(edited by Inimicus.7162)
I have sylvaryi named Darth shrubbery, and a charr guardian name charrdian unibrow, a human female thief named anneshank.
Necroing this from a year ago to recall a Thief from GW2 launch, and assassin in GW1, named Adolf Critler lolol (name long gone)
So I didn’t see this in your imgur but it needs to be added to GH.
We REALLY need Asura gates! Functional ones! How many of you had made an ugly SAB cloud stair case to top of GH, and then built the most awesome structure up there, only to have noone visit because it takes a 20 minute climb just to see a few decorations. Not to mention that nasty stair case still has to stay there to provide access.
What I would like to see, is 4 craftable Asura gates (red/blue/green/white) of which you can only put 2 of each on each map. Red goes to Red, Blue to Blue. Simple as that.
I had actually considered this, but my thought was more of a “permanent Mesmer portal.” It would be great if they could put it in though.
A few ways it could be done:
When you drop the first gate, it doesn’t become active or even a full decoration until you drop the second, and these would be permanently linked to each other (deletion of one would also remove the other of course). This isn’t the best case scenario, but I’m thinking of it in terms of “what in game behaviors do we already have with similar function” and Mesmer portals are it.
Another would be that they could all be tied to the guild portal device, OR they could all pop a dialog that gives you a list of all the ones in the hall, and asks which you wish to go to. The problem with this one is that Anet would need to add UI function, to include whether players can name the nodes themselves, or some automatic naming system for the gate nodes that somebody could look at and decipher fairly easily. (x, y, z coordinates are a possibility as something people would have to get used to.)
The portals idea would also save a great many decoration slots in the global cap for those stairways to heaven you mentioned
EDIT:: Here’s one that would be wild, scribes being able to craft usable waypoint nodes as functional decorations oO
i really want spinal blades gliders and/or a twisted watchwork glider tbqh
Twisted Watchwork Auto Gyro or auto-rotating (engineless) chopper blades… these things actually do work as gliders IRL.
This is pretty great! I was planning on making a similar post myself but haven’t gotten around to it yet (busy .. exams this week!).
I’d personally love having more wall decortions such as paintings and rugs/carpets as well. I think the Guild Halls are great but they could use a few more decorations and maybe a higher decoration limit (I mean .. those halls are quite big).
Having decorations you can interact with could be interesting too, or maybe some small miniature decorations (like during Wintersday) that you can smash to little pieces? ^^
I think, going forward, it could also be interesting to have living world / story related items as decorations. Something like a token to remember what happened, or a library with a few books you can interact with (like in Durmand Priory) telling you a few stories?
Actually, there are a couple other decorations we can interact with, one being the delux vine wall where we can turn the flowers on and off, the delux wyvern statue can turn the smoke on and off, and the lunar firecrackers give you an effect for a short time.
There are other examples of objects we can interact with in game, a Sylvari flower/lamp in Caithe’s home, a few objects out there that make us perform emotes, then there are the two pipe organs that we can play music on (needs some updates cause they’re kinda clunky atm lol)
Small destructibles? There are some kegs in a Human personal story step and quite a few “structures” we smash along the way have animations for getting smashed, all of them are potential items that could be placed with interactions. I like it
Several things here, not exactly something you could just sell in the gem store:
Armor skin variations of existing armors, that should include all “single side” and “opposite side” variations as well as all Symmetric variations.
Weapon and back item skin variations based on color schemes.
(probably wrong place to ask for this one) Versions of legendary weapons, and others that are heavy on particles, that are realistically sized because when you make so many particles, I don’t need a Napoleon Syndrome item to pump them out.
(Also probably the wrong place) Infinite harvesting tools to become more like armor/weapon skins (but preferably not cost transmute charges to change). Watchwork pick could be an issue, can tie it to the item bought or to the skin itself.
Disclosure: I have 32 characters, all with full sets of their own harvesting tools because the shared inventory and perma bank access came too late to save me, but I have 3 more mining picks than characters from buying the cosmic ones (waiting for axe and sickle version btw). I’d love to be able to reskin others since 32×3 1000 gem refunds is understandably unreasonable here lolol
So glad I can use the scribe station at the guild hall instead.
Right the scribe station…so I can stand there and listen to a Tengu repeatedly call me racist and moan about being back in the Dominion of Winds, and that loveless prick in the tavern talk about himself. -.-
“You think you are so different, you judge too much with your eyes alone.” NO I’M JUDGING WITH MY EARS AND IF I COULD, I’D BE HAVING A REAL BIG CHICKEN DINNER TONIGHT… COME HERE CHIRPY, THE COLONEL HAS A NEW JOB FOR YE!!!
Norn paintings. There’s even a kiosk/ stand that sells them in Holebrek in the Trade commons area of the Great Lodge. Why aren’t they decorations already ?
Or even every wall decoration (and other) painting they have in game. Most of them are actually concept arts from development, but something similar to the Super Moto/Princess portrait would be a good thing to have around.
This is a link to a rather large Imgur gallery of in game assets that I feel might make good guild decorations.
There were a set of guidelines I tried to keep to as much as possible, and they are generally as follows:
1. It must be an asset existing in game and either:
a. appear in multiple places irrespective of size (some of these appear to be the identical item just rescaled)
b. Unique, large or “iconic” whether it is widely recognized or not.
2. As much as possible, it should (appear to be) be a single, unique piece and not a set of assets found all over the place, or appear as an inherent part of the scenery. Running around taking these screen shots actually excluded a lot of Asuran pieces as the kinds of things I was looking for were almost all presented as parts of structures, or different amalgamations of the same small set of assets (control panels and such).
3. When looking at furnishings like chairs, beds or couches, assume there will never be an emote to use them properly added to the game. This means any future furnishings should be scaled to a size allowing the largest possible Norn males and Charr to use the standard emotes for sitting/sleeping in them without severely clipping into the item.
4. If it’s a very large item (there is a Charr tower and a couple scaffold-type items) then it should have an open, usable space or, it should be something that can be climbed.
