Showing Posts For GKC.3851:

Sky Crystal Map?

in Festival of the Four Winds

Posted by: GKC.3851

GKC.3851

Well there’s a few more obvious ones.

There’s 1 way up there on the large ship’s mast. There’s another one sitting on a rock after going east around the mountain on the 2nd level.

There’s another one on a rock behind the fire breathing quaggan.

There’s 2 more i found but i forgot where i found them. I’m up to 6 now.

There’s another on the large ship’s rigging. Far SW.

(edited by GKC.3851)

Sweet Toad weapons ;)

in Super Adventure Box: Back to School

Posted by: GKC.3851

GKC.3851

How do you like the way the Warhorn sounds?

I really dig the sound of the horn. However, my WvW guild has learned to hate it. They run with a lot of horn warriors so it gets obnoxious. I’m still going to change my necro’s horn into it though.

Tribulation Honeycomb W1Z3 - Need help!

in Super Adventure Box: Back to School

Posted by: GKC.3851

GKC.3851

Using the camera trick to look through false floors, the obvious route to the bee is a complete pitfall. You would need to get on top of the trees first thing in order to reach him.

Tribulation Honeycomb W1Z3 - Need help!

in Super Adventure Box: Back to School

Posted by: GKC.3851

GKC.3851

Tried jumping on the edge of the walls and got nowhere.

Makers of tribulation playtest themself?

in Super Adventure Box: Back to School

Posted by: GKC.3851

GKC.3851

Knowing that every exploding flower, spikey ledge and lava pit was tested by the makers makes me happy. I’m just reliving the pain that you brought on yourself. =)

Stuck on the Download

in Account & Technical Support

Posted by: GKC.3851

GKC.3851

Same issue. Doesn’t matter if I restart the client or the computer.

The criticisms on Kiel, and her dialogue.

in Suggestions

Posted by: GKC.3851

GKC.3851

She’s not plain she’s… uh… Well she’s a woman and a Lion Guard officer. She went to a beach for vacation once… uh… She’s got a pirate mentor…

Yeah she’s a vanilla character. There’s nothing very disagreeable with her and there’s no strong personality. The Destiny’s edge characters all had more depth to them in the main storyline. Honestly to role play the election most people just made up stuff to make her more interesting.

Anti-Stealth/Anti Thief Ablities

in Suggestions

Posted by: GKC.3851

GKC.3851

Thief is pretty weak in pvp already. Very limited in wvw, and not the dominator in pve. They arn’t kings anywhere, yet people can’t seem to l2p :/

Somethings will never make sense…

I don’t know how this changes would effect PvE and personally I am all for buffing thieves if this is too much. I want them viable. What I dislike is the mechanic of stealth itself. It is a very harsh mechanic and it’s not that fun to deal with. Not many classes have an option to counter the tactics and the fight ends in annoying stalemates.

Let me paint you a picture on how these soft counters can play out. Lets say a water elemental’s water field, geyser, made it so the thief sometimes left footprints or water droplets while walking inside it. The elementalist can’t actually see the thief but he can guess where he’s heading and try n’ hit his opponent with area of effect abilities. If there are no droplets then the ele can guess that the thief is somewhere else. The thief can respond in a few ways. The first option is he could wait until he’s out of the water field to start his invis, or he can be unpredictable enough not to be hit by it during the invis. If he’kitten he can use one of his many blink abilities so the thief’s opponent still doesn’t know where he went. He could stand still inside the field in order to pretend like he didn’t enter. He could keep moving knowing that the ele will know and just dodge the incoming AE attack. He could have a friendly distract the ele so he doesn’t have the time to actually track the thief.

Do you see how much meta game this will add in PvP? A thief will actually need to be tricky.

Anti-Stealth/Anti Thief Ablities

in Suggestions

Posted by: GKC.3851

GKC.3851

Reveal my stealth? Sure, I’m ok with that. Give me Heavy Armor, tons of HP and tons of Toughness and then we’ll talk at the table

Bad players get Good players Nerfed because they do not understand how to counter the other player.

I am a Thief and I HARDLY use Stealth when fighting another player

Stealth is NOT the problem when I can go around and take out players left and right WITHOUT the use of Stealth!

I will agree, however, Cloak and Dagger IS a problem within this game

This isn’t a reveal, it’s a soft counter. Have you ever played starcraft? Do you remember the shimmer that cloaked units would give? Think about that, but instead effects like that only happen when certain abilities are used.

Anti-Stealth/Anti Thief Ablities

in Suggestions

Posted by: GKC.3851

GKC.3851

Overpowered mechanic? Play WoW or SWTOR where this type of class has real perma-stealth. The trick is just to learn how to use this against them.

Its been a while since I played my WoW rogue but last time I remembered most rogues didn’t run around in stealth. They mounted up, ran somewhere safe, stealthed, crawled to their target and had a huge opening gambit (which then they nerfed). You could not stealth in combat unless you blew a 2 minute cooldown (like an elite). Most rogues had a movement speed penalty while stealthed in addition to be unable to mount up. Mounted players moved at 100% speed while non-traited subtlety rogues moved at -30%. Most of the rogue’s abilities required you to stay in combat because their system was combo points which makes the rogue more dangerous as combat continues.

GW2 stealth moves at full speed. You can use all abilities in stealth so long as you don’t harm opponents. You can use stealth frequently in combat. The thief’s initiative system encourages the player to duck out once and a while. What ANET did was very different than the typical treatment of stealth in other pvp games.

