Showing Posts For Kenyon.6150:

Royal Guard Outfit

in Guild Wars 2 Discussion

Posted by: Kenyon.6150

Kenyon.6150

I just got the outfit in my mailbox and all I got to say is:
To the artists who made this outfit, thank you so so much!
I`m wearing it on my Charr now and I am really happy that it doesn`t have any clipping with the tails and horns whatsoever Plating that protect the tail and rings that give space for the horns, I absolutely love it!
Thank you most sincerely

Dwayna's Regalia Outfit

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Posted by: Kenyon.6150

Kenyon.6150

Why did anet decide to expand the races in gw2 if all they are going to do is release human themed skins?

They don’t. They have produced multiple outfits that are not just human culture themed.
It`s just that Humans are the standard “measurement” for creating new armors/outfits. so it`s easier to design them for humans in the first place.

There are outfits that have special models for all the races. such at the Cook outfit where every race has their own unique outfit for it.

I meant culturally. Name the multiple based on aura/charr then.

Culturally, we have none (yet). These Human Gods are the first ones that are truly cultural.
The other outifts were ussually paired with events such as Halloween, Chinese New Year or exploring the silverwastes in style.

Maybe the future will bring us cultural outfits for the other races as well.
Maybe these god outfits are being released now because HoT might bring something very closely related to the human gods storyline of them abandoning the humans.
Maybe A-net has a dartboard on the wall with outfit ideas on it, they choose an employee, spin him/her around 3 times and then throw a dart with actual hope of it hitting the board and not something else.
We do not know.

All we can do is ask if A-net will keep other cultures in the loop with creating outfits.
Humans have gotten the premiere of getting cultural outfits first.
Norn Shamanic gear, Charr Legionnaires, Asura Scientists and Sylvari cycle outfits could all be on the gianormously big table that holds all ideas and concepts for GW2’s future. And nothing ever leaves that table.

Dislikeing the Squares

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Posted by: Kenyon.6150

Kenyon.6150

From what I understand, each trait will get it’s own small icon.

I don`t know if you follow WoodenPotatoes on YT, but in his video of: Trait Overhaul & Speculation, shows the unlocked of the skills around 17:35 and they are all squared with icons. ArenaNet has their own video on it but I currently cannot find it and I`m on short time atm :P

So currently, yes it looks kinda dull with the roman numeral I, II, III, IV etc. right now, but that will change as far as I know.

To be honest that was why I said I was confused since I knew the ready-up video for either the Reaper/Dragonhunter (can’t recall which) had a dev state that each of the traits was getting new art applied to it.

The other confusing part is the fact that we even have trait squares right now since we are expecting only 9 to exist in each specialization and not on the side like they are now.

It just doesn’t make sense to me (>.<)

Work on Progress will always cause confusion I guess.
The most likely reason for the icons not being implemented yet would be because they are not all finished yet. Icons can always change in the last moment.
The icons becoming squared now is an in-between step. to see how people will react and to see if UI is still clear with this approach?
In the new trait system there would only be 9 traits left per branch because they will get merged with others and rebalanced.

I think it would be best to just go with the flow for now. UI design could always change if Anet wants it to be so.

Dislikeing the Squares

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Posted by: Kenyon.6150

Kenyon.6150

From what I understand, each trait will get it’s own small icon.

I don`t know if you follow WoodenPotatoes on YT, but in his video of: Trait Overhaul & Speculation, shows the unlocked of the skills around 17:35 and they are all squared with icons. ArenaNet has their own video on it but I currently cannot find it and I`m on short time atm :P

So currently, yes it looks kinda dull with the roman numeral I, II, III, IV etc. right now, but that will change as far as I know.

Dwayna's Regalia Outfit

in Guild Wars 2 Discussion

Posted by: Kenyon.6150

Kenyon.6150

Why did anet decide to expand the races in gw2 if all they are going to do is release human themed skins?

They don’t. They have produced multiple outfits that are not just human culture themed.
It`s just that Humans are the standard “measurement” for creating new armors/outfits. so it`s easier to design them for humans in the first place.

There are outfits that have special models for all the races. such at the Cook outfit where every race has their own unique outfit for it.

