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Nerf AOE range in WvW

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Posted by: Fipmip.7219

Fipmip.7219

By bringing the zergs closer together, you’ll probably see glassy artillery classes stay further towards the back, dart in to get off a few bombs and then use abilities to escape out again. As it stands now these classes are at the front, trying to lob their AOEs into the enemy as much as they can. We want heavy classes to lead the line, and duke it out with other heavies, all the while protecting their glassy characters. If they do their job right then glass cannons should be hard to get to among the rest of the zerg. Overall I’d say being a glass AOE cannon would become riskier, but in my opinion this is the way it should be. As it stands, AOE classes have too much range to allow heavies to close the gap.

Not like it’s super hard to get into the opposing zerg’s backline now. Not to mention that once you’re through that long distance AoE you don’t take any damage at all. This whole kerfuffle is much ado about nothing.

I know that probably more than many due to playing thief a lot, it’s just who’s going to follow me? I’m trying to make your average everyday zerg be a better experience rather require voice communication and coordination to pull off. I know you probably want to say that ‘we should reward coordination and communication’ but if the tradeoff is to have what we have now for the average player that just wants to jump in and have some fun, well then i say it’s not worth it.

(edited by Fipmip.7219)

Nerf AOE range in WvW

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Posted by: Fipmip.7219

Fipmip.7219

To simplify you wish to ban ele from WvW but your aware that comes across as stupid so you masked your sinister intentions in the form of an arbitrary balance change that would eliminate their value?

lmao

Nerf AOE range in WvW

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Posted by: Fipmip.7219

Fipmip.7219

Skill based play? whats skill based about painting the land between your zerg and their zerg in AOEs and expecting them to run through it and wipe them all with up to a single red circle? Removing the cap would completely solidify large scale warfare into an AOE spamfest, not to mention the load it would cause to have to check against every character in an AOE, rather than just the first 5.

The boon sharing era was all about melee trains and basically no back line.
You want to go back to that boring game play?
There needs to be a balance for both melee and range.

Yeah dude I’m trying to achieve that balance. Currently it is far too much in favour of ranged AOEs. With the new spellbreaker coming out with the potential to remove dozens of boons at once, i don’t think we’ll see a return to those days.

Nerf AOE range in WvW

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Posted by: Fipmip.7219

Fipmip.7219

By bringing the zergs closer together, you’ll probably see glassy artillery classes stay further towards the back, dart in to get off a few bombs and then use abilities to escape out again. As it stands now these classes are at the front, trying to lob their AOEs into the enemy as much as they can. We want heavy classes to lead the line, and duke it out with other heavies, all the while protecting their glassy characters. If they do their job right then glass cannons should be hard to get to among the rest of the zerg. Overall I’d say being a glass AOE cannon would become riskier, but in my opinion this is the way it should be. As it stands, AOE classes have too much range to allow heavies to close the gap.

Nerf AOE range in WvW

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Posted by: Fipmip.7219

Fipmip.7219

I will never understand why people bring up armor weight as if it’s a big debate point.

Maybe because heavy armor users take much less damage so they suit better for frontline?

Assume a 12,000,000 base hit.

A Berserker heavy armor wearer in Ascended takes: 5,284
A Berserker light armor wearer in Ascended takes: 6,100
A difference of 816, about 15%

A heavy armor wearer in Ascended with +1.5k Toughness takes: 3,182
A light armor wearer in Ascended with +1.5k Toughness takes: 3,461
A difference of 279, about 9%

Toughness makes a much bigger difference than armor weight. As you add more, the percentage taken between heavy armor and lower weights decreases.

That’s not to say that guards and revs are not front-liners for a reason. However, that reason is less the weight of their armor and more due to their contributions to the current boon vs. boon-strip meta.

You are correct that the toughness is more important than the type/armor weight.

But there is a difference inherent in them. If the AoE damage became nerfed then Zerg balls become more of a problem as well.

Nerf how far AoE does damage, and remove the AoE cap.

In what way do zerg balls become more of a problem if AOE range gets nerfed? The way i see it now i don’t see how exactly one AOE spamming zerg ball vs another AOE spamming zerg ball is any better than my solution.