I chose these rules because I assume (and freely admit I know I could be very wrong in that assumption) it would be faster/easier for Anet to turn things that already exist into more decorations because I’m an altoholic, fashion warring, decorating nut and I want more things to play with.
Without further ado, the link to the gallery: http://imgur.com/a/ayfFq
I’d like to see things others have found in the world too!
Hypothesis confirmed correct. Only one person has ever gotten the PvP Destroyer Scythe, and it’s a GM.
Hype train derailed :>
Curious if this also applies to the “Canach’s Backpack” item in the wardrobe, because I haven’t yet run into any way of getting that one either. And it’s been in there for a very long time now lol
I feel the need to point out a few things here:
First, they took 6 people off the legendary thing and put them on living story, and people wonder how much of a difference 6 people can make… Mind you, in making their next living story and even expansion there aren’t as many things that will need to be built from the ground up, and they will have laid out the overall plans years ago, so ultimately it “should” only be an issue of using the tools they already have at hand to build the maps, add the all the npcs and their pathing and dialogue, and start tying in mission instances.
>>I’m saying 6 people theoretically can make this process a whole lot faster.<<
They are suspending something that was part of HoT’s selling points. Yea… my assumption is that the parts lagging here have to do with creating the “journey” AKA the collections, and checking that they don’t rely on things that can easily be trolled. This involves taking a hard look at stuff that was likely written and never touched since before GW2’s original launch, which is NOT a quick process for anybody who cares about what they make. What the story is on the actual graphic components, the skins themselves, IDK.
>>I’d like to think the skins are lined up and ready to be stuck to collections and the crafting recipes are already hashed out, but we don’t know.<<
I assume he knew this wasn’t going to sit well, but at least he came out and made a direct statement to what is going on with these things, and not a response that sounds like the PR dept.’s sound board.
And it’s been a very long time since I went all white knight like that…
I’m supremely confident given the track record of every single armor in the entire game when I say I’m not even worried about legendary armor because I know it’s going to look like trash on my Norn women.
The shoulders are going to float up off the character model
The gloves and boots will not be the correct size and will not compensate visually for the horrid shoulder mess to come
I’m sure something else will be completely out of whack also, a completely symmetric armor set with 1 shoulder piece missing? Classic bad design decision, there are ways to asymmetry and this is exactly NOT it, but a very common theme in Anet armor designs for some reason.
I’m sure the particles will be just…bad, meaning overdone in all the wrong ways.
Whoever does their world and landscapes needs to have a heart to heart with whoever does their armor and weapons. And they need to go fix the Norn racial armor rigging so that my rather normal shaped females aren’t wearing gear sized and shaped as if being worn by an 8 foot tall midget gorillas, which is functionally what Norn males seem to be shaped like.
Seriously, take a real life human dwarf, load him up with muscle and fat then scale a picture of him to be Norn sized, this is exactly the body type, and Norn women look nothing like it, and shouldn’t have gear sized and shaped for that mess.
TLDR: I say with confidence that legendary armor is going to be horrendous looking on my female Norn characters and point to every other armor set ever designed and the common threads of how they display on said characters.
As many just “wtf” as “lolwut” but, I’m a salty vet do deal with it.
Downed whilst trying to glide away from one of the highest points in VB, I glided slowly all the way to the hentai death tentacles the very bottom, even after dying for not being able to use bandage iirc.
Being killed in Arah whist paralyzed in a very specific pose:
I promise it’s a clipping issue with the hair style
First time I realized that this was my future:
What am I supposed to do about this? (by far not the only one, just the most illustrative)
True story. Will never forget.
When I found this screenshot <3
When I found this in CoF:
Preview window hyjinx!
When I learned about (and visited) the many empty store fronts in DR
When I found out that there is a place in the game where my Norn female shoulder issues DON’T appear for whatever reason:
This still exists btw
One day shortly after release, playing my Norns when a song comes on and I think:
A Burning Sleigh being pulled through the sky by Balthazar’s Reindeer, with a White Bearded Norn guy holding a spear of lightning to the sky, shouting and 2 or 3 Norn women playing in the bag of gifts while that song by the Trans Siberian Orchestra is blasting at unreasonable volume.
Not mine, but relevant
Although there was a lot (very excessive at times to be totally honest) of dialogue I would have preferred to have skip options for, and in spite of story holes going berserk towards the end of them, the story steps in the Auric Basin and Tangled Depths were generally enjoyable. Auric basin stories being probably the best designed for being able to skip the dialogue.
One of the major points for me, I enjoy hearing the story and what the NPCs have to say, but I have an account with 29 level 80 characters, and I ultimately end up running the story modes on more than half of them, so while it’s nice to hear the story, the chatter and watch the cinematics the first time through (many story issues aside), there do need to be more ways to force the instance to progress past NPC chatter sequences and cinematics.
Other notable places, the setting of the final battle was wonderful, even if the story dialogue was ultra cringy lol
As was the setting of the second to last story instance, but the taunting from Faolain contained unmentioned, cult-like jargon, and so did Mordie when he spoke, “Harmony, Oblivion.” It felt to me like it was a specific point to add these lines in, yet you heard absolutely nothing of them before. In this story step, I did, however enjoy the taunting sequence and the Helix…that thing was wild and we need more of that. A lot more.
Eir’s death… her entire legend was trashed the moment she stood up and nodded in submission to her impending death. That is so incredibly out of character in the face of everything I know of as Norn, let alone a fighter like her, and I want to know why that entire thing was allowed to make it into release? And why I can skip that cinematic but not the incredibly IDGAF AND THANK GOD I DONT HAVE TO LISTEN TO TAIMI ANYMORE cinematic where Scruffy gets toasted? -.-
I’m totally not conflicted at all about it… really. Maybe?
