PaulElla

PaulElla



18 Jun

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Originally posted by DracoplasmaZ

yer a wizard, Hairy

This is the funniest thing I have read all day!


27 Sep


14 Jul

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Originally posted by thyeggman

Pinin' for the fjords?!?!?!!

Beautiful plumage.


01 Jul

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I am so very sorry for your loss. My deepest condolences.


04 May

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Thanks - we are aware of this and have a bug on it.


03 May

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Originally posted by Gaaroth

Dunno if you can / are able to reply again. Just to be clear you are aiming for the next LS release or just the next patch release when you refer to "next release". Thank you again for the reply and the awesome work!

We will be releasing any potential fixes when they are ready.


02 May

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Originally posted by marcustyphoon

Not the same thing. I definitely saw a post confirming the experimental skins would be unlocked by the refined armor (a la binding a precursor weapon unlocking the experimental/refined skins); I'll go look for it now.

Edit:

Obtaining a Refined Envoy Armor will unlock the corresponding Experimental Envoy Armor skin, so players wanting to unlock all of these skins will be able to do that by creating the Refined Envoy Armors when they have been unlocked.

https://forum-en.guildwars2.com/forum/game/gw2/Legendary-Armor-Information

Ah ok - sorry for the confusion - going to take a look at this and see whats happening here.

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Originally posted by dannyus

Hey, Im just curious, is it intended that the Juggernaut effect doesnt work with legendary heavy armor? Also, the precursors for the armor are not unlocking (experimental envoy armor) even tho you have the legendary done.

Looking into both of these issues right now :)

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Originally posted by Syrio21

I have a question about legendary armor, so for Paul probably.

In the post about the armors you guys mentioned you had to make changes to the game engine to be able to make animated armors. My question would be, considering the changes are already done, does that mean the process of making the next Legendary Armor will be considerably faster?

Sorry if that was asked already

We have no plans to make any more legendary armor sets.

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Originally posted by disablestyle1

Question about the experimental envoy armor skin, I remember some time ago someone from Anet said, if you get the precursor skin / legendary, the experimental skin for the same weight will unlock. But as I crafted my medium legendary armor I saw that it didnt unlock the experimental skin as promised. ( I chose light as experimental, cause of that info) Now I am missing the experimental armor skin, is there a chance for a fix?

I think what we actually said was that you could freely select the weight for the Experimental without concern because it is only the weight selected for the Refined Envoy that is converted into the final Perfected armor. If you want to craft the other weights you can buy an Envoy Insignia from Glenna that can be used to craft the armor you want.

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Originally posted by GlossGhost

Ella, I know the Legendary Armor is probably a really sensitive topic to talk about to you people who spent so much time on making them and implementing the system, but the majority from what I have seen seems to be on the negative side in terms of how those look. Is there any chance our future armors can be, oh I don't know, maybe the word "sleeker" is nice to classify as. Look at Duelist Coat for example for Medium, It is so beautiful and gentle, what about Carapace, it's incredibly good and I was so glad that armor existed in the game back when I was new to it, things along the lines. Now maybe you have a different philosophy when making armor like that, but I would still like to see some really stylish armors in the game. I can't help but feel the efforts you put into making them, although they have amazing baseline, rune swapping and stat swapping, proper animators for them, they could have been more, honestly, I feel like a more simplistic, yet beautiful, not-over-the-top app...

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There are no future plans for any additional legendary armor sets.

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Originally posted by Olmega

will there be any more alterations to legendary armor in terms of looks or are we gonna get additional functionality to allow for transmutation charges to not be consumed?

Beyond the fix for the Charr medium tail issue we have no more changes planned.

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Originally posted by toaster_messiah

Currently, Juggernaut's armor-coating effect doesn't work with any kind of armor piece if you have a legendary armor piece equipped. (At least this is the case for heavy armor)

Is this an intended behaviour (though I suppose not, since it completely makes the weapon irrelevant with legendary armor); and if not, can we expect a quick fix on that. I just crated my breastplate (still need more of those sweet sweet provisioner tokens) and honestly have regrets because I love my Juggernaut.

This is absolutely not the way it should work. We made a conscious decision that any weapon with an effect such as juggernaut should continue to work with legendary armor - and as of yesterday that was working in the development branch. I suspect some Live branch shenanigans and I will look into whats happened.

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Originally posted by CrystallineSugar

Paul Ella, is there any chance we'll get sigil swapping on legendary weapons?

We had originally intended that you should be able to change the sigils in the same way as runes for armor (so we had thought of it for everyone out there who thought we forgot :) ). However, when we started our economic impact analysis it became clear that we needed to do a deeper investigation to assess potential risks we had not previously foreseen. The investigation is currently ongoing.

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Originally posted by Mireles

Just wanted to say great job on the armor.

The ability to swap upgrades and stats without destroying them and creating multiple sets of gear is a much needed feature in the game.

I was wondering if we are going to see legendary trinkets and the upgrade swap option expanded to weapons?

Also is the whole rune swap to inventory the ideal solution or is this just something easy to implement to hold us over on a more convenient solution?

We have no plans to make changes to the rune swapping mechanism for the armor.

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Originally posted by Rylen_018

The heavy armor is too "shiny" and metalic so most dark dyes look lighter than they should.

Gonna have a look at this.

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Originally posted by SergeAzel

People have been throwing a lot of salt about the new armor but I gotta say I love it - and if these things are able to be ironed out, even better!

Thank you!

Cheers!

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Originally posted by HeavyTankZA

to the armor devs, love the work on the legendary armor, however my playtime is very limited and unable to do the raids due to real life commitments (I am sad missing this content), will there be another set down the line to go for? say via a very long sequence of gee I dunno, 20 or so subsequent collections?

I think one set is sufficient for now. We have no plans to release another set of legendary armor in the future.

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Originally posted by Charrikayu

About legendary armor, as the resident Charr armor advocate:

As I've mentioned in other threads, I really applaud the hard work and technology that went into creating these sets. It seems like no small feat and I don't want to diminish that achievement. That said, I think the achievement is self-diminishing in that it contains some of the same problems which have plagued armor in GW2 for years. Hoods needs to be designed for Charr. Asura also suffer from this problem, their ears unconvincingly "tucked" into the hood. There's also the matter of tail clipping on medium, as well as the mask for the light armor, but I don't want to build of a litany of problems rather than speak to my actual point.

That point being: why? I really feel like this was the one time that any non-cultural armor set could have gone above and beyond, and yet it's still weighed down by these issues. Why not adjust the design to acco...

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Ok so for the ears and horns being blocked off by helmets this really comes down to the issue of initial character creation having so many options for the location of those items. It would be a huge amount of work for us to have to create individual head pieces for each of those combinations. We would then also need to develop some kind of tech that would be able to determine what combination of ears / horns you have on your character and provide the appropriate head piece. So where ever we have full head enclosed helmets / head pieces this is the the issue we would be constantly running into.

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Originally posted by -Cubie-

People are experiencing issues where their Shadow Abyss dye makes their Heavy Legendary Armor silver rather than black.

ok we'll take a look at that. I know we made the heavy armor dyes a little more subdued to maintain the heavy metallic feel - but that sounds like a tech issue. Thanks for the heads-up.