development roadmap through the end of summer."
You'll get a new roadmap before the next release that comes after June 28.
everyone will /gg a few times before starting.
When we're designing new features/content, we're always asking ourselves "how will players try to abuse/exploit this?". We don't always catch everything on first pass, but we do catch a lot. :)
Auto-refresh as in it's 100% passive so long as it's in inventory? Also, just to be certain, this is boosting defense specifically, not toughness? Hoping so since that'll ideally mean it doesn't mess with aggro in certain encounters.
yeah, the original design was toughness, but we didn't want the toughness tank to have the buff expire and then lose aggro, so we changed it to defense.
I would guess traits that you're probably already taking. For example, No Quarter on thief under Critical Strikes.
Thief's actually getting it in Keen Observer- the very first minor trait in Critical Strikes.
But generally, yes. The point was to make it easy to get, as well as making Fury much more commonplace when you have multiple people playing together.
Untamed continues to dodge any mention.
There are no significant changes for Untamed coming in next week's patch.
It is getting a few damage increases, but I'm not going to claim that's a real solution to making it fun and relevant in PvE right now.
The designer behind Untamed did create it and the tools available to it through a PvP lens, and as such it's very effective there, but that focus on CC and punishing CC'ed targets doesn't translate as effectively to general PvE play or champion/boss encounters.
We're working on several approaches to this problem. Some already snuck out live early- improvements to the user interface and feedback on activating pet skills. More are coming.
The #1 piece of feedback I've seen every time Untamed is brought up is a desire to be able to set the F1 and F3 skills back to a state where the pet can use them automatically when appropriate. And that's absolutely understandable- when you equip the Untamed specialization, your pet now does -less- on its own than it did as core ranger, and you have to press more buttons to keep the same effectiveness.
While the ability to control its skill use can be important at times, the feeling that you need to do more to keep the same effectiveness on your pet isn't great.
To that end, we're currently in progress on a 'autoattack setting' system for pet skills.
Here's what to expect from that system, when it's finished and is released:
You'll be able to Ctrl+Mouse 2 on any Ranger or Mechanist pet skill button- that's F2 for core ranger, Druid, and non-merged Soulbeast, and F1/F2/F3 for Untamed and Mechanist. Doing so will set the skill to 'auto', and the pet will try to use it whenever it is in combat and the skill is available. When applied to the Untamed pet F1 and F3 skills, this setting makes the pet act like it does in other elite specializations.
Of course, now you'll also be able to activate this setting on F2.
You will be able to set any number of pet skills to this automatic state. As few or as many as you like! For Rangers, the skill auto settings will be stored per pet.
This is mostly complete on our internal development environment, but is not yet ready, as there's some more polish and testing to go. So- it's not going live next week. But it won't have to wait for the next major skills update either. We'll be able to release it when it's ready.
This is a first step in addressing un-fun aspects of Untamed gameplay, and it's definitely not the last. For a future profession update later this year, we are looking at how to use PvE/PvP splits more widely to make Untamed's profession mechanics more applicable in PvE.
So- yes. Not much yet. But we're working on it.