Showing Posts For ApplePearOrange.9281:
1.The whole concept is flawed, the fact they are called Slyvari to begin with suggests a long living elf like race that is both wise and knowledgable. Instead they are children, this left me dumbfounded and simply made me say, “So you called Dryads Slyvari, Ok… can I kill them all now?”
If they did conform to said “elf” archetypes, they’d be even less original.
I find it disturbing that people claim the Slyvari to be original despite the fact they are the least original race in the game. While Tengu are the most
Can you tell the difference between a norn and human?
If you say size, then perhaps we should also include a bigger asura and smaller charr respectively as standalone races?
Let’s get more ascended sets for each encounter. Pure fun.
Builds are not limited to just gear, we already have groundwork in the form of changing traits/utilities of the fly.
While you are right that in the current state of gear progression (ie. that ascended exists) having multiple sets is completely unfeasible. The problem lies not in changeable specs being a bad idea, but ascended gear’s “exclusivity” shoehorning the player into one gear choice in the long run.
Giving ascended the ability to change stats wouldn’t be too shabby.
The multiple metas for multiple encounters idea.
On paper this seems fine : force the meta runners to play a different meta for different encounters ( dungeons) and create more “variety” because now the optimal way to get rewards is different for various forms of encounters.
I think this is very relevant.
One thing the whole “there will always be a meta/optimal build” argument ignores is that although it is true that a “meta” would always exist, the said “meta” for different situations/encounters need not be the same.
I love how people are just twisting each others words to suit their own needs.
Asking for build diversity is not the same asking for a trinity.
Asking for uses for non zerk is not the same as making zerk unviable.
Viability of defense stats it not the same as making full tank builds the meta.
Even within the constraints of “dps + active mitigation” theres potential for a far more playstyles than we currently have.
- Specialist Zerkers: Even within zerker gear, there can be room for specialisation for AOE or Targeted damage.
- Mixed Direct + Condition damage
- Glass cannon condition users
- Power+Cond Duration executioner: Direct damage is based on targets condition stack.
- Pain Inverters: Damage dealt based on damage taken, Vit/Tougness is now worth something.
The beauty of this game is that it allows for fluid roles.
In Gw2 the divide between full damage and full utility is a spectrum, not a game predefined option like in other MMO games.
The issue that people have is not that they cant tank or cant heal, but that anything other than the extreme end of the damage spectrum is rubbish.
Just what it says in the title.
If it is a lore cannon ability, doesn’t that outright imply that sylvari are connected to the Maguuma druids?
Am I missing something?
Don’t forget that non condition based builds still apply lots of weak conditions, especially bleeds.
Because individual pet species/types define the said pets abilities.
None are for cosmetic value, with the exception of the HoM ones.
Hello there, I am a looking for an all round activity guild.
Id like to experience the full scope of content this game has to offer, and would like to find a guild with a similar intent.
I am rather new to the game, and do not have much experience in anything. That being said, I can easily pick up new skills if need be.
Server: Northern Shiverpeaks (NA)
Well, each order has a rather specific mindset and goal.
If a person does not agree/have interest in the said ideals and goals of their order, they wouldn’t have joined in the first place.
It would be rather realistic for the culture of the order to be unified and to supersede that of the it’s member’s race. It would also mean that people within any order are rather like minded and not an example of their entire race’s culture.
Or perhaps Cantha has a natural magic source powerful and luring enough for the local E.dragon that human society isn’t worth bothering with. That in turn could lead to cases where the locals were able to observe said dragon without being bothered by it, which then caused the dragon motif to appear in the local culture as a non threatening symbol.
I don’t get the whole “prevent griefing” argument.
If someone wants to grief another for the sake of ego boosting oneself, theyre a ton of ways to already do that.
Many are being used right as we speak.
Calling out someone based on character class (rangers/necros in PVE) is pretty standard. People even get dissed based on Achievement points, bloody achievement points for crying out loud.
If a troll wants to exercise their superiority complex, they can already do so. Dueling is probably the least problematic.
I don’t want to see any ‘rangers suk’ or ‘just fix them’.
The “just fix them” response is actually quite accurate, the class has so many bugs/quirks such as the pet’s AI responsiveness and lack of gear scaling.
Cant really balance a class or figure out what its lacking when a lot of it is fundamentally broken.
As a content feature, Id love to have some pet progression. Perhaps pets could have traits, assuming theyre shared universally across all pets. The Dire/Elder/Hearty system from GW1 would suffice as well.
It would be nice, but….
- A large portion on the Personal story would also have to be redone.
- At this point we probably need new content more than we need changes to existing content.
Firstly, thanks to all who replied.