Nerf AOE range in WvW

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Posted by: Fipmip.7219

Fipmip.7219

WvW actually has a name for the type of engagement that goes down when two zergs run into eachother: a pirate ship battle. This is largely due to the way you can throw out an AOE damage skill or spell at quite a long range, leading to people not wanting to get close to eachother due to having to run through a red field of AOE markers.

The difference between a ranged missile skill and an AOE is that there are counters to missile skills in the form of reflecting and blocking walls, however there is no such counter for an AOE skill.

It is in my personal opinion that WvW battles should be more close range focused than it is now, and there are two ways i can think of making this happen, by either:

-Nerfing all AOE ranges to be much lower in WvW

-Creating AOE cancellation skills and giving them to a class or spreading them over mulitiple classes

Hopefully either method will cause there to be less ranged potshotting.

(edited by Fipmip.7219)

[Suggestions] Gemstore Items

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Posted by: Fipmip.7219

Fipmip.7219

I think a wider brimmed jingasa (conical metal hat) would be quite popular among thieves and other classes going for a certain style. There is already a mushroom rice paddy hat but there should be a wider, metal version

Non-Flashy Character Screenshots

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Posted by: Fipmip.7219

Fipmip.7219

I made this character to purge all the heretic gaudy people

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Screenshot Thread

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Posted by: Fipmip.7219

Fipmip.7219

I noticed a small incline that everyone seems to stand on when fighting the shatterer makes for a pretty cool screenshot

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After a few days of WvW: My Verdict

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Posted by: Fipmip.7219

Fipmip.7219

Even if it were purely because it’s fun, (it isn’t, but lets roll with it), your change wouldn’t accomplish that.

If you want to accomplish the SMC fun across the rest of the game, change all the maps to have a valuable, powerful, center objective.

No need to add whole new siege weaponry to act as mobile spawn points, which is bound to be bugged since the spawn points already in the game break frequently.

Just give us more central objectives.

Also, consider changing up the skirmishing system. Currently my server will win first place just by maintaining second place.

There needs to be more emphasis on keeping your top place throughout the week.

You need to explain your assertions before I can continue this further, otherwise you’re just making claims without backing them up. I’d say that the reason people keep coming back for more in an ongoing fight is more because it’s fun than because it’s strategic, and we only need to look at the map chat to verify that. You say it’s not the case however, so why do you say that? And how do you figure my solution wouldn’t work? and how can you say the possibility that the spawns might be bugged is a legitmate reason not to push this change? and how would your solution fix the case for servers like blackgate? like i said, every fight in bg is the same, smc or not. My solution would have us fight in more locations, which in principle would be more fun than just a few central positions.

I despise what GW2 has become visually

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Fipmip.7219

I find i don’t mind it. What grinds my gears is people that think they’re good at making cool characters and put down others for having darkly coloured or subtle characters that try to fit a theme. Like bish, its the devs that made the armour cool, anyone can look cool in this game. You gotta do more than look cool to be cool, you gotta have feeling.

If some guy with all gold armour and disco balls for maces and a monocle comes along, well guess what to me that’s cool, that guy has a theme and it’s clear what he’s going for, as opposed to the mishmash of spikes and capes next to him. You gotta have a reason to your rhyme, and anyone that can pull that off without having to tell you what it is, well you have my respect.

After a few days of WvW: My Verdict

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Posted by: Fipmip.7219

Fipmip.7219

Blackgate is really weird.

Honestly, if I had any complaint about my server (PPT wise), it’s that we over focus SMC when other people are holding it.

Everyone does from what I’ve seen.

Spent an entire day running around and defending SMC from both teams hitting it over and over on both sides.

Similarly, when my server was heavily out matched, we spent loads of time re-attacking SMC over & over, just like the other out matched server did.

I think the reason for this, is because it’s actually valuable for smaller servers to hit SMC.

Everyone wants to defend SMC, it’s the freaking castle after all.

So people will pull their entire zerg off of a BL and go to EB to defend said castle.

That opens up opportunities to hit up their BL, or provides useful time to repair up your BL if they were hitting it hard.

You dont think that the reason people just keep hitting smc over and over is because it’s you know, just fun? Perhaps there’s some other reason, perhaps monetary, perhaps strategic? You said yourself, the endless battle for smc is simply a good time. Something i’d like to experience too.

