Showing Posts For Corbenic.9261:

Affliction towards heavy armor users?

in Guild Wars 2 Discussion

Posted by: Corbenic.9261

Corbenic.9261

Whoa. whoa. whoa… Did you just say Rangers and thieves were getting only buffs? Sir, we obviously have two very different meanings of buff then because nothing that the Ranger got in the Dec 10th that is going to do anything for it in a meaningful way.

I almost stopped reading but you redeamed yourself at near end.

I think this is a case of misinterpreting the post, and somewhat shaky wording on the OP’s part. If I’m understanding this right, OP is complaining that ArenaNet favors heavy armor classes over the others (by the way, I think “affinity” was the word you were looking for in the title, OP), citing that said heavy armor classes are rarely nerfed, often buffed, and are given a variety of perks over their light and medium armored counterparts.

"The Priory Assailed" - Entrance Intended?

in Bugs: Game, Forum, Website

Posted by: Corbenic.9261

Corbenic.9261

Most Personal Story instances that take place in the Durmand Priory have their instance entrances placed at the base of the Priory’s stairs, or in the interior, near the skill point. The story quest “The Priory Assailed” has its entrance placed clear across the zone, near The Thunderhorns, yet when you enter the instance, you still begin at the base of the stairs as per usual.

Is the placement of this entrance intentional, or a bug?

Sound Loss After Speaking to a Scout

in Bugs: Game, Forum, Website

Posted by: Corbenic.9261

Corbenic.9261

My game plays normally until I speak to a Scout. I can view the scene of them explaining and revealing Renown Hearts just fine, but after the scene (whether I skip the dialogue or allow it to play out), all voices and sound effects are muted. Music remains unchanged. This muting effect persists until I go to another zone (or into a Personal Story instance).

Can anyone else confirm/deny this as a bug?

I only do WvW. My view of what is broken

in Guild Wars 2 Discussion

Posted by: Corbenic.9261

Corbenic.9261

It blows me away how they can have created this massive world for exploration and play, yet people disregard it all so that they can trade forts back and forth every hour…to each their own I guess. I suspect, however, that this is why they decided not to make the rewards on par with PvE – they don’t expect you to play only that game mode.

I couldn’t disagree more on the anonymous names thing. One of the only things that makes me ever want to play WvW is the fact that the enemy can’t identify you. People are unnecessarily hostile in PvP. I don’t want to get adversaries or enemies because people online are total kitten. The further I am separated from their inflated egos and insecure, trakittenalking nonsense, the better.

I agree with this, wholeheartedly. I’ve never understood why people say that GW2 is “a PvP game” or “a PvE game.” I believe it’s equal parts of both. Why should players pigeonhole themselves into only one part of the game? There are things to see and enjoy in all aspects of the game.

As for wanting names in WvW: I personally think it’s a terrible idea. As Sil so correctly said, PvP communities are unnecessarily hostile, and adding names to WvW seems to serve no purpose other than facilitating trakittenalk and ill will. Besides, if you want to make enemies, sPvP seems to accommodate that just fine. It is “Player vs. Player”, after all. World vs. World is just that – the servers battling each other. Less about the part, and more about the whole.

Minor Changes to Make Combat More Active

in Suggestions

Posted by: Corbenic.9261

Corbenic.9261

when I first made my mesmer in the beta event, and went to the human town where you had to shoot targets with a rifle, I was somewhat amazed because I thought normal rifles used the same mechanic of having to hold down the skill button for more charge.

Why they didn’t use this system is a mystery to me, for it’d make some skills really awesome.

If memory serves, didn’t Churning Earth’s tooltip allude to charging the skill until recently? A mystery, indeed.

Minor Changes to Make Combat More Active

in Suggestions

Posted by: Corbenic.9261

Corbenic.9261

Back before Guild Wars 2 was released, I had a certain mental image of how the combat system would work, based on how it was advertised. Even now, if I were to simply read threads about PvP builds or strategies, I still get the feeling that the game shares some gameplay factors with fighting games.

That said, I feel that it would interesting to incorporate such elements into the combat system itself. Admittedly, it may be unlikely for these changes to be implemented, since I don’t know the specifics of the game engine, but a few examples of what I mean, off the top of my head:

Elementalists’ Churning Earth: Instead of the current, static 3.25 second cast time, the skill is “charged” by holding the button. Can be triggered at any time during the cast by releasing the button. The longer the charge, the larger the area, and the higher the damage/bleed. For balance’s sake, I imagine a threshold would have to be set for the Blast Finisher (i.e. The Blast only triggers if charged the full duration). This allows the skill more flexibility, as casting it no longer forces you into a full cast, but also adds a bit more strategy. Opponents will have to gauge whether or not the Elementalist is just baiting a dodge, or actually going for the full charge.

Necromancers’ Epidemic: When cast, the spell “marks” the target. The actual trigger of the effect can be delayed by holding down the button. If the button is not held, the spell happens as usual. If delayed, the target will stay marked for a certain amount of time, and Epidemic will trigger when the button is released, or if the set amount of time expires. This adds a bit more strategy to the spell; targeting a loner in WvW that’s retreating to his zerg? Mark him and delay it, forcing him into a dilemma. Does he continue to his zerg, endangering his allies, or does he avoid the backup, likely resulting in being caught by his pursuers?

Warriors’ Rush: While channeling, the skill is replaced by “Backpedal.” Backpedal causes the Warrior to stop his advance, and jump back to his starting position. This could be used a variety of ways; force an opponent’s attention solely on preparing for your attack, only to back off, creating a distraction for your allies; bait an opponents dodge, block or catch-counter; dodge possible punishes to Rush (i.e. the Elementalist you just Rushed laid a Lava Font on himself).

Thoughts? Criticisms? Anything to add?