Showing Posts For Gulesave.5073:

[Feedback]Path of Fire Preview - August 11 - 13

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

I’m so sick to death of this obsession with having so few waypoints on maps. Don’t you understand that was one of the great things about gw2! Being able to quickly jump to events on the map.

I don’t know why ANET ask for feedback they barely act on it.

The feedback over the last couple years has overwhelmingly been “We want fewer waypoints on new maps.” So, I would say they have acted on it pretty well.

I should be writing.

The Mounts are Useless

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

Honestly we already have lots of masteries that do exactly the same stuff as them i.e. jumping over gaps, reaching high places: Updrafts, Leylines, Bouncing Mushrooms, Nuhoch Wallows, Rift Traveler, Explosive Launch, Thermal Propulsion, Oakheart’s Reach. We can already do all that the mounts can do ok?

This is all you had to say.
Now go read how folks do not want to take the time to unlock these features that you and I took the time to do.

They are leveling the playing field once again.

However, blood vessels will burst out of foreheads when they realize they have to unlock mounts with masteries as well.

It will be fast and easy for folks like us because we know how all this works.
We will then squeal like a couple teenage girls at a New Kids on the Block concert in excitement only to be resented all over again.

Updrafts, mushrooms, etc. are all HoT masteries. Players who do not to buy HoT won’t have access to them at all. Each expansion is depending only on its own masteries. I think this is a smart business decision to not alienate new players, and also to make each expansion feel unique.

Also, the top argument is kind of like saying, “We already have specs that can deal damage, why introduce more?”

I should be writing.

(edited by Gulesave.5073)

Correct me if I'm wrong but...

in Living World

Posted by: Gulesave.5073

Gulesave.5073

Even those events like the Marionette could at least be repeated throughout the two-week period.

If you go the Karka Hive area in Southsun, you might notice a giant carcass fossilized in the lava. That was the Ancient Karka. It was literally a one-time fight, concluding the Lost Shores event on the afternoon of November 18th 2012. Either you were there to help bring her down that one time, or you missed out forever.

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Map Currency (again)

in Living World

Posted by: Gulesave.5073

Gulesave.5073

I would rather see it treated as an exotic crafting material, like globs of ectoplasm. Surely this could be used in some interesting recipes.

There happens to one collector who wants it, but that doesn’t make it a currency.

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Do you think we might defeat SPOILER in LW

in Living World

Posted by: Gulesave.5073

Gulesave.5073

I think Mordy’s death gave Primo the extra juice he needed to push past the dwarves. In Season 3, I expect we will start seeing more ruptures, and probably a major change to an existing map, (like what the Tower did to Kessex Hills). It also seems likely that we will get a new map that is fully subterranean, possibly directly underneath some existing playable area(s).

We probably will not get playable tengu at all, but the DoW would make a wonderful hub for the fight against Primo once the tengu open up to an alliance.

As for the mursaat, I see them becoming a sort of thorn in the middle of the fight. They want the dragons dead, but only so they can soak up their power and live as gods. Oh, and there are other bloodstone fragments out there, so don’t think Lazarus is going to stop at just blowing up one of them. But maybe we can use one to pump up our wee Eggbert?

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Explain Dragon's Watch?

in Living World

Posted by: Gulesave.5073

Gulesave.5073

Sigh. Dragon’s Watch is cliche to the point of being forgettable.

After LS S2, I mentally called them Lion’s Dawn. I think I’ll just keep doing that.

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The end wasn't the end. (SPOILERS)

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

Guys/gals, tell me one thing, even if it is just your theory, does a Elder Dragon have infinite energy? or does it have to recharge that energy that is used to attack it’s enemy? or it’s has plot armor and have UNLIMITED ENERGY??

From what I know, an elder dragon does not have unlimited energy. They have to gather it the moment they awaken. Mordremoth was plugged in where the ley lines were, so he must’ve gotten his much quicker than the other elder dragons (except maybe Primordus) have.

You’re getting near the point. As far as we understand, the Elder Dragons’ whole role in the Eternal Alchemy is to wake up and shovel so much magical energy into their toothy maws that they go into a(nother) food coma and the magic seeps back out into the world…until they wake up hungry again. It’s like the water cycle. Their ravenous hunger for magical energy is an intrinsic part of what keeps Tyria balanced and alive.

So, do they have unlimited energy? No. The energy just passes through them, like air through the bellows to keep the fire burning.

