(edited by Gerroh.3812)
Showing Posts For Gerroh.3812:
So you’ll delete revenant from raiding just because of WvW and make PvE meta smaller, good job.
What I don’t get about posts like this is you go and say it’s a bad decision, but don’t thoroughly explain why, or suggest an alternative, or even open up ideas for how to adapt to this. It’s the most useless post you can possibly make, and it’s made every single time there’s a balance update in any game.
Please don’t be that guy.
Condition stacks – We all know this is an issue. One solution I thought of would be to reduce the # of stacks certain skills cause while buffing those conditions, allowing for the same effect with a greater ceiling. For example, make bleeding twice as strong per stack, but reduce a skill that causes two stacks to just one stack. Alternatively, they could also remove the cap altogether, but I suspect it’s there for some programming reason (server strain?) and I honestly don’t know a whole lot about programming.
Direct damage – Necromancer direct damage(that is, damage done with power and crits rather than condition damage) is… rather weak. There’s no cleave on land, and even for single-target it’s still not very strong. So let’s find a way to make it useful while still allowing it to be unique. Let’s take another look at the idea of necromancer bypassing/eliminating enemy defenses. We could make the attacks unblockable, and add other effects such as “X% more damage if target is under the effects of protection”, or “X% more damage for each ally of the foe you’re targeting within Y radius”, etc. Seeing as GW2 doesn’t have the damage type system that GW1 had, it’s a bit difficult do much with this part, but I feel like there should be something.
Punishment – Necs in GW1 had a lot of punishment skills. It was something necs and mesmers were both well-known for. In GW2… the nec is completely lacking such things. Punishment hexes have been effectively replaced with confusion, which is very much a mesmer condition, at least in the name. I would suggest Anet just change the name to be a bit more generic, such as “backfire”, or “pain”, and then add this renamed condition to a few necromancer skills and traits.
Conditions and boons from monsters – One thing necs do really well is managing conditions on allies and boons on enemies. We don’t just remove them, we flip them, or we transfer them, and we turn a leg-up into a crippling limp. The problem with that is that it’s just not very useful in PvE as most monsters don’t bother with these things to any extent worth countering. Protection is worth removing, and some enemies can lay down some hefty conditions, but these things just aren’t common enough to care, and you can usually just brute-force your way through these problems. The game needs more condition-spamming enemies, fewer OHKO’s(This was really well explained by a user named Kaaboose on the guru forums, and in his video detailing it), and more enemies that depend on their boons. This isn’t just about making nec more useful, this is about making the game more interesting and forcing players to think rather than charge at full speed and faceroll.
In closing
The overall effect of this is that it would greatly raise the skill ceiling for necromancer, allowing for more thoughtful and adaptable gameplay, as well as making the necromancer a more fun profession to play. The changes to PvE in general would yield the same effect on parties and most professions.
PS: I am dying for greataxe to be added for the game and for necs to be able to use it.
PPS: Sorry for the multiple posts, but there’s a lot to say here.
Spectrals:
Cast with F# keys to increase potency(life force gain, duration, etc) at the expense of a longer cooldown.
Examples:
Spectral grasp travels twice as fast, is unblockable, and strips two boons, but takes twice as long to recharge if cast this way.
Spectral armor instead causes you to turn invulnerable and gain X% life force whenever you would take damage for the duration. Lasts half as long and takes twice as long to recharge if cast this way.
Spectral wall gives X% life force for each ally that passes through it(once per ally) and Y% life force for each foe that passes through it(no limit per foe). Takes 75% longer to recharge if cast this way.
Of course, all of the above means that necs will need some sort of cap on how often they can get life force from deaths, to avoid necs becoming ridiculous during large events.
General problems with the game
I’m not going to say much here, largely because other people have already made very good points on some of the problems I can imagine. I still have a few ideas, though.
“Slow war of attrition” – The idea of winning a slow war of attrition is an interesting one, and would work great in some games, but it’s just not wanted at all for GW2 PvE, as the goal is to kill as much as fast as possible. Instead, let’s shift the focus more towards bypassing enemy defenses. Let’s make nec attacks ignore protection, go through block, and maybe even one or two that can do something like KD an invuln target. This would not be all that great for current PvE, but for an ideal PvE where profession diversity and proper tactics are required, it would be invaluable.
