Showing Posts For Fish.4567:
hello TTS!
I’d love to be part of this guild as well.
Please send an invite
I feel that it’s unfair to the people who bought the game at full price.
People who buy it during the discount now get gem store armor skin and mithril box, whereas the people who bought the game (digital deluxe or collector’s edition) upon its release did not.
This gives me a feeling that Anet is focusing on getting new players and ignoring the people who’ve been supporting the developers since the game’s release.
I understand that this is a promotion intended to attract more players, so I was perfectly fine with the discount when it was first offered last week.
However, with the same discount offered immediately a week after, I’m starting to feel it’s a bit unfair.
Those who bought the digital deluxe or collector’s edition early should at least receive the armor skin.
besides, if this discount is offered at such a frequent rate, why not just drop the price permanently and give the old players (who payed the full price) some compensation?
permanent price reduction will be much more appealing than a weekly discount imo, because it’ll now mean physical copies of the game will also reduce in price so that those who don’t wish to do online purchase can now buy the cheaper version in a store.
i’d love to buy fractal weapons with the relics too :P
or perhaps exchange a certain number of ascended rings for a fractal weapon. that works too, and it’ll serve as a way to get rid of the unwanted rings.
there should be an option to toggle off effects like aegis while not in combat.
i think aegis should be visible in combat for some reasons already stated above.
I agree town clothes should be allowed to replace the armors we’re currently wearing. If mad king costume isn’t a town clothe i would have bought it already.
perhaps disable the town-clothes-in-combat feature in pvp so that ppl will still be able to identify what profession the enemy is just by looking at armor type. other than that, i don’t see how wearing town clothes in combat can be an issue.
+final boss fight:
Upon defeating the zhaitan head, the dragon is seriously weakened. The entire dragon body explodes, shooting out piles of undead corruption all over the place but leaving behind the final boss called “Heart of Zhaitan”.
My idea of this boss is a dragon with a large green, glowing orb in its chest (because zhaitan glows green for some reason. Let that green orb be zhaitan’s core).
This boss should roughly be the size of the legendary clockheart. Why? It’s mainly because bosses with massive size are stationary, and we’ve just fought 2 in this dungeon so we should get a smaller one that actually utilize movement as part of the fight mechanism.
With the reduced boss size, there’s a lot of freedom for the mechanism design of this final boss. I’d like to leave this mostly to Anet.
I do want to suggest one mechanism though: dragon flight attack.
When heart of zhaitan drops below a health threshold, he would fly into the sky and bombard the players from above.
While he’s in the air, he’ll target a player and dive down. As he approaches ground level, the players need to signal destiny edge members for a combined attack (this can be done by interacting with zojja’s golem to give off the signal.). if timed correctly, the 5 npc will attack the dragon at the same time, and doing this successfully 2 times will cause the dragon to crash land and be stunned for a long duration.
Failing to do so on the first dive will cause the targeted player to take damage. Failing again on the second dive will cause the dragon to snatch up the player and drop them to the ground for falling damage. However, allow this to be dodgeable so that the targeted player doesn’t have to be the victim of others’ poor timing.
(note that because of the long stun benefit, there’s still the incentive to time this successfully even if the dive can be dodged.)
And so that’s some ideas I have for improving zhaitan. Any thoughts?
+second boss fight:
The zhaitan head should be of similar size to this: (again, automatically zoom out camera for this fight)
http://wiki.guildwars2.com/wiki/File:Dragon_06_concept_art_(The_Dragon_Head).jpg
I mean, these are some cool concept arts that we never really get to see them realized in the game.
To limit the fight to just zhaitan’s head region, there can be 2 cliff walls to either side of zhaitan’s neck so that players can’t run past behind his head (for various reasons. Such as getting stuck by the dragon body, glitching the boss making him unable to do any kind of melee attacks etc.)
The dragon heads coming out of zhaitan’s mouth with each do unique attacks of their own, but this time, make the entire zhaitan head a single target since there’re too many dragon heads coming out of its mouth. It would be painful to cycle between them if they’re separate targets.
One head in particular, would randomly target one member in the party and spits out a ray of green blast to one-shot the target similar to the jade maw laser in fractals. As soon as a player is targeted, Logan will stand still and create a bubble that absorbs all ranged attack. To avoid this attack, the targeted player needs to get into a bubble created by Logan which will block off the incoming blast. (but if logan is dead then he won’t be able to create bubble. This will give players the incentive to keep him alive.)
Other members of destiny edge should also have a special role. For example:
Rytlock will be buffing the party from time to time with “for great justice” (longer cooldown than the version players have).
