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Need legendaries to be legendary

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Posted by: Blacktalon.5681

Blacktalon.5681

.but a combat proc (visual on wielder or opponent) would be pretty cool, and more legendary without a damage boost.

Hmm .. something like that ?

I don’t have that legend, but aren’t all legends effects animation based? I’m talking about a proc on hit based off a %.

For example, without much thought, Twilight would proc devil horns/wings/tail, or Kudzu would cause animation like branches coming from the wielders back like Rangers spirits or the human racial Avatar of Melandru. They would only last for X amount of seconds.

That would be awesome. Someone else suggested an old gw1 character of yours comes back to fight with you for 30 seconds aswell… which would be sweet.

Need legendaries to be legendary

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Posted by: Blacktalon.5681

Blacktalon.5681

I really feel that Legendaries need to be more powerful. More stats, some type of specific power to that item( Ex. Thunderfury had 40%ish chance to proc 5 tornadoes that would attack closest targets, drawing a lot of threat), and overall more damage. IMO, a legendary should do more than 5% extra damage and stats.

First off, this isn’t World of Warcraft. If you want to “legendary” weapons that are worthwhile for that particular expansion, then go play that game. I don’t see how a legendary weapon should lose relevance either. Shadowmourne anyone? The very weapon that contains the souls of all of Arthas’ most powerful lieutenants, and fragments of the frozen throne itself….but 3 expansions later it’s just a piece of glowy crap that sells for a few gold. Yeah that’s so legendary….I feel the power 3 expansions later….wait no I don’t, because I would be kicked out of guilds for running around with a weapon from 3 expansions ago.

To me, what makes a weapon legendary is relevance. Changing stats on a whim is great for me. I use greatswords on several different toons and they all use different stats. It’s account bound, I can transmute it’s skin to other weapons. Seriously, Anet did everything right with legendary power curve. You still have to have skill to play your class. You can’t just coast through the game now because you got a legendary that can “summon 5 tornadoes that fight for you”. If you like WoW, then go play WoW. It’s super easy for a reason.

You mention Shadowmourne, and that was an amazing weapon. The reason that it sucked so much is because it came out right before an expansion. This is where gw2 is drastically better. Shodowmourne had awesome lore, Imagine if you could have used shadowmourne, and expanded upon it. Or being that it took SO MUCH WORK to get it, there shouldn’t have been a weapon that surpassed it… ever. GW2 said that the legendaries would always be the best weapons in the game, and that’s how it should be… but their is nothing wrong or game destroying if you include a proc on a legendary. You can even make it only affect pve targets, and doesn’t even need to affect pvp.

Need legendaries to be legendary

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Posted by: Blacktalon.5681

Blacktalon.5681

I agree with the OP, but the game just isn’t about progression, so legendaries will remain lame. My suggestion would be to have another level of legendary above the current ones, and put the effort into making those feel legendary with lore, amazing fx, slightly higher stats etc. Crafting would require some kind of time-gated mechanics rather than farming so that you can’t just buy the mats, maybe tied some personal quest line.

Under this system, it would personally take me years to get an uber-legendary, but at least I have something actually awesome and useful to work towards that doesn’t require mindlessly grinding dungeons for gold (once the new method for precursor acquisition drops).

And please don’t tell me to “go play wow”. It’s a fallacious argument. I paid for this game, I enjoy playing it, and I’d like to see it improved, hence why people offer suggestions.

I think you could even use the previous legendary as a precursor, same with previous sets of gear if you did want to do some type of mild gear progression. I also liked the idea of really cool graphics on ascended gear, like a path of growth that followed you through the city, or something along those lines.

Heart of Thorns suggestions

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Posted by: Blacktalon.5681

Blacktalon.5681

1. Gliders will have a Mastery that will allow players to ride air currents to reach higher places.

2. There were never meant to be dedicated tanking (aggro management) or healing classes in the game – the whole premise was ‘bring the player, not the class’. Heck, there was never meant to be a dedicated healer or tanks for encounters whatsoever.

3. Last time I looked Ascended weapons cost a lot more than 2g. Personally I’m against Legendary weapons being statistically superior than Ascended, and that the only things their currently missing is Sigil swapping and an actual Legend.

4. While you may find getting stat increases on gear a driving force, for a lot of the people who bought the game the whole premise of not needing to replace gear every few months was a big selling point. Personally I’m one of them people and the never-ending stat increases isn’t something I’d like to see brought into the game.