Meaningless durability – The current trend for PvE bosses seems to be to hit once in awhile with a OHKO. The best example is Alpha from the teleporter path in Crucible of Eternity. There are a couple reasons why this version of Alpha is a nightmare for necs, but the main one I want to focus on is his ice attack. The attack happens, covers a huge area in a large number of simultaneous attacks, and you need to dodge. Dodging isn’t difficult, and sometimes you can walk out of the way, but it’s the fact that you HAVE to dodge that’s the issue. There have been times where this attack has taken me from full health, full death shroud to downed in one attack, and that can only happen if it’s more than one hit, and those hits are enough to knock off 40k total hp. What is the point in having different health pools for different professions if all of the big bosses will kill you in one shot regardless? Even with the nec’s high health AND death shroud on top of it, Alpha can still OHKO you with an attack he spams endlessly. He has no small quick attacks, and no ways to lightly wittle away at your health. It’s just the one massive attack that’s a dodge-or-die situation. Alpha isn’t alone either. Giganticus Lupicus, any boss from level 20+ fractals, some of the new(and completely ridiculous) versions of the Ascalonian Catacombs bosses, and many more can easily one-shot anyone, regardless of their profession. This means that the profession that dodges the most is the one that survives. Guess which profession dodges the least. I’ll give you a hint, it’s the one this thread is about. This sort of things needs to change, not just for necs, but to make PvE more interesting. If we are all memorizing the big attacks and just waiting to dodge those, then the game becomes a very boring routine, and there’s little need for thought once you’ve got the pattern down. If Anet makes the attacks faster and weaker, we’ll need to think about when to dodge. It will never be a dodge-or-die situation, but rather a dodge-to-avoid-the-most-damage-possible situation.
(cont in next post)
Living up to the name
In GW1, we had tons of spells that required a corpse to consume. Obviously, this creates problems and this system won’t work in GW2. However, it does create a strong bond with death, and was an interesting (if incredibly difficult to balance) mechanic. Were we to integrate this into GW2, we’d find necs being ludicrously powerful during huge world events, while feeling especially weak and slow otherwise. The solution? Something crazy.
Seeing as how life force is our one bond to actual death in the game it seems like a good place to start. Let’s make the life force bar multi-purpose. Instead of life force being a charge for a 2nd health bar and a set of skills that might be completely useless in some builds, let’s allow it to double as a resource and rework a ton of necromancer skills to go along with this. We will also have to make changes to the life force bar so that it registers as over 100%, instead of it just changing how much health the bar has. For example, with 25 points in soul reaping, a maxed out life force bar would read “Life Force: 125%”, instead of 100%. The reason why will be clarified below.
The general rule: Weapon and spectral skills charge life force, non-spectral utility skills use life force. Add F2, F3, and F4 button, with each appearing above the 7, 8, and 9 utilities, respectively. The #, X, Y, and Z in the examples below represent variables which can be adjusted for balance.
Minions: Minions in GW2 don’t feel like undead minions at all; you don’t use a corpse to make them, they just kind of… appear there, like any other summon. Let’s restore this bond with death by making minions cost life force and completely revamp how they work altogether.
Under this new design, minions would be spammable; you’d be able to create many minions at once, up to a certain minion cap. This would restore the “steamroll” feeling minions had in GW1. The upside would be strength in numbers, the downside would be using up your utility slots and being in a bad position should your minions die off. Here are some examples:
Bone minion: # sec cooldown, costs X% life force(This cost is the reason why the life force bar should change how it counts, as mentioned above). Raises a bone minion with stats based on your stats, it lasts until killed. Maximum of 2 + Y, where Y is 1/10th of the number of trait points invested in death magic. For example, 10 death magic would yield 3 max, 29 would yield 4 max.
Hit the respective F key to detonate the minion you are targeting. If you are not targeting a specific minion, destroy the one with the lowest health instead.
Bone Fiend: # sec cooldown, costs X% life force. Raise a bone fiend with stats based on your stats. It attacks from range and lasts until killed. Maximum of 1 + Y where Y is 1/15th the number of trait points invested in death magic.
Hit the respective F key to cause the target bone fiend to tunnel towards your target and detonate, causing bleeding and damage. If you are not targeting a specific minion, destroy the one with the lowest health instead.
Shadow Fiend: # sec cooldown, costs X% life force. Raise a shadow fiend with stats based on your stats. It attacks in melee and lasts until killed. Maximum of 2 if Soul Reaping is greater than 20, maximum of 1 otherwise.
Hit the respective F key to cause target shadow fiend to detonate, causing damage and blind in an aoe. If no minion is selected, instead detonate the shadow fiend with the lowest health.