(edited by Inimicus.7162)
Largos “wings” and yea, I know…
Auto-rotating descender (When a helicopter loses it’s engines, but it’s blades remain intact, this is how it can still land safely assuming it has the altitude)
Recolors of the Soul River glider (red, green, pink… ALL OF THEM)
Invisible glider skin
Skeletal wings (with or without a spine chilling shriek)
Holographic wings like the two Dragon Bash back items
SAB wings (BECAUSE OKAY)
A glider that sits in front of you instead of on top (and pulls you forward)
Acrobatic parachutes (which is functionally what our gliders really are)
A glider that turns your descent into a full on religious experience for people watching (full body halo, lights all over the place, the sound of angels singing)
A glider that turns your descent into a full on religious experience for people watching (darkness, fire and brimstone and the screams of the condemned)
A glider on FIRE
A glider on PURPLE FIRE (and green and yellow and blue and… AND ALL OF THEM)
A glider made of tentacles (think that karka back item from way back)
A glider made of something incredibly macabre that rains blood on those below you
A glider made of an African Swallow…
A mount made of two empty halves of coconuts and you banging them together… wrong thread
A glider that works like the seeds from a dandelion
A glider made of leaves that have been tied together for some reason
A glider made of the 3 Zephryte back item’s effects just cause
A glider where you’re clinging to a shield or something for dear life
An umbrella (loony toons or gtfo)
A malfunctioning Jet Pack that doesn’t even lift, bro.
A phantasmal glider that shatters when it is stowed
A glider that turns you into the Ride the Lightning Animation
A glider that sits you on top of a Tornado
A glider that slows your descent with steam (complete with screams of pain cause steam is hot stuff)
A glider made of ice that coalesces upon deployment and melts or shatters upon landing
A Magic Carpet
A Witch’s Broom
A glider made of a Toilet you sit on as it’s being pulled by Pink Flamingos
A Burning Sleigh being pulled through the sky by Balthazar’s Reindeer, with a White Bearded Norn guy holding a spear of lightning to the sky, shouting and 2 or 3 Norn women playing in the bag of gifts while either Ride of the Valkyries or that song by the Trans Siberian Orchestra is blasting at unreasonable volume.
The thing was originally made by what amounts to a “mad scientist” in his spare time lol
I wonder if it’s the same story now?
Speaking of story, I still wonder what will become of Moto’s Princess Maya!
I still remember it like yesterday, and I’m insanely curious if it’s going to be Super Mario ending, one of the Zeldas, or Megaman 3 (The one I’m pulling for because dat song)? <3
EDIT: https://www.youtube.com/watch?v=41h4mHEayAo (dat song)
(edited by Inimicus.7162)
I’m assuming that dye channels on back items and weapons are not even in the spectre of reaching the table, let alone release so:
More color combinations on the same back items and weapons. Mundane, extravagant and everything in between.
Take the very same armor pieces that already exist and play with them, swap sides of asymmetric gear, offer symmetric options, offer asymmetric options for existing symmetric gear (Shoulders and gloves mostly, but there are a few examples of other gear too)
Take pieces that are in game with gender variants and offer the non-gender parts (helmet, shoulders, gloves and boots) as extra skins for the gender they aren’t currently available for.
More armor skins in general, I get it with “in game aquisition only” and that outfits are 1000x easier to make, but I really think more people would appreciate having more actual armor skins to choose from. Non-raid PvE content drought until the undisclosed release of wing 3 of the raid means both of my main modes of entertainment are on hold (And yes, I’m a PvE player who hates everything about the “raid” play style, and you can thank my experiences with PLAYERS in other games for that. Not so often people who were just rude, but musical bio breaks, people to intoxicated to do their ONE JOB, people who refused to listen to instructions and kicking them meant replacing 1/4 of the raid force etc… NO.) /tangent
TLDR: ARMORS ARMORS ARMORS NOT OUTFITS AND RECOLORS ON WEAPONS… LOTS OF RECOLORS ON EVERY WEAPON
Just adding my 2 cents:
As most people are pointing out, it’s the components of the finishing kits that are killing it.
Specifically resonating slivers, flax, coarse sand and pigments.
These 4 things, required in every finishing kit the scribe has to make, combined with the fact that so many decorations serve has precoursers for further decorations, all of which are pulling for the same materials, and all of these materials being rather hard to farm in large quantity.
Resonating slivers are a 1x per week deal. The economy gets an influx once per week, with the scribe player alone maybe pulling in 18-24 on average (for me, I can’t run WvW missions with my guild because of servers). Now consider it takes 81 of these to make this part of a grandmaster finishing kit.
Coarse sand. There are exactly 2 full maps where this stuff can be farmed, and all of 6 inches of Verdant Brink. The problem is you need thousands of these as a scribe and they do NOT farm quickly. You need 300 of these for each grandmaster finishing kit.
Flax. Good gods wtf… okay, it’s a new material and that’s nice but why is it needed in EVERYTHING HAVING TO DO WITH ANYTHING WITH HOT EVER? While there are 2 farms in existence for it, it’s another material that is needed in overwhelming bulk. 20 of them for a single linseed oil, and 18×20 of them for a single grandmaster finishing kit? Then Gaile’s OP already pointed out that they are looking into things like SCRIBE CANT MAKE THEIR OWN OIL UNTIL LEVEL 400 AFTER THEY’VE NEEDED IT FOR 400 LEVELS OF SCRIBING. -.- Ouch.
And then the pigment… More nested crafting. The reason brown pigment sells for around 20s a pop is because, like the 3 other materials listed here, every scribe needs them at every level. This stuff I farm potatoes for my chef, but it’s worth pointing out that it’s another thing that is in higher demand than it should be.
So I’ve maxed scribe, and I’ve mentioned the grandmaster finishing kits here several times as the benchmark costs. The reason being, that these were clearly designed with the idea that most guilds are going to have (what would have to be) 50 people feeding a leveling scribe, and maybe 10-20 feeding a maxed decorator.
The problem is they really thing the majority of guilds are going to have even 10 people willing to give up so much easy personal profit for somebody else to progress, or for things they won’t really have a whole lot of say in themselves. Most guild members aren’t all going to want to invest in decorations that they really can’t do anything with, and my theory is that if they aren’t profiting, then they would probably rather try to build their own personal (bank) guilds to decorate on their own as some kind of de facto player housing.
