Showing Posts For Galatea.8263:
As far as I can tell, all the other starting profession armor options show up as skins in the wardrobe, but not the warriors’ galea, making it now impossible to transmute to.
Symbol of Swiftness
To clarify the new Symbol of Swiftness will give you 4 seconds of Swiftness every single pulse regardless of if you have swiftness or not. This is a improvement in many situations and a slight loss in the situation where you were using the Symbol as just a one time buff. I think this makes it feel more like a Symbol, which is good. We are still discussing the idea of it being 5 seconds, but there is some danger of that going pretty high with boon duration.
Not seeing how cutting its effectiveness in half (8 seconds to 4) is a “slight loss”. This is nerfing it into the ground. Do understand that what this symbol applies is Swiftness, a boon that boosts your movement speed. You get no benefit at all from this boon unless you’re moving — moving is the whole point of this boon. So, you don’t stand around inside this symbol, you run through it. You only get the one pulse as you run through, the symbol isn’t large enough to get two while running through it. This change is not an improvement very often — this is a skill about movement that you use on the move >95% of the time, and thus, over 95% of the time, this is a massive nerf to this skill. The only way to make this not a massive nerf is to vastly increase the size of the symbol, such that you actually get two pulses as you run through. That would make it a break-even change here.
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I don’t know if this is just a tooltip bug or actually affecting combat, but Combined Training has no effect on Unload or Pistol Whip damage.
Well, considering the haven’t fixed the Asuran “periscope neck” yet, don’t expect a fix any time soon. Fixing stuff like this is obviously not a high priority…
Human: “Who would have thought a continuously looping bit of dialog would get so annoying?”
Charr: “Continually looping, but I get your meaning. Repetition beats background flavor.”
Human: “And even leads to long-standing insanity it would seem.”
Seriously, can we get this particular bit of dialog (you know what I’m talking about) to not repeat quite so often? It’s driving me insane…
They could take some of that heatseaking they removed from the thief bow and apply it to the guardian scepter. If it’s going to have the slowest projectiles in the game, they need to have at least a bit of homing…
I really wish the flamethrower worked reliably. Is this ever going to get fixed?
For anyone who doesn’t know what I’m talking about: most skills in this game fire in the direction your camera is facing if you don’t have a target, but at your target if you do have one selected. The flamethrower, however, occasionally fires at a selected target but often simply fires in the direction you turn your camera even if you do have a target selected, resulting in constant “Miss. Miss. Miss.” while you try to use it…
I think it would be interesting to see advantages for different races that make things more realistic.
Removing magic would also make things more realistic, but it’d be a really bad idea. As would this. There are at least a thousand other ways you could make the game more realistic and would also make it a much worse game. Eventually the game becomes an online job simulation. If I wanted that, I’d be playing EVE Online… (lol sorry couldn’t resist)
GW1 had so many skills, there’s probably hundreds I never even used once. Which makes them kinda hard to miss…
I think I actually use a larger variety of skills in GW2. Part of that simply because I can’t just swap in the dozen best skills in the game for every character. When you can just throw together whatever you want, a lot of situational skills simply never get used, as you can just swap in a more general alternative. The superstar skills simply crowd out all the alternatives.
I’d be willing to bet when it comes to actual builds, there’s a lot more variety of skills in actual use in GW2.
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Mostly a good event.
The Clocktower had two big, easily avoidable problems, though. First was the gratuitous forced wait between attempts to start. It’s like, “Hey guys, we don’t want you to have fun all the time, so we’re going to force you to stand around waiting half the time when you could be playing because we’re mean.” Of course, the purpose of this was to gather everyone together to be starting at the same time, which of course makes the whole thing pointless. It’s like trying to do any of the jumping puzzles in the game after first taking an opaque piece of paper and completely covering the center of your monitor so you can’t see yourself or your immediate surroundings. Maybe some people find that fun, but it’s just frustrating, makes the thing impossible, and does the opposite of build camaraderie — it makes you truly hate your fellow players and wish you were playing in a personal instance.
Only other big gripe is, I would have appreciated a longer notice ahead of time on the fact that Ascent to Madness was going away. The length of time it was available wouldn’t have been as much of a problem if I’d known when it was going to end sooner.
One last little thing, though: a little more transparency on what the requirement are for the achievements. A lot of them simply fail to explain how they’re achieved, e.g. It’s a Mad King’s World fails to give any indication of what is or isn’t included in it.
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I suspect some people get confused because it just looks so dang awesome, it feels like it ought to be doing a lot more damage than it really does.
Just relax and enjoy the eye-candy…
In fact we should also be able to use daggers and pistols imo
Warriors, by their nature, should be masters of all weapons. (Not necessarily every warrior master of every weapon — just some warrior somewhere specializes in using some weapon to the utmost.) Even things like staves. It’s actually kinda funny that no class in GW uses a staff for precisely what staves have historically been used for in combat: melee weapons.
That said, obviously that would require a ridiculous number of skills be developed. But perhaps each expansion they can add another weapon and a few skills to the warrior’s arsenal.
I don’t survivability is much of a problem when their range is so short you pretty much can’t move or use dodge and still benefit from having one up. Who cares if it dies instantly or lives forever if you’re never in range to benefit from it anyhow?
The problem is this: if the elementalist is supposed to use attunement swapping instead of weapon swapping, then different attunements need to not replicate each other with regards to effective range, AoE, etc. Rather than every dagger attunement being full of short range spells, dagger fire needs to be one thing, dagger air another, dagger earth something else, (short range, long range, single-target, AoE, etc). Right now, attunement swapping is not an effective alternative to weapon swapping. It fails to give the kind of versatility that weapon swapping does, and the profession essentially takes on a huge disadvantage without sufficient compensation or any way to cope with situations it hasn’t be tailored for.
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Ideally I wish there was a way to disable right-click targeting (which would solve this issue for me), but I don’t think that’s possible, is it?
Unfortunately, no. It would also help if it only did target selection when you click on the target (mouse down followed by mouse up), but as it stands right now, it selects the moment you mouse down. It’s extraordinarily annoying, and there’s really nothing you can change in the options right now to fix this.