If the reason you’re getting this constant pressure over the central castle is because it’s just fun to be a part of a rough ongoing battle and trying to either just get as many kills as you can or do something to tip the balance, then I really think i don’t need to make my case any more. You can see right in front of you that this is what people want. so lets give it to them.

Stealth?

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Posted by: Fipmip.7219

Fipmip.7219

well, you wouldn’t be able to do things like stealth blast before an engagement, or use stealth to get away from a chaser or 50

After a few days of WvW: My Verdict

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Posted by: Fipmip.7219

Fipmip.7219

Yes I won’t deny that having near respawns will make it almost impossible to demolish larger zergs with smaller ones. It all depends on how the game would evolve over time. If say, The fights devolve into prolonged brawling, but the initial encounter is still that of the two flocks flying straight into eachother, there’s still room for zerg stomping and getting a ton of rewards, even if you probably wont take the castle. On camps or sentry points it could be a different story though. It is in my opinion that this is a sacrifice worth making to make the core gameplay a better experience.

I’m on blackgate by the way, fights over smc are like the same as a fight over any other castle. Your zerg will be away doing something else and another zerg will try and take it, If your zerg is able to to notice and redeploy in time, there will be a short fight and whichever zerg loses probably won’t retry for a while. The only time a defense of smc is actually prepared and waiting for another zerg to attack is when it was retreating away from the attacking army and back into smc in the first place, again, like any other castle

Getting more of that will inevitably lead to having new maps, not features.

EB is a fantastic map that constantly pressure whatever server is holding the center. DBL tried to mimic it but got about 30% of the way, then ran off a cliff and broke its limbs. Yes, all the limbs. And its still lying there on the bottom, crying for help. ABL was never designed for it even though they also tried to revive the center, its great on its own because it focus the top and bottom half seperately.

Either way the tl;dr is that we need new 3-way maps that are shaped like EB in general. Fancy features cant replace basic gameplay.

The system I’m trying to create, like i said, is trying to get longer fights to happen in more places than just these focal points. Changing basic gameplay is exactly what i’m trying to do, there’s nothing fancy about it.

After a few days of WvW: My Verdict

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Posted by: Fipmip.7219

Fipmip.7219

Your siege camp idea would just break the game, to be honest.
I don’t see how you think you would get “prolonged battles”. The bigger army is just going to steamroll over the small one, and then it’s going to bomb the hell out of the small one’s spawn area, so no one can jump in to help.

To be honest with you, we already have a prolonged fight mechanic built into the game.

You want a long siege warfare, it’s called cap SM and try to hold it when both teams are trebbing the hell out of your walls.

It’s lots of fun, and it’s why EBG has a queue 24/7.

Compare that to the other maps, with no central objective, and a long travel time to a battle, due to the WPs being contested at the slightest tap of the gates at bay/hills/firekeep/air/garri.

Maps need central objectives, and the stupid ruins haven’t been a valuable objective in ages.

You say that seige camps will break the game, and then say the larger army will roll over the smaller one. So how is that breaking the game exactly? are you contradicting yourself? I’ve played for quite a while now and having a long siege in smc is something that has yet to happen to me, unless you’re talking about the random dudes that set up a treb from miles away and just bomb the same wall over and over again.

Yes, large armies roll over small ones. No one disagrees with that. The way it currently works, this happens in the span of about ~60 seconds and then you’re back to running around for the next five minutes. With respawn points closer together, it will go some way to making those fights last longer. It’s that simple.

You also just admitted that these mythical smc prolonged fights are lots of fun, and are why ebg gets such long queues. I’m trying to get more of that, in more places, more of the time.

Logan Thackeray

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Posted by: Fipmip.7219

Fipmip.7219

I always respect wood carving. Keep up the good work man, you do what few others even consider

Nothin' personnel kid

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Posted by: Fipmip.7219

Fipmip.7219

Can we get a trait that makes the steal ability place you directly behind the target? The meme stock potential here is bordering on a monopoly

After a few days of WvW: My Verdict

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Posted by: Fipmip.7219

Fipmip.7219

I wish people wouldn’t make blanket statements like “Stop trying to make it into spvp” and then just walk out like “heh i sure showed him” and doesn’t need to explain it further. Back up your reasoning.

Whatever game you make, anyone that doesn’t like it or cant get used to it will leave and what are you left with? everyone that does like it. Which means, changing anything in anyway will always draw ire, because the game you have now and and the audience you had before are now offset to eachother.

