These are chat archives for arenanet/api-cdi
A message from McKenna Berdrow:
I want to update everyone on the design we currently are investigating to help achieve population balance between worlds, and the goals we hope this new World Restructuring system can achieve.
The goals of the World Restructuring system are:
- Create great matches
- Handle population fluctuations
- Balance teams
- Diversify WvW experiences
for the api:
/v2/account.world - this would change pretty often if a player swaps worlds either automatically by the system or manually
/v2/worlds - it's possible there's now a dynamic amount of worlds, we need to have a full list of the active worlds available (it's also possible that wvw worlds will be separated, dunno)
/v2/wvw/matches - dynamic amount of matches, i can see it work pretty easily
/v2/wvw/matches.all_worlds - this will be tricky, we would have no linking anymore, so
.all_worlds will be redundant, only
.worlds would be relevant
did i miss any changes?
i don't know what i typed anymore, but hey:
/v2/account/wvw_guild - Guild ID to the WvW guild that this account is associated with
/v2/wvw/alliances - Possibly new alliances endpoint, with associated guilds, region, language, world, etc...
/v2/guild/:id.alliance.id - WvW alliance ID
/v2/guild/:id.alliance.region - Maybe, I feel like it's somehow fixed whenever you set the alliance
something like that looks good :P
dispatchan action when you open a
<detail>tag. Do I
connectthis component that is mostly presentational just for that functionality?
A message from Robert Gee, Guild Wars 2 Systems Team:
Today I wanted to give you all a heads up on some important changes coming to the mesmer profession in the coming update. These changes affect phantasms, which are a core part of the mesmer profession mechanic (illusions) and as a result, will have a large effect on how the mesmer profession plays after the update.
In one sentence, these changes can be summed up as, "Phantasms become clones after their initial attack."
Here are the specific details of how it works:
- Phantasms no longer will persist indefinitely. Instead, a phantasm will attack once and then automatically be destroyed. If interrupted during its attack the phantasm also will be destroyed.
- Phantasms still can be targeted by skills and take damage while alive. Phantasms can be destroyed by damaging skills before they finish their attack.
A message from Robert Gee, Guild Wars 2 Systems Team
With the changes to phantasms coming soon, I'm sure many players are wondering what this means for alacrity since phantasms are one of the key contributors of this buff in the current game. I wanted to take a minute to talk about alacrity and where things are headed in the next update.
A Lack of Alacrity
When we first started making changes to phantasms, we quickly realized that the new system would have a huge impact on alacrity uptime for chronomancers due to the changes to Phantasmal Avenger. We were actually okay with this since the whole point of the phantasm update is to make mesmer play more engaging. However, we didn't want to leave a huge gap in the duration of alacrity uptime for chronomancers. At first, we tried increasing the amount of alacrity provided by the avengers to compensate for the lower uptime, but we weren't very happy with this solution. The amount of alacrity uptime had to be pretty high to compensate for the limited uptime of the phantasm, and the change still meant that the alacrity application relied on an NPC entity. Moving some alacrity onto the other shield skill, Tides of Time, helped a little, but it wasn't quite enough, either.
Boon of Recharge
:/, i guess.
And i guess
with the new System
could also possibly mean that it becomes only relevant when there is a new System in place and hence that the Peson could be well be aware of it as well. I can't really tell
Your opinions of this system, as well as the community's response, will be an important part of how we tackle this project.
Mainly because of the
will be part in there as in they probably haven't yet