Fair enough. Everyone is entitled to their own opinion, and that’s okay:)

Let us disable some finishers from randomizer

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Posted by: Blacktalon.5681

Blacktalon.5681

word

really cool idea for the game

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Posted by: Blacktalon.5681

Blacktalon.5681

See all the threads and suggestions asking for build templates, and the dev interviews stating they know this would be cool but it’s not planned for HoT.

Aww:(

really cool idea for the game

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Posted by: Blacktalon.5681

Blacktalon.5681

Posted 2 years ago… Not a bad idea actually:)

Heart of Thorns suggestions

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Posted by: Blacktalon.5681

Blacktalon.5681

Yea, probably. I thought it could be implemented in all bg’s, but I don’t pvp much. Thanks for the input:)

Need legendaries to be legendary

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Posted by: Blacktalon.5681

Blacktalon.5681

1337 views:) Sorry, just had to post lol

Heart of Thorns suggestions

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Posted by: Blacktalon.5681

Blacktalon.5681

I suggest you use more white space when you post, Black.

Regardless, I wish ANet would simply release more pertinent information. No one cares about frogs. Have they not noticed the hype train came to a screeching halt a few months ago?

We aren’t exactly screaming our excitement anymore.

lol, will do… Sorry:) Edited

(edited by Blacktalon.5681)

Heart of Thorns suggestions

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Posted by: Blacktalon.5681

Blacktalon.5681

You’re right, this is not wow 2.0, I understand. People do like the way gear is set up in this game after several forum discussions. I don’t see the point in just playing for extra skins, but others like it that way… that’s the way the game is set up, and that’s fine:)

The game is well balanced. Im desiring a little more, but I understand why they have done what they have. I kind of assumed that armor wasn’t even considered much in wvw being that they have entirely separate pvp gear… but I guess a lot of people are worried about things being thrown out of balance. Ill have to live with it lol.

(edited by Blacktalon.5681)

Need legendaries to be legendary

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Posted by: Blacktalon.5681

Blacktalon.5681

I really feel that Legendaries need to be more powerful. More stats, some type of specific power to that item( Ex. Thunderfury had 40%ish chance to proc 5 tornadoes that would attack closest targets, drawing a lot of threat), and overall more damage. IMO, a legendary should do more than 5% extra damage and stats.

That’s not how Guild Wars works.

If you make legendaries more powerful you take them from being optional grinds to necessary grinds if you want speedrun groups to take you in dungeons or want to be on the same level as other players using them in wvw.

Even if you only did procs on legendaries, you could make them pve only procs. It doesn’t have to influence PVP or WVW.

Need legendaries to be legendary

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Posted by: Blacktalon.5681

Blacktalon.5681

Going by your posting history, you really might want to already start searching for a new mmo. GW2 won’t keep you happy.

Suggestions like:
- more tank (tanks being able to soak damage, taunt more aka taunt in general)
- more gear inflation
- legendarys being better than other weapons (aka more horizontal progression)
- etc.

You make a lot of comparisons to WoW. As was pointed out, this is not WoW and a lot of people play it exactly because it’s not WoW. Some of GW2 most core ideas and design decision go absolutely against the theme of your suggestions.

If I may suggest, try Wildstar, Elder Scrolls Online or any of the other bazillion Everquest/WoW clones.

Im not looking for wow because they destroyed their game years ago. Im simply looking for a little more out of the legendaries, doesn’t have to be crazy just something a little more appealing. A story behind them, not being able to buy them on the TP, something a little more to work towards. In any lore in almost any fictional story, a weapon has some ability that makes it desirable. LOTR, any story relating to Camelot, Greek legends, Harry potter, any movie or tv show/fiction, all point towards items that have a past(legendary), have a story, and have special powers. The only story I have ever heard that something is desired, simply for the looks of it, is the Arkenstone in the hobbit(also caused madness).

I understand the dynamics of the game, and I am going to continue doing researching on the ability to hold agro. The ability to reskin items is awesome, but is it honestly terrible to ask for a little more out of something that takes half a year, to a year to farm? I am not asking for the game to be more like Warcraft. I like the game, otherwise I wouldn’t play. I would like more to work towards though… I don’t care what it is. Mounts, cool toys, it doesn’t matter… skins shouldn’t be the driving force of any game.
Researching HoT, it looks like they are going to be implementing more of that, and I’m excited.

Need more dodge, higher threat on tanks.

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Blacktalon.5681

Aggro in GW2 is quite a mistery. I wouldn’t be surpirsed if different enemies have different aggro behaviours.