The first post mentioned things like Uzolan’s orchestra, I honestly feel that the decorations themselves, minus the costs of the finishing kits are in an OKAY place in many cases. Where the costs get huge and repetitive REAL FAST are the kits.
Worst offenders IMO are the plants. They need multiple precourser plant decorations (finishing kits), and every single one of those needs a planter (more finishing kits).
The spooky cauldron…20 grandmaster finishing kits…wtf, they need to make crafting one of these things a guild achievement worth at least 3 full guild levels. xX
Posted by: Inimicus.7162
Norn Female models, all of them.
Three different issues that have been present since launch, will upload images, imgur links go to more examples.
Shoulder armor floats off their bodies. All armor weights have this issue, and so do a few outfits. My own assumption is that it has to do with some racial armor rigging because what looks like complete trash for Norn females, is required on those horribly misshapen Norn Male figures. Named examples, Light armor Stately, CoF light shoulders, Vigil Medium, Outlaw Medium, Heavy Dark, Heavy Priory, Heavy CoF, and many more. Another anomaly, the makeover kits display the armor hanging correctly, without the problematic racial rigging issue that the wardrobe/equipment and preview windows all display. Whatever rig is used in the makeover kits, Norn female models need it, bad.
Poor weapon sizing. It’s another issue with the racial rig that appears to be at work. Weapons are sized for the males who are 2-3 times larger in all ways than the Norn women. Making the Legendary sword Bolt broke my heart because the thing is actually almost exactly the same size as the Ebonblade, it clips the ground like you’re tilling the field. Not an issue for Norn males or as severe for any other race as far as I can tell because there isn’t such a large difference between the gender models.
This one hair specifically, it has no name that I know of. It is a ponytail with a wide origin at the top of the head. This same “style” is available to human females but it was rigged to move from the shoulder for them. On Norn females it moves from the top of the head and creates some very ugly clipping with the character model.
Posted by: Inimicus.7162
All light armor professions
Chronomancer shoulders (and all others for that matter)
Female Norn character models have all had horrid issues since even before launch with shoulder sizing, placement and clipping issues.
In this case, the chronomancer shoulder pieces clip into the character’s head while gliding, or even just running with weapons drawn, and it’s because of this systemic flaw in how the model wears it’s shoulder gear.
Something recently cropped up though in the Makeover kits, all makeover kits display Norn female character WITHOUT whatever issues cause their shoulders to be worn in such an awkward way.
Ultimatly, whatever is happening inside that makeover kit preview is the solution to the Norn Female shoulder armor issues, and I feel should be applied to all other systems regarding this particular race/gender combination’s visuals.
Another example of awful, but I don’t have a screen shot of it, Norn females in the new Leystone armor. The shoulder gear is not just needlessly (comically) gigantic, it floats far off the character model’s shoulders, even when previewed with it’s proper armor set. Without having the skin (or honestly, the will to blow more transmutes to test), I assume the makeover kits would similarly fix the issue of placement on the model. As seen in the CoF Light shoulder armor, fixing the placement issues (floating and otherwise not following the body contours by seemingly ignoring gravity), this alone goes a very long way in reducing the negative visual impact of the grossly over sized pieces.
Well, not everything is on the table.
Tribal and Stalward armors and other former spvp only skins that are still in the wardrobe
Norn female shoulder armor adjustments, weapon size adjustment, fixes to hair that clips with the character’s body (as bad as charr)
Why not mention Charr clipping issues
Dye on weapons or back items, at least the back items cause come on…
Alternate colors, shapes, themes of existing weapons for lack of dye
Alternate design themes for existing armor meshes (can’t win if you don’t play)
The keg throw at that one lodge in Wayfarer Foothills…
More real dungeons…
All gone because people mistakenly think up and forward are the only directions worth looking in. -.-
A part of me has this sinking feeling that Anet realizes the racial skills, though having really poor effects for the cooldowns, are potentially powerful enough, especially with legend swapping (2 utility bars) full of them to make race a consideration when building your Rev lol
I think that may also speak to how awkward and clunky I’ve thought the legend and utility swap system to be. I’m thinking that I’m likely not the only one. Maybe it will be different after the number cruncher and mechanics gurus have dug the layman’s explanations out of all the trait and skill interactions for people like me.
But right now, for each legend there is at least 1 utility that I look at and have no earthly clue what it does, or how it could possibly be useful or what interaction it may have with it’s spec… ventari and mallyx both were/are full of things like this to my rather casual, and often solo-playing PvE eyes.
Which had me wondering about using more familiar skills with more straightforward effects, even at the loss of whatever some of those skills are supposed to offer.
Gotta say, I find it comical when my Necro blows that horn skill #5, rips a giant stanky fart and is swarmed by a green cloud that’s filled with locusts whom deal death and destruction to anybody who gets too close
Posted by: Inimicus.7162
I’m not sure this bug falls under the umbrella of “gear” as it only shows (afaik) when using the total makeover kit. I did not try the hair style kit.
But I know that end of the forum quite well lol
Posted by: Inimicus.7162
In the rather large compilation images hopefully below, there are pictures of the 3 armor types, all wearing existing armor skins, but the side by side comparisons show that these skins have been altered.
Alter for the better. Since launch, Norn female characters have had the extreme misfortune of having their gear placed over their bodies as if they were the same shape as Norn males. It causes issues in boot and glove skins also, making them too short, or too narrow, or both. But the most visually appalling has always been the shoulder gear. Where the shoulders will sit almost always not even touching the model, and frequently also sized way too large, and sitting at very odd angles to the shoulder.
These pictures show the issues of placement, meaning where they sit, and at what angle they sit seem to have somebody at Anet looking at them. Typically the changes are small, but those small changes make a world of difference to me, and if put in game will have me locked in a marathon of Fashion Wars and gigantic smiles for a good long time. I hope to see this in game as soon as possible, it’s something I’ve been aching for 3 years now to have.
So without further ado, here are the pictures… DO IT!