Dwayna's Regalia Outfit

in Guild Wars 2 Discussion

Posted by: Kenyon.6150

Kenyon.6150

Just previewed it on my Charr, both Male and Female versions.
It is unisex again for Charr, we get the male part with the giant chest wings.

I am very happy that they considered the tail for this costume. it has a nice piece of cloth covering the clipping so it looks like there is a seperate section underneath. Really happy with this.

That being said, I only saw it in the Outfit UI as a preview so I don`t know how much it will clip when running on all 4. Though I suspect this is tested and will not clip, for both the tail and the arms going through the chest wings (fingers crossed)
I’m also really REALLY happy we can turn the helmet off… it is upscaled enormously and it removes the horns, ears and mane.

A-net, it looks cool and from the fashion line trend we`ll be getting the other human gods as well. But could we pretty please also get some Outfits designed for the other races in the future? Something that complements their culture? They should not be left out as all races have carefully crafted cultures that also allow for some very pretty outfits to celebrate them.

Thank you for the Outfit.

Silverwaster Shovel Maps

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Posted by: Kenyon.6150

Kenyon.6150

Yes, it is another one of these as I am sure there are others about this topic.

I’m sorry, this post might sound a bit salty, but I have had it with the shovel maps in the Silverwastes.

Story
I really like the design of the Silverwaste Map. The entire map working and communicating to get all the fortresses covered and ensure supply transports between them. We all work together.

But in the last few days all the maps I played in became shovel maps after a while.
Starting at 0% from a reset working slowly to get a foothold with a few roamers, taking forts and escorting supply, and then suddenly someone shouts in map chat: “shovel time! come join on tag at Camp!” and then you are basically done… That map is doomed to be tediously slow and not enjoyable as almost no one there wants to help.
Shovelers only care for 1 thing: getting loot without any effort other than pressing WASD and F.
The rest of us who actually want to push for Breach and Vinewrath are screwed. All we can do it politely ask for the train to disband but no one ever does that…
Resulting in salty chat and players.
The Breach players don`t want to play in a map with a shovel train in it and shovel trains want to be left alone.

Solution proposals
Some possible solutions? (as this is the discussion section)
The Silverwastes map is already out there and finished, so changing it isn`t in the cards anymore as far as I know, but for future maps with similar map objective designs please put in safe-guards that will minimize these incidents.

In GW1 we could choose our own channels, and the community made agreements on what goes on where.
Like the Wintersday Dwaya VS Grenth events where even channels were Dwayna and uneven represented Grenth. Players could join on what they wished, get the items they wanted and everyone was happy.
GW2 has the main map and shards, but we have no clue on which one we are. there are no commands for it as far as I know. We cannot organize something like this.

“But this will split the player base” Yes, but now with Silverwastes you have 2 types of players who want nothing to do with each other and rather not be where the other group is.

A different solution I could think of would be like it was in Dry Top. multiple stages (2 in that maps’ case). One where everyone works together and pushes the map to completion and then a 2nd stage where chests became visible and trains could be formed where it would not clash with the PvE group that enjoys the earlier successfully completed stage.
This might even motivate the chest farmers to push the map event so they can get to their chests sooner. (Actually working instead of just walking around and pressing F)

I`m going to use Silverwastes as an example even though I know it`s unchangeable:
stage 1- Foothold, capture Fortresses and get the preparations to 100%, no chests at this stage, players do objectives to get crests for keys and other loot.
stage 2- Breach and Vinewrath, kill the bosses, get rewards.
stage 3- Time Out, the battles are at a stand-off and the dust is settling, chests are appearing and trains can be formed to loot them until the 1st stage begins again.
Something like this could solve the clash of PvE breachers and Train farmers.

Ending
A-net map/mission designers, could you please consider some of this for future group map based objectives?

Thank you for reading, typing this out made me feel a tad better.
If you have your own story or suggestion for this, feel free to reply.

edit: just noticed I typed Silverwaster shovel maps. I meant normal Silverwaste. not trying to make any puns on the word waste.