Anti-Stealth/Anti Thief Ablities

in Suggestions

Posted by: GKC.3851

GKC.3851

Just leave the thief alone already. This trend is just getting out of hand.

How some people spend days coming up with ways to nerf instead of hours of devising new winning strategies is something I’ll never understand…

A lot of this is not a hard reveal. You still wont be able to target the player. You only get a vague idea of where he is if you have these skills. That is the point of this. It is a soft counter to stealth. The other reveals are short lived and can be avoided. There are already soft counters to other class abilities. You can easily tell which Mesmer clone is real by how it moves and the UI display on top. You can kite ranger pets easily by using terrain. You can juke engineer grenades and bombs. The other classes you can flat out kill, its not that hard.

What I most object to is this “heads I win, tails I get away” combat that thieves have. There’s no penalty to their stupidity. Unless they get extremely greedy they can always get away. That is not a fun way to play. Zacchary told a story about how he took down a thief. My problem with that is it took 3 people to kill a greedy theif

Stealth is both a fundamental and a crutch. When you’ve seen 1 thief you’ve seen them all, except one might do hit damage and the other might do condition. Stealth is the only thing that works for them which is a shame because it looks like they were intended to do much more. I can build a warrior that doesn’t use burst skills. Its really easy. I have plenty of options to avoid using clones on my Mesmer. I can have them blow up almost instantly, I can use phantasms or I can avoid them altogether. They are not essential. My necro barely uses spectral form and most others barely use it either. My engineer only stays in 1 kit and there’s builds that only use rifles. The only eles that need to switch atunements are the dagger dagger eles. There are plenty of viable builds on the other classes for PvP. You only see thieves fight 1 way because there is nothing players can do about it. They either win or run.

Some classes do have solutions to stealth, but not many. Mesmer phantasms are a great option, while you stealth they recharge and when you pop back in you can get hit with a full volley. Moa morph works great also. Engineer bombs and grenades can be great but not usually. You say people should think of new strategies so I’ll ask, what do you propose warriors can do against thieves? What is their winning strategy against the cliché dual dagger thief?

Anti-Stealth/Anti Thief Ablities

in Suggestions

Posted by: GKC.3851

GKC.3851

Ranger
1) Torch/Bonfire: if thief catches on fire, you can see the flames thus his position
2) “Sic ’Em”: Your pet follows the enemy’s smell and keeps a close trail.
3) Sun Spirit/Solar Flare: Reveal the thief for a very short time.

Guardian
1) Staff Orb of light: Reveal stealth enemies aura for 2 seconds
2) Wall of Reflection: See the thief’s mirror image in the wall, knowing his direction.
3) Focus Ray of Judgment: Reveal the thief for a very short time.

Engineer
1) Healing Turret: Overcharge creates a water field, you can see the footsteps in that area.
2) Throw Elixirs: If they land near the Thief, the enemy will leave colored footprints.
3) Utility Goggles: Reveal the thief for a very short time.

I could continue for other classes as well.

I was thinking about hard counters to stealth, but this is great. It adds value to the more obscure skills. I wouldn’t make both the ranger torch skills light up the thief, one or the other. Personally I would give the classes with the hardest time dealing with stealth better options. For example, warriors have almost no solution to stealth, while the Mesmer phantasms are a great option.

60 Changes I would Make To WvW and Guilds

in Suggestions

Posted by: GKC.3851

GKC.3851

Lots of great suggestions.
#1-4 awesome

  1. I would want this as a WXP ability. Maybe reduce the manual cost for people who trained it. #8 That is too lenient. 5 people is plenty. #9 plz yes. #13 Yes plz and some WXP for crippling the supply of an army #20 Improve it more then talk about victory rewards. #21 #22 awesome
  2. This chance of the quaggan camps is dumb. Plz, no. I like the idea of real risk in flipping a quaggan camp. These little things are great and you don’t endanger yourself by sitting on a node for 3 minutes. Change them? sure, just not simple clicking.
  3. The WXP banners is a great idea. What I would like to see better is a guild tower buff that increases it, like the supply carry buff.

Thunderhead Keep. As a Fractal.

in Suggestions

Posted by: GKC.3851

GKC.3851

I would be all for this, but our mysterious overlords must not be revealed.

Risk Vs. Reward in GW2 & The Underworld

in Suggestions

Posted by: GKC.3851

GKC.3851

I watched your video. Roles do come into play with higher level fractals. I would love to find the groups you run into that can burn through lvl 40 fractals using pure damage. That is nuts. I always seem to bring projectile blocking skills, blinks, mass invis and whatever I can to survive the mess. There might be some groups out there, but certainly not pugs.

I also wouldn’t call a dps gear warrior wielding a hammer as damage either. Her gear might allow him to damage more but the hammer is not a high dps weapon. She’s control.

You are correct, however, about the laziness of how it scales. Past lvl 10 there’s no new content, the mobs only deal and take more damage. There is some merit to that. Suddenly you NEED projectile blocks and AoE damage against the lava wurm waves. What I would like to see instead is new abilities. They don’t need to be that unique. Imagine if one of the grawl mobs pops endure pain. Now the zerkers can’t do any damage until it drops adding new flavor. Or what if the Mossman put down some thief styled traps while he was invis? Something to think about.

Risk Vs. Reward in GW2 & The Underworld

in Suggestions

Posted by: GKC.3851

GKC.3851

Another solution I thought of was to just make the living story/pseudo holiday events the new farm dungeons. Up their rewards and let some players go a bit nuts. It will be gone in about a month so you don’t have to worry about being burnt out.