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Next thief elite!

in Thief

Posted by: Gulesave.5073

Gulesave.5073

It would break stuns and jack the last heal/utility/elite spell that was cast by the target.

So…what would they do in PvE?

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The Pale Tree (spoiler)

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

They spent all this year talking about how the HoT content was all designed to be more challenging and engaging, essentially pumping up the idea that HoT is Hard Mode. Plus, the Tree is entirely optional – just don’t pick Caithe.

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How do I melee in HoT?

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

When it comes to melee in HoT, you just can’t expect to use it all the time. Many mobs are either highly mobile or too dangerous up close. Also, the heavy AoE spreads will often force you to be mobile yourself.

The answer? Bring a ranged option and swap as needed. Use melee when you can, and don’t use it when you can’t. That’s the best advice I can give.

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Why Rune of the Reaper is trash

in Necromancer

Posted by: Gulesave.5073

Gulesave.5073

Reaper/Chill synergy can ramp up pretty high. With spreading on crit, might and lifeforce on hit, vulnerability on inflict (and extra crit chance against vuln foes), extended chill that reduces enemy damage to you, plus damage over time…those extra seconds of chill from shouts can be rather useful.

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Cultural appropriation is wrong

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

Well, I’m pretty sure their form was designed by Mordremoth. If the Pale Tree or half the individuals had it their way, they would probably look like centaurs. Which would be amazing…until you attempt a jumping puzzle.

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Hearts and Minds (spoilers) - advice?

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

What happened to the way they did story quests in LS2, each quest had multiple stoppage points which you could resume from, in the fights you came back at the point at which you died.

The lack of save points is probably due to this being the final stage. It’s intended as a gauntlet. When the bugs are gone, it should be more tolerable.

And hey, at least it’s better than the Zhaitan “fight.”

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Hearts and Minds (spoilers) - advice?

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

I died quite a few times on this, (mostly in the glider section), and the changes on each retry just made it weirder and weirder. Braham stopped bubbling the rifts after the first attempt or two. The blighted fights got skipped shortly after that. Attack patterns got out of whack. And then suddenly he had a breakbar from the start of the fight. Oy.

Plus…why the heck is Mordremoth’s mental version of himself in the Dream (of which he is lord and master) a tiny humanoid whose fighting style is best described as “magical temper tantrum?” He’s like a little kid with poor self esteem who…oh gosh, I get it now…he woke up too early from a nap!

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why does Rev have 2 underwater slots...

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

Revenant also seems to be missing utility skills underwater unless you are currently in the Legendary Demon stance.

Assassin also works underwater.

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HoT seems more a DLC than true Expansion

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

Reading OP: Very confused. Nightfall was a campaign, not an expansion. Also, those bazillion maps were hella empty. There’s more to do in Verdant Brink alone than in all of Vabbi.

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[Feedback/Discussion] Fractals of the Mists

in Fractals, Dungeons & Raids

Posted by: Gulesave.5073

Gulesave.5073

  1. The intent of the fractal challenges is to push players out of their comfort zones and think on their feet. It sounds like they succeeded.
  2. Ehh, yeah. One of the oldest RPG design problems. We have about a thousand ways to get around this now. Here’s hoping they pick one and implement it.
  3. Dailies used to be more specific like you suggest, but it proved unpopular.
  4. I’m pretty sure that’s why they’ve added rewards beyond the dailies. Whether those are sufficient or not, I won’t try to judge.
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f2p ruining dungeon selling

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

Yeah, just because they allow a behavior like dungeon selling, that doesn’t mean they have to protect it.

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Dragonhunter Changes for Next BWE!

in Guardian

Posted by: Gulesave.5073

Gulesave.5073

True Shot: To make this ability more rewarding for stopping you in place, we’re looking at further increasing the damage.

What if instead of rooting you in place, it just deals bonus damage if you aren’t moving? That way the player can decide, “Do I want to keep moving and deal less damage, or am I in position I can stop and make a True Shot while standing still thus dealing bonus damage?”

This seems like a cool idea on paper, but it would be difficult to implement in a game with combat as quickly paced as this one. Either players would end up missing out on the bonus too often because they’d accidentally misstep or not stop running in time before casting, or the skill would have to deliberately stop you when initially being cast, which would break the flow of things and be almost as jarring as the skill is currently.