(edited by Kenyon.6150)

CGI/Cutscenes

in Living World

Posted by: Kenyon.6150

Kenyon.6150

I would also like to give praise to the amazing team(s) that made these scenes
The sense of scale, dynamics, camera workings were really well done and extremely polished.
Love the combination of 3d and 2d elements. awe-struck!
The only thing I found slightly off was Eir grabbing for her bow on her back while she already had it out a shot earlier? A tiny oversight but that was the only thing I found for the downside list.
Everything else 11/10 and Rythlock is the most bad-kitten charr in history.
Hugs for the entire team if that is allowed, else high-fives all around!

[SUGGESTION] Clothing Tonics into Outfits?

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Posted by: Kenyon.6150

Kenyon.6150

Thank for replying all,

You guys brought up some points I had not thought of and I might not have been that clear on my suggestion.
I had forgotten that back in the day each outfit piece had individual parts, allowing for customization.
When I clicked my Hoodie tonic I got a full set of Chest, Leg, Feet, and Glove models replacing my armor, it was a full costume. I went and gotten my Common Clothing tonics and purchased a Khaki Clothing Tonic from the TP and those had Chest+Legs+Feet+Glove models as well.
Allow me to clarify

This is what I meant with my suggestions, that these Tonics would become Official Outfits.


1. Endless Common Clothes Tonic (chest+legs+feet)
2. Endless Casual Hoodie Clothing Tonic
3. Endless Cherry Blossom Clothing Tonic
4. Endless Country Lace Clothing Tonic
5. Endless Designer Hoodie Clothing Tonic
6. Endless Casual Clothing Tonic
7. Endless Layered Vest Clothing Tonic
8. Endless Leather Hoodie Clothing Tonic
9. Endless Ornate Clothing Tonic
10. Endless Silk Brocade Clothing Tonic
11. Endless Striped Silk Clothing Tonic

These 11 Tonics being added to the Outfit Collection as their own full Outfit.
All of them except 1 have a full set of Chest, Pants, Feet, and Gloves combo.
(The exception is that Common Clothes have no gloves)

Asking for each model to become its own separate skin for transmutation would most likely make a developers’ head explode upon requesting as this stuff is probably harder to make than we all think.

Made an image for attachment if I am still not clear enough.

Feel free to keep posting and bringing up more knowledge about the subject.
Thank you all for reading.

Attachments:

[SUGGESTION] Clothing Tonics into Outfits?

in Guild Wars 2 Discussion

Posted by: Kenyon.6150

Kenyon.6150

Change Clothing Tonics into Permanent Outfits?
(sorry title was too long for the official one)

Hello all,

I was cleaning out my inventory of all the new Wintersday event items and found an old dusty item hidden away at the bottom of my backpack, an Endless Leather Hoodie Clothing Tonic.
It was a nice surprise to find this thingy again and a question struck my head, why is this not an actual unlockable outfit? it looks so cool, especially on Charr, it used to be an out of combat outfit before the April 2014 Feature Pack introduced the new Wardrobe system.

Many items survived the Feature Pack Wardrobe implementation, the stand alone headpieces like Fuzzy Animal hats, Glasses, the Almighty Top Hat and also the complete outfits like the Cook’s Outfit and Pirate Captain Outfit.
(To name a few, there are more, full list is on the Wiki under “Town Clothing”)

But why were some of these other more casual looking outfits left out?
The Common Clothing, the Hoodies, and the Shirts? these were all good items that looked excellent for casual running around and I would imagine RP’ers used them alot as well.

Would it be a good idea to add these lost items back as permanent Outfits?

some positive arguments:
- More outfit diversity to choose from, some people like to wear simple clothing from time to time, take a break from the adventuring and just /sit at a beach.
- The RP community gets back the stuff they used.
- Charr get back some clothing that does not clip their tail. (ok, this might be a personal grudge)
- The window opens back up for more casual clothing outfits.
- A-net gets some more cash from us if they put them back for their original prices of 200 Gems each.

Some negative arguments, with counter arguments:
-But these clothing were for fashion out of combat only, it does not make sense on the battlefield.
The wardrobe rules changed. We have people running around as the Mad Prince, Cooks, and Fancy Winter counts & countesses. A shirt or hoodie that makes you look like a villager would not break immersion as much as that now would it?

