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Suggestion. Karma for ascended crafting mats

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Posted by: GinsuChef.3765

GinsuChef.3765

When poor Princess, Mawdrey II, the Sentients, etc can’t eat enough, how about a vendor where we can trade in ascended materials like dragonite dust, bloodstone dust, and empyreal fragments for karma.

Also, there is airship oil, Auric dust, etc from HOT maps.

In a way, there items are related to karma as we get them from all our good deeds.

Crazy idea for new type of legendary weapons

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Posted by: GinsuChef.3765

GinsuChef.3765

Bundles. Different skills while playing Dragon Ball or Snowball Mayhem. The old personal story with Caladbolg. Also, there was a video by Wooden Potatoes where he made a built using the Frostgun. I’m sure these things were in my subconscious. Oh, the gliding skills we got in Bloodstone Fen. Having new skills adds some excitement.

One idea would be an avatar of a god. If you got the legendary weapon related to say Melandru, when you swap to it, you become an avatar with unique skills perhaps related to druids and healing. A healing thief build? lol.

In terms of expansions, having these unique weapons related to an expansion would give us something memorable. If we had this for HOT, there could have been Exalted, Itzel, Rata Novus, etc legendaries. The feeling would be: I got this legendary Itzel weapon from HOT.

Balance would be extra crazy, lol. But for any given class, we have a meta and all the other weapons seem irrelevant, so we do have OP setups currently. If such legendaries would be OP in PvP or WvW, Anet would probably put a nerf on them. lol. But for those that like to think about new builds, having weapons with unique skills bring excitement.

What if these legendaries come with a penalty to balance their power? If an elementalist tries to use the halberd, it could give them a speed penalty. Where a warrior would have no problem. Well, something like this would be another level of complexity. lol.

I mention halberd and crossbow, but the potential might be in having a godly weapon that is themed to a god. Or an Itzel weapon that gives you some of the skills like their dodge skill or a Nuhoch weapon that lets us belly smash. lol. Mushroom weapon that has their charge attack and poison circle dance? lol.

(edited by GinsuChef.3765)

Crazy idea for new type of legendary weapons

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Posted by: GinsuChef.3765

GinsuChef.3765

Here are some of my thoughts. The current legendaries are limited to the classes that can use them. Their skills are bound by the classes and behave the same as a white rare weapon. If its the same weapon, I don’t think legendaries should have special skills because that could make it harder in WvW to anticipate the skills of an opponent. So that’s why I thought they should be weapons that we don’t have currently. Halberd and crossbows have been mentioned before as possible additions.

If I got a legendary weapon of a god, having skills related to that god would make them distinct and “legendary”. Having them available to all classes would allow players to use them on their favorite classes or just being able to try them on all classes.

Anyway, the idea popped in my head and I had this feeling it had some merits so I made a quick rambling post, lol. So with more thought, I hope this follow up helps.

Crazy idea for new type of legendary weapons

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Posted by: GinsuChef.3765

GinsuChef.3765

What if all classes can use them and the skills are the same for all classes. Doesn’t this sound like a legendary weapon? We have 35 legendary weapons now, but they are like fancy ascended weapons. What if we got a few of these types of crazy legendaries for the expansion? Like a halberd? Crossbow for all classes?

Anyway, said it was a crazy idea.

Excessive HOT ascended materials

in Guild Wars 2: Heart of Thorns

Posted by: GinsuChef.3765

GinsuChef.3765

Some of us have stacks of these materials. Having eaters like Mawdrey is one way to get rid of them. I could imagine some Charr invention that uses airship oil, an Asura device that uses ley line sparks, etc.

Another way is to have a vendor that lets us trade it in for map currency and vice versa. So, airship oil could be traded for airship parts, Auric dust for aurillium, etc. As we can use map currency for various things, this could let us make use of any excess. But if we find out we might need more of the ascended HOT materials, we could use map currency to buy those materials.

Silly skritt tricks

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Posted by: GinsuChef.3765

GinsuChef.3765

3rd picture, blah blah.

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Silly skritt tricks

in Living World

Posted by: GinsuChef.3765

GinsuChef.3765

2nd picture, blah blah. (needs to be 15 characters)

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Silly skritt tricks

in Living World

Posted by: GinsuChef.3765

GinsuChef.3765

Seems like I can only attach one picture. You should practice it at home before doing it in pve.

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Fields of Ruins event still bugged

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Posted by: GinsuChef.3765

GinsuChef.3765

This event or its sister event is needed for Dawn’s tier 1 collection. If the sister event has lvl 80 mobs, then working on the collection is impossible. It needs to be fixed asap.

My thoughts on the Nevermore quest (SPOILERS)

in Guild Wars 2: Heart of Thorns

Posted by: GinsuChef.3765

GinsuChef.3765

I’m working on Nevermore, I’ve finished all four tiers. I would suggest they make some of the event quests into instances. Like the personal story and living story, it can be soloable or invite friends. I was waiting around for the bunny event and decided to click on the npcs around and was able to buy Friends of Rabbits, but I don’t mind chasing rabbits if I didn’t have to wait.