Eir will create healing spring if a party member drops below a health thresh hold (long cooldown).
Caithe will stealth downed players and attempt to revive them (long cooldown, but if stealth is on cooldown she’ll still attempt to revive).
Zojja will be charging an asura invention which, once fully charged, will fire a shock that randomly disable one of Zhaitan’s abilities, and weakens zhaitan to make him take increased damage for a while. (if zojja dies the charge resets. Upon revival, she’ll resume charging the device. If zojja gets hit by CC, the charge stalls for a bit then resumes.)
+first boss fight:
The first boss fight involves fighting Zhaitan’s hand that’s hanging onto the cliff. Each of zhaitan’s fingers is a dragon head with unique attacks (idk how many fingers he has. 3~4 dragon heads should be good enough). One head can bombard the party with poison aoe. The other does melee attacks (biting. Slaming into the ground to creat shock waves etc.). the last one spits out mini versions of tequatl ( about the size of griffons and make them silver normal mobs to veterans or champions depending on party size). Make the individual dragon heads separate targets so that the party can choose one to kill first to disable the attacks that particular head has.
Allow the head that recently made a devastating attack to take increased damage while it recovers and readies for the next attack.
The scale of the hand should look like this concept art to better reflect zhaitan’s massive size (perhaps a bit smaller than the drawing. The point is to make it big but not so big to the point where the players have to rotate camera upward just to see the heads):
http://wiki.guildwars2.com/wiki/File:Dragon_05_concept_art_(The_Left_Hand_of_the_Dragon).jpg
I’d suggest camera automatically zooms out like it would during a large world boss encounter.
After the 3 (or 4) heads on zhaitan’s hand are defeated, the elder dragon loses its grip on the cliff and falls further down into the valley. The party pursues further down to the bottom of the valley and fights the head of zhaitan. (add some interesting events like sneaking past undead army, running past collapsing tunnels while avoiding falling rocks, etc.)
-dungeon details:
+picking the path:
If the path is picked during the living story event, the npc will urge the player to act quickly. If this path is picked after the living story event is over, the npc will instead ask if the player wishes to review the history of zhaitan’s defeat. (confirming it will bring the party into this path)
Players are joined by the 5 members of destiny edge who’ll assist in combat.
Not far into the dungeon, the group sees Zhaitan hanging onto a cliff side. It is still recovering from its injuries so it cannot fly.
Suggestion details:
-story background:
A group of priory scholars are investigating the incident of tequatl rising and discovered a suspicious source of energy that traces back to the ruined city of arah. After further investigation (players participate in a scavenger hunt type of achievement), the team makes a shocking discovery that the elder dragon Zhaintan survived the attack and is recovering from its injuries in the depth of arah.
The members of destiny edge are informed of this and reunite with the heroes of tyria (players) to kill the dragon (for good this time) before it can unleash its revenge. Due to the terrain, airships are unable to provide support this time. The group has to travel on foot into the abyss, locate and kill the dragon before it’s too late.
I believe zhaitan is supposed to be an epic and mind-blowing encounter, but when we actually encounter it in story mode arah, the actual fight mechanism was disappointing. All we get to do was fighting his minions, then spam cannon and watch him die. It really wasn’t much of a fight.
I’d love to see Zhaitain returns with a reworked mechanism but the personal story is already finished, so I have this idea in mind:
why not make a living story update called “zhaitan’s revenge” where we get to fight the elder dragon head on (no airships or cannon spamming) this time?
At the end of arah story mode, we see the dragon falling down into the abyss. That means we never really get the confirmation of the “kill”. It’ll be interesting to create a living story update that expands on this.
Summary of main ideas:
- Make this the 5th path for arah explorable mode.
- Fight against zhaitan (head on this time) with the members of destiny edge
- Each member of destiny edge offers special mechanisms for clearing certain sector of the dungeon
- Make this a medium difficulty path so that hard core players will find it a casual but fun experience, whereas casual players will find it challenging but manageable. It is zhaitan after all, so everyone should have the chance of facing the dragon without too much frustration
- allow this dungeon path difficulty to scale with the number of party members in the fashion similar to how dynamic events are scaled.
- Make it a permanent addition to arah. (player can “relive” this instance even after the living story event is over.)
I’ll post some other details in a bit:
so i’ve taken a break from gw2 and i’m now returning to the game, and i’m a bit lost with the current state of the world.
what’s the current living story and what are the activities? (I was at the dragon bash event when i decided to take a break)
and also, where are most of the players nowadays? still doing dungeons and open world bosses? or has there been changes to other regions of the world?