Which is why I’m quite surprised that I have had any support at all. It’s definitely there and tells me that it’s more than just me that feels like WvW could be improved in this way.

Can we be honest for a moment here?

Literally everyone that plays Planetside 2 has complained about this. (Also, killing farms are extremely common in planetside 2. We call them “biolabs”, they’re literally there for the sole purpose of farming, because you sure as hell aren’t taking them with equal numbers.)

It completely gets rid of tactics with your vehicles (Think: Siege weaponry), and replaces it with mindless zerg rushing & spamming revive grenades.

Specifically, everyone hates AoD (Angels of Death) and DaPP (Da Party Poopas) because that is literally ALL they would ever do.

Throw 2 platoons on a base with loads of revive grenades & like 6 sundies.

Planetside 2 is so prone to zerging that it’s basically all the vast majority of the players do in that game.

Where as it’s quite often I’ll end up in a small 15-20 man group in WvW in this game, and play havoc, take bases, and maybe take some fights against the other team’s groups.

At least until they pull a whole map Q onto us, and we get wiped. But you know what? That Map Q didn’t come from no where. It most likely came from our BL, or EBG. Which means our 15-20 man group is actually doing quite a bit of work.

Now, if you’re in T1, your experience probably differs from mine. And I can understand the complaints about zerging up there.

But on smaller servers? It’s actually kinda fun to run a smaller group.

Have you played planetside recently? Since when has revive grenade spam been anything other than something to possibly tip the balance when the forces fighting over a close quarters base where the forces on either side are about equal? Getting vehicles in and behind sundies is a highly effective maneuver and it often makes for great high level tactics and strategy.

I’m not saying there’s anything wrong with farming or zerging. I’m saying there isn’t enough. What is WvW? is it a gamemode where you, the average player follows around a commander tag to cap as many circles as you can in as short a time frame as possible, with the occasional hot minute? Or is it a gamemode that you can hop into and expect to take part in sieges, battles, and the joy of doing something to tip the scales of a prolonged fight, all while earning plenty of exp and rewards?

GW is still fast paced enough to cap a base with your little havoc group, except now you’ll get more resistance, and if you brought a siege camp with you, has a good chance of escalating into a prolonged battle, as more and more people get attracted by the crossed swords on the map.

(edited by Fipmip.7219)

Post a pic of your character only if your armor is mix-n-match

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Posted by: Fipmip.7219

Fipmip.7219

Did somebody say… heresy?

Forgeman shoulders
Rubicon hat
Rubicon coat
The leggings/boots/gloves can be whatever

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Questions about Staff + P/P

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Posted by: Fipmip.7219

Fipmip.7219

P/P does have it’s use in spvp, I’ve religously used it and although i’ll be the first to admit it’s not the best, it is best used when trying to quickly burst someone engaged with someone else, and is good to swap to from staff when people are trying to disengage and use a heal skill. It’s pretty useless when dealing with tons of blocks and reflects though.

After a few days of WvW: My Verdict

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Posted by: Fipmip.7219

Fipmip.7219

That already exists. Kinda.

A player that’s been recently killed awards far less WXP than one that’s been alive for a prolonged period of time.

well, yeah dude. Try reading the rest of the context.

Sorry, you lost me here. You sound like you’re trying to make this like pvp.

We already have pvp. With small maps. And no walking (or very little).

Once you play the game a bit longer, you’ll see that walking can be used as strategy, and quite effectively too.

But here’s the thing: You cant get memories of battle in spvp, you cant get gift of battle in spvp, you can’t get big epic fights in spvp. I love spvp precisely because of instant action, something that fits very well in the casual fast paced nature of guild wars. But while I’m playing WvW for the materials, we may as well make that fun too.

After a few days of WvW: My Verdict

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Posted by: Fipmip.7219

Fipmip.7219

How I would improve it:
-First of all, do not penalize players for dying by giving warscore, and resetting the amount of WXP they get. This will go part of the way to encouraging players not to give ground and prolonging fights. but we need more.

-Always give full credit for killing players, and double the amount of WXP to 120 for such a kill. I get the feeling Anet wants players to care more about objectives than fighting, and while this sounds good on paper, the result is boring and rewards boring play.