Hmm. I would prefer getting stability during the cast. So you’re really rooted and can’t be interrupted, helping to make the shot more “true.”

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PAX Prime Party Passes: Enter Here!

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

Oh dang, what did we get into here? ALL of these are splendid!

Thank you so much, and we’ll get back to as many of you as possible on Monday or soon thereafter!

Forum conga line! A-cha-cha-cha-cha-CHA!

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PAX Prime Party Passes: Enter Here!

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

The CDI threads that led to HoT were my favorite GW experience to date. How could I resist celebrating the fruition of all our crazy ideas?

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Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

A few splotches of non-combat ground would be nice, but most of it can stay as-is.

For me, the big issue is, “Where the heck are the events?” And of course, “What the heck is this event telling me to do?”

There is so much textual blargon on the right hand side of my screen, so little on the map, and hardly anything that consistently and clearly demonstrates to me what I need to be doing. Silverwastes was so good at this part, I want them to remember how to do that.

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About Gravity Well and its design

in Mesmer

Posted by: Gulesave.5073

Gulesave.5073

First off, I like the duality.

As for the offensive function, here’s my proposal:

  • Pulse 1: Pull & float enemies
  • Pulse 2: Repeat pull & float on enemies who haven’t escaped
  • Pulse 3: Slam floating enemies who (still) haven’t escaped into the ground to inflict damage.

That’s two control pulses and one damage pulse, with a logical progression. Timing can be tinkered with as needed.

Now, for the stability, I suggest something a little more interactive:

  • Allies who attack floating enemies gain stability.
    • Duration of stability, number of allies affected, and internal cooldown on the effect can be tweaked.

OR replace the stability. Each pulse would break stuns for allies in the skill radius.

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Tempest & Warhorn confirmed – Feedback [merged]

in Elementalist

Posted by: Gulesave.5073

Gulesave.5073

I think the best way to make Tempest feel different than core ele, instead of just “moar,” would be to move warhorn to main hand.

Tweak the existing skills to compensate for moving up in the bar, and add a true close-range autoattack. Since Tempest is already getting so many skills, though, a set of 4 might be overkill. This might be a good place to toy with an arcane weapon skill.

Being arcane, the autoattack wouldn’t change with attunement. This even fits a little bit with the less-swappy nature of the Tempest. Also, make it a channel instead of a combo, and we’ll have a perfect fit. Just press 1 to start a long toot on your horn that deals continuous damage to nearby enemies for a couple seconds.

No conditions or other special effects. Just a steady steam of pure arcane energy for clean damage in a blast radius.

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Rune of the Revenant Ideas?

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

I considered legend-specific runes, but then remembered that the legends already mandate too many of our selections.

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(edited by Gulesave.5073)

Revenant still lacks a unique attribute

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

That’s because unique attributes don’t exist anymore. They’ve been replaced by single traits giving fixed bonuses. Trying to pretend they used to have one before that change would be awkward and unnecessary.

That said, they are indeed the first profession in the franchise to not have one, so I agree it feels like a weird void

If you need one for lore, just call it Invocation after the line it would’ve been in.

As far as theory crafting goes, I’d say that a revenant under the old system could have used a primary attribute to boost their base energy level.

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Revenant Changes

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

Now that we have weapon swap, we need a trait that works with it! How about this?

  • [Invocation Line] Stowed Energy: For x seconds after swapping weapons, your weapon skills generate energy instead of consuming it.
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Rune of the Revenant Ideas?

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

What comes to mind for me is getting attributes based on the core legends, plus effects when you are blinded, (“sight beyond sight” and all that jazz).

1-5) +Precision, Toughness, Condi Dmg, Healing Power
6) Gain x seconds of resistance & might when blinded

Any other ideas?

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How to Improve Revenants ideas

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

I love the spirit weapon idea. It can be taken a little further.

The original spirit weapons were just buffs, but GW2 has given us more concepts to work with. Full-on conjures might not be needed either. Mantras or glyphs could temporarily replace individual weapon skills with whole new abilities while leaving the other skills intact. With the energy mechanic, the replacement could even be a toggle with upkeep.

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Only class that cannot change skills #1-#5

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

Another solution would be to make all the autoattacks range-adaptive.