I just had this issue. was doing Null for the very first time yet i received neither the daily chest nor the regular chest.
I had single player version completed and had not previously attempted Null. No idea why that happened but it was frustrating.
My major complaint on this is that it completely destroys the idea of living story. Seeing the molten alliance members still popping up in regions after the alliance is already broken makes me feel like what I did during the flame and frost event did not matter at all.
I’m guessing this is just something that somehow stayed in the game when it shouldn’t, but this really needs to be fixed or else the living story won’t feel “living”.
After shutting down the molten facility, the molten alliance is defeated, so why are there still sonic devices in the world?
The dynamic events to drive back the molten alliance also continue to pop up. I thought these are supposed to be removed after the living story of flame and frost is over since the alliance should’ve been broken by this point.
I have both warrior and guardian at lvl 80, but I do dungeons only so i can’t give you input about wvw.
as far as dungeon goes, warriors offer superior burst damage so they’re ideal for speed runs. guardians are more party centric and are useful in general (especially in instances where enemies use projectiles a lot. guards have lots of anti-projectile capabilities). what I like the most is that neither profession’s playstyle is passive. they’re both actively engaged in combat.
as far as weapon goes for guardian, I use different weapons depending on various situations, but greatsword with scepter + focus tend to work out pretty well in many cases for me.
elementalist’s gameplay is very mobile if u go with daggers, and you can develop builds centred around attunement swapping, which is very fast paced and engaging. while dagger ele is not strictly speaking a melee combat style, the range is short enough to make it feel like melee.
based on your description, I think you’ll like mesmer. mesmer offers a lot of fun tricks you can pull off with your illusions. you need good timing with your skills and manage your shatters well for max efficiency.
positioning matters a lot with mesmer, and they happen to have a lot of utilities.
not to mention they have several skills that benefits the whole party greatly. (ie. time warp. this is one of my favourite elite skills.)
ok…. i was being dumb.. Never mind!!!!!
the sword dropping animation happens when swapping weapons, not drawing out weapon (only spin animation takes place if u just draws the weapon.)
now i’m happy lol.
so i found these 2 videos:
in the first video, the part where the sword falls from the sky into the shield, is clearly visible, but in the second video, the sword kinda just “appears” after the shield finishes spinning.
I was very excited too see the first video, but once i get the skin on my human male guardian, I have the animation in the 2nd video, which is kinda disappointing (still cool because of the particles, but not as cool as I hoped since i dont’ see that awsome sword animation now……).
why is there variations for animation between different races?
is everyone else seeing differences between the animations?
anyone ever tested this? :P
and yeah, a video would be nice
I don’t pvp a lot, but I’m very curious about it.
if 2 opposing guardians both use wall of reflection and start shooting projectiles at each other, do the projectiles bounce back and forth between the 2 walls?
also, if you believe “nerfing dungeon” = increasing dungeon difficulty, it’ll be much appreciated if u also explain why, using that definition of nerf, is it that case that nerfing dungeon = increase in difficulty whereas nerfing boss = decrease in difficulty.
my friend uses wiki’s definition of nerf: “reduces the desirability or effectiveness of a particular game element” and saying that nerfing dungeons reduces the effectiveness.. ie. making it harder.
I used to believe nerfing means reducing difficulty, but i’m no longer sure. I’ll need more info/opinions, and it’ll be better if u can privide evidence on your stance about the definitnion of “nerf”.
or at least, the meaning of “nerf” as the majority of players put it in GW2’s context.
There’s no confusion when we say “a profession is nerfed”, we’re saying that profession become less effective.
However, I always thought “nerfing a dungeon” = nerfing difficulty
my friend is telling me otherwise.
so what exactly does “nerfing/buffing a dungeon” mean? increase or decrease in difficulty?
If “nerfing dungeon” = increase in dungeon difficulty
why does “nerfing boss” = decrease in boss difficulty???
i’m confused here.
The new profession to be released in the future should be a soldier profession.
there’re currently 3 scholars and 3 adventurers but only 2 soldiers in game.
the new profession should be a soldier class to balance out this ratio.
This also gives us another option of playing a heavy armor class for those who don’t enjoy the guardian and warrior.
In certain dungeons, there will be situations where we’re required to kite a large amount of mobs who deal massive damage.
so far, I’ve been having trouble kiting as a guardian. He has a lot of blocks and heals….. but idk. I’m having a hard time kiting for some reason.
Can anyone recommand a skill build for kiting (ie. what weapons and what utilities to bring.)