-Some of these Tonics are on the TP for a lot of money, people will miss out on their investments.
These tonics have been on the TP for quite some time now, people are not buying these things anymore, there are 9999+ Common Clothing tonics for 11 copper a piece…
There are a lot more items on the TP that are remnants of older game versions and a lot of them will stay there until someone buys them as a joke.

-I also still have/used to have one of these tonics in my bank, I would have to purchase it AGAIN from the gemstore?
A-net found/made a way to make these outfits into tonics, I`m sure they can create something that will switch it back around. (Although this could be very annoying as changing 1 thing can break 10 others things in code, yay coding)
A-net has shown in the past that their system is capable of sending people items they once had in their inventory and there is always Customer Support ticket service.

These items were lovely and it is a shame they are now sitting somewhere in a dusty corner of the game as 15 Min tonics that nobody uses. So why not bring them back and let them shine?

What are other players ideas and opinions on this?

Thank you for reading.

Help Paenula train troops feedback

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Posted by: Kenyon.6150

Kenyon.6150

Sadly I don`t have any Human or Sylvari characters below lvl 10.
if anyone else wants to test it and post the results feel free to do so!

Help Paenula train troops feedback

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Posted by: Kenyon.6150

Kenyon.6150

I consider myself as a world exploration expert (I have 9 PvE world completion and a last character I need to work on but I don’t like her )

Two things :

  • You’re right, it seems confusing. To be frank I haven’t captured beasts for this heart since my very first character but from what you said and what I remember it seems like you can use the capture skill as soon as the beast is weakened, looks like pokemon :p
  • Never capture beast for this heart, fight in the pit. If I’m a new player and find the rifle part stupid then I’ll look at other objectives in the heart description et voilà You said it is broken but never a problem here ever : walk in, select any difficulty (doesn’t matter), kill stuff, get out, repeat.

Hello Lyndis,

The Heart Event used to be alot easier as the capture skill was a different skill that also was to be used when the creature was below X% HP.
I have done this heart event on other characters as well (alt-addict with exploration backpacks ready) and I also never chose the rifle option over the pit-fighting.

But as of the 9 September NPE patch the Pit Fighting has been broken. So the only way to actually finish this Heart Event now is with the rifle.

You are correct on how it was, exactly the same as it was back then, where you would walk into the pit, a message would pop up where you could choose Easy/Medium/Hard/Cancel and the chosen enemies would spawn for you to fight.

But with the new design you have to go to Bracctus in the back of the arena and tell him you are ready. But then when you say you are ready the cages do not open. No progress can be made towards the heart this way.

Have you tried this Heart Event out yourself with a character after it was redesigned on the 9 September update? If you don’t have any left you can walk into the pit and watch other players walk up to Bracctus only to see them leave after 10 seconds or so. No enemies will spawn.

Thank you for replying to this topic

Hmm I see, all my characters have finished exploring this area so I didn’t test it myself :/

I have a spare slot so I could create a character to test this out but I assume you guys know what you are talking about.

I just checked this : http://wiki.guildwars2.com/wiki/Talk:Help_Paenula_train_the_troops_by_fighting_in_the_pit_and_capturing_creatures

It looks like there’s a specific bug for human and sylvari races (at least). This is most likely a matter of bugged heart rather than non-intuitive NPE. We should report this ingame IMO.

I wonder if the pit bug is also race specific and why it is not opening.

I went back on 3 characters to it.
date: 4th November 2014, before Living World Story update
test results:

Sylvari Thief, lvl 41
- obtain rifle from NPC: no problem, rifle obtained and working.
- pre capturing creatures: Bracctus does not release enemies to fight with.
- captured 3 Salamander Drakes, 3 Minotaurs, 60% Heart completed, still no pit fighting from Bracctus.

Human Necromancer, lvl 21
- obtain rifle from NPC: no problem, rifle obtained and working.
- pre capturing creatures: Bracctus does not release enemies to fight with.
- captured 4 Salamander Drakes, 4 Minotaurs, 90% Heart completed, still no pit fighting from Bracctus.