Wells and corruptions could be just as they are now, but with an extra “kick” added to them if you choose to pay a life force cost.
Examples:
Well of power’s boons last twice as long if you can pay X% life force
Well of suffering would have increased duration if you can pay X% life force
Well of corruption converts two boons per pulse if you pay X% life force
Corruption examples:
Epidemic also spreads conditions from surrounding enemies to the target before applying the normal aoe effect, at the cost of X% life force.
Blood is power also grants 10 stacks of might to allies in X radius at the cost of Y% life force.
Corrupt boon: Hit F# to instantly recharge at the cost of X% life force.
Corrosive poison cloud also causes vulnerability and has increased radius at the cost of X% life force.
F2, F3, and F4 keys would cast using life force(with the exception of corrupt boon). 6, 7, 8 would cast normally.
(cont in next post)
I got a lot of support for this on the guru forums, so here’s hoping Anet’ll see this and consider it as an option to improve the necromancer profession and PvE itself in the ways suggested.
These suggestions should be taken as guidelines, not concrete demands. What’s important is the idea being conveyed, not the exact wording and functions themselves.
Intro
Necromancer in GW2 is facing quite a few problems. Hell, the game itself is facing quite a few problems, but those are being worked on, and they’ve all been highlighted already, so I won’t waste my time suggesting an overhaul of the game, rather I’ll suggest an overhaul of the necromancer itself, and a few key gameplay elements that hit the necromancer hard.
The complaint is generally that the necromancer doesn’t feel like the necromancer from GW1. Obviously, we can’t go and ask for a duplicate, as there are too many differences in game mechanics between GW1 and GW2, but we can at least make an effort to make the necromancer actually feel like a necromancer.
Summaries
1 – Armor: In GW1, each profession had its own specific armor, giving them each their own flavour. In GW2 this becomes much more difficult as all professions share their armor with at least one other profession.
2 – Living up to the name: In GW1, necromancers had a strong bond with death. We required it to cast many of our spells, and whenever it occurred we’d find ourselves a little bit stronger than we were a moment ago. In GW2, our relationship with death is barely there.
3 – General problems with the game: GW2’s not perfect, and there are a lot of things that need to be fixed. Some of these things hit necs a little harder than other professions.
3.1 – The “focus” of necromancer is to (in Anet’s words) “win a slow war of attrition”. This is the worst possible tactic for PvE, especially with how PvE is right now. Let’s instead change the focus to “destroy/bypass enemies’ defenses”
3.2 – The necromancer’s durablity is meaningless in PvE due to high-end PvE bosses utilizing OHKO attacks on a long cooldown, rather than a constant barrage of smaller attacks. Couple this with the lack of dodgeability and stability and you get a profession that is doomed from the start
3.3 – Condition stacking is broken. I’ve got one idea for it, but there are plenty of other good ideas out there, too.
3.4 – Necromancer direct damage is almost exclusively single-target, with condition damage being the only real aoe choice. Conditions are in a horrid state altogether right now, but I will suggest a few small ideas that may remedy the situation.
3.5 – “Punishment skills”
3.6 – Enemies in PvE on average have very few conditions and boons, which makes the nec less useful, as condition management and boon removal are things that necromancers specialize in.
Armor
In GW1, elementalists were exotic wizards, mesmers were either in underwear or dressed for the theatre, and necromancers… well necromancers were the oddballs covered in the stuff of nightmares. From tongues and tendrils to bondage and fetish to tribal shaman; the necromancer stood out more than anyone else. In GW2, we’ve lost this, and we now share our aesthetics with other professions. Unfortunately, Anet seems to have almost completely abandoned the style necs had in GW1, and leaving us with few choices if we wish to recreate the unique look necs used to have.
Obviously, it would be very difficult to go back to the old way, and probably a bad choice overall. Each profession having its own armor means either more time spent developing armor, or fewer choices of armor for us, or both. I’m not proposing we go back to GW1’s sytem, it’s just that I’d like to see some things in GW2 that remind me of elite Canthan nec, ancient nec, or elite Luxon. Yes, we have profane in GW2, but I’m pretty sure we’re all aware how horrendous it looks compared to GW1’s profane, espeically on males.
(cont in next post)
I play necromancer, I like prec/condition damage/toughness. I got two dodge rolls and that’s it. I don’t know where you get this idea that there’s no use for toughness for skilled players, but there are people out there who cannot dodge everything. Furthermore, as a necromancer, I do thousands of sustained DPS with condition damage, and I came nowhere near that with power.