Risk Vs. Reward in GW2 & The Underworld

in Suggestions

Posted by: GKC.3851

GKC.3851

Great video and some great points.

I don’t mind that there’s a small variety of endgame content. Right now I am satisfied with fractals. They’re difficult, they require you to change your build and they drop some great loot to show off your skill. Honestly I hold players with a fractal weapon in higher prestige than I do legendary weapons. I really like how they designed fractals as well. Usually high end content is difficult to get into. If you don’t know the place you can’t get into a group, creating an elitist wall. You don’t run into this problem because of how it scales. I only wish there were stronger rewards for completing fractals. I’ve spent easily more gold outfitting my fractal runner than I gained back during the runs.

What I am concerned about is that there’s this spiraling death cycle when it comes to repetitive farms. When a specific farm becomes popular it drains population from other content. This makes it more difficult to find groups in other content and thus encourages more players to flood into the repetitive farms. It feeds back on itself. If unchecked the fires of CoF will consume all. The repetition will be a crutch to farming players who no longer know any other content and they can burn out on the game quickly because of the lack of variety.

GW1 did have the elite dungeons for as long as the game was alive. They were fun but there was another thing developers introduced to help with variety. Those were the books. You would obtain a book that would fill up when you completed unique dungeons/missions. If you finished CoF then you would fill the CoF page. You can turn in the book almost at any time but the more pages you filled the better reward you would get. This made it so players wanted to complete stronger varieties of dungeons. This didn’t always work so they implemented a 2nd idea that mixed well. They introduced daily dungeons/missions. Every day it would change and the rewards were fairly good. This bottlenecked players into certain dungeons meaning you could always get a chance to do them if you checked back on frequently. This synergized nicely and I want to know why anet didn’t decide to do this again. Bring back the old book system.

Warrior Trait Suggestions!

in Suggestions

Posted by: GKC.3851

GKC.3851

Traits:
Indomitable
Grandmaster, Defense Tree.
Convert a condition into a boon when you gain a bar of adrenaline.

You’ve made these suggestions before in a different thread so i’ll repeat what I said last time.
Too much this would completely end many condition builds. You want this to be an advantage, not a complete nullification. Its a passive repeating condition removal that converts it to boons. It doesn’t help that there’s plenty of builds that gain adrenaline like crazy either.

Determined Revival
5: Tactics
Your ally gains 25% damage reduction while you revive your ally.
Increases revive speed by 25%.

I don’t know why they have revive traits so weak but this is a bit much for a 5 tactics trait. Revives can turn combat around as it. Do not underestimate how powerful they are currently.

Thick Skin
5: Defense
Increases Condition Damage reduction for each condition you have, this bonus magnifies the closer you are to death.
100%-70%: 2% Condition Damage reduction per condition.
70%-33%: 5% Condition Damage reduction per condition.
33%-0%: 10% Condition Damage reduction per condition.

Change it to “I will survive” and i’ll support it.

Adrenal Health
Regenerate health based on adrenaline level.
1 bar: heals 80 + (0.8 * Healing Power) per second
2 bar: heals 100 + (0.1 * Healing Power) per second
3 bar: heals 120 + (0.12 * Healing Power) per second

A passive Healing Surge? Just take the skill.

The rest I’m going to pass on. They’re either uninteresting or too complicated.

WvW changes

in Suggestions

Posted by: GKC.3851

GKC.3851

There was a recent post on “the future of WvW.” https://www.guildwars2.com/en/news/devon-carver-on-the-future-of-world-vs-world/
It stated what was wrong with current WvW but it didn’t give insight in what they were doing to improve it. So then here’s my suggestions on how to improve it. I hope you guys like them.

1. Make repairing more rewarding. Right now it isn’t worth your time. You can drag 10 supplies across the map for 5 wvvxp. You also gave up your chances at assaulting a tower because you gave up your supply. So here’s my idea: make it an event. When there is siege damage taken to the wall or door an event pops up called “Repair the Tower” or “Repair the Keep.” After you spend 20 supply you get a gold metal and get, lets say, 40wvwxp and nothing else. The event would refresh about every 3-4 minutes. You repair and then you have to search for whatever did the damage because you aren’t going to keep being rewarded.

2. Make stealth traps last longer. 30s stealth removal is not enough to flush thieves out of large keeps and castles. It doesn’t help that there’s some cheesy blink locations you can get into either. You usually only set these things off on 1 player. I want them to have a heart attack when they do.

3. Make all traps unable to deploy when hit. I sometimes drop these things in the middle of a zerg and they just dissolve. There isn’t much they can do about it either. This thing is not a trap, its a bomb. Make it more trap-like and have it deployed away from all the action.

4. Give some rewards for the thankless work. Repairing towers was one of the thankless work, having opponents set off traps is another, and last there’s trebs. Have it so if a player dies while under the stealth trap they get an assist and give some wvwxp to the players who catch others setting off supply traps. Not a lot of wvw xp, but something, maybe 2 per 5 stolen.

5. Give some better rewards for trebbing. I like the treb. Not because it’s long range but because it forces the other team to crawl out from their walls and kill it. The problem is that it is thankless. You can spend a good half an hour shelling some wall and get nothing out of it. Give them at least something.

6. Give better rewards for caravan escourts. Once again, a very thankless job.

7. Have guard deaths take supply, about 1 supply for every 2 guards. This way you can effect the tower without shelling it. Its a high risk attack that encourages pressure. I would have the guards keep spawning even after the reserves hit 0.