Asuran Ranger, lvl 8 (skill nr. 5 is still blocked by level 10 requirement when not having the rifle)
- obtain rifle from NPC: no problem, rifle obtained and working. (including Skill 5)
- pre capturing creatures: Bracctus does not release enemies to fight with.
- captured 10 Salamander Drakes, 95% Heart completed, still no pit fighting from Bracctus.

I think the Devs should send Bracctus Bloodsand back to the Farhar and teach him basic lever controls for pits. (I sent a bug report in-game)
Hope this post has been useful.

(edited by Kenyon.6150)

Help Paenula train troops feedback

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Posted by: Kenyon.6150

Kenyon.6150

I consider myself as a world exploration expert (I have 9 PvE world completion and a last character I need to work on but I don’t like her )

Two things :

  • You’re right, it seems confusing. To be frank I haven’t captured beasts for this heart since my very first character but from what you said and what I remember it seems like you can use the capture skill as soon as the beast is weakened, looks like pokemon :p
  • Never capture beast for this heart, fight in the pit. If I’m a new player and find the rifle part stupid then I’ll look at other objectives in the heart description et voilà You said it is broken but never a problem here ever : walk in, select any difficulty (doesn’t matter), kill stuff, get out, repeat.

Hello Lyndis,

The Heart Event used to be alot easier as the capture skill was a different skill that also was to be used when the creature was below X% HP.
I have done this heart event on other characters as well (alt-addict with exploration backpacks ready) and I also never chose the rifle option over the pit-fighting.

But as of the 9 September NPE patch the Pit Fighting has been broken. So the only way to actually finish this Heart Event now is with the rifle.

You are correct on how it was, exactly the same as it was back then, where you would walk into the pit, a message would pop up where you could choose Easy/Medium/Hard/Cancel and the chosen enemies would spawn for you to fight.

But with the new design you have to go to Bracctus in the back of the arena and tell him you are ready. But then when you say you are ready the cages do not open. No progress can be made towards the heart this way.

Have you tried this Heart Event out yourself with a character after it was redesigned on the 9 September update? If you don’t have any left you can walk into the pit and watch other players walk up to Bracctus only to see them leave after 10 seconds or so. No enemies will spawn.

Thank you for replying to this topic

Help Paenula train troops feedback

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Posted by: Kenyon.6150

Kenyon.6150

Hello all, this is a feedback submit for a Heart event in Plains of Ashford

This afternoon I made a new character and came upon the Heart event of: Help Paenula train troops, a lvl 9 Heart located at Charr’s Triumph in Plains of Ashford. (Charr starter area)
I recall never seeing anyone having problems with this one before but with the new design of it with new functionality, descriptions and rifle skills it became less intuitive?
The new skills of the Rifle offer 4 skills and a Locked Icon.
- Bleeding Shot
- Blunderbuss
- Riffle But
- Jump Shot
- LOCKED

All looks easy and Paenula tells you to “Just stun’em then net’em”. all clear. but the skill for capturing the target beast? where is it? well… it is there somewhere, but it appears to be locked, but also not really. The only way you figure out it is there is by hovering your mouse over the 5th Locked Skill. But why would a player do that over a locked skill? it is not intuitive.
New players have skills genuinely locked from usage until they hit certain levels, so why would they hover or it while they already know that a Lock on the icons means.
Why would a Veteran player hover over a locked skill? nothing is there, only a lock.

I have spoken with/followed around other players in the area about the Heart Event.
New people without a guild and walking around in basic armor and also people in full on dungeon armor and/or Legendary weapons.
Most of them didn’t seem to figure it out?

I myself also thought it was bugged for the entire afternoon until I was 95% done with the zone and only that heart event was left. I decided to shoot some more drakes with the rifle and then halfway the drake’s HP Skill nr. 5 suddenly “unlocked/flipped” for usage? why suddenly now?

Several people I whispered who stood next to the NPC/in the area with a rifle for a long period of time also said they were confused by it. some of the responses were:
- The 5th action was not appearing.
- the 5th skill is locked, it says I cannot use it while transformed? I’m not transformed.
- is it bugged? how do I catch stuff?
- There is no catching skill.
- This heart event is bugged, I cannot complete it.

And also people dropping the rifle and then just run off.

These were answers both new player and veterans gave me.