Posted by: Inimicus.7162
Weapons and armor sizes vs racial features vs physical character model
Female Norn models seem to have several key pieces of gear’s sizes, locations and placement tied to the way they are done on Norn Males regardless of what the physique actually looks like:
Boots that reach or pass the knee on other races come up short, and are frequently thinner on the legs than the rest of the armor set. Not all boots apply..too many to list.
Gloves similarly, it isn’t every single armor piece, but as gloves, it shouldn’t be hard to spot in side by side pictures.
Shoulders almost always hang at a 90 degree angle from the neck instead of following the angles of the shoulders and upper arm the way they do on humans and sylvari. Also many are oversized, apparently tied to the bust of the given physique? So they hang wrong, frequently don’t even touch the character model’s shoulder, and are too big. Flagship example is the CoF light shoulder. Others include, but are not limited to, Cof Heavy shoulder, Glorious Heavy shoulder, Heavy Armageddon shoulder, and many more. Pics to come of the shoulder.
And lastly the weapons. Swords especially stinging me right now. I just made bolt and…well, you’ll see the pic. Again it looks to me to be a compensation between Norn Male and Female bodies, where the female physiques lose out, all the way.
Bonus ball: The Hair, please fix my Norn’s clipping hair
Pattern Bias sure, but that specific illusion doesn’t apply here so much because the elite specs are not being made randomly. There is rhyme and reason to them, and as the OP pointed out, they seek to build on or change an existing set of parameters about the classes we currently have.
However, if you posted that into a discussion about RNG… you would be confirming the reason so many people despise RNG systems, the system is random, but look at all those clusters that do keep forming. Those would be analogous to those people we all hate who actually roll precourser weapon or other very high price/low chance drops from whatever the source may be. While the distribution is still “random” there WILL be places where clusters begin to appear, and there will be places that remain mostly empty for a very long time. /derail
But here with the pattern of how they have done elite specs so far, it’s a predictive model based what’s been proven. Profiling in a way.
Copy/paste from a reddit post:
Between DE1 and DE2 there are enough, in fact I think every profession is represented at least once, and if you include Canach, there are 11 total members.
1 Braham Dragon hunter
2 Logan guard unknown
3 Rox ranger/unknown
4 Eir ranger/unknown, Eir or Rox could be made into Druids
5 Canach is already a mixed bag, mostly warrior in presentation, likely to get the warrior elite spec
6 Rytlock already known to be our first NPC Revenant. Normal or elite spec variant unknown.
7 Taimi is learning metallurgy from that Charr, likely some version of the Engi elite spec
8 Zojja Elementalist likely to fill the role of tempest
9 Marjory Necro and likely first major NPC Reaper.
10 Kasmeer, Mesmer and most likely to pick up Chronomancer
11 Caithe Thief, if she rejoins us, she will be the most likely current candidate to carry the thief elite spec
One of the unknowns, Logan, Rox or Eir could be turned into the Reaper spec that Rytlock doesn’t use. Most likely candidates are Logan or Rox, due to their personal relationships with Rytlock. Even more so potentially Rox because she’s somewhere in Rytlock’s unknown past.
Also Eir or Logan are the most likely candidates for story telling death in HoT, they are the double up professions, and both yield story arcs relating to their deaths. While I assume they’re going to kill Eir for a short term cop out to explain Braham’s Dragon Hunter rage issues, their high concept of a holy man willing to do bad things for his mission.
Logan, who is the only one with romantic ties to a world leader, provides a much larger story, with a whole lot less personal drama, if he is killed instead of Eir. The currently damaged Krytan Royal Locket and the unfinished Foefire cleansing needs Ascalonian Royalty to make their story arcs true.
I would really rather prefer they didn’t kill any of them (except Trahearne, but I wanna be the one to put him down). It looks as if they are gearing up for it though, and my biggest concern is that they haven’t shown that they can make the situation emotional enough. The death of our mentors at Claw Island was… disappointing, but not particularly heart wrenching. Especially now, that we’ve had these characters running with us for years, and not just 8-10 missions of our personal story, if they kill any one of these, I need to feel my heart being torn from my own chest watching.
I wanna be so upset by it that I can’t play for a week.
When you kill a super important friend/ally who’s been around a long time, you had better be ready to make somebody feel like they just lost a loved one. You gotta make us watch them die, or even we need to see their final moments from their perspective. It needs to light our blood on fire and keep us up obsessing for 48 hours….
Well this turned into quite the rant
Yes, there are enough between both groups to fill all professions and elite specs by extension.
40 Something pages, and still nothing in regards to this from Anet. It’s… disheartening.
To be fair, this isn’t the kind of post I would expect Anet to be particularly active in. If it runs until HoT and Anet doesn’t change anything, they will let this thread die of old age and get buried under all the new ones that will inevitably pop up.
If there is any Anet involvement here it will either be a moderator action to lock the thread, or hopefully (fingers crossed) one of the team will come on saying they have a new name for us.
But I think they have had too many missteps in the past trying to be more communicative in the meantime
Posted by: Inimicus.7162
Not liking that people get zealous doesn’t mean zealous people shouldn’t exist in a setting. Or understand the context – standing in fanatical opposition an actual tangible genocidal force actively slaughtering your people. Every fighting member of the Vigil is called a ‘crusader’ and if you don’t think that name has a stink on it for some people…
The basic story of the “Dragon Hunter” is that of a religious/judicial (or vigilante) individual or organization who “… believes justice is the eradication of dragons and their minions.”
So by that explanation alone the name doesn’t fit. That instead suggests the “high concept” is drawing inspiration from IRL groups like the Catholic Inquisition, the Taliban, ANY secret police force, SS, KGB, etc who’s job partly is to remove dissenters (AKA eradication of ideals/dragons and their minions/supporters). Or in game from the White Mantle and their murderous campaign against people, the Chosen, with some unusually special magical potential, sacrificing them on the Bloodstone, at the beheadsts of their Unseen gods, the Mursaat.
Any one of those sources of the idea has a great many names from which to draw upon that are far better than the incredibly plain “dragon hunter.” Hell, even though the term ‘Quietus’ applies more to the suppression of ideas, it’s far more in keeping with the “high concept” theme of being one who zealously seeks to eradicate “corruption wherever it hides” which further implies “by any means necessary” which speaks to their “high concept” idea of willing to tread the line between right and wrong to do so.