Tell me what you guys think.

New Class - DRUID

in Suggestions

Posted by: GKC.3851

GKC.3851

I like it. I can already think of interesting and unique abilities you can give the druid and it fits into the lore nicely.

A Legendary Journey

in Suggestions

Posted by: GKC.3851

GKC.3851

I do like this idea more than just gambling exotics in the forge. I do have a few problems with it. Having the player complete every dungeon and every path in those dungeons multiple times is a great way to introduce more of the game and give some prestige to the legendary item. The problem is it requires a group. Not all paths are equal and most players refuse to do a lot of the paths. You could get your piece in CoF1 and 2 very quickly but 3 could take you a long time. Either you get lucky and find pugs that can do it or you can beg guild mates to help you out. I don’t like either of these situations.

This might not be a problem when it first starts but as people complete it they become less interested in repeating those unpopular dungeons. Also, as ANET adds new content they also thin out old content. This sounds a lot like the old book system they had in GW1. If you complete all the dungeons you get a reward, a very nice reward, but you could also turn it in early, without full completion, for a lesser reward. Early on this was annoying because some players really did not like specific dungeons so you would always go for the partial reward. Then they supplemented the books with their version of the dailies. Every day you could gain a decent reward for completing a specific dungeon and/or mission. There was only 1 dungeon chosen per day so if the player really disliked the dungeon then they had to forgo the daily reward.

So here’s what I think is needed to put this in:
1. Make the obscure paths and meta events more appealing.
2. Give a strong reason for players to want to complete these obscure paths/events even if they do not want/need the progress on the precursor.
3. Give some leeway if some players hate specific dungeon paths or events. The more dungeon paths the player dislikes the more he’ll need to work.
4. Some of the provided numbers are a bit harsh (but its still a good concept).

I enjoy your posts gnat, so I wish you luck with your ideas.

Improve warriors gameplay/pvp

in Suggestions

Posted by: GKC.3851

GKC.3851

They’re too predictable. A lot of their major abilities are broadcasted and there’s a lack of either timing or deception to pull off your abilities. I use my Mesmer to kite players or deceive them. I’ve seen thieves do well waiting for opportunities to attack. There are some guardians who are really good at surviving anything and when to fire off their skills, like their wall. I use my warrior to play support, because that’s the only role I can see him fitting.

First I would like to see charge or whirl abilities ignore things like frost and cripple. Currently if you’re crippled and you charge you move slower and at shorter distances. Blink style abilities ignore these outright. Why should a slower moving charge suffer from these conditions? It’s cool, granted, but it also doesn’t balance well. It doesn’t help that these abilities are completely broadcasted either. GS5 might as well ask if the player is ready for the attack, because it moves (usually bugs), it stops and then it takes a swing.

Fix the Guild Wars 2 (Un)Holy Trinity!

in Suggestions

Posted by: GKC.3851

GKC.3851

I love your post. I use to have my warrior running things like hammers, kicks and the like. It was decent against large mob groups but it was useless against bosses. I think most control is weak in general. Its weak in pvp and pve. Honestly, why would I take kick anywhere. I have seen other control skills used however.

If you’ve ever played high level fractals you notice players using control and support skills. Its the only way to survive, the dungeon is too harsh. In most areas you can find guardians using projectile bubbles and walls. You can find mesmers using feedback, condition strips and portals. You can find some eles take their projectile blockers too. You bring certain utilities in different fractals and you swap them out when you don’t need them. The problem is this is only in higher level fractals.

Most of the other dungeons don’t care about any of that stuff. You can maybe remove conditions and maybe block projectiles. Otherwise DPS is all you need. CoE is a hard dungeon. Its a fun dungeon, but there is no need of anything except damage and the ability to dodge alpha’s abilities.

You can bring things like group condition removal into dungeons and feel useful but some abilities are just all around useless. Its not just the bosses, some mobs don’t react to control either. Your knockbacks, your fears, your stuns, your dazes, your poison, your confusion condition and your boon removals all lack a place inside dungeons. If I prevent 1 of 10 mobs from completing it’s attack for 1s does that do anything tangible? Why should I care about stripping boons when the mob spams it so frequently? Does my group really want me knocking this mob around? Why should I care about confusion damage when you only get 1 tick off before it expires? Why should I bring a poison ability instead of flat damage? Did the fight even need me to do anything to the mobs, other than damage, to help the group? No, not usually. If a mob had an annoying mechanic that the group wants to avoid then it dies first, why bother bringing these control abilities inside.

The ingenius of bonus XP

in Suggestions

Posted by: GKC.3851

GKC.3851

Your IR Idea is nice, and if the Devs were to make it a reality I can see it being something like this;

Mob lives
0Mins to 2Hours = Normal Return
2h:15m to 3hr = 10% MF, 15% Gold Boost
3h:15m to 4hr = 20% MF, 35% Gold Boost
4h:15m to 5hr = 35% MF, 50% Gold Boost <— I would say this is the average that Mobs Live
6h:15m to 7hr = 55% MF, 75% Gold Boost
8h:15m to 9hr = 65% MF, 90% Gold Boost
10h:15m to 11hr = 100% MF, 115% Gold Boost – 1xGuarrenteed Rare+

The rare is too much and I’ll tell you how I can exploit it. Lets say I get into an overflow, either from joining in during peak hours for a dragon event or artificially. I can stand there akitten overnight and pop up to find that every mob in my private zone now drops a rare. The MF and gold boosts will just need to be it.