Your post had a lot of good stuff. I’d like to address these two ideas though.

1 – For a long time the game did exactly this. There were no points given for killing other players. The issue with this was that it made the game entirely about points for objectives and there was no way to get score other than to ktrain objectives. So no, it didn’t encourage players to do as you suggest it would. The reality is that players will only fight if that’s the kind of WvW they want to play. PPK at least rewards the players who want to fight even if it also rewards blobbing over smaller groups.

2 – Sounds good to me but your suggestion needs to figure out how to not incentivize kill-trading because players will organize to get these kinds of advantages (at one point there were mass kill orgies in Obsidian Sanctum). There’s a kind of diminishing returns on WXP for killing players who have already gotten killed recently for exactly this reason.

perhaps offer no wxp for player killing in this map? or just have the diminishing death returns on only this map?

The way I’ve set this up is to have players be able to get back in the fight quickly. You could, in theory, set up a kill orgy, but there would be little reason to as really the whole map is now a kill orgy. I’m trying to get the flow of battle to ebb like the sea rather than flare and disappear like fireworks.

The main change here i think is making the map functionally smaller, that is putting waypoints everywhere and reducing walk time. I’m not trying to say that I can’t put up with the current walk time, it’s just that this time is too long to ensure a prolonged battle. It is in my opinion that these prolonged battles, the kind you can rely on getting to whenever you see the crossed swords on the minimap, will serve to give an equal balance in obtaining warscore for your team and wxp for yourself. The game on paper is entirely about objectives as that is the only way to obtain warscore, however in practice when battle does flare up it will for a good amount of time, time enough to give everyone a good time and giving out plenty of wxp for everyone.

These are things i learned playing planetside. That game is similar to gw2 in that the game is fast paced. However in planetside, mobile respawn points are a thing and there is a repsawn room for every poi. The whole game is about getting territory, but because the of the way respawning works there is going to be a battle at every poi, a prolonged one that wont run out of steam until either sides respawning capability has been disabled. There’s no reason to set up some sort of killing farm between the players because the next battle is always a few moments away.

After a few days of WvW: My Verdict

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Posted by: Fipmip.7219

Fipmip.7219

I probably haven’t played long enough to experience skill slowdown to the point i notice it’s effect in combat, as it’s such photon soup anyway that the only meaningful thing i can do is some skill rotation and hope that i tag as many people as possible while staying alive. However if it’s something that really hurts gameplay to the point we need to design the game around making sure these larger battles don’t happen then i guess there’s not really much we can do about that. I would like to disagree that the map size is small enough, i often find myself just wanting to log off after being killed from too far away.

I do feel that there needs to be more credit for player kills. Even if it doesn’t really make much sense, at the end of the day it’s a game, and getting 1 WXP for managing to tag a player just doesnt feel good, while doing the same for structures and npcs gives full experience.

After a few days of WvW: My Verdict

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Posted by: Fipmip.7219

Fipmip.7219

I’m a guy that loves large scale combat and loves RTS games,games like Planetside 2 and Battlefield, etc. I thought that getting memories of battle would be fun, because I would enjoy the large scale combat that guild wars has to offer. However…

In current WvW, you are rewarded for:
-Avoiding drawn out battles
-Cheesing enemy fortifications by placing siege equipment right by the walls
-following the biggest zerg and doing nothing to help maintain supply lines

And that’s just the start of it. When a big fight does happen, It feels more like goku vs vegeta in a kamehameha tug of war than an epic battle. As one blob reaches critical mass, it just pushes back the other as everyone fights a running battle between two points of interest, and the whole thing last no more than a couple of minutes. If you happen to be lucky enough to be part of a castle siege in which one force decides to actually, you know, set up some equipment from afar and assault the castle, it’s fun but good luck getting more WXP than just abandoning the castle and joining a zerg on a different map. And again the whole thing is over in a matter of minutes.

How I would improve it:
-First of all, do not penalize players for dying by giving warscore, and resetting the amount of WXP they get. This will go part of the way to encouraging players not to give ground and prolonging fights. but we need more.

-Always give full credit for killing players, and double the amount of WXP to 120 for such a kill. I get the feeling Anet wants players to care more about objectives than fighting, and while this sounds good on paper, the result is boring and rewards boring play.

