(edited by Drewberry.3426)
Showing Posts For Drewberry.3426:
I think the winter’s presence aura would look really amazing with the shoulder scarf.
Please make a way to combine the two?
Happy Wintersday Everyone
So my question for this thread is: What are some of your favorite places in the world of Tyria that you would be sad to see go and why?
There is a discussion in Lion’s Arch about the new lighthouse (at Phoenix Roost) causing light pollution that makes stargazing for an asura astronomer difficult.
Some questions to hopefully spark discussion
- If The Grove burnt down, would you be interested in engaging in quests to regrow it? Would you even pay gold to help speed the process?
- If there was a really neat place to view stars and create fan-made constellations, but the light pollution made it only partially accessible, how do you think people would react?
- If chemicals from Charr machinery caused dragon fire to ignite and spread faster (dealing more damage in an encounter) do you think people would engage in quests to reduce the emissions.
You can probably guess by now what I’m trying to get at
Do you think there are ways to integrate more of Tyria’s environment into gameplay and really make people care about the world?
I would love to hear some ideas about quests, world events, or maps centered around a Tyrian environmental issue.
Or simply just say what some of your favorite places are that you fear Anet will destroy in the future :P
^Light Pollution npc dialogue
(edited by Drewberry.3426)
Has been incredibly enjoyable
I don’t even know where to start talking about it.
Story: I just made it to Chapter 14 and every story instance so far has had me craving to know what happens next. I can confidently say that the story has been far more engaging than the original personal story and really digs into the Guild Wars roots it seemed to have strayed away from. There’s far more focus on the Lore and the fantastical world they’ve built upon, resulting in far more compelling characters that have much greater depth. Not to mention each instance has had interesting game-play mechanics relating to the masteries needed for the mission.
Music: Is absolutely phenomenal! After the first hour or so, I plugged in my headphones, turned my effects way down, the music to max and have just been blown away time and time again. The music really captures the mood and feel of each location.
I also want to throw out there, in this section, that much of the voice acting seems to be very well done (Canach and the asura player character are among my favorites so far).
The Jungle/Art: The jungle is gorgeous. The first time I made it to the golden city of Tarir, I immediately turned off my UI and started taking screenshots as I got lost exploring the place. The hylek villages, the underground cave systems, the lost cities, the creatures; the aesthetic of each is clearly definable and I really don’t know what more you could ask for from a fantasy world jungle. It is a little rough on the framerate in places though :P
Extra: I love the interaction of the skritt with the exalted.
The throwback to GW1 golemns was incredibly nostalgic.
Criticisms:
The only thing that has really detracted from the overall experience was when multiple masteries started to be required for a single story piece (updraft to bouncing mushrooms and then the jump to rank4 poisons). And this is currently being addressed because the devs seem to agree.
https://forum-en.gw2archive.eu/forum/game/hot/Change-to-HoT-Story-Gating
I am personally pretty ok with the set up for elite specs. I like that it takes time to unlock them and that they grow with the player, but it is possible that at least the baseline traits could be unlocked sooner. I am having a great time on my asura engineer, but with the content being a bit more challenging than normal, I have simply found it more effective to stay on specs where I have access to all my traits.
But besides that, I am having a great time and can’t wait to see more of what’s to come.
Thanks to all those working hard over at Anet!
There seems to be a slight bug in the guild roster where it gathers information about the crafting level of guild members
In the attachments below, my ranger has 400 points in the chef profession but is being displayed as 40 in the roster.
I originally popped into the beta just to check out the new baby dargons (adolescent wyverns) but ended up playing for most of the weekend because I ended up having a lot of fun
Druid feel great and the new pets make me incredibly happy.
That said, I think there are a few constructive criticisms and notes I can throw out there.
Solar Beam: People have been complaining about lack of damage, but I felt the opposite. Against most enemies, this skill was doing as much, if not more than greatsword auto-attacks. If you walk up to an npc or party member out of combat, this skill will fill the astral bar (not sure if this is intended).
Astral Wisp: This skill is really fun to watch, but the healing is a little underwhelming considering just how much astral form skills heal for.
Ancestral Grace: This was the skill I had the most mixed feelings about. It’s great for mobility and has a pretty nice heal at the end, but being unable to dodge or redirect the trajectory during the skill seems a bit awkward. Perhaps have the skill heal for a bit while you are moving?
Vine Surge: Incredible reach, nice damage, fair immobilize.
Sublime Conversion: I think this skill is in a good place. It is a neat take on traditional reflects and the low cooldown makes it a very appealing skill.
Astral Form: The form feels absolutely great for support and healing, however, the resource generation seems a bit off. The gauge fills incredibly fast and lasts for ages. I really hate to say this, but it seems just a little too accessible. This is a minor thing, but the stance your character takes within the form is a bit wonky.
Cosmic ray: This is the druid skill I feel has the most room for improvement. I hardly ever found myself using it because the radius was very small (people moved away from the landing location constantly) and it was easier and more effective to use the other healing skills.