You’ve been very helpful, especially with how pets use their uncontrolled moves.
Secondly, I was pondering the idea of in-combat pet stowing not because I dislike the pet but because of how in certain situations youd rather not have the pet around and I think its rather strange that the AI forces the descision for you.
Thanks, Ill leave my browser open in future.
I have been playing a ranger for about 60 levels now, I am no means an expert on the class nor have I any idea what the endgame “expectation” of the ranger is. So if you you know better and want to correct me, go ahead I take no offense.
All that said, Ive noticed some quirks of the class and have some questions.
1) How do you handle conditions? I currently have healing spring slotted as my healing skill and would like to know if there is a means of condition removal that does not have obvious drawbacks.
Ie. heal spring is a fixed zone, removal traits are very condition specific, (signet?) basically cripples your pet.
2) How do you get Serpent Strike (sword 3) to land? I find that it sometimes misses on flat ground, let alone slopes.
3) What does F1 “attack my target” actually so? Assuming I don’t use it, what will the pet actually attack. Similarly, what is the difference between F3 “return” and setting behaviour to passive, besides the order for the pet to return.
TLDR – I cant figure out how the pet AI works.
4) Is there a reason why the Drake’s F2 “manual active” is a breath instead of its tail sweep? Wouldn’t it be better if the player had more control over a skill that has a combo finisher effect over one that didn’t?
5) Shouldn’t pets be stowable even in combat? that way pets can at least have a pseudo-dodge to avoid AOE attacks.
If this is the wrong forum, then sorry, I couldnt find a more appropriate one.
In short, everytime I open my web browser I need to relog my forum account, even if its just 5 minutes later.
Is there a way to avoid this?
So I am at the mazdak section of the personal storytline and accidentaly selected the order of whispers course of action.
From what I hear, you cannot change orders further down the line. That being said, is it too late or can I change orders since I have not yet done the mission?
Removing the trinity was the first step in the right direction, ArenaNet just lacked the imagination to make it happen.
Very well said.
PVE is stale not because GW2 lacks a trinity, but because the trinity was removed and nothing meaningful was added to compensate.
In the personal story “the green knight” the antagonist Bercilak has a very intresting armour look.
Is it possible to obtain his armour ingame?
Also are there any medium armours that have the look of scales?
•Introduce a required boss(es) that insta-kills you if you do not get a potion and nourishment from NPC which told you to, or a zone which kills you fast if you do not get a potion/nourishment “antidote”.
As if the potions don’t already have enough effect on combat.
Making them mandatory by mechanical gimmicks wont teach anyone to use nourishment as anything but a means of overcoming said mechanics gimmick.
Toughness and vitality serve their purpose in 2/3 game modes. Berserker has 1. I understand people wanting their soldier cleric guard welcome in groups, but trying to argue it by saying it isn’t wanted in a single, very small part of the game and therefore it’s a problem is just simply selfish.
Didn’t mean to say that we should remove Tough+Vit, just because it is problematic in PVE (although it is a possible solution, albeit lousy one)
I just stated for a fact that something should be done to make the touted defence stats actually worth survivability in a PVE situation.
Obviously the best solution would be one that doesn’t destroy the other modes as they currently are. For example we could have more boss adds with non-telegraphed attacks kitten to give passive mitigation from stats more useful.
Player’s have to soak up small amounts of damage. Berserker/Assassins are an available stat because of a player skill curve, as players learn the game they become less reliant on crutches that are toughness and vitality – because they use their dodges appropriately to dodge the powerful attacks which are often highly telegraphed.
That’s exactly the problem.
The two primary defence stats; Toughness + Vitality currently serve no real purpose. They give the illusions that the player should have more of said stat of they want to survive better, when the actual trick to surviving better is instead active avoidance.
The solution is either force players to take more small sustained hits (In addition to the current big moves, obviously) and make the said stats relevant.
Or replace entirely with new stats that affect active avoidance.
Alright, as the title says Im thinking of starting an engineer and have some questions.
This is not a “convince me” thread.
1) Engineers have very low weapon variety, Ive heard this is because of kits. Thus, how much use of an actual weapon(non kits) does an engineer have?
Inversely, can an engineer fully rely on kits and never pull their “real weapon”?
2)Are there any expectations I should have for endgame? will I suddenly suck there, how varied will builds be, etc.
3) How many turrets can you have out at once?
Thanks in advance.
One thing that could be done to give variety without having a million different hairstyles is to split hairstyles into two fields, hair and ornaments.
Hair obviously being hair.
Ornaments would be branches, mushrooms and other plant bits you can stick on your head.
That way branches + a pre-existing hairstyle can be done without having a branch/no branch variation for every hairstyle.