Also, how can I be better at kiting?
thanks in advance.
so for the weapon skins that you can exchange (not the gem store ones), are those skins permanent or are they just rentals?
If they’re permanent, can you undo the skin once it’s applied?
I’m in my personal story where you have to retake claw island, but after I capture one of the points, the NPC build a siege weapon on top of my character and I got stuck inside as a result.
is there any way to unstuck my character? I don’t want to restart the story :/
the actual animation of the bubble is shorter than the duration of absorption.
the bubble lasts for about 2-3 secs, but the absorption effect is 4 secs, so you’ll see projectiles getting absorbed even after the bubble disappear.
yeah i use the skill to dodge out of certain aoe attacks. i never use it for the heal.
the actual duration is longer than the animation, so fear not. the absorption effect is in fact around 4 sec.
as for the animation being shorter than duration… is it a bug? i don’t know.
I know, but i’m looking for ways to spend my karma.
so i’d like to know if cultural weapons are accepted by mystic forge
If we can transmute different type of armor, it becomes an issue in pvp.
Imagine 5 different professions all wearing heavy armor. there’ll be no way to tell what type of professions they are just by looking at them. this creates unnecessary confusion in pvp since predicting the enemies’ move is part of the strategy involved, but if everyone can choose transmute whatever type of armor, it becomes virtually impossible to guess what the enemy will do next until he actually attacks.
so I heard combining 4 rare weapons in mystic forge has a chance to produce one exotic weapon.
does mystic forge accept cultural weapons?
say I want to combine 4 tier 3 cultural greatswords. can I do that?
I used to be able to play this game with no problems.
but as of this evening, the game suddenly stopped working (it was working in the after noon). Whenever I try to launch the game, the screen flashes a vew times and the whole screen went dark. I’ve tried the black screen methods but the Antialiasing is already set to Application-controlled .
also, after GW2 crashes, if I force close the program with task manager, then once I return to windows, no other games can run, and windows cannot be shut down by normal means (clicking start-> shut down stops working if GW2 crashed previously).
I tried updating video card driver, but didn’t work either.
I don’t know what the problem is. there were no error messages at all. please help.
similarly, armor repair fee is a bit too high imo. if you get into a failed dungeon run or a failed dynamic event like my failed temple of balthazar today, not only do you not get the reward you want, you also need to pay for the monstrous repair fee. this seems very problematic to me because the potential risk here discourage people from participating.
another indication for the repair fee problem is that for all qualities of armor except the rare and exotic quality, it is actually cheaper to replace the armor entirely instead of repairing it if it gets damaged. for example, if I had a full set of damaged master work quality armor, I may as well sell the current set to npc vendor and repurchase another set of master quality from trading post. If i go with conventional repair, I would end up spending more than 5 silver for sure, but if i buy a new set of the same level and sell the old set to npc, i would only end up using a couple copper coins since green armor usually sells for just a few coppers higher than vendor price.
lastly, I want to direct the attention to story mode of dungeon. with story mode not giving much reward, ppl who have completed it once are not likely to do it again. as a result, those who are looking to come back to dungeons at a higher lvl often have a very hard time finding group for story mode.
I suggest making story mode reward a small amount tokens for the first time they’re completed for that day. (the suggest amount of tokens for story mode is the same as the tokens rewarded from explorable after diminishing return kicks in. this will encourage other players to help out story mode once they’ve done all 3 paths for explorable.)
thank you for taking your time to read this post. guild wars 2 is an excellent game, but several issues here and there often hinders the fun. I really hope some of these issues get addressed.
A while ago, it was very hard to get gold participation in large dynamic events with lots of ppl around (like the shatterer). this seems to have been addressed, and for that, I express my appreciation.
however, similar problem still exist in other dynamic events in a different form. I was doing temple of balthazar today, and as I escorted the pact toward the temple, multiple veteran undead spawns. I fought them as hard as i can but received NO exp reward when the veteran enemy dies. This happened for every veteran i came accross during the event. I suspect this is due to other players dealing massive damage to the enemy whereas my damage wasn’t quite high enough to keep up, but a player should not be punished for not having enough damage. my contribution should still be recognized because i was fighting that enemy from the start to end. (and if i were to solo a veteran enemy, i would be able to do so.. just takes a bit longer than others, so I was by no means trying to get free exp. i’m lvl 80 btw, so it’s not a lvl problem either.)
there’s also the issue with mobs walking into stacks of AOE circles layed by other players and dying almost instantly, causing some other players with less AOE skills to be unable to get credit for their contribution. mesmer suffers the most from this issue.
as a result of the above 2 issues, I received only a bronze participation for the escort even though i was present at the event from the very beginning to the end and actively fighting.
the current system creates competition between players instead of promoting cooperation. every one is competing against each other because only the ones dealing enough damage will receive credit for the fight. this, i believe, goes against guild wars 2’s design philosophy.