Here are some examples:

  • Staff. You swing your weapon for a melee attack. If you do not hit a target in melee range, you hold your staff for a brief moment and spawn 2 weak shard projectiles: 1 stops at mid distance, and the other goes up to long range. Closer enemies will be hit by both projectiles, but the melee attacks are still superior.
  • Hammer. You swing your hammer and prepare to throw it. If your swing hit a target in melee range, you skip the toss and follow-up with a knockback hit. Otherwise, you toss the hammer and it does increased damage if it flies farther than 400.
  • Mace. You swing your weapon for a melee attack. If the target is out of melee range, a mist projection of you appears in front of them to perform a weaker version of the attack.
I should be writing.

(edited by Gulesave.5073)

How to Improve Revenants ideas

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

Thanks for the feedback. This is definitely the type of stuff we are looking for, keep it coming.

A few skills are unable to be used unless in combat. ex
-Vengeful Hammers
-Energy Expulsion (seems to require 51 energy) kind of strange…
-Embrace the Darkness
.. I think i forgot some but those work for now.

Not sure if these would count as bugs or maybe its supposed to be like that. Either way would be nice if they get fixed. Hopefully they fix them, kind of annoying to have to sit the and summon hammers after the surprise attack has happened, instead of prepping for it.

The energy mechanic is kind of weird when out of combat right now and that’s something we’ve already addressed internally. In the next iteration you’ll see it’ll have the updated energy bar.

Basically, you can’t use the upkeep skills right now because you don’t have the upkeep to spend to use them because when you are out of combat energy upkeep drops from 5 per second base to 0 when you are resting at 50% energy. In the new version you will always be at 5 per second base, it’ll instead just cap energy at 50% out of combat. Which should solve a lot of the weirdness.

The energy expulsion issue is probably a bug as it should be costing 50 energy.

Keep it at 51. You’d be able to throw out a bunch of healing fragments to always start fights with them around, and still have regen’d your energy by the time you entered combat.

You can still do that at 50. One of the problems with 51 is that you can’t get rid of the tablet out of combat without swapping legends or moving out of tether range.

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How to Improve Revenants ideas

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

I am very much on board with letting each weapon function as both melee and ranged. (I posted the same idea elsewhere before seeing it here.)

I don’t think it should be tied to specific legends, since that seems to take the choice out of the player’s hands unnecessarily. Let’s face it, revenant already has enough of that going on.

Either bind the swap to the normal weapon swap key, or tether the modes to the legend slots or be an option selectable via traits. The slot option would at least let you choose which legend to bind to which attack mode, but I still personally prefer having it on the weapon swap key, for the sake of bringing some much-needed versatility.

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My [big] Revenant Rework

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

Regarding weapon swap, I don’t think it’s needed – at least not the traditional version. The biggest issue is being able to swap between melee and ranged, and there are other solutions to that.

Allow all the weapons to do both.

Create slightly different versions of each weapon’s skills: 1 melee set, 1 ranged set. The function and feel of the skills would be as close as possible between the two versions. The biggest change would be to the autoattacks, with many of the others needing only minor tweaks.

Then, have the weapon swap key (`) swap you between melee stance and ranged stance.

On top of giving players some versatility, this also opens up some new mechanical options, as you could now have traits that call out the melee or ranged stance. For example: “While in melee stance, gain x% movement speed and attack speed” or “While in ranged stance, your weapon skills cost less energy, and you gain energy whenever you apply a boon or condition.”

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Rev Weapon swap?

in Revenant

Posted by: Gulesave.5073

Gulesave.5073

What if just the autoattack range changed when you swap legends? Each legend would have its own base autoattack range that they would use with every weapon.

So Ventari would always swing close, Glint could always reach out to mid (just a guess), and Jalis will always bat for the fences. Attack speed and damage would have to be tweaked, of course, but the basic mechanics of the attacks would stay as close as possible between legends.

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Why is Condition Damage a Secondary stat?

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

Honestly, the game would be a lot more stable if none of the stats increased with levels. Increasing attributes with experience seems nice until you completely cancel it out with downscaling on almost every map.

You don’t need damage adjusting itself simultaneously from gear attributes, level modifier, and innate attributes, and then readjusting itself every time you step over an invisible threshold on the map. One of those things would have been enough.

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Race change on gem store/black lion chest?

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

Race changes would require a LOT of billable programming hours, because the race is a fundamental part of the character, tied into many aspects of who and what they are. It would be very costly, and there is no fair gem price they could attach to it that would ever stand to recoup the costs.