Being closer to the boss doesn’t make you automatically the aggro bearer, but it definitely helps at holding it.
Just make sure that you get in the fight first to get the initial aggro and then try to stand your ground. Also bring a way higher armor value than your teammates.
Be careful with the dodges. Unless you have a wall to roll in place, dodging equals moving.

In any case, there are for sure some players around here with much more valuable information than me.

Okay, I will mess around with it. Thanks a lot for your input. I have been trying to figure out tanking for a long time now. I logged on to the forums for the first time yesterday, and have been asking questions/ making suggestions ever since. I will try your recommendations next time I log on:)

You will really only be able to hold aggro if you are at the enemy, your team is at a pretty far range, and you deal significant damage. Proximity is a very high part of holding aggro, and everyone being in melee range basically makes one of the only real ways that you can hold aggro without being a pin-cushion pretty much moot.

Aggro in this game follows the basic outlines for priority:
1. The closer you are to them the higher your aggro modifier is (ie. some unknown number that everything else is multiplied with, and a raw bonus to aggro at the end).
2. Dealing damage at all (this largely is to prevent people from griefing in the open world, though it’s still not near as big a modifier as the proximity one).
3. Dealing more damage than others (this is where the actual damage you do is factored in, not just the fact that you’re attacking the enemy at all).
4. Having higher armor or using a Shield at all (despite having no inherent Toughness, wielding a shield will cause the enemy to attack you so long as your aggro modifier is similar to the second highest from the other steps).
5. Specialty modifiers (some of these, like reviving, cause a completely massive increases in aggro (which are then made considerably lesser due to #2/#3 being set to nothing unless you have an active AoE going), while others, such as the application of boons/non-damaging conditions/healing, cause comparatively low aggro increase).

Thanks a lot for your input, this will help me out a lot being that I try to tank, or play support for most bosses my guild fights.

Need more dodge, higher threat on tanks.

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Blacktalon.5681

From I can remember I was wearing full soldiers (PTV) karma set and exotic shield and I did got feeling that I was getting more focused by mobs than normal but I may be wrong as it was years ago.

OTOH even zerker guardian can do some anchoring with skills/CC and control flow of the fight to some degree.

Which weapons do you use as a guardian? Mace/ scepter and Great Sword?

Need more dodge, higher threat on tanks.

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Posted by: Blacktalon.5681

Blacktalon.5681

Threat is based on damage, higher damage higher threat. There is no threat modifiers at all in the game. It’s nearly entirely based on who gets the largest chunk of damage out in the beginning and keeps it. Until Heart of Thorns adds Taunt, there is no tank skills in the game at all and nothing to even hold threat or anything.

There is no tank.

Heart of thorns is adding taunt? That would be AMAZING!!!!

Need more dodge, higher threat on tanks.

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Posted by: Blacktalon.5681

Blacktalon.5681

Aggro in GW2 is quite a mistery. I wouldn’t be surpirsed if different enemies have different aggro behaviours.

Being closer to the boss doesn’t make you automatically the aggro bearer, but it definitely helps at holding it.
Just make sure that you get in the fight first to get the initial aggro and then try to stand your ground. Also bring a way higher armor value than your teammates.
Be careful with the dodges. Unless you have a wall to roll in place, dodging equals moving.

In any case, there are for sure some players around here with much more valuable information than me.

Okay, I will mess around with it. Thanks a lot for your input. I have been trying to figure out tanking for a long time now. I logged on to the forums for the first time yesterday, and have been asking questions/ making suggestions ever since. I will try your recommendations next time I log on:)

Need more dodge, higher threat on tanks.

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Posted by: Blacktalon.5681

Blacktalon.5681

Last time I was looking into that (2yrs ago) there was theory floating around that high toughness and/or shield helps keeping aggro on you, not sure if that holds true today.

Interesting… Ill have to mess around with a shield and maybe snag some cheap toughness gear, and see how it works.

Need more dodge, higher threat on tanks.

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Blacktalon.5681

I had no idea they had endurance regen food. That’s awesome! I know the necro has an effect that converts toughness to damage, does the warrior have the same ability? I play Necro/ guardian as my primary characters, but would consider a warrior if they were able to push out a lot of damage in tanking gear. With the endurance regen food, I might try a necro deathshroud build for tanking, maybe a minion build…

Need more dodge, higher threat on tanks.

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Posted by: Blacktalon.5681

Blacktalon.5681

So does threat normally go to the player closest to the target?

Need more dodge, higher threat on tanks.

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Posted by: Blacktalon.5681

Blacktalon.5681

First, I would love tanking suggestions? If you can hold threat 80% of the time on a boss, and constantly survive, please show me how. That being said, I have a few tanking suggestions.

