Showing Posts For Conquest.7629:
This thread is 11 pages long now so I havent read through all the posts, so I apologize in advance if any of my thoughts have previously been mentioned
1. a DPS meter, Support meter and Tank meter should be implemented into the game for dungeons, these will be shown during hard mode runs of the dungeon (hard mode gives no tokens for gear, instead it offers more gold and the above mentioned meters)
These meters would then lead to overall dungeon leaderboards, an important note is by making only the runs for hard mode display the meters any player not wishing to compete during dungeon runs can simply run the standard version of the dungeon
this came to me via DCUO (recently started playing as its on ps4) but the screen shown at the end of the dungeons there telling me how my DPS compared to other members of the group gave me a goal to work towards improving when I was lower in damage, but also an ego boost when I topped the list, certainly keeps me wanting to improve
2. I would like to see player housing, various levels of housing and locations should exist, while basic housing would be purchasable via gold I believe that more favourable locations (lions arch as an example) should be made available through other means (maybe some available through gold, but not all), the more favourable the location the rarer the housing, there should not be enough for everyone, this makes houses all the more valuable and prestigious to those who have them, if you own a house in a zone, you are prioritised to join that zone during any overflow
I will expand on this by using lions arch as an example, if there are 3 houses available there, 1 should be purchasable via gold, once purchased the owner can list a price at which they would be interested in selling the property, any bids over this price would then be visible to the owner so they can decide if they wish to sell or not
the 2nd house should be available to players of a sPvP background, this house can be won originally via a 1v1 tournament, monthly tournaments take place with the ownership of the house at stake
the 3rd house should be available to the best WvW commander, this is decided via a vote every month, only players who have spent a minimum of 30 hours per month in WvW receive a voting token and the house is given as a reward for their hard work for the server
3. Guild Wars would be nice, instanced arenas offering multiple levels of combat from 5 vs 5 up to 25 vs 25 (deathmatch not domination game mode), a monthly tournament for each category of combat takes place with the winning guild receiving rewards including priority queue for all WvW borderlands
4. I would also like to see stances added to the game (not like the warrior stance skills), these would include normal, healer, support and tank, while in normal stance our skills would be as they are currently, however switching to healer (only out of combat changes allowed) would change our weapon skills to all healing abilities for others (regen, condi cures, aoe or single target heals), switching to support would change the weapon skills to those which apply protection, fury and other abilities to other players, being a tank would switch out weapon skills to those of a defensive nature
I believe the stances would add more depth to WvW in particular
Overall the theme I would like to see is one where the best players can become legends, it gives those who invest time into mastering their class or their tactics the chance to shine and be rewarded with in game luxury rewards for it, the progression here is to encourage players to improve their skill level all the time and then as they improve progress up the leaderboards or proceed further in tournaments (each server has their own individual tournaments)
For the first time i feel bad about killing a player in WvW, heres the situation, I just came across an Abandons Mouth ranger who was trying to get to our borderlands jump puzzle, the first time he tried to run past me yet i caught up and killed him, since he was a full level 80 I then went to wait for him to pass again in the hope of a proper fight, this time he tried to attack me and I killed him, went to wait for him again
By now he must have been worried about it as he tried to run around me again doing a long detour and got as far as the jumping puzzle, while he picked up his first piece of the key I waited in there for him, he bowed and waited a few minutes the other side of a few jumps, then I bowed back and he attempted to cross so I attacked he fell into the water and I followed him and killed him
I admit the first time I killed him I danced on the body since I hate when players run from a 1 vs 1, that didnt bother me though, it was the bow before the last encounter, was that a plea to complete the jump puzzle unchallenged? I dont really want to fight players repeatedly if they dont want to fight yet there is no surrender emote or way to communicate with players from another server that i know of
After this i felt bad (which is why im here posting this very long message, it could also be its 5am and im very tired), so i went to wait for him again, this time with the thought that if he tries to pass without attacking me i would let him yet he never came back
Maybe through all this id make a suggestion to ANet, put in a surrender emote or a plea to be left alone emote, something which is clear that a player doesnt wish to engage in battle anymore
why should a commander be forced to work with pugs instead of just commanding their own guild?
is there an inscription on the commander icon that says MUST WORK WITH PUGS or is it up to the user to decide what they want to use it for?
if any of you complainers want to have a commander who communicates with pugs as you see fit, then buy your own commander icon and do it yourself or is that too difficult to comprehend?
Temple is available at the moment on far shiverpeaks in the EU
Im also looking for any EU server with uncontested temple of balthazar
an ele wont kill another player in 1 or 2 shots like a thief in similar gear would, big numbers appearing instantly DO more damage, the 2 biggest hitting skills in a d/d set up are fire grab which has an insane miss rate and a long cooldown, the other is earthquake which forces you to stand still and cast for 2 seconds or so.
…tell me more, why don’t you…
Perhaps, when comparing a GC thief to an ele, you should consider the ele playing something relatively close to, if not, a GC as well.
