Showing Posts For Cy Pres.4280:

Next gw2 Expansion Class?

in Guild Wars 2 Discussion

Posted by: Cy Pres.4280

Cy Pres.4280

I think there’s room – both in lore and combat role – for the return of the Dervish. While the Dervish was always associated with the human gods, the magics and spirit of the Dervish was mysticism and nature rituals. Appealing to whatever form of divinity their race would seek – be it the human gods, the eternal alchemy, etc. – would make at least as much sense as the ongoing Charr elementalists.

Role-wise, the Dervish were the “pressure” fighters. Applying consistent melee damage to all mobs in range – rather than spiking damage like a thief or warrior. Although the “teardown” mechanic (removing an enchantment from yourself to gain a benefit) has somewhat transitioned to the guardian, I think there’s still room. Guardian is being altruistic – giving up their regen / aegis for others. Dervish was always about stripping an enchantment to dish out more damage. That kind of gameplay would take place on the skill bar – it means bringing in enough enchantments on your weapons and utilities to strip some to deal the damage you need.

As for a profession mechanic, the Dervish has something called a “Flash Enchantment” in GW1, which meant no casting time, no aftercast, but a recharge on all other Flash Enchantments. You could give the Dervish a set of uses (like the Mesmer illusions) or a bar (like Necro or Warrior) where she can click Flash Enchantment to make her next skill – whatever it is – be instant, but double the global cooldown that’s triggered as a result. Adds a strategic element to when to use the ability, etc.

If new weapons are in play, the scythe is a must. But if not, Necro already changes his staff to a scythe, there’s no reason the Dervish couldn’t as well, and it would serve the double purpose of having a class use the staff as a uniquely melee weapon. Dual daggers (used primarily to strip buffs from nearby enemies / the “control” kit), a main hand axe (used primarily to spread conditions from nearby enemies to others), and an off-hand focus (wind spells/speed and boons) and shield (earth spells/personal protection and armor) round out the kit.

“One cannot think well, love well, sleep well, if one has not dined well.”

We need Outward Scaling, not just Upward.

in Dynamic Events

Posted by: Cy Pres.4280

Cy Pres.4280

Make mobs so that they have at least a gram of gray matter with which they can conclude that AoE = bad! So they… Move out of it?! Sounds crazy enough to work, right?

From what I’ve seen, there are some mobs that absolutely move out of wells, marks, etc. Enough to stop what they’re doing, or no longer try to melee attack me. But, it’s not at ALL consistent.

“One cannot think well, love well, sleep well, if one has not dined well.”

Dungeon Updates

in Fractals, Dungeons & Raids

Posted by: Cy Pres.4280

Cy Pres.4280

@Cy Pres, I don’t think you get it. It now costs you money to run these dungeons.

There is now zero incentive (and in fact, a huge disincentive) to run dungeons because you literally lose money every time.

I absolutely get it. What I don’t understand is why you’re willing to go to a job to make $60 to buy the game, but not spend virtual money to play a dungeon, have some fun, meet new people, and experience a different side to that game?

“One cannot think well, love well, sleep well, if one has not dined well.”

Dungeon Updates

in Fractals, Dungeons & Raids

Posted by: Cy Pres.4280

Cy Pres.4280

I never once saw something advertised that this was a completely grindless game, I saw that you didn’t need to grind to have an edge.

Which is completely true, and remains true.

As a casual 1-2 hr/night gamer, I really struggle to see how this is going to impact my playstyle. So far I’ve only done story modes through Sorrow’s, and have done a single Explore of the Catacombs, and they’ve all been really fun for the sake of being fun. I enjoy the group struggle, the need to switch up tactics, etc. If somewhere in the middle of the dungeon I get some good karma, exp, loot, silver, whatever, then even more awesome.

What every single bad post on here reflects is the WoW mentality. “I’m not going to do X part of your game unless I’m rewarded.” If it’s too expensive for me in repair/transport costs, or takes too much time to get a reward I could get for less time elsewhere, or the reward itself I’ve deemed insufficient/ugly/useless, then I’m not doing the dungeon.

It is, in fact, the most bizarre response I’ve ever heard to a video game. I can’t imagine applying that rule to any other genre, because most people are capable of playing a game and letting the enjoyment of playing that game be its own reward. The feeling of beating the gravelings after about 30 tries, by constantly switching our skills, traits, strategies, divisions. Or of having to suddenly switch my entire necro build mid-dungeon because a golem boss eats conditions for breakfast.

If you need a paycheck to play a video game, it’s work. You shouldn’t be playing it.

“One cannot think well, love well, sleep well, if one has not dined well.”