I would really like to see the ability to actually tank a boss develop in the expansion. I would love a little extra emphasis on being able to heal party wide, without affecting dps. So like a passive that increases healing with damage stats applied, and an extra heal. I feel like the boss just jumping from target to target is too chaotic for a strategic fight. I would love to see like guardians/ warriors and maybe pets of rangers and necros be able to actually taunt more often, and have higher threat in general. We would actually be able to apply tanking gear with tanking stats, and be able to hold ago.

If I am off the mark on tanking, I would love some suggestions on how your guild tank holds agro, and keeps survivability. I have tried for a couple days with different setups, and nothing seems effective. Honestly, I would love feedback if anyone has suggestions on holding agro in tanking gear(class, spec, weapons, party setup and spec, sigils, gear). If their is a way to hold agro, then I wouldn’t feel the system needs fixing. Thanks:)

Need legendaries to be legendary

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Posted by: Blacktalon.5681

Blacktalon.5681

Well, I guess we are all entitled to our own opinion.

Need legendaries to be legendary

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Posted by: Blacktalon.5681

Blacktalon.5681

Doesn’t sound very legendary to me…

Need legendaries to be legendary

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Posted by: Blacktalon.5681

Blacktalon.5681

I really feel that Legendaries need to be more powerful. More stats, some type of specific power to that item( Ex. Thunderfury had 40%ish chance to proc 5 tornadoes that would attack closest targets, drawing a lot of threat), and overall more damage. IMO, a legendary should do more than 5% extra damage and stats.

Heart of Thorns suggestions

in Guild Wars 2: Heart of Thorns

Posted by: Blacktalon.5681

Blacktalon.5681

First off, I love gw2. That being said, I would like to make some suggestions. My background is that I played wow from vanilla, and got a ton of rare crap that everyone wanted. 5 nights a week raider, had 5 separate accounts each with resto Druids being that I was 2nd server best pve healer, and 15th worldwide when ulead released at 70. I played over 3.5k hours on that game, and decided I needed to move on with life. I put the previous background in simply to say I have some experience with MMO’s. I have moved on with my life, and now play gw casually with friends, and am happy with the balanced system that Arena net has presented so far.

I would love to see a few changes that I think would really benefit the serious and casual gamers experience. I am aware that gliders are coming out, which is cool… But I’ve played games with the same feature, and they are only useful at high elevations. Unless they present a way to blast your character in the air, which would probably ruin half the jumping puzzles, I doubt they will be as dynamic as they are making them out to be. I like the concept, but would like to see fixable mounts as well.

Second, I would like to see higher emphasis on designated tanking, and healing classes. I understand this isn’t wow, but currently to get the coordination of casual gamers being able to use their healing skills at exactly the right time, dodging perfectly(love the dodging ability, but needs to be more available), and specing everyone to a raid build is almost impossible. Tanks need to be able to taunt several times, and threat meters should be present. Tanks can’t hold Agro, it turns into everyone trying to rotate one taunt and threat, and it makes most of the armor sets kind of pointless.

If I’m completely missing the tanking aspect of the game, please tell me… Because currently it seems like you can’t gettanking gear, because otherwise you won’t do enough damage to hold agro… In Warcraft, every move based on gear generates x amount of threat based on gear, and other classes that did crazy damage were given moves to divert agro towards the tank.

The best part about most MMO’s, and moba’s is their gear has its own special use abilities, drastically multiplying the diversity of the gear, and the classes. This is touched on with the ruines you can insert into your gear, but it’s all random chance… No activate abilities.

Wow failed HARD when they started bringing out all their expansions and raising their level cap. We had guild members who had farmed the hardest bosses in the game for a year to get their legendaries, just to be replaced by a green weapon 3 levels higher… What a joke! Gw2 has the level cap always the same right, they could really benefit from special abilities on the legendaries, and make them better than 5% a 2g weapon on the ah. I know you can change your the stats and all… But what good is that if there is only a few variations that are effective in the game?

IMO, They could use tier 1, 2, 3, 4, and so on dungeons that you have to get the precursors before going to the next one. Cool looking armor is awesome, but shouldn’t be like he only thing driving you to get a new piece. When I get new armor, I want to see a stat increase and do more damage.

I know a lot of people disagree with my viewpoint, and gw2 has done an excellent job overall with the game, patches, pvp, balancing classes, and overall awesome events. I am just making these suggestions in hopes of the ultimate mmo.

(edited by Blacktalon.5681)