Seed of life: Simple and clean skill. People can easily see when they need to be close to it and it offers nice healing and condition removal.
Lunar impact: Fun to use and effective skill. The added interrupt feels great to land and the skill really does have “impact.”
Rejuvenating Tides: This skills is crazy effective. While running around in large groups, the numbers this skill offered seems just a bit too much and the low cooldown meant a couple of druids could heal off a huge attack from an enemy in a matter of seconds.
Celestial Avatar: I think people underestimate how good this skill is. Being able to pulse out slow and cripple is very strong when facing enemies and well worth the root. However, the skill is rather difficult to use in pvp situations.
Glyphs: I honestly avoided using the glyphs. Not that the effects aren’t strong, but they just seemed a bit lackluster or flavor lacking.
Overall though, very happy with the class and had a ton of fun this weekend.
Also the baby dragons make me so very happy and can’t wait to have one at launch ^^
Edit:
Coming back to this post after experiencing the Vale raid content
I had stated that I thought the astral form was too accessible, I was wrong.
It felt great pumping out heal after heal, but I could still hardly keep up with the constant damage that gets dealt by the raid bosses.
I can see why things are set up the way they are currently and really, it’s pretty great. There really is reason to have support in groups now and cele gear made for a solid experience.
(edited by Drewberry.3426)
There seems to be a lot of really negative views on the idea of the new elementalist spec, Tempest, getting warhorn. Despite this, I am incredibly excited by the idea and aim to show players why such a weapon could offer eles a completely new style of play.
The core philosophy/idea of the tempest is “Calling the Storm” or “Becoming the Storm”
Which already adds to the flavor of a warhorn.
So how can this be accomplished as a game mechanic?
Here are my predictions:
Ele resource bar: The skill predictions I have come up with center around the idea of a resource bar that I will be referring to as a “mana bar.”
This idea comes heavily from the Revenant energy bar and their vengeful hammers skill (hammers swing around the player and have an upkeep cost of energy)
Warhorn #4 Skills: Whirls/Auras/Forms
These skills are upkeep skills that persist through attunement changing.
(Either swirling around the character like vengeful hammers or changing the ele into an elemental form)
For example:
Fire Warhorn Skill 4: Create a field of fire around the user that deals damage and periodically inflicts burning. Drains mana each second (upkeep).
^ This would be the most basic example I can think of. So while in air attunement casting lightning whip, you would be dealing additional damage from your fire form.
Water Warhorn Skill 4: Create a field of water around you that heals you and nearby allies and periodically chills foes. Drains mana each second (upkeep)
Air Warhorn Skill 4: Create a static field around you that stuns foes and periodically inflicts vulnerability. Drains mana each second (upkeep)
Earth Warhorn Skill 4: Create swirling sands around you that grants you and allies additional armor/toughness and periodically applies blind to nearby foes. Drains mana each second (upkeep)
Ele’s are unique in their versatility and ability to adapt to any situation. These skills would support this fundamental strength and idea.
For instance: If you had a more healing based role in a situation, you might consider Earth 4 to keep yourself alive while aiding allies in water attunement. If a group is stacked but if taking heavy damage, you might apply Water 4 to heal yourself and allies and dps in fire attunement. (Attunement mixing in a sense)
Warhorn #5 Skills: Storm Skills
These skills would be skills that further add to the learning curve of the mana bar. These skills would have powerful effects (most likely similar to glyph of storms) but consume a large amount of the mana bar. Meaning it would be more difficult to have an upkeep skill active as well, but still maintains the idea of “calling the storm.”
Fire 5: Create a storm of fire at target location that deals heavy damage and burns foes.
(Consumes a large amount of mana)
Water 5: Create an ice storm at target location, chilling and bleeding foes.
Water 5 alternative: Create a storm of water that heals allies and chills foes.
(Consumes a large amount of mana)
Air 5: Create a storm of lightning that stuns foes and inflicts vulnerability
(Consumes a large amount of mana)
Earth 5: Create a sand storm that blinds foes
Earth 5 alternative: Create quicksand at target location, pulling foes and slowing them.
(Consumes a large amount of mana)
Misconceptions:
- Warhorn is a support weapon: Nothing says it has to be.
- Warhorn must be an offhand: Weapon damage can be modified for main hand.
- Warhorn is a lame weapon: Sounding the call of war or the fury of a storm, lame? It all depends on how you imagine it.
One final crazy speculation:
Perhaps ele melee skills were found because the warhorn changes main-hand dagger skills to be physical (similar to thief 3 sills). This idea is really far fetched, but feel free to comment.
I know that these are a bit of a stretch, but I hope this thread will open people up more to the idea of a warhorn. Most of these skills fall apart without the idea of a resource bar, but i’ve had fun speculating. So i’m happy to hear what people think and encourage people to post their own speculations.
A butterfly knife dagger skin with some idle animations would be pretty neat as well
I would love to see a fedora and/or trilby
:3
Poker tables, fishing, musical instruments and bank slots for the dungeon tokens =)