Showing Posts For Floating Pork.2185:
Ill try to revive this one:
I recently build a Support thief on condi-heal Settler’s Armour
(pls dont judge, i just really wanted to).
Of Course venom traits are really helpful, give a nice amount of heal and the shared venom and other stuff is great for supporting –
should you include Leeching Venoms.
If you dont, almost all the heal value gets lost.
Even worse, taking Leeching Venoms basically forces you to let go of your Venom skills by making it necessarily to skill into invisibility.
Not using Venoms strongly cripples your effectiveness at dealing damage and especially supporting,
using all basically makes a whole specification line useless and
keeps you from stacking any stealth.
Im working around it atm, by using stealth- heal and refuge, but thats not really a pretty solution, especially considering the neat amount of Group heal you get from the Venom heal skill.
(Removing conditions is also basically impossible with venom alone, but that might be another Problem…)
My idea would be to make (some) Venoms give a little stealth (not as much as dedicated invis skills, obviously),
or take the Leeching Venom out of the Shadow Arts line,
since it Forces you to take other skills than those it buffs.
I agree! Ist just quirky seeing them slowly crawl after their owner, then speeding up a kittenton or upright porting.
While at it, could they be made to gain invisibility on Player invisibility, too?
Oh god yes please –
Im one of those idiots that in General love tiny UI’s and would basically make them as small as possible to see more of the Game World.
The GW2 UI is impressively collected, clear and easy-to-use.
A proper scaling option would also improce Character preview and probably ease future programming, although it might be a lot to implement.
Basically every one of my chars is dressed that way, so Ill just post my main, too.
Mostly because i stumbled upon this and am bored as kitten.
(Old pic, now wearing Sunrise, too)
Ill bump this up, too.
The S3 Story was exceptionally good and every Team did a great Job realizing it.
Every Team had great additions that really bumped up the storytelling and im looking Forward to seeing These more often!
(f.e. race/Job influenced gameplay/conversations)
Good Job!
Update:
I recently noticed the wolves in the new maps, f.e. around Doric Lake, to be behaving really interesting in battle.
They “roam” in a pack, and attack as such – making them an actual threat and challenging foe, similar to Pigmy Raptors.
That once more confirmed my confidence in the opinion such behaviour makes “basic” (non-Event or meta) combat far more entertaining.
Props to the devs!
(I doubt this thread has had anything to do with it, but still)
Heres said example solutions:
Example1: The deer
Deer in the game, as of now, behav weird as hell. They just stand around doing nothing until they get hit by something and decide to reenact their very own version of Rambo.
So heres an idea ive had: Let them appear in groups of 3-5, similar to the way we have Moa flocks already roaming plains.
Since they are prey, they mostly flee: Instead of attacking alone, the group gaines Fear (or just runs away somehow else) when a predator or character gets too close. They all cast Superspeed on themselves for a second, aswell as Swiftness for 2 seconds on the group (with a fitting cooldown on Fear and Superspeed, so that this doesnt happen everytime one gets hit, but theyre). Also they give each other Regeneration and re-gather after the Superspeed or Fear, depending on how its implemented.
This way theyre not only interesting to observe and hunt, but also way safer in the herd which gives another interesting interaction – to kill one, predators must focus one or split them from the group.
Aggressive ones, like males or does with offspring, could start attacking when too close, others when reaching a certain point of low health or being split from the group.
Example 2: The wolves
Similar to deer, wolves are acting in a pack and, while i like the idea behind the wolves ingame already summoning another wolf, there yould be way better.
F.e.: Wolves would roam around in packs of f.e. 3-4, maybe with an Alpha thats stronger and has different skills.
When getting triggered, they howl before Attacking (not before stalking), giving each other Might or Fury and Swiftness. They focus on one prey and the first attack of each wolf causes few seconds of Cripple, maybe using a jump attack.
Example 3: The Skelk
Skelk are Solo-hunters, meaning they dont have to have any complicated group behaviour. The fact that they use stealth to fight is already pretty interesting, although weirdly used.
I’d alter few things only – they try to hide while idle and deal more bursty damage and Cripple to give them more chance against prey. Meaning you avoid their first attack, they are strongly inferior and might even get Fear and/or flee.
They could use a second, less strong invisibility for fights, too.
Also, there should be semi-aggressive skelk in the skelk dens, which gain like Fury buffs from baby skelks.
As the title says, this is an idea thats not exactly necessary or game-changing, so I dont expect immediate, or even soon handling of the topic.
I know game development is long and intensive work and the team does not have limitless time.
Still, i think changes like these would benefit the gameplay and feel.
These propositions are by no means final or unfailable, so feel free to add, criticise or comment!
Every player knows this:
You’re in an epic fight with giant dragon minions, massive white mantle armies or other crazy lunatics, throwing, dodging and tanking one impressive skill after another,
only to get dropkicked by an unimpressed doe as soon as shes hit by the first AoE.
Probably the worst break in immersion right after a PC crash…
(or wrong-sided toilet paper)
This isnt the only thing i want to discuss with this topic, though.
Wildlife in general seems generally boring in GW2.
Aside from the rare predator dieing in a fight against its theoretical prey, there seems to be almost no life in them.
- Deer just stand around doing absolutely nothing, waiting to be attacked and so do
almost all creatures.
+A neat counter-example f.e. are the skelks – they wait for prey to appear, go stealth
and then attack (sadly, easily predictable) from the shadows.
+Another positive (although arguably lazy installed) one would be the idea behind
wolves summoning other wolves to attack in a pack
Still, they are seemingly lifeless when not attacking and just stand around idling, too.
Why not add a little more realism and interaction?
Ill not just complaint about stuff while not offering at least examples of a solution,
so Ill talk about my examples;
but before doing that, heres general ideas, sorted by implementability and complexity:
1st: Idling animation
The characters we play in game and many npcs have beautiful, well done idling animations. Why not add such for mobs aswell?
Wildlife grazing or eating from a carcass, drinking or sleeping would be an immense improvement on the looks, feel and immersion, and im sure many would appreciate it.
(Most of these could, the way i understand programming, f.e. be solved by the same engine that determines step sound.)
1.5: Better attack animations
Like many early NPC of GW2, the wildlife tends to have huge pauses in between attacks, which tends to make fights look really kitten weird, especially with animals.
2nd: Interaction
The way wildlife is acting through the fraction system does make a lot of sense and is interesting to see.
However, those situations are extremely rare and often lazyly executed. More often than not we see predators dieing to prey, or killing said prey and then aimlessly walking back to their idle area.
Rather than this why not make predators stay at their kill for some time, make the prey flee when their enemy comes near and the predator chase?
3rd: Reaction areas
The best way to explain this are the already in game “pugnacious cancers” [freely translated using google, dont hit me pls ].
While near them , theyll threaten the player, and only attack after some time spend not leaving or getting too close.
Personally, i loved that little feature, and im sure others did so, too.
Furthermore, this is really natural and realistic behaviour. Instead of just flat out attacking you, passive predators or aggressive prey should threaten or observe you until you get too close, and aggressive wolves or panthers should lurk around you until they attack or you leave their territory (or idle spot, as they are already in use).
4th: Level-based action
Most time, wildlife wouldnt appear to have any gain from attacking your character, but superior predators do. So why not make animals flee from characters with superior level?
Of course not every one, but especially solo-predators and non-territorial prey should have no intention to go full Leroy Jenkins on that Level 80 Reaper passing besides them.
(Example: Wolves and Spiders would attack, but Skelks and Panthers would just stalk them or even flee).
Example solutions will be in the first comment