Showing Posts For Cyzaine.8061:
OH pistol is pretty awesome as is in. Leave it alone… or maybe drop its init cost of 4 by 1… please?
Not that it makes much of a difference to our short bow, but my guess is it was a change to the entire mechanic, game wide. I notice a lot of mob projectiles (like those in cursed shore) that used to home, I can now just side step rather than dodge. Helpful in PvE that’s for certain.
I bought it with cash.
Hurry up and release the infinite sickle and infinite axe so I can buy whose with cash too!
GW2 Raid
Almost everything for a fun, enjoyable, unique raiding experience is already in the game. It just needs to be brought together. Here’s an unoriginal idea I probably read in these forums at some point.
Instanced Versus NPC WvW Borderland
You and your team begin in a tower or keep of some kind. You have about 5 minutes to set up a preliminary defense and pick your difficulty. Defenses include Siege, placement, NPCs, and moving some of your guildies to nearby locations. You are confined to an area around the tower.
After set up time occurs, the NPC’s attack… Depenending on difficutly the type varise, but the important part is it is pretty relentless.
Start with melee mobs rushing at your gate.
Bring in archers.
Bring in engineers trying to set up siege.
Bring in dredge tunnlers inside your court yard.
Bring in charr tanks that care not for your gate.
Bring in Harpies dropping goblins on your battlements.
Bring in air ships to bombard you from above.
Bring a kitten Dragon if it’s hard enough. Lets see your guild hold a tower against a living fire breathing flying siege engine.
Keep the supply concept from WvW in here. Force a split in your raid to get supplies and maintain supply lines. Force your raid to figure out how to get across the map to take out an ‘asuran siege laser’ from a nearby keep.
Lets not stop there, lets have bonus chests spawn around the map. They are locked, so you get a team with a Dolyak to capture it and it’s brought back to your tower so everyone can open it. But can you spare enough people to retrieve it? Can you clear a big enough path through the horde to get it in? Risk Versus Reward!
You hold out long enough (Say 30 minutes to an hour) and Destinys Edge (or someone) comes in with the cavalry to relieve you. Your raid gets a nice big chest and progress towards a title of some kind. Probably some guild commendations too.
Boom something that is easily tweakable, quite a lot of fun (hopefully), and with enough variance you shouldn’t get bored. Plenty of potential for bonus events, and enough enemy variation and staying power required that builds that aren’t pure DPS should be able to excell and really contribute.
Size
Min 5 to whatever. GW2 has scaling and they are testing the new scaling system which can make things pretty tough (think Krait Lab near Teq for example). Probalby want to cap it somewhere around 20 for sanity sake.
Variants
Maps are the ‘easy’ one. Holding a Tower versus Holding a Keep versus Holding a Stonemist like structure. Even Holding a supply camp could be entertaing. This idea is easy to expand to say the least.
So for lunch the other day I was going to go to 5 guys and get a burger. I decided to go to subway instead and get a sandwich! The day after that I decided to bring in my lunch to work rather than eat out.
Turns out I saved $10 dollars that way that I would have spent anyway on food, so I bought the cool pick! Now I ate better and feel better AND supported a game I love so you don’t have too AND have a cool mining pick. You’re welcome!
In WvW it’s… limited. Nice when it works, and over time I’ve learned to land it about 50% of the time. Would be nice if it’s cooldown worked like steal though.
In PvE I find it invaluable, particularly in dungeons. You’d be surprised what you can single pull from groups with it, into the waiting hands of your team mates. Used it a lot when my dungeon team was learning Arah to make some of the pulls more manegable. Being single target becomes a feature there.
Our ‘A Team’ fractals group (only about 18 or so, so far) is:
Control Guardian
Support Elementalist
DPS Thief (me!)
DPS Warrior
DPS Thief/Ranger/Necro/Mesmer (depends on whose online)
Guardian and Elementalist tend to stack our might up to 25 with ease, and we let loose. Quite fun in most fractals (dredge gies us trouble but we also don’t use any of the accepted ‘short cuts’ or tricks), and we stomp all over any SM and EXP regular dungeons. I think our best time in CoF p1 is 9 minutes, which ain’t bad.
As a thief it’s one of my favorite fractals. Lets me use a ton of moves in PvE I don’t usually get to do. I like to take the farthest one back, and between Shadow Steps, Run Speed, Roll For Initative, Withdraw, Dagger Spin (for stability), I can sometimes beat the guy who has the spider cave one.
Definitely have to be will and ready to break from your usual traits and utilities for this one, but it’s pretty refreshing becasue of it.
Just piping in that JQ has alot of experience fighting and alot respect for [WM]. I’m not alone in saying I look forward to fighting them again, should they return to T1.
If you’re having trouble with the revives, you can revive NPCs. Those count. It’s revive allies, not players.
Dodge works in AEs. If you’re in WvW, and get arrow carted you’ll get 5 in about as many seconds.
Overall I finished the new dailies quicker than the old ones. The only one of concern should probably be the ally combo kill one. That one would actually change solo gameplay, and for the moment that one is out of rotation.
Not that you are probably actually looking for advice, but you don’t have to double tap to roll, you can just push the ‘v’ key. And if you dodge through a stationary AoE, say like a poison cloud from drake breath just south of lions arch (or say an arrow cart AE in WvW) it counts. No reflexes required, no tension, just find something dangerous, let it hit you, THEN hit ‘v’.
Wait what? I can’t belive I’m reading this… Clock Tower took me 4 hours and it WASN’t fun nor good. It also wasn’t fun when I had a giant Charr in group and couldn’t see a thing…
Takes all types =) I’m not alone in my adoration for the clocktower, but not all of us grew up speed running Ninja Gaiden 1. I had room mates who couldn’t do it, but I finished it on characters of every race (I’m obviously not a great roommate as I didn’t do it for them).
But as this is about the Winterday puzzle, the guy earlier in the thread who suggested multiple exit points from the puzzle is probably on to something. Have a long puzzle, where you can ditch out at various points for escalating rewards. That seems like a solid design suggestion. Would have been cool to say, continue past the puzzle box exit and up the mountain further for a different exit. As long as it doesn’t escalate the wait time further.
My 2 cents.
Clocktower took me about 4 hours total to clear the first time. The first hour was rage, but by the end it really brought me back to old NES platforming games. For me this was a good thing.
Wintersday puzzle took me exactly 4 tries to clear the first time. It took me another 20 or so runs before I realized all the mechanics (like the wind, or the always safe path across the boxes).
Clocktower was better, but wintersday had its up sides.
*The snowball fight in the waiting room was a nice touch, but doesn’t help you get better at the puzzle. Maybe add practice jumps you can play on safely instead.
*Seeing the other jumpers was great. No complaints about that, wish it was that way in the ClockTower
*The multiple routes were nice, and I was excited to try them all. That they weren’t very different and none were ‘hard’ routes was dissappointing.
*The ‘secret’ jump bit in the reward room was a nice touch. Watching other jumpers from there was fun.
Overall, I look VERY forward to the next event jump puzzle. These have been my FAVORITE parts of the each content push, so PLEASE don’t tone them down. If you have to tier it, do so, but keep the challenge for those of us who love it.
TLDR; Clock tower was a work of art. Wintersday isn’t as good but is fun at least. Don’t drop the challenge!