Showing Posts For J Wall.1703:
I’m glad someone else noticed this. I’ve been seeing it in almost every instance I enter (I can’t confirm if it’s all instances or not, so I won’t say that it is, but it’s at least the vast majority). Obviously I still think the game is great and well worth playing, but it’s mildly frustrating to craft a support-Guardian build around on-kill procs (for taking on waves of foes) and have it not work in instances, where it really matters.
That said, I know what it’s like to get a lot bug reports from users, so thank you ANet for letting us report these things to you and for fixing as many as you can. You guys make an awesome game, and it’s appreciated!
First, Anet, I know lots of people have said it, but I want to echo their point: thanks a ton for starting this dialogue. It shows that you really value player input, and opening yourselves up to this volume of potentially critical response is a very brave and respectable move.
The only comment I have is one a few others have made: the change to symbol of swiftness might not be as helpful as you intended it to be. I understand wanting to beef up the boons on subsequent pulses, but I’m not sure it’ll really help in the end. With all the other symbols, I think you’re right on with the pulsing scheme, because the point of those symbols is to strengthen the guardian and his party where they stand, providing retaliation, protection, or regeneration so they can stay on that spot and fight. Symbol of swiftness doesn’t really serve the same primary function, though; someone else said it, and they’re right, it’s not very swift to stand in one place and gain your maximum swiftness duration.
That’s just my two cents as someone who plays a support guardian and likes not falling behind the zerg.
In any case, thanks for all your hard work. I can’t imagine how many engaging and crazy office conversations must predicate changes like theseāI’m sure it’s fun!
I also use a controller. Everyone tries to tell me that it’s not as efficient as mouse and keyboard, but for me, it works better—I was a console kid. Currently I use xpadder, and it works pretty well, but not nearly as well as it would to have the game enable controller usage natively. Obviously, we’re the minority, but having that built into the game would be awesome!
Thanks for the consideration.
Yeah, Puppy, value increases would be better than nothing, but having two distinct effects triggering is still the preference. One concern would be that most sigils don’t stack, so one-hand wielders wouldn’t be capable of mimicking the two-hand effects. Then again, I guess that would give each a distinct advantage. In either case, I’m still looking for my initial request.
Maybe this was discussed and decided against for good reason, but it would be awesome to get a second upgrade slot on two-handed weapons. I love toting a staff and a hammer on my guardian, except for the drawback that I get half as many weapon upgrades as someone wielding two sets of one-handed weapons. It’s a small thing, but oh the glory it would be two have two sigil effects triggering on my staff like they did on my sword/shield combo.
Thanks for the consideration!