Are you talking about sPvP, OP? Because that’s the only part of the game I can imagine this post makes any sense, and even then I’d still disagree. But you can’t be, because sPvP doesn’t have ascended gear, so I guess we’ll just go with nonsense, then.
(edited by Gerroh.3812)
Enemies don’t rally on pet/minion/summon kills, and the jagged horror at higher levels lives long enough to do some damage. Play necromancer to level 80 before you judge things like this.
It’s a pretty lousy trait, I’ll agree, so I’d prefer if it just offered some ability to toggle whether it turns on or not, and to remove the degeneration, putting a max jagged horror cap at 5.
So we get laurels only for dailies and monthlies and I guess Anet’s reasoning was “people didn’t know this was coming, so we don’t want some people to be ahead of others”, but the fact of the matter is that EVERYONE would have more than they would have right now if laurels were given for all previously earned achievement points, so such complaints would be completely ridiculous and easily dismissable. Putting a cap on infinite achievements isn’t very hard to do, and there’s no reason Anet couldn’t do that for this update and allow laurels for all achievement points. And I’m thinking about this and whether I have 1,000 or 10,000 at this point, I’d still be happy to have laurels for all achievement points, especially for the main gripe I have about this update. Obviously we can’t have 1-to-1 achievements points-to-laurels, so I’d suggest 10-to-1, 15-to-1, or …maybe 20-to-1.
With the current system, the best you can hope to achieve, laurel-wise, is extremely limited and only a finite number of laurels can be earned over a given period of time, regardless of how much or how well you play. What’s worse is that this finite number of laurels is extremely low. I’m going to have to do my dailies for a whole kitten month just to get one amulet. And another two months to get the rings. If I do my monthlies across those three months, I can get one more amulet for another character. This rate of acquisition is insanely slow and it’s just going to force myself and others to quickly lose interest in the laurel system, as it’ll take maybe an hour of gameplay per day, and it won’t really feel like we’re working towards anything ‘cause it takes so kitten long and there’s nothing we can do to expedite it. It’s not casual-play, it’s not even grinding, it’s just horrible design. Legendaries are a long-term goal, sure, that’s fine, but ascended amulets which provide a total of a relatively paltry +23 stats taking a month to acquire is insanity. It’ll take close to a full year to get ascended rings and amulets for my 3 main characters this way, and that’s only if I play nearly every day, which is asking FAR too much from players.
I was excited about the laurel system, but the extremely limited means to acquire them has completely put me off, and I just don’t even give a kitten about it anymore.
(edited by Gerroh.3812)
I’ve got a friend who’s had some trouble getting on the game for the past while, computer issues. When she’ll be able to play the game normally, we’re not sure.
So this raises an issue because my guild transferred servers and she wants to, as well, but Blackgate has been full the few times she’s had a chance to try.
There may also be other people who’ve left the game for awhile and may come back to find their guilds or friends have moved to a different server, or the server they’re on is dead, in which case I think people should get 1 free server transfer when paid server transfers are implemented.
I’m a big fan of the ornery crab and the ill-tempered barracuda, but I’d love to see some other such critters to add to this sort of subtle joke.
So I figured how about the Cowardly _, for this example we’ll use tuna.
The “Cowardly Tuna” would be an ultra-aggressive tuna that would attack players on sight, but when hit, it’d suffer from 1sec of fear.
This could be implemented in an upcoming zone.
Well that’s just stupid. Theyre punishing higher level players for killing lower level ones? If you cant handle wvw then don’t be here, why arenanet thinks this is a good idea? it just prevents from people actually getting money in wvw thus making pve more so profitable thus making people not want to play wvw because, well, it gives nothing in return.
That’s right, everyone. Receiving less of a reward than you anticipated is “punishment”. No, it’s not “less of a reward” like any sensible person would realize. It’s “punishment”.
Yep, and the only reason to do anything in GW2 is for the loot and money. There are no other motives whatsoever.
It’s not the user’s fault. Some people would not have known it was the skin and others, like myself, might have assumed that the T3 were higher because of poor planning thinking that 63k justified the skin AND the rare quality level.
Regardless of what happened, I and several others are out a transmutation stone, most of us out a fine transmutation stone.
It’s just one more reason for me to refuse to buy anymore gems. I want my trans stone back, and I want a way to recover deleted town clothes.
