Guild Wars 2 is changing how conditions and player wallets work

    
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Guild Wars 2’s next content update already is shaping up to be a groundbreaking one for the fantasy title, bringing a new look to Lion’s Arch and activating core specializations for each class. With those specializations also come a number of changes to combat, which are the focus of a dev blog today.

The combat tweaks will be mostly focused on making movement skills more reliable and improving the way that conditions stack and function. Condition-based builds will need to be aware that the devs are both nerfing and buffing the system: “We will significantly lower the base damage on damaging conditions while increasing how much they scale with the condition-damage stat.”

The team is also streamlining the player wallet, adding room for more types of currency including spirit shards, which will replace skill points. Current skill points will be converted to shards per-character upon the release of the next patch.

Source: Combat changes, updating your wallet. Thanks, Siphaed.
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greywolfe_joystiq
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greywolfe_joystiq

Nreff 
i understand that “many currencies” is a defense against rmt.
but it also just makes the game unfriendly to play as a player.
we’ve had this /exact/ situation before with older mmo’s – where there was so much clutter to do so many different things that it took spreadsheets to work out what you needed to do, and let me tell you:  that’s not “fun gameplay.”  that’s “tracking a bunch of items to see if you can make another item.”
one of the greatest things that wow ever did – for example – was to clean up the pvp currencies.  you used to need different amounts of different currencies that you earned in different battlegrounds to get items.  mounts cost a certain subset of currency, gear cost others.  it was tedious and unfun.
guild wars 2 has been this way for a long time now.  you get introduced to karma at the beginning and you think:  “oh, they’ve solved the quest problem by giving you currency to spend on your quest rewards.”  but nope.  along come laurels and then skill points and then fractal relics and so on and so forth.  just making your legendary is a pain in the butt for how many moving parts you have to track.
and the most hilarious part of all of this is that arenanet claimed that they “didn’t want any grind in the game” and yet…

FeveredDreamer
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FeveredDreamer

MatthewRiddle How different is that really from getting hit two-three shot by normal damage?

Craywulf
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Craywulf

Nreff I don’t view crafting material as currencies because of their limited use. Karma buys a lot of things, wherein fossils are exclusively for the weapons. 

Karma isn’t beyond repair. What they can do is introduce a reward or mechanic in which absorbs a lot of excessive karma. Instead of selling loot for gold at the vendor, sell it for karma. If you wanna sell loot for gold, then sell it on Trading Post. Also use karma as way of unlocking things as opposed to level gating. Another thing they can do is have karma decay over a long period of time, like losing 50 karma per 24 hours. This would encourage more activity and dramatically increase the value of karma.

greywolfe_joystiq
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greywolfe_joystiq

gw2 has /several/ too many currencies already, please, god, don’t add more :(

Rustybladez
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Rustybladez

Oh goodness.. a more complex leveling/skill system.. do I put my cloak on the top hook or the lower hook?  I was already put off by the level 10 story quest cliffing (ie you can’t see the next story quest until your player’s character’s level is divisible by 10 and the result is not fractional).   Essentially boils down is my level 25 has completed all the level 20 cliff story quests now she won’t see any story quests until the toon hits 30.  

As for the rest of the currency stuff – I gave up on it after every even turned into an exploiters paradise or special event spawns were just camp grounds for max level toons to kill everything before anyone else could get a hit on – even with level scaling good gear helps.

Craywulf
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Craywulf

When is this patch due?

On and their wallet needs a lot more streamlining than just converting sklll points to spirit shards. This game has way too many currencies! I understand that most of this is to combat RMT, but Clearly that’s not working because karma seems to be utterly pointless with so much of the currency being black lion tickets. This game should have no more than three currencies. Gold, gems and karma. Only karma should never be traceable or bought with gems. Get rid vof the tickets, and tokens. Start using karma like it was originally intended.

Maelzrael
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Maelzrael

AWESOME!

Enikuo
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Enikuo

Nreff Enikuo I don’t remember much complaining about anything that early on – everyone was in love with the game. It might have gotten complaints had they continuously added dungeon content, but who knows. 
Personally, I think the overworld currencies are annoying now because they’ve gotten so bloated. It’s not just that I had to store some of them in my bags, because the wallet takes care of a lot of that. It’s that I have to keep them straight in my head – which currency is used where and for what? Or, I have to look it up all the time. And, again, I don’t like that they gave up on letting players play anywhere. It feels more like the themepark quest hub design with the area-specific currencies.

Enikuo
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Enikuo

Nreff Enikuo There’s no uproar about dungeon tokens because they stopped making dungeons, remember? They’re probably afraid they’ll remove the ones they have left.
Also, please don’t mis-characterize not being thrilled about a bunch of currencies as being in an uproar. That’s not really fair. That’s like me saying “Why are you being so hysterical about wanting extra currencies?!” We just have different preferences / ideas.

Amphax
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Amphax

What if they add an “inspect” option? :O