Another design issue is with the way monster aggro is handled. some enemies (especially champion monsters) have the tendency to stick to a single players, refusing to change target no matter what. it’s impossible for that player to shake off the aggro. this may be a good thing if the targeted player has a survival build, but if the targeted player cannot tank up the attack, what ends up happening is that the monster will force the targeted player to burn through all their survival skills…. and when all those skills are on cd, that player is pretty much dead (the monster still won’t change target when the player is downed.). sometimes, those monsters hit very hard so there’s virtually no chance for that target player to rally if downed.
this happened to me once, and no matter what i do the monster refuse to change target. it is simply annoying…… and I hope the solution to this will not be “you have to use a survival build”.. because that basically says all other builds are not viable since you never know when you’ll be picked on. a full damage build should have some ways to handle this kind of situation, but with the current target-locked aggro, the only solution I see is for that player to leave the combat zone to disengage the combat (and at that point, i’m not sure if the monster will change target or lose aggro and heal back to full health…… haven’t got a chance to test that, but if it’s the latter…….. you can imagine how frustrated players will be).
and there’s the waypoint cost issue. a lot of regions requires jumping during exploration. if a player accidentally falls to death, he/she should not be punished for trying by requiring him/her to pay for the way point fee. waiting aroud for others to come by for a rez should not be a solution here becasue some regions have very few players and it can take hours before another player comes accross the same region.
also, because of the waypoint cost, when I did temple of balthazar today, there are a ton of defeated players refusing to waypoint back, so we basically have half of the ppl there lying on the ground dead. with the crazy damage that priest has, it’s impossible to rez them one by one. the ppl attempting the rescue usually end up dying as well. as a result, we lost that battle because those players refuse to wayponit then run back to fight…… and we simply did not have enough damage to kill the priest with more than 2/3 of the ppl dead.
If the wayponit cost is lower than it’s current cost, I’d imagine more ppl will be willing to wp back, and thus, make the fight more manageable and enjoyable instead of constantly asking dead players to wp.
I dislike shatterer, but I liked the battle against tequatl.
tequatl has much more layers to the combat wherekittenterer feels like a mindless button smashing event.
haven’t done claw yet.
um.. just to clarify, the shatterer has nothing to do with the event you’re talking about. I was just using it as an example.
I believe that event is on a timer just like several other DEs (though I can’t guarantee this)
the shatterer has a 3 hour timer, meaning u need to wait 3 hours before that event can trigger again. I don’t know what the timer for that particular event is. I’ve only done it once.
lvl 67 guardian. 8/10
rating will be higher once they fix all the bugged events and skill challenges etc. as well as improve the stability of server.
So tired of developers releasing MMORPGs without basic features that have become staple to the genre.
Posted by: Fish.4567
I would also like to see support as a viable role.
as of right now, there really isn’t any reason to support unless you’re in dungeon…. even then, u’ll still need to deal damage in order to receive credit for the fight.
that is really lame.
I would like Anet to give at least some announcement on what they plan to do. they’ve been very quiet lately.
yeah. these and the awkward moment when u use a melee weapon right in front of a supply crate/pirate cannon/road block/siege weapon etc. and it somehow keeps missing the hits……
Bugged skill challenges and dynamic events everywhere.
Unstable server that abruptly kicks everyone out of the game with absolutely no warning.
No announcement from Anet regarding the status of the game.
The game seems to have far more issues now than how it was a couple weeks ago.
ok. thanks for the info.
are there any other cool looking heavy armors aside from culture armors and dungeon sets?
I’m asking what’s the name of that particular heavy armor.
Of course it’s a heavy armor……
I saw this picture on guild wars 2 wiki.
http://wiki.guildwars2.com/images/1/12/Heavy_armor_render.jpg
What’s the 2nd armor from the left?
The helmet looks like vigil helm, but the remaining part of the set doesn’t look like vigil set. Where/how do I get this armor?
also, any other suggestions on cool-looking heavy armors? (I’ve already looked at all dungeon and cultural armors. I’ll wondering if there’s any other cool armors.)
I had no problem soloing personal story. Certain parts may be challenging, but if you change your character’s build to focus on survival and learn to dodge most powerful attacks, you’ll be fine.
I am a guardian myself.