You can no longer preview armors of different types. Necs/eles/mesmers cannot preview heavy and medium armor, engineers/thieves/rangers cannot preview light and heavy armor, guardians and warriors cannot preview light or medium armor.
The other one I’ve heard from a guildie, and I’m reaaaaally hoping it’s not true, is that you cannot transmute starter headgear to move it to a different character anymore. Limiting character customization is a huge no-no, and it’s bad enough that we have to go through a huge hassle to get order armor/weapons onto different characters.
Yeah this is bullkitten. Fine trans stones are not easy to come by and I want mine back.
I’ll just copy-paste my guru post:
“Haven’t tried the armor, can’t be bothered to, but it’d be nice if someone could check those, too.
So, I have a giver dagger and it’s not increasing condition duration on either my utilities or offhand dagger skills.(I’m a nec)
It could be because I am already specced into condition duration with my traits, so maybe it doesn’t stack, or it could be that it doesn’t work altogether. Whatever the case, avoid buying one until they’re working.
With Blood is Power (30 sec base bleed on foe) and Enfeebling Blood (10 sec base bleed on foe(s)), my +30% from traits puts that at 39 sec and 13 sec, respectively. In the tooltip with or without the dagger, it says 39 and 13. I figured maybe this is just a tooltip bug, so I tried it out. Nope, still got 39 and 13, when I should be getting 42 and 14."
I’m slightly disappointed, Anet. It doesn’t seem like it’d be hard to test and it’s a let-down to see holiday content not working when it could’ve been checked so easily. Please fix this ASAP, I’m finding all sorts of uses for the +condition duration, but I don’t want to make any more giver weapons until it’s fixed.
“Gerroh” is accepted, but “G E R R O H” is not. It’s a rather… strange filter they’re using.
They will probably add it. I remember one of the devs was questioned on two-handed axes and said something like “Well, we need to keep something for DLC, don’t we?”.
I wouldn’t mind seeing crossbow. I could imagine it possibly being a ranged weapon for guardian with longer range than staff and faster moving attacks than those awful scepter balls.
I could also imagine it on.. maybe warrur and ranger?
I like it. I could think of a few times where I’d wanted to do that.
I don’t think it’s just repair costs, I think it’s avoiding the humiliation of defeat and denying your opponent a kill out of spite.
I don’t know about you guys, but I have ABSOLUTELY HAD IT with people who log out as soon as they’re downed, some even before they are downed. I’m not sure if some kind of dishonour system is in place in spvp, but in WvW it’s quickly becoming one of the most irritating things for me.
Logging out just because you’re downed and about to die is lousy and poor sportsmanship. If you’re downed, you take it like a man and fight until you’re dead.
In Guild Wars 1 we had a dishonour system to prevent people from leaving pvp for petty reasons such as “no monk, bye”. We need a similar system in GW2.
-Leave while downed? -30 minute suspension from all pvp.
-Leave while in combat with other players? -10 minute suspension from all pvp.
-Leave while downed several times in a day? -24 hour suspension from all pvp
Leave while in combat with other players several times in a day? -12 hour suspension from all pvp.
Furthermore, anyone involved in combat with that person should receive rewards as though they got a kill; including loot, title counters, and anything else applicable.
So right now I’m using an axe and a focus as a nec.
The focus is accursed chains, and used to provide +90 accuracy with an additional superior sigil of accuracy that came tacked on when I got it. It would increase my crit chance by over 5%, which makes sense as it’s adding a +5% chance to crit with the precision on top of that.
Then I transmuted berserker stats onto it but kept the sigil. Now I am getting about 3% chance to crit bonus from it and the sigil appears broken.
I slapped the same sigil onto my axe, my crit chance initially went up 5%, but after un-equipping and re-equipping the axe my crit chance dropped to where it was before, leaving me a bit frustrated.
It could be that these are providing an invisible benefit, but I really cannot be bothered to write down the results of a thousand or so attacks to get conclusive data on this.
The bug is either the crit chance not showing up or the crit chance not being there altogether. Either way, it needs to be fixed.
There are some errors, oversights, bugs, etc with the game that I feel add more than they take away. I’m not talking about exploits. Exploits like the one in Caudecus’ Manor where you skip half the dungeon should be fixed, absolutely.
But what about us being able to get to parts of cities we “shouldn’t” be able to get to? In a city, there are no mobs to kill, no objective to accomplish(aside from the odd event here and there), and if a player, hypothetically, found a way on top of the skybox, or below the map, or somewhere else they “shouldn’t” be, should that really be fixed? Can anyone explain how it would be damaging to the game to not fix it?
