Showing Posts For Gennadios.8407:
Don’t get an Alienware, I had a 17x before this one and the thing felt like it was on life support since I got it. It had some kind of proprietary control center hardware that was the first to kitten out and from there it just got worse, I had to revert to factory settings and update all drivers every two months to keep the thing stable until it just started Blackscreening.
Best screen and speaker quality I’ve seen on laptops though.
I’m using an older Asus Republic Of Gamers model, one of the 17inch ones. I bought it for around 1.4k and it’s tons more stable, has a better chassis so you could theoretically upgrade it, and at the time was on-par with more expensive Alienware systems. The only tradeoff is that the screen is a bit too white-washed, and the speakers suck, but it’s not a problem for me as I use a headset.
Sure, put it in the home instance. Would give players a reason to go there at least.
I wouldn’t mind an option to redo hairstyles either, maybe try to find that one hairstyle that doesn’t clip the Ice Lord’s Crown
The down state has wasted more of my time than saved it thus far in general PvE.
I tend to find myself in white either in the really secluded skill chanllenges where the spawn mobs have low overall damage but with too many hitpoints to even bother with the downed state, or jumping puzzles and misc DEs with knockback mobs knocking me off of ledges, leaving with with quarter HP due to fall damage, and then getting me killed by the one mob that happens to be nearby in short order.
Nobody will break away from a jumping puzzle to or backtrack through the multi tier platforms, said platforms have a nasty habit of being populated by Charr or Krait, and those things seem to exist to suck the fun out of the game, players stay away unless there’s a vista or a chest at the top.
TL:DR; Please have a method to go directly from downed to dead, or at least give us the option to waypoint as soon as the downed state begins. There are too many unwinnable situations to make the downed state helpful in many cases.
Fireheart Plains, or whatever it’s called should be case in point.
Nearly every conquerable outpost involves fighting a Fire Legion shaman with some combination of knockdown or AOE skills that cover about 1/4ths of the platform. These platforms also have a bad habit of either being at heights that produce instadeath falling damage, drop you into lava, or leave you at half health and aggroed by 3-4 mobs.
I’ve spent more money on post death waypointing and armor repair in that location than I have in all of orr. I expected at least chests at the completion of those quest chains.
Nope, 1.9 silver, ty for the effort.
Needless to say I can understand why people are only there to do CoF speedruns. I kept running into the same 5 people globally doing carting, and they weren’t any happier with the way things panned out than I was.
Since jumping puzzle rewards primarily test player’s dexterity and not base stats, I dont see it as particularly unbalancing. It’s not like being max level will offer any extra protection from knockback skills.
I agree with everything in the dungeon difficulty section. It needs work, lots of it.
Dungeon mobs should get lower pure DPS while having more telegraphed attack skills, or at least be forced to keep a greater distance between each other to give players a better idea of what they’re facing.
Hum, if someone spent their time playing the other side of the game, shouldn’t they have become faster/smarter/better by honing their dodge ability and getting to know their skills, and by default become better players without hiding behind stats?
I really wasn’t expecting as much as was pre-release hyped with the home instance, butkitten all it is is 5 POI for map completion.
I anticipated at least the Sunspear Sanctuary level of interactivity. You interact with some people during the story, those people move in providing class based armor skins and some Karma consumables.
Didn’t even get that far.
Seconded. Human Avatars bug the crap out of me.
They were epic in GW1.
In GW2, Eles have whirlwind form, necros have reaper form, Asura have golems, Norn turn into animal forms, and humans…
Well, one form surrounds them in insects and another surrounds them in a black cloud as if they hadn’t bathed in years.
I wouldn’t be bothered quite as much if avatars weren’t so kitten epic in GW1, I have a hard time fathoming how anyone thought what’s currently there is sufficient.
If you have the spec for crit, toughness offers quite a few signet bonuses, and two signets at your disposal give you a second snare after #3 scepter skill and a KD.
The orbs also track the target somewhat and are pretty reliable at a longer range.
Somewhere between the majority and 100% of all chests armors I’ve seen have 3 dye channels.
Not only would this be adding an extra channel to an item that should be standardized, but it’s for the benefit of an item that most GW2 players will never get to interact with.