-Add siege camps (buildable, movable respawn points) the game, and don’t penalize players for dying by making them run long distances. If we want to make engagements last, we need players back in the fight as soon as possible. Guild wars is fast paced and slowing things down with current mechanics doesn’t suit it. We also want players to not give ground so easily and make fights feel more like fights and less like running tugs of war. If players know they can respawn close by after fifteen seconds, they will more readily stand and fight.

-Put minimum distances on siege weapons with proximity to fortifications

-Add multiple capture zones to large castles, and possibly smaller ones too. Taking the castle needs to have the majority of the the zones be held, which will contribute to an overall progress bar visible by everyone either in the battle or looking at it on the world map (provided you belong to one of the factions in the battle) holding more of a majority of zones will make capture be faster. This will also serve to break up battles and help reduce the current feeling headbutting feeling of large fights.

I would like to thank you for reading this far and welcome feedback. I would ask not to get caught up in exact numbers like amounts of WXP, but instead critique what you think are fundamental flaws, or show your support if you just wholeheartedly agree. As it stands, it is a huge chore for me to log into WvW and make progress towards reward tracks, and there needs to be some mechanical changes.

Any future elite spec ideas?

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Posted by: Fipmip.7219

Fipmip.7219

Even at 300 hours of game time, I’m still a huge noob at this game so I started wondering what elite specializations might come in the future, I also wondered what more experienced members of the community might want to see. I had a couple of my own ideas that i will share now:

Duelist
Thief elite spec – This specialization allows you to wield a sword in the off hand. This comes with two new abilities for dagger and pistol main hand, and a whole new set for double swords. The class is mainly built around defending against and attackinging single targets with little to no cleave, and and has high bleed condition potential.

Faithbringer
Guardian elite spec – This specialization allows the guardian to wield a pistol in the main hand. The idea is to make a kind of holy damage dealer, one that can do single target damage at range and/or team defense. The inspiration is like the warrior priests and witch hunters from warhammer. Healing allies or taking damage from enemies charges and eventually unlocks a toolbelt ability called Judgement, in which the Faithbearer can cast a huge single target ranged damage attack. Moving cancels the attack. The animation and possibly even effects of the attack change depending on the weapon equipped.

(edited by Fipmip.7219)

I want to make a warrior preist of sigmar

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Posted by: Fipmip.7219

Fipmip.7219

Remaking this topic because i feel like i didn’t title the old one very well. There’s plenty of armour and weapons and shields in the game to help achieve that warrior priest look, but one major thing is missing and that is the heavy armour chest piece. We need a plate armour piece that looks similar to the ornate guild heavy armour chest piece but with the collar and shoulders extending above the neck and covering part of the chin. There are some armour pieces that come close but none that go quite far enough

for reference:

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Tail Sweep, was I doing it wrong?

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Posted by: Fipmip.7219

Fipmip.7219

I didn’t play the demo for very long but i could have sworn you needed to be moving as you used it for the leap

We need oversized heavy plate collars

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Posted by: Fipmip.7219

Fipmip.7219

We got some pretty alright heavy collars already. But we need one that goes up right over the chin, one that just says HEAVY. TANK. METAL. A nice big silver piece of plate armour with an insignia emblazoned across the chest, coupled with a huge collar and and some of the big paudrons that are already in the game, and bam we’ve got a warrior priest of sigmar. That is all.

Request- Strafe for Mounts

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Posted by: Fipmip.7219

Fipmip.7219

Meh. as long as the maps are designed around the fact there is no strafe then i guess it’s fine. The only reason you’d really need a strafe is in awkward spaces where you probably shouldn’t be using a mount, and combat. Seeing as the mounts only have one ability which is to plant you in combat with an opening strike and then disappear, I can respect the decision to not put the extra work into having a strafe.

UI elements covering player models?

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Posted by: Fipmip.7219

Fipmip.7219

Hey guys, I was wondering if there was a way to tone down damage numbers when applying damage to an enemy mob, boss or player. I like to feel leet using headshot on the thief to interrupt abilities (hard enough at >200 ping) but i often miss the animation que as there are critical red opaque numbers covering the model. This is especially true in pvp where i can’t do much of anything except keep firing into a cloud of ui elements and photon soup. The animations are being covered and i have to use psychic powers to predict when the enemy ranger is going to clothesline me into the ground.

