Showing Posts For Dakkaface.8510:
Thanks everyone for giving us some feedback on this system we’ll meet internally and discuss this system some more as I think there are a lot of valid points being brought up here.
I’m glad it’s going to get looked at. It’s not an inherently bad system – it’s major failings can all be easily adjusted.
1) Changing the level at which you get traits. Setting it to 15 would put it at parity with the original trait system at let people explore traits earlier.
2)Changing the requirements to unlock traits to something more sane. Tying it to champions that will require an active zerg hoses people not on during champ spawn times or during non-peak play hours. Map completion is long and tedious. Why not tie them to a named veteran mob or more regularly occurring events instead of champ and group events? Especially with Adept level traits. Adept level traits should be dead easy to acquire. If you want to scale into Elites and Champs for Master and Grandmaster traits, okay, but the effort required to get even basic traits is way out of whack.
3)Scale down cost. If you’re not going to make the unlocks available earlier and with more sane requirements, then at the very least make the traits cheaper to buy outright. I know you’ve given us the ability to get the free and the increased cost is part of that, but it’s very easy to level to 70+ and not unlock a single trait. It’s not currently an organic system like we were hoping where one could unlock traits just by playing, and some of the higher tier ones required a hunt or adventure. The only recourse is to buy them. Buying traits used to be a cost of just over 3 gold. Now it’s 43 gold and 360 skill points. That’s bananas. Veteran players can afford that on our alts because we have banked gold and skill point scrolls, and even then it’s annoyingly unfun. It’s soul crushing for a new player.
I really hope some good change comes of this.
On a lighter note…
You could play Jumping Flash to train yourself for the upcoming LS…
Sad but true.
“Let’s go, Robbit!”
Ahh, good memories. Gotta go look out my copy now!
Wow. Blast from the past. I should go see if it’s one of the games sitting with my old PS1 in my parents attic.
Or…they can allow Thieves to throw spears, just like what Paragons have…or, give us the Scythe as our 2-handed weapon…ooooo
neither of which are very thief-y, now are they.
Guild Wars has no weapon restrictions and Assassins use both types of weapon. Surely Thieves can wield them too.
guild wars also heavily punished anyone for using a weapon type they weren’t specced into. the only good way to run, say, spear on an assassin is if you were assassin/paragon and dumped half your points into paragon lines. and i’ll be hard pressed to find an A/P build.
the only weapon people would use without bothering with attributes was bows, because you were only using them to agro enemies before switching back to your main weapon.
If you were a weapon using build you pretty much always ran with 9-10 ranks into X mastery anyway, and you only lose out on maybe one point. I ran Assassin/Dervish for quite a while after Nightfall hit until they hit the combo with the nerf bat.
Skill Name: Assassinate
Description: Instantly stomps the opponent.
Cast time: 1s?
Cooldown: 120s?I believe it fits the class and could be a potential elite that makes thieves a big threat in teamfights.
Would you replace basilisk venom for a skill like this?
What does this skill offer PvE players?
If we’re going to start porting City of Heroes power sets into GW2, I’d rather see a Mastermind first.
I forget the name of the quest, but there is a really involved quest in Lornar’s pass where you get dwarven items at the bottom of a lake and then researcher kitten the items up from a guy and there are some Bloodstone Shards involved. There is no chest for that one and I really think there should be.
That one is in the OP. The end of that event chain is Defeat Lord Ignius the Infernal and has three events preceding it.
I recall it being a bit odd that it didn’t have a chest, after doing three events and fighting a champ, it was a bit… flat for an ending.
A single crossbow would be a good weapon, an alternative to simple bows for ranger or an ambush weapon for thief. The problem is that a crossbow carries exactly one shot, which would make a barrage-esque ability impossible. Still possible by MMO standards to have it for single-target DPS, though, especially in doing high direct damage and delivering poison.
Muzzle loading pistols and rifles also only carry one shot and can take even longer to reload – that doesn’t stop us from having skills like Unload, Repeater or Sneak Attack where the pistol fires 5+ shots in rapid succession.
If they don’t want to give us lots of options in offensive skill selection a la Guild Wars 1, more weapons would be a good. Polearms and crossbows are a good place to start.
I’m a leader in a fairly small guild, of IRL friends. There’s only 10-12 of us, and only 4-5 are active players. I try to spend our influence where it will get us the most benefit, as we don’t get a lot of it.
So when looking down the chart, I’m a disappointed to see ‘dead levels’ in the upgrade trees where there’s absolutely nothing gained except the ability to get the next level of upgrade. After you get Architecture Level 3, what do you unlock? The ability to pay for Architecture Level 4. Politics 5 and Research 2 are also dead levels that offer no benefit. Art of War is the only tree with no dead levels, and since my guild largely ignores WvW and PvP for PvE, it provides us with little benefit.
Can we get at least 1 option added to each of these to keep them from being time wasters? If the issue is balancing cost, why not just eliminate the dead level and make the next level up cost more influence and time? They don’t serve any purpose now but to frustrate guildies and delay you from getting to the upgrades you actually want.