I play an ele too, and I can tell you the following as a fact: Eles are “OP”. They are the most ridiculously unbalanced class in the game. However, all the general public sees is qq stealth qq culling qq OP thief cause stealth qq I can’t dodge, and I shouldn’t have to when fighting a thief.
I can’t put into words how hard I face palm when I see people failing to dodge obvious hits and skills. This includes PvE. I mean COME THE KITTEN ON, PvE??? SERIOUSLY?!? No wonder they fail at PvP, when they can’t even dodge in PvE.
lots of movement is better than just being invisible with no way of being targeted?
mist form is on a long cooldown, arcane shield is also on a long cooldown i cant think of any other immune/blocks an ele has unless traited to gain arcane shield at 25% health also. A glass cannon ele will get 1 or 2 shotted by any thief, warrior, mesmer even with protection up most of the time.
a thief can down most players almost instantly then escape free with stealth which it has more than 1 way of casting. Compare that to ride the lightning being an eles escape mechanism which most use to enter battle and then has a 20 second cooldown. Stealth can be used much more frequently to engage and disengage battles.
A GC thief “will get 1 or 2 shotted by any” GC ele, warrior, mesmer, and especially so considering they don’t have access to protection or block.
Eles have the best mobility in the ENTIRE game.
I think you should stop arguing about this subject because you’re clearly talking out of your kitten.
first video is from last july and long before nerfs, fire grab has at best a 20% hit rate due to it being buggy and thats if the target is standing still and in front of you. The second video is impressive burst although its d/f so he has no RTL to escape with and he has burnt all his utilities so anyone outside the initial burst can pick up a free bag before the ele stomps the player he downed. A thief in a similar situation after burning all utilities would have downed a player also and most likely with quickness stomped the player as its so much faster, yet the thief would be able to use their cure to stealth and escape if he wished or C/D another player then flee.
I came to this thread initially because in a post it was mentioned that thieves have low survivability which is why they require stealth as an escape mechanism, yet eles with low survivability (unless bunker but thieves can go that route also if they wish) get non stop complaints about having an escape mechanism in RTL. I still havent heard a genuine reason why thieves should have stealth available on all builds as a way to escape yet eles having RTL available only with offhand dagger builds is a problem?
The goal of the idea is to balance out the ability of thieves to enter a fight at no risk. Right now because there are no mounts for chasing, escapes are very powerful. Stealth is the most powerful escape because it essentially provides a get out of jail free card at any time for escaping an encounter.
The objective is to create a mechanism that adds risk to an encounter. The idea adds a mechanism for forcing a thief to stay in a fight instead of being able to vanish without a trace and reset the fight at will and with high frequency.
While non-crit and chilled ideas are great ideas, they still don’t fix the problem of no fight commitment that thieves are entitled to
While thieves should not be easily trapped in every fight, there should be a stealth counter mechanisms that increase the degree of difficulty in fleeing an encounter.
The problem with the idea is that burning is plentiful, easy to apply, and easy to maintain.
It might be better to add an illumination buff to only certain burning abilities that applies a 2-3 second debuff on thieves and mesmers that prevents them from stealthing.
Why should a class with 10k base hp and medium armor be forced to commit to fights, especially seeing as how their sustained damage can’t hope to match that of Warriors or other high durability professions?
And why burning – a condition that is easily inflicted by literally every non-Thief profession? Hell, anyone can equip Forge(?) runes and get a free, long-duration burn against the Thief as soon as they drop to 50% health, along with a free 10 second Protection to make the Thief’s forced commitment even more useless.
Your idea has no merit. Thieves are SUPPOSED to have commitment issues. Give them enough base health to survive a sustained encounter and then talk to me about forcing commitment.
elementalists have the same base health and LOWER armour than a thief not to mention any non bunker ele is more squishy than a thief and deals far far lower damage. Yet people and in particular thieves that i come across complain about eles having an escape mechanism.
I can’t remember the last ele I ran across that wasn’t D/D. They have a ton of movement and staying power built right into their weapon set. It allows them to slot block/immune utilities which a thief has no access to. All together you have the most mobile class in the game dealing decent AoE damage with plenty of immune/blocks etc. Not even sure how you can compare their squishyness.
lots of movement is better than just being invisible with no way of being targeted?
mist form is on a long cooldown, arcane shield is also on a long cooldown i cant think of any other immune/blocks an ele has unless traited to gain arcane shield at 25% health also. A glass cannon ele will get 1 or 2 shotted by any thief, warrior, mesmer even with protection up most of the time.
a thief can down most players almost instantly then escape free with stealth which it has more than 1 way of casting. Compare that to ride the lightning being an eles escape mechanism which most use to enter battle and then has a 20 second cooldown. Stealth can be used much more frequently to engage and disengage battles.
The goal of the idea is to balance out the ability of thieves to enter a fight at no risk. Right now because there are no mounts for chasing, escapes are very powerful. Stealth is the most powerful escape because it essentially provides a get out of jail free card at any time for escaping an encounter.