As a business decision, diverting resources into a sinkhole for a function that only a few people will ever use…just doesn’t stand a chance of approval. Sorry about that.

The system in place for “same profession, different race” is to make a new character. Leveling is quick, and the game gives plenty of tomes and scrolls and boosters to make it quicker. Very few items are soulbound; heck, even money is accountbound. GW2 is built for alts. Don’t be afraid to build them.

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3 HoM points

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

Yes, please give GW1 a try, and actually play it!

Just don’t expect it to be anything like GW2. Enjoy it for the weird Diablo/Magic the Gathering hybrid it is.

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Toughness vs Vitality for Guardians

in Guardian

Posted by: Gulesave.5073

Gulesave.5073

Should this be moved to the guardian subforum?

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Specializations are a great FIRST step

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

But there is more work to be done. I posted this next paragraph in another thread, but would like to elaborate on it here with an idea.

“Personally, if I had to gripe about something, it would be about trait tiers. We used to unlock tiers as we leveled, spreading our points vertically through multiple lines until we unlocked the next tier. Now we unlock line slots instead, spreading horizontally through all the tiers until we unlock the next line slot. It’s the complete opposite direction. New players aren’t going to have any idea why the minors aren’t all together, or why the right column is called grandmaster even though you get access to it at low levels. The whole internal structure of a line needs some serious rejiggering before it makes sense again, and I don’t just mean the way it’s presented to the player.”

The columns are pretty interchangeable in their current state. It’s hard to nail down the differences between the major tiers, except the vague question of “How build-defining is it?” It’s a small question, though, because adepts are only slightly less important than grandmasters. The differences between the tier columns is vague enough to make exact trait placement feel arbitrary. You can’t mix X with Y, not because they overlap in functionality, but just…because.

I would like to see the whole minor/adept/master/gm setup replaced.

The current system is based mostly on synergy – skills that work well together are (usually) placed in different columns, so you can select them together. But if you’re focusing on giving players the most desirable combinations, why lock them into columns at all? If the different traits within a column are unlikely to be selected together in the first place, having a strict lock against such selection seems less like balancing and more like handholding.

Players generally build by choosing how much to focus on each mechanic that a line supports. This is exactly what I would like to see them trait selection rebuilt around.

A spec line would be broken up into multiple synergy chains, or sublines, and you spend points from a pool to choose how far to invest in each one. (Each spec would have its own point pool.)

Take Shadow Arts as an example. It focuses on stealth, healing, and venoms. And those three mechanics somewhat interact with each other. Healing is primary – it’s directly related to an attribute, and it doesn’t rely on specific skills. Stealth is secondary, since it’s connected to a profession mechanic. Venoms are tertiary, as they’re an optional skill type. Perfect. There’s no need to make them equal length. The primary mechanic can have the longest line, and the tertiary can stand to be the shortest.

If you choose Shadow Arts, you have a pool of points to split between Healing, Stealth, and Venoms. Spending points in a subline would (probably) unlock traits in a set order. The first traits you unlock from each are the most strongly tied to the spec line’s central theme, and are more likely to interact with the other mechanics, (specifically with those above them – any trait that interacts with both a universal mechanic and an optional one should be located within the optional mechanic’s line). The last traits in each line would tend to spin off into the more unique and powerful functions.

A lot of the current traits that feature multiple functions merged together could be split back up, which the different functions each having their own spot on the line.

For a heavy-handed remodel, it shouldn’t break as many builds as you might think, since it’s built around presenting trait functions in the way that players already tend to select them. I hope.

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Specializations? a step backwards.

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

Elite specs would never really work under the old system. Their abilities are too build-defining to be mixed freely, so the old trait lines needed to be updated to be as defining as the new elite ones.

To make them defining, they needed to become defined. This meant treating a line as a functional and thematic whole, instead of just a collection of similar parts. Stripping out the attributes and making the lines more of an all-or-nothing purchase meant that the devs could aim for a lot more cohesiveness and synergy within a line.

This is exactly what the elite specs demanded in order to be functional, but it also created opportunities to bring up the old lines to a higher, tighter standard.

Sure, there’s still room for improvement, but part of the whole point of HoT is for them to restructure the framework so it’s easier for them to build more stuff on top of it. The old system was too loose to support balanced growth.

Now they at least have a solid foundation to build on. (Plus, it’s awesome that the community helped co-design this foundation in the CDI’s. I’m proud of us.)