Otherwise this is a great idea. It sounds easily implemented and it rewards exploration. The only question is how you want it to scale.

GW2 Ritualist: Profession Outline

in Suggestions

Posted by: GKC.3851

GKC.3851

Ok well first off I use a phantasm harass build on my Mesmer in tournaments. I throw down some phantasms to harass the player and then hide. I wait until the player is either low health or attacking the phantasms. I get to direct who it attacks, they follow their target, they do some great damage and they are not so easily killed.

If you ask me does the ritualist need to be completely different I would say yes. Every class in the game so far is completely different. I can kick kitten on my Mesmer but suck on my ranger because there’s no comparisons. There are 2 kinds of Mesmers in the game. There are people who play mesmers and then there are Mesmer players. That’s the kind of feel you want for the ritualist. It is a daunting task. I’m trying to think of ways to help you out, I really am, but a lot of this is covered by engineers or the traits you can put into them.

So you want a class that micro manages immovable spirits on top of the basic reactionary stuff players need to know. That sounds very complicated, which can be good, but it also creates a harsh learning curve.

GW2 Ritualist: Profession Outline

in Suggestions

Posted by: GKC.3851

GKC.3851

Ok so you answered one of my questions. My other question still stands. How is the ritualist different than other classes currently. I’ll go through a list to see what kind of summons we got currently.

The warrior banners
These are summoned on the ground and provide a buff to everyone near. If you want to move it you need to pick it up. These cannot be killed.

Ranger spirits
These are much like warrior banners except they can be killed and you can use the ability a 2nd time to cause an effect, like a root or a burn.

Necro minions
They are mobile. They do damage and you can use the ability again for an added effect, sometimes a debuff.

Engineer turrets
They are stationary. They do damage and you can use the ability again for an added effect, usually for more damage.

Mesmer phantasms
They are mobile, they do damage and you can explode them if you’re done with them.

Guardian spirit weapons
They are mobile and they have some type of utility such as a stun, a heal or a block projectile.

So I ask again, what can your ritualist do that none of these can? I had a hard time thinking about this myself. Keep in mind, try and stick with simple abilities and the standard boons/conditions. I tried to do this myself and I came up with nothing. I really do wish you the best of luck but the game designers did a great job on their classes.

Retreat (White flag) in WvW

in Suggestions

Posted by: GKC.3851

GKC.3851

I kinda dig combat in WvW jumping puzzles so I don’t know if I would like this.

Suggestions about the Warrior profession

in Suggestions

Posted by: GKC.3851

GKC.3851

-Regarding having more weapon sets available on demand like eles/engys:
Sure we all want our weapon skills to be viable but that shouldn’t prevent the ability to use a 3rd and 4th weapon sets like Eles and Engys to increase the depth of play. Those are two separate issues.

Yes they are separate issues but doing this also removes the uniqueness of other classes. Engi needs to take up their utility slots in order to chance weapon kits and its kinda their thing. I don’t find staying in every elemental attunement incredibly viable either. They usually stay in 1 in order to do damage and then change for a bit of utility.

I like the idea of not being prepared for everything. So I might be holding an axe and my target is range kiting me, so then I swap to a rifle and then my target starts to melee me. I need to make my weapon work the best I can for the situation I’m in. I want there to be some real choice between what weapons to go in, not the ability to take half of them.

-Regarding GS5: We can still have bull’s charge as a utility skill as well as a weapon skill. Adding a cripple to GS 5 is useless. Cripples are crap. GS 5 has to have a knockown/immobilize and I favor immob as most people have a harder time getting out of it than a knockdown. It HAS to be fast as a bull’s charge or it will remain crap and won’t land. We need to close gaps faster not take a stroll to the target.

I want people to have the chance to avoid the charge. I want to have it on a low enough cooldown that players have a hard time keeping away from GS warriors yet they need to maintain some mobility or else they will get hit by 100b. I see that as the nature of warrior greatsword, answering ranged dodgy skills with melee skills. By giving it a stun you are also including part of the noob crusher combo into the weapon itself. GS #5 has its problems. Its completely broadcasted and the reward isn’t that good. After the charge the character stops and takes a swing which definitely needs to be changed. I don’t see how simply coping a skill the warrior already has is a solution.

Thieves have shadowstep -which is far superior to bulls charge- on their sword and as a utility skill –zero cooldown on the sword- so why can’t we have the same for bulls?
Engys have block on both their shield and toolkit which is basically a weapon skill via a utility skill.
Mesmers have teleports both on their staff weapon skill and as a utility skill.
Same goes for guardian weapon skills

I don’t want to give the warrior the same solutions as the other classes. I play a Mesmer also and I’ll admit I use the crap out of blink. It is flat out better than any warrior mobility skill. Its got good range, it breaks stuns, its instant and usually confuses your opponent. A Mesmer, however, is not a survival master like a warrior, no matter how you build him. I’ve made serious attempts and it does not work. You’re better off relying on confusion. That’s the thing about warriors, they have some great natural damage resistance and high hp. Some skills don’t need to be 1 to 1 because warriors start off with an advantage. I like the idea that a warrior can either be this unstoppable juggernaut or a heavy handed bumbling idiot depending on how good you are with him. Are the charge abilities weak? Sure, but that doesn’t mean you want to take out evasion.

