Showing Posts For Godunderscor.1086:
I really don’t understand where this argument of “Rangers shouldn’t have access to Rifles – or firearms at all – because they are nature oriented.” I mean: they use swords don’t they? Aren’t swords crafted using refined metal? Should Rangers be limited to Torches and Warhorns alone?
Rangers have a naturalistic flavor to them but it is not their definition. I know not everyone likes their rifles mixed with their mental image of Ranger. But then I don’t see why Mesmers – a magey class focused around screwing with enemies and wasting their efforts on clones – should have access to the Greatsword as a weapon; this doesn’t mean the Greatsword doesn’t work as a Mesmer weapon or “fit”.
As for gameplay niche – I’m sure Arenanet would do a superb job differentiating Ranger-Rifle from Warrior and Engineer’s Rifle skillset; and in terms of class weapon space, I’d bet there’s room for Ranger-Rifle next to Ranger-Longbow or -Shortbow.
(edited by Godunderscor.1086)
Arenanet was rather lazy about adapting the armor sets to Charr, that much is obvious. With that said there are a handfull of non-cultural armor sets that actually look good on Charr. For medium for example the Inquest, Ascalonian, and Duelist sets all work well, the tail even moves the material in the back so it’s been accounted for fully.
Oh I hear ya.
Welcome to GW2 Charr Medium Armor,
where everything’s a trench coat and it all clips
Until the Charr get out of this ridiculous trench coat fad or at least learn to put in holes for their tails, it’s as you said: Dungeon and Racial armor only.
I don’t really have anything new to say, but I’m in the same “please set some time aside for this one Arena.net” boat.
Weapons
- Ranger
- May now use Rifles.
- Thief
- Redesign of dual skills when no off-hand weapon is equipped.
- Dagger – Twisting Fangs stacks more bleed and adds 1 stack of vulnerability. Also costs additional initiative.
- Pistol – Repeater replaced with Parting Shot – Thief fires a single shot that deals extra damage to low health and far-away targets. Has 1200 range.
- Sword – Slash replaced with Riposte – Thief begins blocking for 2 seconds; if struck, Thief damages in return and causes Fumble for several seconds.
- Redesign of dual skills when no off-hand weapon is equipped.
- Warrior
- Has access to the Pistol as an off-hand weapon.
Charr
- Charr have invented tail-holes for their armor.
(That about covers all the things I want for this game that the OP hasn’t already noted, everything I can think of at least.)
edit: thought of something else I’ve been dreaming of almost immediately.
(edited by Godunderscor.1086)
Chaos Crystal Caverns - Reduce Frustration - Increase difficulty
in Suggestions
Posted by: Godunderscor.1086
Suggestion:
- Remove the ability of enemies on the ground to attack players while jumping.
- Simultaneously let each of the 3 effect types – vision draw, size, and speed – stack with each other.
These suggestions are based in personal opinion. While I was completing the jumping puzzle I had the misfortune of being chilled by an Ice Imp – having me fall and forcing me to restart – and being knocked off a platform by a Nightmare Courtier – which also ended in me restarting the puzzle.
These events didn’t add difficulty to the puzzle – they were just random misfortunes that I had to deal with(kill) so I could continue. The puzzle itself is very easy to complete – the jumps are all simple and the path is too linear to trip up. The effects – being giant/small, zoomed out/in, running more quickly/slowly – all had their own flavors but didn’t increase the difficulty of jumping(except being giant or slow).
If these effects stacked – say you could be small fast with the camera zoomed out – I think it might make this puzzle more interesting and unique.
Can confirm it didn’t open. Just finished it. ZUUUUUUUHLL!!