The objective is to create a mechanism that adds risk to an encounter. The idea adds a mechanism for forcing a thief to stay in a fight instead of being able to vanish without a trace and reset the fight at will and with high frequency.
While non-crit and chilled ideas are great ideas, they still don’t fix the problem of no fight commitment that thieves are entitled to
While thieves should not be easily trapped in every fight, there should be a stealth counter mechanisms that increase the degree of difficulty in fleeing an encounter.
The problem with the idea is that burning is plentiful, easy to apply, and easy to maintain.
It might be better to add an illumination buff to only certain burning abilities that applies a 2-3 second debuff on thieves and mesmers that prevents them from stealthing.
Why should a class with 10k base hp and medium armor be forced to commit to fights, especially seeing as how their sustained damage can’t hope to match that of Warriors or other high durability professions?
And why burning – a condition that is easily inflicted by literally every non-Thief profession? Hell, anyone can equip Forge(?) runes and get a free, long-duration burn against the Thief as soon as they drop to 50% health, along with a free 10 second Protection to make the Thief’s forced commitment even more useless.
Your idea has no merit. Thieves are SUPPOSED to have commitment issues. Give them enough base health to survive a sustained encounter and then talk to me about forcing commitment.
elementalists have the same base health and LOWER armour than a thief not to mention any non bunker ele is more squishy than a thief and deals far far lower damage. Yet people and in particular thieves that i come across complain about eles having an escape mechanism.
You must be playing your ele wrong then.
You don’t need big huge numbers flying by your screen to do more damage.
an ele wont kill another player in 1 or 2 shots like a thief in similar gear would, big numbers appearing instantly DO more damage, the 2 biggest hitting skills in a d/d set up are fire grab which has an insane miss rate and a long cooldown, the other is earthquake which forces you to stand still and cast for 2 seconds or so.
The goal of the idea is to balance out the ability of thieves to enter a fight at no risk. Right now because there are no mounts for chasing, escapes are very powerful. Stealth is the most powerful escape because it essentially provides a get out of jail free card at any time for escaping an encounter.
The objective is to create a mechanism that adds risk to an encounter. The idea adds a mechanism for forcing a thief to stay in a fight instead of being able to vanish without a trace and reset the fight at will and with high frequency.
While non-crit and chilled ideas are great ideas, they still don’t fix the problem of no fight commitment that thieves are entitled to
While thieves should not be easily trapped in every fight, there should be a stealth counter mechanisms that increase the degree of difficulty in fleeing an encounter.
The problem with the idea is that burning is plentiful, easy to apply, and easy to maintain.
It might be better to add an illumination buff to only certain burning abilities that applies a 2-3 second debuff on thieves and mesmers that prevents them from stealthing.
Why should a class with 10k base hp and medium armor be forced to commit to fights, especially seeing as how their sustained damage can’t hope to match that of Warriors or other high durability professions?
And why burning – a condition that is easily inflicted by literally every non-Thief profession? Hell, anyone can equip Forge(?) runes and get a free, long-duration burn against the Thief as soon as they drop to 50% health, along with a free 10 second Protection to make the Thief’s forced commitment even more useless.
Your idea has no merit. Thieves are SUPPOSED to have commitment issues. Give them enough base health to survive a sustained encounter and then talk to me about forcing commitment.
elementalists have the same base health and LOWER armour than a thief not to mention any non bunker ele is more squishy than a thief and deals far far lower damage. Yet people and in particular thieves that i come across complain about eles having an escape mechanism.
warriors will most likely be buffed in the next update too
Just for fun…
Professions that benefit from reduced AoE effectiveness:
- DD eles (They’ll be even more FotM because other elementalists will be weakened)
Professions that are weakened from reduced AoE:
- Non-DD Elementalists (they’ll be the hardest hit with four attunements designed for ranged AOE)
I don’t know if that’s entirely accurate but it’s my assessment.
DD eles are all AoE with the exception being the earth auto attack
I’d be very disappointed in Anet if eles got nerfed and thieves, which are so brokenly OP, were left as they are.
Thieves are single target so nerfing all AoE is effectively like buffing thieves. Regardless I expect thieves to receive a 50% buff to damage and have an additional 2-3 seconds placed on all stealth abilities to compensate for culling being fixed soon.
My suggestion would be to have class and possibly race specific emotes, for example an elementalist could /ele and the emote would be of his/her character meditating on a rock floating in the air with fire swirling around and lightning flashes
a warrior could /warr and the emote would be of the character standing proudly over a dead serpent with a greatsword plunged through its head
a thief emote could be the characters turning itself invisible and then becoming visible with gold coins all around
a necromancer could emote their character practising dark arts such and souls surrounding the character
these are just examples and im sure they could be much better but i like the idea of some unique emotes which could showcase a classes abilities, there are times when large groups of players are gathered together either for meetings, WvW reset, guild events and so on when these could be quite nice to have around and if done right they could be better than /dance in my opinion