On the topic of heritage sets, I’d like to see some misc cleaning on those. I don’t have a screenie but the Ice Lord’s crown has clipping issues with most protruding hairstyles, and a large number of items have the really plain white quality junk item icons in inventory after transmutation.
It’s less of a problem now that I’m maxed and most of my equipment is locked in, but it was supremely annoying when I was just working with drops and had to transmute items a few times a day and had a pack filled with identical merch food.
No party title. It wasn’t popular in GW1, it won’t be any more than a grudging time sink to “achievers”
I’d rather have tonics be tradeable for people who actually want them, and possibly offer a small movement boost to make them usable for exploring towns and outposts at least.
Currently I just trash them to save space.
Their graves would be buried under a pile of junk in days.
I don’t think the current mechanics would support it, though. Everything in the game is soloable, areas are too easy to reach, and trophy items are too reliable a drop to be anywhere near the challenge that nick farming use to be.
The only way to make this kind of thing be an investment is requiring full stacks of stuff, and the very idea is just a massive turnoff.
I didn’t know there was a grave though, where is it? Wouldn’t mind paying my respects.
I will support more revealing armor for females when they give my guardian a Kilt.
See the guy on the left? If you want what he’s wearing make your way to Kessex Hills, the “kilt” is sold by Sergeant Rena if I remember right.
Hmmm, close enough, thanks for the heads up.
There is a workaround, you can create a second character of the class, buy a random white item of the same type, use a transmutation stone on the item, and drop it in the bank.
It will still be soulbound, but your main will still be able to equip it.
I think it’s a recent update because I did the transmutation process about a week ago with no luck. Kept it in the bank and only today did I notice that I could now move it into my inventory and/equip it, redid the process with a different set of armor and it worked again.
Really hope it’s not a bug ANet will “fix” at some point because the game really needs more ways to differentiate classes.
The lack of a Trinity isn’t the problem with dungeons. The health, DPS, and general lack of variety in individual mobs is.
My guild is a carryover from GW1.
GW1:
Mobs move, recharge skills, and apply too much damage too fast for protection and condition control to be particularly effective.
GW1 tactics:
Ranged glass cannons in the backline, players that invested in damage mitigation skills in the frontline, minimal number of healers, follow target calls at all times.
GW2:
Mob numbers, movement speed, and DPS is so great than the immediate need to kill them outweighs any potential utility of non-DPS setups.
GW2 tactics:
Ranged glass cannons in the backline, players that invested into Toughness and/or health in the frontline, follow target calls at all times.
Regarding the Guardian, I really wish that revival signet was useful, I really do, but it doesn’t seem to be a targeted skill and it ALWAYS seems to favor NPCs that love standing in bosses 1-hit-kill clouds of death. I’ve never been able to raise a player when there was a downed NPC anywhere within spirit distance.
I will support more revealing armor for females when they give my guardian a Kilt.
I want to see the option to represent our human characters’ origin better. There was a dialog for setting whether your character was krytan, ascalonian, elonan, or canthan during one of the beta weekends that seems to have disappeared.
I kind of understand that only returning players would really care or know enough to make these choices atm, but it was still a nice piece of back story that I would have liked to keep.
Pardon the inflammatory title.
I read the Endgame Reimagined article and paid particular attention to the explorer/level adjustment section. My past few game sessions were spent carting the Sylvari and Asura starter areas. I made enough money during the process to go from 3/5 max berserker armor to 5/5 max berserker armor and a few insignias.
While the areas felt trivial before, the two extra armor pieces took me from a reasonable 4-5 hits per kill to 1-3 hits per kill. There were no tactics to the process, just circle strafe around the mobs and let auto attack to do it’s work. The only mobs in those locations that felt like a challenge were the champions, and even those were soloable without preparation.
My view on the level scaling system is that it doesn’t do enough to keep adequately geared players from feeling like they’re trampling around a playground.
I was rallying against the idea pre-launch/open beta, but after hitting max level and staring on cartography, I can honestly say that they wouldn’t hurt the game experience.
3.5 silver to travel through meaningful distances takes the cost of waypointing to the point of tactical necessity, and my travel/copper pinching habits are impacting the speed with which I can reach and/or interact with my guild mates.
I’m not saying travel needs to be cheaper, but I would definitely see the utility in a 25 gold mount.