Amalgamated gemstones. I’m guessing players are buying T5 dust to make orbs, last I check had buy orders of 42k and 70k at two price points. I need to buy another 7000 dust to get my 250 gemstones with the new recipe.

Mini pets: on/off hotkey toggle

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Posted by: GinsuChef.3765

GinsuChef.3765

Hotkey toggle would be nice for turning them off in wvw. And as mention, to turn them on when they get randomly turned off.

Mini pets: on/off hotkey toggle

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Posted by: GinsuChef.3765

GinsuChef.3765

Sometimes we lose our mini pets or somethings we shouldn’t have them around. A hotkey to toggle them on/off would be nice.

Found Rubi between POI shows

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Posted by: GinsuChef.3765

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She’s got a custom swimsuit and the panda hat.

Found Rubi between POI shows

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Posted by: GinsuChef.3765

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Oops, Rubi does POI. Edited title. lol

(edited by GinsuChef.3765)

Found Rubi between POI shows

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Posted by: GinsuChef.3765

GinsuChef.3765

Major downtime.

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A 10 level Tome of Knowledge

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Posted by: GinsuChef.3765

GinsuChef.3765

With the birthday Experience Scroll giving 20-30 levels, we still need to use 50-60 Tomes of Knowledge to hit level 80. I suggest a vendor who can take Tome of Knowledge and return a 10 level Tome.

This has already been done with the Writ of Experience.

Edit. To clarify, I want something that can give 10 levels with one click at any level. Not something to get me to level 10.

(edited by GinsuChef.3765)

Falling Traits Feedback [merged]

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Posted by: GinsuChef.3765

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Insane idea. Quaggan Explorer Potion. As quaggan explorer, you get a hard hat with a light, grappling hook and fall reduction. I can see this a s gem store item. lol

Falling Traits Feedback [merged]

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Posted by: GinsuChef.3765

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Nothing against keeping the trait and adding an utility. How about as a racial utility? We get them free so it won’t cost us hero points and I’m sure the designers could make some cool stuff. lol

Falling Traits Feedback [merged]

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Posted by: GinsuChef.3765

GinsuChef.3765

I don’t think it’s even a good idea to have it under a healing skill or utility skill. Why? Imagine when you are thinking of jumping off a cliff while being chased down. I bet you won’t be able to change to the relevant fall damage reduction utility in time, considering you are in combat.

Or maybe you already have it equipped (and assuming its passive effect reduces fall damage), then you use the active portion of the skill.. what happens? What we know is that passives won’t work if the active skill is used and is on CD.

Or maybe we place it on the active skill itself… I’m sure when we jump cliffs, we jump more than one time – in succession if it’s from a very highpoint.

In your first case, its the same as not having it traited.

In the second case, if its added to another utility, it wouldn’t need its own slot. Signets have a passive and active use, so I think it would work nicely as we’d get another benefit as oppose to fall protection being its own separate utility. Signets do have that dilemma whether to active it or leave it in passive. Maybe having it as a passive on a healing would be bad if you needed to heal before jumping lol.

It could be made a passive for all signets, then we have more choices.

In the third case, I think you are bring up the problem with having a cooldown? As a trait, fall protection already has a cooldown.

If Anet makes build templates, then we just need a fall built and switching would be very easy, lol.

Fall protection is just squeezed into traits. We find them in adept, master and even as a grandmaster trait(thief). I’m sure thieves would like another gm trait.

Anyway, none of this is happening, but having a discussion on it might lead to something better. Maybe as a new offhand weapon? lol

(edited by GinsuChef.3765)

June 23 Specialization Changes

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Posted by: GinsuChef.3765

GinsuChef.3765

I guess its too late for this round of class updates, but I’d like to see “reduce falling damage” moved to slot skills. I think having it as a passive on healing skills or on signets would work. This would let us get the protection when we think it would be useful but not needing us to pick the trait line that has “reduce falling”.

Falling Traits Feedback [merged]

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Posted by: GinsuChef.3765

GinsuChef.3765

As a trait, it seems out of place. If we need it for a situation, we have to open the trait window and change a trait or switch out a trait line just to have this protection. Removing it from traits could give us another trait that would be more thematic instead of fall protection.

I think it can be made into a passive effect and added to existing utility skills. A few classes have signets that give extra toughness and making fall protection a passive effect to those signet seems natural. Another possibility is to add it to a healing skill as a passive effect.

I’m sure there is much to consider but finding a spot for it in utilities seems like a better fit.

(edited by Moderator)

Recrafting Ascended Gear

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Posted by: GinsuChef.3765

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Making a pair of ascended leather gloves cost over 50 gold. How many of us have a piece of ascended gear that we wish had another set of stats.

I was thinking if we could recraft them to change their stats, that would be a nice feature. Perhaps we could make a hammer of soldier’s stats and whack, the stats are set to soldier’s.

Hearing Player Shouts for Map

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Posted by: GinsuChef.3765

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I thought those were voices from the Mist. A preview of the Revenant class.