Suggestions about the Warrior profession

in Suggestions

Posted by: GKC.3851

GKC.3851

By Daecello:
5: Defense
Increases healing power for each condition you have, this bonus magnifies the closer you are to death.
100%-70%: 50 Healing power per unique condition.
70%-33%: 100 Healing power per unique condition.
33%-0%: 150 Healing power per unique condition.

I am digging that. It doesn’t remove conditions it just helps you heal through them. I’m not sure you want both mechanics. Either pick closer to death or more conditions. If you want both you’d need 2 traits.

Please make more "emotes" for players

in Suggestions

Posted by: GKC.3851

GKC.3851

I think emotes can be used to separate the different races more. So /taunt will be different if you’re a norn or a sylvari.

Lifeless objects & conditions

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Posted by: GKC.3851

GKC.3851

Burning damage to lifeless objects. Ok, I’ll bite. My only problem is dealing with PvP lifeless objects such as guardian spirit weapons, engineer turrets and arrow carts. I suppose you could just keep those as is.

Suggestions about the Warrior profession

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Posted by: GKC.3851

GKC.3851

It seems to me like the retaliation strikes are underpowered. I’m talking about mace #2, sword #5 and even the Mesmer, ranger and guardian ones, but warriors especially. In order to use counter blow your target needs to be in melee range, needs to hit you, and needs to stay in melee range long enough to actually land the blow. The actual counter attack takes too long to execute. Make it hit faster, almost instantly.

Vanilla horn is underpowered. It is there simply to huff it to your target. Now the horn trait makes it good. Along with the removal of movement impairing effects to you and your allies it also converts a condition into a boon. You get to use it often so this is great. Try it out. Its like an invisible wall of awesome for your teammates. However, I would make it so vanilla horn would simply remove a condition, along with the movement impairing effects, and the trait would make it so the removed condition would instead be converted to a boon. So vanilla horn would then do: #4 removes movement impairing effects (cripple chill immobilize), gain swiftness and removes an additional condition, #5 gain vigor, weakens nearby and removes a condition. With the trait it would do what it does now. Show some love for vanilla horn.

There’s some other traits I have a hard time swallowing. Dual wielding ( + 5% damage when dual wielding weapons) is weak. Forceful greatsword (gain might on crit w/ greatsword) they’re too slow hitting for this to be of any use other than PVE. Burning Arrows (+10% damage against burning w/ bow) is weak. Mobile strikes only effects immobilize. That is way too specific.

The utilities Kick and Stomp are too weak. Most PVE fights don’t want you kicking the target around and bosses eat disables quickly. In PvP its too hard to pull off kick and when you do its not that good. Stomp is fun but its not up to snuff.

Warriors lack a certain cool factor. I think you can play with some of the ability effects. Make the earthshaker burst skill knock victims up a little. Make the mace and GS bursts a little more exciting.

I’m trying to be real conservative with what to change. I find that there aren’t many viable warrior builds out there but they aren’t the only ones that are suffering for attention.

(edited by GKC.3851)

Suggestions about the Warrior profession

in Suggestions

Posted by: GKC.3851

GKC.3851

Suggestion By Daecollo:
Indomitable:
Each time you get a bar of adrenaline, you convert one condition into a boon.

That’s too much for most builds. As a defense warrior in sPvP I gain incredible amounts of adrenaline. This alone would make most condition builds completely useless against me. 0 chance, its too strong. How about this:

Thrill of victory:
Whenever you hit a target will a fully charged adrenaline skill remove 2 conditions.

You need to hit your target in order to remove conditions and it isn’t some incredible amount either.

introduce 3rd or ranged weapon set:

Just make the standard weapon kits more viable. Most players don’t adequately use both their weapon slots, making them use even more isn’t going to help.

Stealth Detection:
Pulse AOE stealth detection. Worked for reavers in DAOC.

I agree. Stealth is a harsh mechanic for many of the classes. It makes it so they are not punished for bad choices. There needs to be some serious revamping of this mechanic for it to work. One of those could be if they take too much damage they break stealth. This means they need to come in unexpected in order to get the drop and they need to hide before they hide, not use this hide-in-plain-sight they always pull. With this you won’t need AoE stealth detection. This also would make ranged thieves more viable.

Introduce Warrior forms:
Being Able to switch forms during combat helps with increasing complexity to class and rewarding skilled play.

Are you going to replace burst skills? Otherwise I wouldn’t put this in. Its like putting a kit that isn’t a kit or a boon that isn’t a boon.

Change some Bursts
See suggestions below by Daecollo and Cygnuss
All the bursts excluding axe and sword should be changed. GS burst is a useless.

Change some weapon skills:
GS:
GS 5 should be a bulls charge. Many other classes have way better cc-weapon abilities and we desperately need a non-buggy gap closer. GS 5 is so buggy that replacing it with a bulls charge should fix the problem.
GS4 should pull you to your main target if it hits. If people are too slow to dodge something that obvious then they should have a gap closed on them. No more comfortable mindless kiting as a mesmer/necro/ranger etc without bothering to use your endurance to dodge a warrior at a distance. This would be superior to the well intentioned but not so useful Dogged march. It would also increase the depth of play of a warrior. This can be added to other weapons as well.

I kinda want bulls charge as a utility ability because I use it a lot with a mace and hammer. This is a selfish reason I know, but to move it to GS burst means I don’t get it for my hammer.

I have a problem with most charge abilities. This goes with the ele Ride the Lightning and the thief’s Heart Seeker ability. They give a lot of utility to players out of combat and a great improvised escape to players who know how to lose their target in order to spam it. It seems to me that if players want to use these abilities they will need a target. You can use them to chase down, not get away.

