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Trait Points, leveling in PvP ?

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Posted by: Eggshen.2671

Eggshen.2671

oooooooooooooooooooo……Thank you for the time to reply to a newb question though!

Trait Points, leveling in PvP ?

in Guild Wars 2 Discussion

Posted by: Eggshen.2671

Eggshen.2671

I dont get skill or trait points when I level…is this going to be a problem when I hit 80? I know skill points are easily obtained elsewhere.

What about Trait Points?

(yes I searched, didn’t pop what I was looking for)

The thief and its gameplay - Your feedback [Merged]

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Posted by: Eggshen.2671

Eggshen.2671

Thieves just need some more versatility. Dagger/Dagger is fun, but other classes can weapon swap, get fresh cooldowns, and rotate. Thieves have Initiative…and …subpar skills/weapons to switch to

/shrug

What we expect in Jan 2013

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Posted by: Eggshen.2671

Eggshen.2671

Change S/D to a more fun, dynamic and effective option? Please?

Thieves, weapons, and swords...

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Posted by: Eggshen.2671

Eggshen.2671

One other issue beyond the glaring weapon options: Initiative.

All other profession run a cooldown system. Thieves have a cool mechanic that allows for burst or a more “chosen” oppurtunity. However, in longer fights, pve and pvp, thieves are left resource starved. I know certain specs can alleviate this to a point, but still a valid observation. Off topic though.

Make my sword more effective please =)

Thieves, weapons, and swords...

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Posted by: Eggshen.2671

Eggshen.2671

I posted this on the “Thief Feedback” forum. At the risk of redundancy…

What’s up with Thieve’s weapon choices, or rather, lack thereof…

For me, the Thief’s biggest issue is weapon viability. Overall, it is 90% dagger/dagger. I would like to see the sword reworked to be a bit more effective, and have a benefit when used from stealth.

Also, using a sword in the offhand would be nifty too.

PS: Anyone use sword in a viable and fun build?

The thief and its gameplay - Your feedback [Merged]

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Posted by: Eggshen.2671

Eggshen.2671

For me, the Thief’s biggest issue is weapon viability. Overall, it is 90% dagger/dagger. I would like to see the sword reworked to be a bit more effective, and have a benefit when used from stealth.

Also, using a sword in the offhand would be nifty too.

My opinion of underwater combat

in Guild Wars 2 Discussion

Posted by: Eggshen.2671

Eggshen.2671

I think it is fine. It should have a level of confusion, your underwater and fighting with an extra axis….z. Think of air combat, fighter pilots have to think about a X,Y and Z plane.

Thank you Anet.

in Guild Wars 2 Discussion

Posted by: Eggshen.2671

Eggshen.2671

Thank your for making a game that:

Allows me to play a fun mmorpg in a casual manner
Has active dodging
Got rid of the stale “trinity-roles”
Has the most balanced classes in pvp in a LONG time
Has running cast bars
Auto levels me so I can play with homies
Has no montly fee
…and a host of others.

Good game, well done.

PS: A dungeon group finder would be nice though =)

In my view, the Trinity Needs to Come Back

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Posted by: Eggshen.2671

Eggshen.2671

NO! I am really enjoing the “non-trinity” play. Trinity came into play way back in the old Everquest days some 15+ years ago. It is an excuse for poor game design. Trinity gameplay is a cop-out. Just because you are used to it or the other “ancient games” use it, doesnt mean people like it.

Besides all that, most didnt find pure healing or pure tanking fun. 45minute queue anyone?

Keep up the fresh and good work Anet!
/cheers

Edit: PS: Any game that even thinks about doing tab target, single target, no passive dodging, blocking, etc….goes back into the 1999 gameplay box. Boo.

(edited by Eggshen.2671)

Hammer, a bit slow aye?

in Guardian

Posted by: Eggshen.2671

Eggshen.2671

uh…speed up the third attack aye?

Thanks.