To be absolutely clear, I’m not talking about a player accidentally falling through the floor, or a merchant shooting up into the sky. I’m just talking about if a player found a series of ledges or some kind of extremely difficult method of getting to a place they, again, “shouldn’t” be, a place which does not provide any benefits aside from a few minutes of “woohoo”.
Should that sort of thing be fixed?
(Another good example is the looping animation glitch, which would almost never happen by accident, never does any harm, and only entertains players)
Modeled for humans? Yeah right. Its seems like they just threw random things together sometimes. Even on my human t3 cultural medium armor my daggers are almost all the way inside my legs, and theres holes all over the armor lol. I mean, when you buy one of the most expensive armor in the game shouldnt it be bug free?
Im hoping they were saving all model fixes until this big patch because theres a list in the bugs section with hundreds of model mistakes and I havent seen any fixes for them since launch..
I don’t play human at all, and haven’t noticed these errors on other people, so I think it’s probably minimal(but still there) for humans. As for weapons clipping into your character, there’s really nothing they can do about that. Weapons are attached to the character’s skeleton, and, I’m not an expert on this, I think it’d require each armor set modifying the skeleton slightly to make that work, which would just be a big mess of extra programming. Weapons clipping is expected for pretty much any game with armor/weapon customization, but armor clipping should be almost non-existent.
you can tell i have bad eyes (or you are nitpicky!) >.< i can’t see any problem with any of the images. i wish you’d “circled” these problem areas your little comments are talking about.. because even reading your “flavour text” on the images i can’t tell where these clipping bits are >_<
In the first, there’s a chunk missing from the front of the chest piece, near the waist. The textures on the smaller wings on the back are also wrong, and replaced with textures from a completely different piece of armor, resulting in the wings be partially not there, and all around looking strange.
The second picture is too obvious, there’s no way you could not see it.
In the third, there are orange bits clipping through the shroud wrapped around my character’s head. In the last part of the third image you can see the armor clipping into my character’s jawline.
The last picture highlights various problems which are explained by the text in the image.
Note: The files I’ve attached are rather hefty. I have a large monitor and JPEG is an awful file format, so they are large PNGs. If you have a slow connection, you might want to just use your imagination or check these things in-game
Well, it’s pretty obvious the non-cultural armors were developed on a human body and later adapted to fit other races. If that isn’t obvious to you, you probably play human, and definitely don’t play charr
I consider this to be somewhere between “major issue” and “pretty big deal”. It’s probably not going to kill the game, it’s not as important as adding more end-game content, but let’s face it, Guild Wars’ “end game” pretty much always has been(and probably always will be) fashion, looking 1337, bling bling, however you want to word it.
Lemme get this out of the way, I’m a sylvari player, I know people from other races face this issue; I’m not forgetting about you, it’s just that I don’t have the non-sylvari characters to show you everything. I’ve seen issues on other races, I just can’t remember the specific armor sets these issues are on.
ANYWAY
I’ve been spending a lot of time as a sylvari nec lately(The one in the images), and I’ve noticed more and more armor that is just completely unwearable due to massive clipping, weird distortion, and other issues I could never see coming.
In the images(The hefty ones I mentioned earlier) I included some examples that my charr(which is a new character, hence the lack of charr images) and sylvari nec face. These aren’t all of the problems, and I even forgot to include one of the issues I screenshotted, where the CoF chest piece includes the mesh for the legs, making it completely impossible to mix the chest with other leggings.
You’d think sylvari, being the closest to humans in shape, wouldn’t have the problem, but we do! What’s even worse is that the distortion, stretching, and “weirdness” that sylvari face is nothing compared to what charr players have to put up with.
All of this has left me pretty disappointed, I know Anet could do better, these wouldn’t be hard to fix, and it’s upsetting that it seems like they didn’t even try.
So, Anet, PLEASE fix this, PLEASE FIX IT! You can fix it! You have the power to! No, don’t give me that, I know you can do it! It’s not terribly hard! I know armor is a really delicate thing to fix, you’re worried you might upset some players who are already happy with their armor, but what about those of us who aren’t? What about things that are just downright wrong? I wouldn’t care about buying a few replacement exotics if it meant having armor with 0 clipping and 0 distortion!
PS: I encourage other players to include images of clipping/distortion/armor-related-disappointment in their responses. The images I included are really only scratching the surface.
(edited by Gerroh.3812)