The second half of this event appears to not be working at all?
Speak to Bracctus Bloodsand in the Arena upstairs and spar with the monsters you captured.
I spoke to Bracctus, I also saw other people walk up to him and then walk away again.
Bracctus asks if you are ready for the pit? yes? good!
Player respond: I like the sound of that -> this closes the dialogue.
And then nothing happens… I have captured several Drake and Minotaur after finally figuring out the existence of the 5th skill, my % on the Heart is 70% or so. Have I still not caught enough monsters for the sparring? Is that it? Am I and other players still missing something? or is this one part a genuine bug?

Could someone of the development team maybe take a look at this Heart Event?

I think the not locking of the 5th skill, but making it visible from the start would make a world of difference on the intuitive flow for this heart. The 5th skills clearly says it should be used when the creature is below 50% and it doesn’t require anything like ground targeting so it is a super easy skill to use if payed attention to enemy health. It is just a massive problem that it is hidden/“locked”.

As for Bracctus at the sparring arena, I think he’s actually broken…?

Could other players share their stories if they have had the same issue with this Heart?

Thank you kindly for reading, I hope we can make this event better!

Lets talk about the new Gem conversion [Merged]

in Guild Wars 2 Discussion

Posted by: Kenyon.6150

Kenyon.6150

story
Hello,

I regret to say that this new system really rustled my jimmies.

I like the items in the Gemstore and when I see something funny or useful I will try to save up gold for gem conversions bit by bit.
Saving up large amounts of gold is pretty impossible for me because when I look at a shiny in the game and poof goes my gold back to a few silvers and copper.

I liked to grab small amounts of gems whenever I was done dungeoning for the day and I felt good about it when I changed around 10-15 gold to a handful of Gems. Because over time that number would be big enough to purchase the Top Hat I was saving up for, or yet another Character Slot. (I`m an alt-addict)
I am at 413 Gems at the moment for a new Character Slot, hitting that half way 400 mark felt as a reward to myself, I could see I was halfway there!

But as of today? please save up 80+ Gold to be able to purchase a 400 Gem ticket.

80 Gold, I play casual (extremely casual when it comes to saving up Gold), the most I’ve ever had at once in 2 years of playing was 30 Gold I think?

Whenever I had some gems in the Wallet, they would stay there, right above the icon of the item I wanted as a constant reminder. safe and sound.
The Gold on my wallet is a roller coaster without any aim because I don`t like to fuzz about it when I roam Tyria. I cannot put several Gold into my bank as a deposit to keep me from spending it so it will ultimately vanish again in some way or another that isn’t Gems…

Seeing that Gem count go up slow bits by bit was actually really rewarding in my head, and it is now shattered…

- sad player with rustled jimmies

TLDR version
- Casual player that liked to convert small amount of Gems as a personal project, no longer possible
- Player that doesn’t want to save up a lot of Gold that is also used for daily stuff, seeing tiny special gem steps towards desired Gem Item felt more rewarding
- Player has no self set reward project anymore.

suggestions
- Give smaller options like 50 or 100 Gems, amounts that casual players/players with low gold can buy to build up a larger amount and get the reward at the end of their personal project.

- Give a cookie jar function where players can deposit small amounts of Gold and/or Silver in whenever they want as a saving for Gems, knowing it is safe in there. When they have enough to buy an X amount gem option they can choose to convert it or keep on saving for a larger amount.

Elite skill available below intended lvl 40.

in Bugs: Game, Forum, Website

Posted by: Kenyon.6150

Kenyon.6150

Hello all,

I just found a bug where I could equip my elite skill before lvl 40.
I was exploring around in the Ascalon Basin, South East of the Charr starter zone and Secunda the Watcher started a dynamic event. "Acquire a skale tamer from Secunda and use it to tag and tame nearby skale.

upon getting the bundle my 8-9-0 skills all unlocked. (my 7 was already unlocked because I am lvl 14)
I could put skills freely on them now. and the biggest error was that my ELITE SKILL was unlocked as well, since I have the pre order version with the Mistfire Wolf skill unlocked from the get go, I am now a lvl 14 Necromancer Charr with an elite skill.