3 charges is a bit much. I never liked #5 much. The actual attack on it took too long to swing, by then they’re gone and even if it did hit it’s not that much damage. You might add a cripple on top of the charge. So you start the charge, your character shouts and your target starts crippled. By the time you reach the player the cripple wears off and you take your swing with the GS. It reduces the bug chance and gives your target a nice feeling of doom on top.

How about this for a new #4 GS skill:
Heroic Deflect:
Block the next projectile and deal 1000ish damage to the caster, range 1200. This is a lot like the Mesmer’s sword #4 ability except it doesn’t create a clone, only does projectiles and does a bit more damage. Think of it like playing baseball with someone else’s attack. Better yet think of old school Zelda and the Ganon fight.

The GS is lacking. Most people use it for the #2 skill and that’s it. It does incredible damage and is a noob crusher. I do not like noob crusher abilities so you got to change it. Noobs need to make more than 1 mistake in order to die so quickly. Make it stack vulnerability and give it a shorter duration/damage. Otherwise give them a break. This skill creates a harsh learning curve.

Change some traits:
By Daecollo: Combine “Missile Deflection” and “Shield Mastery” into a single trait. Just call that “Shield Mastery” and move that down.

Awesome. I’m all for it. It seems a bit silly that my mace #2 ability will block projectiles, all projectiles not just the first.

It's time for mounts and reduced waypoints.

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Posted by: GKC.3851

GKC.3851

No mounts. Don’t do it. I agree that this flood of waypoints on the map limits the feeling of exploring but why would mounts help? You’re skipping through just like you were before, only this time you don’t have to explore ahead of time.

GW2 Ritualist: Profession Outline

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Posted by: GKC.3851

GKC.3851

Alright well you put a lot of thought into this, but your presentation is bad. All I see is jargon.
What is it that you want a ritualist to be able to do?
How is it different from the classes we already have?

From what I remember in GW1, ritualists had a few unique roles to play. First, they had spirits that would protect the entire group, like shelter or union. If player 1 got hit or if player 2 got hit it would consume the resource (the spirit’s health). This made it great for avoiding single target burns. There are abilities in GW2 that let you do this like the Mesmer’s phantasmal defender.
In GW1 ritualists were also well known for their offensive spirits, small targets that did a lot of damage but you could kill. We already have tons of abilities that let you deal damage with pet types. There’s Mesmer’s phantasms, necromancer minions, engineer turrets, ranger spirits, guardian spirit weapons and a handful of elite skills that are more or less the same. If you were to introduce a new class that can have pets then how will it be different?

You do have a few interesting skills but I really don’t grasp what you’re proposing. Help me out here.

Warriors Sticking to Target.

in Suggestions

Posted by: GKC.3851

GKC.3851

It does make it frustrating when lag hits. Your best bet is bull’s charge or sword leap.

Exotic Cultural T3 Armors

in Suggestions

Posted by: GKC.3851

GKC.3851

Yeah making them skins would be better. They’re already really expensive for simple armor.

Dungeon token conversions

in Suggestions

Posted by: GKC.3851

GKC.3851

Nope, I want people to know when I run around in CoE armor that the Alpha “aint got s___ on me.” Its my bragging rights.

Many Thoughts

in Suggestions

Posted by: GKC.3851

GKC.3851

Ok, so you want to mark which items go in which bag. Right now they do have marked bags where greens tend to fall in this one, yellows that one, and exotics in another. You can get these fairly easily if you run fractals. They’re really good. There are also bags that make it so they never show up for sale to a vendor. I think this is where they are going with it. I wouldn’t mind a “soulbound” bag however.

Ok, so you want 3 sets of gear then, adventure armor, town “armor”, and underwear. I’m not sure they want to encourage people running in underwear. It’s suppose to be bland. As for dying weapons right now there are some weapons that are simply different colors of each other. I think the mystic weapons and the CoE weapons are simply different color. I do know what your frustration is. I’m trying to get fierce with my sPvP gear and I can’t find a matching sword because of the color. Right now if they were to introduce dye to weapons it would be on a completely new set. There’s no point in getting the legendary sword Twilight if you could just get Sunrise and dye it black.

I’m not sure this is an actual fix for the Orr temples. Right now the times to try the temples is nebulous. It makes it hard to organize even if you use 3rd party websites to know what the times are. It’s a shame too because they’re a lot more fun then those little dragons. I don’t know if making them easier would even help. Then you still have the small few making an attempt at them. I would just make it easier to organize and ease up on the scaling due to failure conditions.

You are suggesting a holdout event that any pug can join and assist. So not only does it scale with the players it scales with the duration. I’m digging this so long as you can get the scaling working.

www.gw2lfg.com
Its what you got and it works well. Use it.

The Sky *IS* the Limit

in Suggestions

Posted by: GKC.3851

GKC.3851

I am not a fan of flying. At least not in sword and board MMOs. It gives the game a very modern feel, which Is not what you want. Take this example, there’s this joke that Frodo should have just ridden on the eagles to get into Mordor, but imagine how much that takes away from the trek. You skip on the adventure.

[SUGGESTION] Saved Builds

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Posted by: GKC.3851

GKC.3851

Didn’t they have this in GW1?

Auto change into town clothes when in City

in Suggestions

Posted by: GKC.3851

GKC.3851

Easily done and adds more value to town clothes. I like this.