I genuinely don’t understand the rampaging pedantry required to make this argument. Its like saying no one could be called “the Driver” as a sign of respect for their specific skills because all of us can drive.
If you are behind the wheel of the car, are you not “The Driver” and if you are not behind the wheel of the car, you can’t be “the driver” so I don’t understand your argument. As for “rampaging pedantry” consider how you are up in arms about it enough to throw insults, but don’t have anymore than “it’s the word of Anet” to attempt to suppress the ideas being put forth in this thread.
Zealous suppression of ideas by any means necessary… attempting to use shame by insults. Tsk.
Further sources of better names could be the endless supply of books, movies and television series that deal with dystopian societies, as an inevitable part of that is some form of “thought police” who then send somebody out to purge the issue. Though most of these also will be drawn from real history, I am 100% positive that there will be names and titles out there that reflect an overzealous suppressor of “unclean” things, who prefers ambush and distance kills (hunter tactics) as their modus operandi, and who may not mind causing suffering and/or collateral damage in pursuit of their mission.
It’s a name pool full of land mines over subjects that still draw out incredibly raw feelings, even hundreds of years after some of these events/groups were ended. Which I think is a large part of the disconnect between the elite spec name and it’s apparent backstory of zealous hunters of all things dragon touched. That is a cop out, and it resulted in this thing being given an eye rolling name. And myself and many others know that there are better names out there, and want the name to be impressive, and actually carry the ideas behind all the facets of this elite spec, especially the zealous rage that is supposed to be a part of this thing. Something all the other announced elite spec names certainly do for theirs, this one does not.
Hence 40-something pages and counting.
I think I remember seeing this a long time ago and I’m all about getting those changes in the OP put in.
DUU EEET! Save my wrists!
EDIT: I’m kinda shocked this doesn’t come up more often, but I’m especially a fan of the grenade/mortar auto attack thing
There was a story I’ve had floated past me that they never added the swim animation for the golem, and even 3 years in likely have yet to remember it -.-
Lion’s Arch sold it’s identity as a pirate town when it became a full on fortress city with buildings shaped like sea creatures.
It’s services layout is worse than the original LA, and light years worse than when it was wrecked…
For me personally this nostalgia trip was actually more painful than happy just because of how much of the old is truly dead now, and how alien the new really feels.
This is likely something that will end up in the story somewhere, they have a fortress, so now either somebody or something will attack it, or there will be a massive power shift. Indeed, I think it would be criminal not to bring in a rather large side-story arc about this. A place like this who just recently was home to so many pirates and thugs will not remain peaceful as their way of life, and the openness of it, just dried up. And the Captain’s Council itself, made of basically pirate captains, would start seeing massive internal struggles like assassination attempts, coups, politics…the things pirates don’t do. Lest we forget Evon Gnashblade still likely has an axe to grind with Ellen Kiel, and faces competition from the Consortium who have been all too happy to use nigh-criminal measures to further their own endeavors.
But LA itself will never be the same again, and I think the look and feel of the old LA was better, never to be seen again.
Though preferably earned in various places of the game, be it a collection or a story/quest series.
By luminous, I assume that actual lighting effects are likely out of the question, but what I have in mind is something like Sylvari’s night time glow, the luminous dye would all be versions of normal ones, but instead of being shaded by ambient light/shadows, in the dark it would always be the same brightness as it would be in the most ideal lighting.
I may not even have the right word for that, but it’s a thought I’ve had for a while, figured it can never happen if I don’t ask, right?
What I’m unhappy about is that Asura don’t have comically over-sized weapons… I guess until ANet creates a ‘weapon length’ slider we’ll just have to accept that different weapons will look differently.
Oddly, I want a “weapon scale” slider added for my Norn females, who’s weapons are all sized for Norn males. So a great many good skins end up being comically oversized for the human-proportioned females, and even still small on the gorilla proportions of the males.
Imagine the WoW druid (tank, healer, dd) depending on which tree you spec-ed, now apply that for all the WoW classes. That is GW2’s profession system in a nutshell.
Just that here the players define what they want and need for certain groups.
That’s the vision of GW2’s profession system in a nutshell. Clearly they had all that in mind when they made the things, but then some classes were over powered, some are still incredibly weak if you stack them against others, then yet others were left out and have been scorned for years because they don’t match up to what players eventually found to be optimal in small group content… which is the only place min/maxing is even remotely reasonable to try to do because for 3 years it’s been the only place you can truly have control over who gets in.
They still have things that need addressing before any amount of “tanking” can be reasonably achieved, fixing toughness in the face of PvE 1 shot mechanics is one I would place high on the list.
But the #1 thing I don’t want to see, and what Colin specifically said they are hell bent on avoiding, is creating classes that can 1 thing so well that it becomes their only thing. Think GW1… how many times did player Monks get to do the DPS? Answer is not many.
And he went farther that when you have some lynchpin class role situation, in a game that seeks to encourage pug groups…
GLF Healer, will pay 5k for run (the 1 monk in the mission outpost has been afk for 6 hours+ and nobody has heroes yet because this was pre-nightfall)
“Waiting to have fun” as he called it (wasting your life away, waiting for a specific class to show up) is something they wish to keep to a minimum.
So while they have a long way to go before the classes can properly fit into these roles, especially within the bounds of their given style… Necros have suffered in the pve meta since launch because their “style” doesn’t allow all the stuff the whole playerbase has been brow beaten into searching for, in spite of being one of the single most fun classes to play in the whole game. But I see them trying things now in preparation for HoT so hopefully they will have it hammered out and ready for the gigantic upset that some of us hope elite specs will bring. That condi meta uprising sure didn’t last long, did it? -.-
It’s an extremely rare drop from a rarely run dungeon path and it is a unique skin with a blue flow that runs through it when drawn. For some Sylvari, it really complements the look they were going for so that is why the high price.