TL:DR version: if you pick up a bundle item your 7-8-9-0 skills all “unlock” and you can put skills on them before their intended levels.


EDIT,
I tested it with a different bundle item, an Ogre hammer just a bit up North around Watchcrag Tower Waypoint and it didn`t allow me to switch out skills. so it doesn`t work for all bundles it would seem?

(edited by Kenyon.6150)

Skill level gating, a plausible discussion.

in Guild Wars 2 Discussion

Posted by: Kenyon.6150

Kenyon.6150

With the introduction of the 9/9 patch the unlocking of skills and utility slots mechanism changed quite a bit.

I read about the changes on the forums and Reddit, and tested them myself.
I am posting this after giving it testing and thought, I am trying to be serious with this.

We now unlock the skills on a level base, for the standard attacks these are at level 2, 4, 7, and 10.
In the old system where you would unlock skills with that weapon by killing enemies with it.

I have been playing GW2 since the Betas and have over 1.000 hours of gameplay.
I made a fresh character, a Charr Necromancer and played it until I reached lvl 11 and unlocked my primary 5 attack skills.

According to what Developers said the new Skill Level Gating was implemented because new players felt overwhelmed with the skills, so yes, gating or limiting the usage of future skills to let the player learn skill nr. 1 and 2 first sounds perfectly logical.
But then my question is… what was wrong with the previous Skill unlocking system?

It was clear, you saw the icons and when you hovered over them you could already read their descriptions and consider their possibilities. Upon killing an enemy with the weapon the greyed out icon would gain a yellow leveling bar over it very much like a level up bar, signifying progress. It had a natural flow of learning to it.

Now you have black squares with locks on top of them and when you hover over it they just say: You will unlock this slot at level XYZ.
You are left completely in the dark of what you might expect from your weapons unless you find the Weapon Skills tab in the Hero Panel, which requires a few clicks to dig up.

If the old unlocking system was going too fast why not increase the amount of kills required to learn the next skill on the bar? Because the current system does have a rather major flaw in it currently.
This happened to me and when it did I scratched my head and thought: this might be confusing for a new player.

Having the new level unlocking mechanism looked clean and straight forward, I started playing and the leveling up flow was nice and it all worked fine until I did something every new player does when it happens… you find a new usable weapon and you equip it out of curiosity.
My Necromancer went from an Axe/Warhorn combo to a Staff.

Suddenly there are 5 new skills on the bar, ready to use because you are level 10.
(this was in my case, but it can happen at any level between 2 and 10, up to lvl 23 if underwater skills are included).
A new player will have no idea what the skills do and did not have any gates that would slow them down a bit and let them learn 1 before 2, and the others. There were no gates.

So isn`t this a major problem? Didn’t this scenario just obliterate the new gating system and left a new player with skills they never used before?

Would it be an idea to fix this by taking some elements from the old system and fuse them with the new one? Let the players hover over the grayed out icons and already read the description of what they can prepare for while keeping the level rule.
And when they switch to a different weapon? gray the icon out and let the player kill 4-5 enemies with it before giving them the nr. 2 skill and so on until all 5 are neatly learned?

I do not know if this is the best solution for it.
We could discuss this. What do you readers think?
-sorry for the long read-

Kind regards,
-Kenyon

Charr end of the storyline.

in Personal Story

Posted by: Kenyon.6150

Kenyon.6150

I finished my personal storyline as a Charr a while back and there has been one thing bothering me for quite some time now…
When I finished Arah and defeated Zaithan the zone where everyone was celebrating was fun an enjoyable. The heroes rejoined, alot of NPCs from previous story missions including some I didn`t know (or simply temporary forgot about) and loads of fireworks.
But there was one little thing missing, my warband. As a Charr you live with your warband and you don`t forget about each other. ever.

One would think that after the defeat of an elder dragon the entire world would hear of your name and deeds, including your warband, so they could come and visit you at Fort Trinity. (They have asuran gates so traveling there would be instant if some headstrong Asuran would align the gates)

so yeah, my question: Where was our warband during this celebration and what have they been doing for all this time while our Charr characters have been flinging down Risen and mess around with an Elder Dragon?

I`d like to hear other people’s opinion on this as well who played a Charr character and completed their personal stories.