Legendary Weapons lost their "Awe"

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Posted by: GKC.3851

GKC.3851

When I get Sunrise in GW2 it will not feel anything like that, not even a fraction of the gratitude I felt. I knew in Everquest that when I had the Fiery Defender it was special….I never did ever finish Nightbane…even after playing for 7 years (and I only ever played a paladin)……that’s how rare it was.

Oh…also, after you did get your epic 1.0, 1.5, then 2.0 you got a title with each one as well. So that made it even more special. You wore the hell out of your title and everyone knew you are one of the few!

I’m not familiar with any of the other epics. I left after kunark. There are some things I wish they wouldn’t do that EQ did, like closing off an entire city like what they did with the paladin epic. They also made a lot of the old content die out. They can’t do that in GW2. With that comes the understanding that as the game progresses the less help you will get. As you add content you thin out old content. Therefore, getting 20 people solely for your own benefit is dumb. A full group is as far as I would tolerate. If it requires a guild raid then it needs to be something they would always do anyways.

Individually I don’t mind much of the legendary components. There was the 100 gold item, the map completion, the dungeon tokens, the karma items, the 200 skill point item plus however more for the clovers, and the tokens from doing the WvW jumping puzzles. I also don’t mind the concept of the purchased precursor, although it’s way too rare, or the generic crafting components, like ectoplasm, even though it requires a too much of the stuff.

As a theme for what the player needs to accomplish some of the requirements is redundant. Playing the market for a valuable item is fine, but you aren’t just playing the market for 1 item, you’re playing the market for a huge amount of valuable items. How are the dungeon token requirements different than the lodestones?

I like the idea of thematic quests, secret bosses or special challenges. There is 1 thing EQ liked to do with their epics which I wont stand for and I doubt the gw2 team will either: mob camping. If someone else shows up you’re always happy to see them. That’s their motto and i’d stick to it. If you want to stick the mob at the end of an event chain I’m fine with that, but if its in the open world and its completed then anyone who helps gets the component. You’d need some other way to bottleneck the item. This is not how to do it.

Legendary Weapons lost their "Awe"

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Posted by: GKC.3851

GKC.3851

I think I’ve made a similar post before. I agree that if you want to make new a legendary system you can’t mix it with the old ones. Making it so you can’t auction them isn’t the solution because the new prestige would then be mixed with the old opportunity. They’re suppose to be special, and the only thing special about them currently is that they are very, very expensive.

The old Everquest epics had a few nice appeals.

First off, they were a conversation piece. It was a chance to introduce some lore and maybe some cool stories of your own. For example the oldschool paladin epic, soulfire, in a series of events made you kill Lucan, the leader of Freeport. That made you kill-on-sight with most of the guard and anyone who helped you shared the same fate. If you saw a paladin running around with soulfire you know what they did and you could ask them. I never played a paladin but I knew that much. It was a cool story to tell and the item said it all.

To compare, when the legendary items were new I asked a player with Bolt, a sword I wanted for my Mesmer. His story was “I gambled and won. It was about 250 combines in the forge and I got 3 precursors out of it.” What a story… Suddenly I didn’t care if I got the item or not. It was now auction fodder because I don’t care to show off the rich man’s vanity. That’s all it is.

The second thing they did was involve friends. You could not do it alone, it was impossible. The glory of getting the item wasn’t just your own, it was also your friend’s and guild’s. To get the item you would need to participate in group events, guild events and sometimes you would need just 1 other kind soul to help you. This made it a bit elitist, which sometimes I like. GW2 prides itself on always smiling at more help with content. That’s awesome, and they pulled it off nicely. However, right now I feel like it doesn’t matter who shows up. Do you really care who’s in your group to do dungeon runs? No, so long as they can do them. How many names do you remember? 5% at best. Working towards your legendary right now is antisocial.

Now the oldschool EQ stuff they had wasn’t perfect. Some of it was downright stupid. However, the theme was great. I knew a while back they said they were introducing new legendary weapons, however I have yet to hear anything solid. Maybe they know people don’t like their legendary weapon system.

So... Moto is evil, right?

in Super Adventure Box

Posted by: GKC.3851

GKC.3851

I got a theory that he trapped the souls of dead dwarfs and uses them to man the shops inside his game.

Lacks of references to Kirby's Dream Land

in Super Adventure Box

Posted by: GKC.3851

GKC.3851

We need Chronotrigger references. Add in Combo fields that act like the ones in Chronotrigger =p.

SAB new skills idea

in Super Adventure Box

Posted by: GKC.3851

GKC.3851

Chronotrigger style combo attacks. Like these:
http://www.youtube.com/watch?v=T4Z-uu_Qn3I
Because Chronotrigger was an awesome game.

Bauble Trouble World 1 Zone 3

in Super Adventure Box

Posted by: GKC.3851

GKC.3851

Just thought I’d mention, you missed the two after the 2nd checkpoint just to the left and directly underneath the checkpoint (on a pair of leaves). They’re right in front of you so they’re hard to miss but just in case anyone is using the guide and doesn’t see them for whatever reason.

Nope, it still counts as a genuine miss on my part. Good find.

Bauble Trouble World 1 Zone 3

in Super Adventure Box

Posted by: GKC.3851

GKC.3851

The guide is complete. Enjoy guys.

Bauble Trouble World 1 Zone 3

in Super Adventure Box

Posted by: GKC.3851

GKC.3851

Forgot to mention the one below the difficult branch, it’s next to the frog.

Ok, I know what you’re talking about.

(edited by GKC.3851)