I would add that in the aetherpath versions (they are all reworked TA weapons), they have toned down on some of the things that got in the way of the regular TA weapon’s looks, like the vines wrapped around the supposed blade of the greatsword, though I’m not totally sure how much of that is also because of the blue effects
I’m not really sure they even need new models. A setting within the wardrobe for “Symmetrical Shoulder Armor” could be pretty-easily implemented just to duplicate them. It might be a little weird for some of them like the Carapace/Luminescent ones which have two elements but are asymmetrical (potential clipping issues), but looking at the above screens, I can definitely see the merit in doing something like this.
Well this would certainly save me a purchase or two if they did it lol. I know they would have to go in and create the models for the other options no matter what they did (99% sure it’s not as simple as copy/paste in mspaint), but be it separate skins or a selection switch, I’m all for more options.
The Carapace/Luminescent set and others like them would dictate that it would have be a 4 way switch, left/right side, both and none.
I think some of the reason they don’t have the toggle system for 1 side, both sides, or hide on things like gloves or shoulders is to keep the information that the server has to handle more simple… basically to generate less lag. I’m no tech expert so take that with a grain of salt. But if it does happen, one way or another, I’ll be so busy dancing and frolicking with glee that first day I might not get any of my dream reskins done. xD
This and more as an options pack, just the single skins bundled together…
Do it and have all my money
This doesn’t bother me like most of you. These designs were in theme with the rest of the armor it comes with, some assymetrical ones wouldn’t look good symmetrically (Whispers for example). I’m quite fond of most of what you aren’t (Aether, Carapace) but I only use one assymetrical item on 1 of 8 toons (Whispers shoulder) purely because of the whole armor combo I made for each toon, but I like both symmetry and not.
There’s plenty of Symmetrical items in game already. Couldn’t hurt to have more or the option as you suggested to have a left/right copy check box.
um… I don’t see any issue with the shoulders, I actually like the ones that are only on one shoulder. Symmetry doesn’t make everything, almost nothing I wear in my normal irl wardrobe is symmetrical at all.
This is why I’m not asking the existing ones be removed, or even that they keep these exact skins if they do choose to make symmetrical versions. As pointed out, it’s all about options, and something like these, to include options for asymmetric shoulders/gloves to appear on the opposite side of their existing versions, could even be made into a gem store skin bundle if time/money are large issues with this.
As for my personal thing with asymmetry, it isn’t that it’s outright bad, for GW2 it’s that the places it constantly crops up is when they build a symmetric armor and then just take 1 shoulder off. Asymmetry as art, functional or not, still requires a balance to be pleasing… they can’t just overdo it on 1 side. Not for me at least, but I do have a pic of a mix armor attempt that almost came out well for an asymmetric look…it’s just the available pieces for it clashed too hard and there are no boots available for Norn females that balance the gigantic gloves/shoulders without just clashing even harder.
But the shapes are almost right.
EDIT: For the record, for me to really like it, I would swap the shoulders/gloves or turn the chest piece around for that set so the hip and large shoulder/glove were on opposite sides. Then I would make the boots a little thicker. That first set on the Norn really met it’s end in the dye channels though
Also a pic of an attempt I made for a human in heavy, the ‘bulk’ of the armors for Norns just refuses to line up right for it, and dye channels are an eternal bane for things like this…but again, the shapes are really close.
So it’s not a problem with the concept of asymmetry, it’s a problem with how it’s most often implemented.
(edited by Inimicus.7162)
Posting here to say you aren’t the only one. So many great weapon skins ruined by size issues, so many great armor skins rekt when 1 shoulder was left off the design.
Feel blessed, if that hair moved a lot, it would look a little something like my personal favorite style, in all the glory it should have had, but never was given:
I play Norns, this pic was made to show that it was, in fact, fixed for humans at one point and left broken as all hell for Norn.
If you watch some of WP’s videos, one of the things he talks about at length was a cinematic version of “Rata Sum” done 2 (?) years before GW2’s actual launch, where the game actually looked fairly well polished.
I’m getting the feeling more and more that this same kind of thing is what was shown back at PAX, what feels like so many moons ago…
That said, I share a great many of the same concerns, and the idea of “fewer, content dense” maps doesn’t sit quite right. Content density can very quickly become a hassle to navigating maps… the Living Story’s instances that required trips through Drytop to the Leyline Hub, sometimes blocked by one of the single most annoying mobs yes designed (light infused golem), or the story steps that involved Skritt tunnel travel in the Silverwastes were both very pointed exercises in this.
I have said, and say again, “content dense” maps are not a bad thing to have, but open, unused, vacuous tracts of land, mostly empty caves (the Skritt JP cave floor is a perfect example), that aren’t complete nothing, but don’t come with the constant wave of red vomit popping out of the ground trying to kill you. In fact, I think the presence of these actually does far more for the game play. Certainly, these map areas will ultimately never be touched by a great many people short of them stumbling onto it by accident, but that’s the thrill of exploration in a world where not everything needs to exist by all the rules of our mundane outside life. One of the things that always gave me great pleasure in GW1, was to go see all the weird, and random things placed all over that world and just sit there and spin little stories about them. It’s actually a large part of why Prophesies ultimately became my favorite GW1 campaign in the end. But it’s something I can’t do while under attack by howling beasts every 5 seconds, or bleeding out my ears while some Charr cub hums to himself every 3.471 seconds…
Empty areas of maps do contribute to a few things, first its space to put new things if ever something is wanted or needed. Second, it’s a place for things not related to the game to go on, exploration, self story telling, or even just sitting there admiring the view. And lastly, maps with large 2d map footprints that have a lot of empty/sparse areas (not too big, ofc…balance is everything) would have a greater psychological effect because regardless of how “dense” they may or may not be, looking at that world map is likely going to be the largest and very first true impression people really have of the ultimate value of HoT. As WP pointed out in one of his videos, we’re coming up on GW2’s third year, and while the Living World/Story has it charms, the fact that not a whole lot actually was added to the map has greatly diminished their long term effects (and ofc the non permanent nature of that first round’s main events). So people aren’t going to see all that, they won’t see all the things that were built to make these things happen faster in the future, they are just going to see “how big is this thing” at first glance, and it needs to be a lot more than what we got now.