Personally, if I had to gripe about something, it would be about trait tiers. We used to unlock tiers as we leveled, spreading our points vertically through multiple lines until we unlocked the next tier. Now we unlock line slots instead, spreading horizontally through all the tiers until we unlock the next line slot. It’s the complete opposite direction. New players aren’t going to have any idea why the minors aren’t all together, or why the right column is called grandmaster even though you get access to it at low levels. The whole internal structure of a line needs some serious rejiggering before it makes sense again, and I don’t just mean the way it’s presented to the player.

I should be writing.

(edited by Gulesave.5073)

Patch's Auto Build

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

I knew all my builds were going to have to change, and planned on re-tinkering all my 80’s anyway. But then again, I’m one of those people for whom building a character is the game.

Honestly, traits and skills are the easy part compared to figuring out what new equipment I need to get for everyone.

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There will be no compensation for autobuild.

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

Oh, I’m stuck with a different build for a few levels? (shrugs, adapts, continues playing the game)

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The New Lion's Arch - Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

I think a lot of the concrete structures, (bridges, etc.), are supposed to be Breachmaker wreckage that’s been plastered over. The scratch marks everywhere seem to imply that something older is beneath the concrete.

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QoL suggestions for character select screen

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

What about just having a little (optional) text field for notes on each character? You could put in whatever is important to you. “Armorsmith,” “Dungeons,” “Venomshare,” etc.

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Heart of Thorns Maps!!

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

From what they’ve hinted, each of the new maps should be equivalent in content to several old maps. It’s all about density now.

Plus: features. Yes, some of them are coming to the core game, but they still need to pay the people who worked on them. Don’t forget, this is the CDI expansion. They incorporated tons of player feedback into some huge, fundamental changes to game systems. We are paying for more than just maps.

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HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

EAnet didn’t really have much say in the price of this expansion, it was decided for them several weeks before the expansion was even announced at a stock analysts meeting in Korea: http://www.reddit.com/r/Guildwars2/comments/3adxq0/the_real_reason_for_hots_50_price_tag/

That was a prediction, and a bit of an indirect recommendation. Influential, maybe, but not “decided for them.”

I should be writing.

Vet players got more!

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

If you want to say that part of the pre-purchase price covers the base game I already own, then fine. I feel like I owe them something for all the free server time and content I’ve gotten since release, anyway.

I should be writing.

Ricochet... gone???

in Thief

Posted by: Gulesave.5073

Gulesave.5073

This makes me sad. My alt for world events uses P/P-SB and venoms. (Yes, I know, it’s very un-meta.) I never had the trait points to spare for Ricochet before, and was really looking forward to getting it now that venom traits have been condensed into a single line.

Tantalizingly out of reach for years, and now allegedly vanished to the mists.

I should be writing.

Too sudden build up of LA

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

I am totally fine with how LA has been progressing – except for those holes in the wooden bridges that I still forget about and keep getting stuck in. (grumble, grumble)

I should be writing.

Do we need 5 Trinkets? Or can we just have 1

in Guild Wars 2: Heart of Thorns

Posted by: Gulesave.5073

Gulesave.5073

I think you’re all looking at the small picture. Between accessories, weapons, and armor, we have 12-15 slots for items that each use the same possible stat sets. Yes, that is mechanically an example of overkill.

It doesn’t add to diversity at all, since 3 or 4 would be enough for us to mix up our desired attribute recipe. What it does, though, is feed the economy and create a gold sink, which – though important – could be handled with bloating the hero panel like this.

I have a lvl 80 of each proff and not 1 of them uses the exact same trinket in each slot. Mix n Match is not only way to go for style but for builds as well….

Sorry if you somehow thought my argument was anti-mixing. It was not at all. Rather pro-mixing, at least in intention.

I only specified that mixing doesn’t require so many slots. Whatever your desired stat recipe is, you can make it using just a few pieces of equipment.

Take the extreme end of granting stats in only 4 equipment slots, for example. (This is just a concept, not a suggestion, btw.) If the slots vary in strength so that slot 1 is heavy and build-defining and slot 4 is a light adjustment, you can use the existing gear stat sets to cobble together any stat recipe you might desire. And the math would be easier than doing it with the current 12-13 slots.

This is all conceptual arguing, though. It’s too late to be culling slots from GW2. The economy depends on the current number, and players are used to it.

I should be writing.