Bloomhunger sap drop

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Posted by: Fipmip.7219

Fipmip.7219

I’m in the process of finishing the HOPE I collection and my guild helped me through the bloomhunger fractal for the supposed bloomhunger sap drop from the boss. However, it didn’t drop and I’m unsure whether if it is supposed to be a percentage based chance, I’m supposed to do something beforehand, or if it is a bug.

Will there ever be player vehicles?

in Guild Wars 2 Discussion

Posted by: Fipmip.7219

Fipmip.7219

I should be more clear: I’m talking about controllable moving platforms we can stand on. I’ve never been satisfied with having these cool looking airships just being an explanation as to why you teleported from one zone to another. I’d like to stand on one as it moves around, and partake in the teamwork based combat of platform-to-platform warfare.
Of course, the problem i see with this is that with guild wars being what it is, the instanced zones would limit the movement. I’m thinking that in a future expansion there could be one or more massive open area zones that allow for this kind of gameplay.

Will there ever be player vehicles?

in Guild Wars 2 Discussion

Posted by: Fipmip.7219

Fipmip.7219

Im talking about ships, airships, carts, etc. not sure how many time this topic has come up before, but the thing about guild wars for me is that wherever you go, the whole overworld is this menagerie of bosses, puzzles, dungeons, monsters, quests, etc etc. Everything you’d expect to find in an MMO. And that’s fine.

For me though, this new expansion looks to be bringing more of that. My question is, will guild wars ever bring something that that completely branches off from what we’ve come to expect from it? I’ve always wanted to see more than the on-foot/mounted combat going from attraction to attraction that guild wars revolves around, and see something that can really add on to this solid foundation.

Loss Streak high score thread

in PvP

Posted by: Fipmip.7219

Fipmip.7219

I proceeded to lose 4 more times…

Attachments:

Loss Streak high score thread

in PvP

Posted by: Fipmip.7219

Fipmip.7219

Just reached the promised land. Amber, 1/5 win loss ratio, and a 10 loss streak. I want a custom title, named ‘Window Washer’ because im such a scrub.

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Enemy ability use popup?

in PvP

Posted by: Fipmip.7219

Fipmip.7219

How about making the entire game turn based with rock/paper/scissors/lizard/spock as to who does the next action?

oh my god.

that’s it.

everyone, the problem is solved. This man, right here, has the answer to all our problems. We need only support his motion and guild wars 2 can become the perfect game.

Thank you my dear, I also suggest always including a third player as a refereee on every PvP battle, and this person would then overrule the rock/paper/scissors/lizard/spock winner and decide the fairest outcome of every battle based on a completely objective evaluation of individual skill through viewing the players chat and browser history.

You know, who even needs the rock/paper/scissors/lizard/spock? let us simply have the two players argue as to who would win between a rock and a lizard! There could be whole metabuilds based around constructing the perfect argument! Entire communities would form around the two sides! The forums would be filled with not vitrol about the state of this ability or that, but instead enlightened debate about the finer points of abstracts concepts behind the idea of the rock and the idea of the lizard! We can redefine the face of modern MMORPG PVP with this daring and bold strategy that will take the face of gaming as an entirely new genre.

Enemy ability use popup?

in PvP

Posted by: Fipmip.7219

Fipmip.7219

How about making the entire game turn based with rock/paper/scissors/lizard/spock as to who does the next action?

oh my god.

that’s it.

everyone, the problem is solved. This man, right here, has the answer to all our problems. We need only support his motion and guild wars 2 can become the perfect game.

Enemy ability use popup?

in PvP

Posted by: Fipmip.7219

Fipmip.7219

I’m sure I’m walking into a mob burning here, but in the wise words of our great peer tyler the creator, ima just close my eyes kitten.

I was thinking of making it a little easier to perform interrupts by making a quick popup over the enemy appear when they use an ability. You know that grey heart that appears when you interrupt someone or that shield when they block? just a small popup like that with the name of the ability.

I thought that this may perhaps help reduce some of the gimmickiness of builds and introduce a more skill based way of countering someone trying to use a gimmicky rotation, by allowing a tiny window for interruptions. I realize that doing something like this may create a few problems, but it will solve more. In any case, I thought it at least worth testing.