I know a lot is still being developed, and I assume they were talk more about it as it finishes up, but not all our fears are completely unfounded.
Paladin, Paragon, Wammao, Smite Monk- "DragonHunter’ is quite refreshing and to the point thank you
I have my ‘Bowagon’ all set for HoT to be released!
Love the game for it’s beauty…..not for it’s verbage.
See you in game !
Just pointing out that of all the things you listed, Paragon is the only one given to an actual class of the GW universe. :P
And thats WaMo… While we’re at it, 600 smite? Jesus Beam? Bowagon… Kieran Thackery?
As for beauty, I’m not a prolific reader, but beauty can certainly take the forms of concept and verbage, which the ‘dragon hunter’ name doesn’t really deliver. It’s concept is that of a zealot, and “dragon hunter” … cheesy kids commerical material at best, doesn’t say anything to the zealot aspect described in the blog about it, and far too generic in a game world where we are all busy ‘hunting dragons.’
The ‘we are all hunting dragons, thus the name is redundant’ argument is such a deep, underlying conceptual (and verbage) failure in the name that it doesn’t matter how “high” the concept is, this flaw is foundational, and will never stop shaking the “high concept” while it exists.
For what it’s worth, I think the staff may have the highest auto attack damage of all 3 of the Rev’s current weapon selections, and that set damage of skill 5 can get really crazy if you line it up right with your enemy.
I also assume that there will be many more changes yet to come, I think one of the two most common gripes about the class at the moment is it’s utter lack of a strong damage option right now on any of it’s weapons when compared to anything else.
For this beta I had a full set of ascended zerker gear, with pack runes, air/bloodlust sigils and even all accessories sitting in my bank, ready for my real revenant, and put it onto my beta. It’s still really lack luster. Mostly for weak attacks, but really clunky skills plays a large part of it too. Clunky meaning, they have after casts or sometimes they feel like they have odd warmups/precasts, long cast times, and several of them ofc root you during the animation.
The staff actually struck me as the cleanest functioning weapon of them all, with the most clunky thing being skill 2. But again, the damage was horrid and that will be something they are going to have to address.
And I can’t let all this melee staff talk go without pointing out that a polearm weapon type with actual purpose-built polearm skins would have looked 1,000,001% better. The stance and moves all scream polearms, and cry bloody rivers for being wasted on staff skins.
lightning field on jalis pavement thing, and if you then got an mace/axe weaponset on at least you got a triple blast skill
It will only trigger 1 blast finisher though.
Sometimes it will make a double blast for 20 sec, but mostly for 10 sec or less. Don’t know why it behaves this way.
it makes 3 blast finishers, is just quite hard to keep all 3 inside the field since it is 3 blast going out in a line, so the 3rd one is quite far away, did manage once to get a triple blast with it though
Time to go waste a few hours of my life trying to get this to happen oO
For what it’s worth, it may always and easily trigger multiples, but given the distances involved you may only be in range of the first to catch the boon.
I don’t mind the NPCs talking so much, but whether it’s an unskippable cut scene, or some important lore dialogue, if it happens in instanced content like a dungeon, it should never force us to watch a cut scene, and it should never be longer than a about a 5-10 second pause for the dialogue.
I get it that they want us to hear the lore and see the sights, and that’s fine in story instances, but in a dungeon? Nope, not in any of the ones we have now, not in any future ones designed as ours are now.
Hopefully the new system where our characters can speak outside of cutscenes will help keep this all down to a minimum, maybe even be applied backwards to our existing dungeons, but otherwise I have to agree that I won’t miss any cut scenes or dialogue in dungeons that forces me to halt everything I’m doing. It’s like waiting for an elevator ride or a stop light when you’re down to the wire on time trying to get somewhere… the break nerve wracking ><
i dont care….they took this class to the gutter for how i play it….guardians mean protecter and healer….we should got higher health pool and crap ton of suppot….and wtf no resilience or taunt for gaurd……i abandon this class and i have 3 of them.
For what it’s worth, the elite spec isn’t going to be required by any stretch, so don’t delete you guards just yet.
Second, the “protector and healer” thing (oh yes, here it comes) is how the Catholic Church justified the tortured confessions and burning at the stake of witches, similar to modern Taliban-like practices of stoning people for infidelity etc. So that blog post attempting to explain the name as high concept makes it quite clear that the “back story” of a dragon hunter is that they are forsaking their protection/healing focus in favor of a zealot’s rage. Basically it almost looks like a “fallen paladin” or “blackguard” story out of D&D.
Lastly, screw the name, I hate it but whatever. In light of the inquisition/zealot aspect of what the thing is supposed to be, I agree with so many others that there are a great many better names. But I assume this one is here to stay.
Posted by: Inimicus.7162
Most people don’t want a hard trinity in GW2. What makes people unhappy is that the soft role system is poorly executed and they never iterate on it. DPS is way over-emphasized while there are too few options to build a viable healing/support character.
A part of the problem here is that they really need to keep healing down to a mostly self-sustaining role that shouldn’t rely heavily on anybody else. Full on healers are the crutch on which the whole trinity rests.
The other part with “support” is that traditional support-y things don’t have many mechanics designed for them currently, and where they do exist they are rather narrow, or not dangerous enough to force even a slight change in how you go at it. Then the combat dps support is too easy, too widely available.
Then they have other concepts presented in skills and abilities that already exist, but are either currently too weak, or could be expanded on to make better “healing support.” Example, the new vampiric aura on necromancers. There is no reason it’s heal and damage have to be identical, it could damage more without affecting the heal component, since “necros dont bring the dps” is currently their biggest hang up in small group play. Another interesting one was the new healing skill guardians received, where doing damage heals you for a short while after casting it, necros gained a similar ability (I think) with their signet heal’s active effect. Ways could be made to expand more skills like these to effect the group, and they don’t even need to be healing effects, any other boon that fits the style could work.