Showing Posts For Kvader.2689:
I vote for the rifle. You can make anything magical.
Also for some obscure reason I’m under the impression that a lot of people think “projectile speed = attack speed (cast time), ergo if one gets buffed the other needs a nerf for the same DPS on a stationary target”. If anyone actually has issues with that, they can just imagine whacking the wriggling tennis balls at point blank (with no travel time) and come to the conclusion that projectile speed doesn’t affect DPS, assuming that the first projectile has already reached the target and that all projectiles hit.
PS: Orb of Wrath attack speed is sure as koala not 0,25s. The wiki says it’s 0,83s, though you can measure it yourself and it’s easy enough to tell that it’s not 4 attacks every second (not even with quickness).
Just to correct a few claims here:
- Projectile finishers are not the same thing as projectiles. Many projectiles aren’t combo finishers (like engineer’s Poison Dart Volley) but are still reflected, while some projectile finishers can’t be reflected (or at least one: mesmer’s Mirror Blade). But if something flies to its destination (like a bullet or arrow) it generally can be reflected.
- Wall of Reflection is not a good reason for not giving guardians useful ranged options, since other professions can reflect or block projectiles too and they can also take advantage of Wall of Reflection just as much as a guardian (or even more, because they can also have a better ranged weapon).
- Wall of Reflection doesn’t have the impact some people say it does. If you use it in wvw in a zerg battle, most allies will usually ignore it like they do in dungeons or the “safe” area provided by the wall will get bombarded by AoEs (most AoEs aren’t projectiles and aren’t affected by the wall). With enemy arrow carts it becomes useless. In 1v1 (similar in small battles) the bad guy (enemy) tends to just swap to a melee weapon, plus it’s not 10 seconds of guaranteed projectile reflection with people seemingly randomly running around even if they still use a ranged weapon.
I’m currently irritated by condition removal skill tooltips and how most of them don’t give you accurate information, usually because they give you downright wrong information (like removes “all” conditions when it doesn’t). I’d be happy with condition removal being an effect listed like damage – in a list with a symbol and with a number next to it. I’d also like the number (or word “all”) to be correct.
Also since phantasms were mentioned, my main character is a mesmer and I still haven’t figured out what the rogue does (downed phantasm skill).
“We don’t want people to use AoEs on a single target.” *
I want me to use AoEs on a single target. 4 regularly used skills and an autoattack isn’t much and now ANet said they want the AoE ones to sit in valuable slots doing nothing. What I really liked about the game when I started playing, is that (on weapons I like) all the skills are useful in all or most situations, including AoE ones on a single target. And since skill use is regulated by cooldowns (also I wonder how they’re gonna pull it off on AoE autoattack weapnos) instead of resources on most classes, there’s no spamming of AoEs like there would be in WoW if AoEs did good single target damage there.
In addition to that, the AoE nerf isn’t gonna help areas like Orr with those densely packed mobs that get pulled 4 at once (in the middle northern part of the coast in Malchor’s Leap for instance) or personal story missions and I’m fairly certain the need for players to travel in groups won’t actually make more players go to Orr to form those groups. At least for me, the 5 target maximum is pretty close to ideal, since I mostly can’t handle more than 6 normal mobs at once and any nerf from here is pretty harmful, especially considering the fact that the announcement likely means it won’t just be a 10% reduction in damage.
*I wonder if pistol engineers are going to be expected to swap to a single target weapon for a single target (not to mention elementalists). Although I don’t know how they could nerf Explosive Shot, because the prerequisite for a damage nerf is that damage exists in the first place.
Regarding one of Aveneo’s statements (I have yet to discover how to quote), I’m fairly certain that Blurred Frenzy can be used every 12 (10) seconds, on account of the recharge starting at the end (like with most skills).
Just in case someone reads it and thinks “If it were 12 (10) seconds I’d be ok with it, but 10 (8) seconds is just too kitten fast!” and sparks an anti-mesmer conspiracy, resulting with all of us being burned for being superior (but not numerious enough to survive) to everyone else.
There’s no actual point in not allowing the character to turn in place via right mouse button, but it would really improve control if you could do that because when using many cone AoEs (most of which are melee autoattacks that hit 3 targets), your character automatically faces the selected target. It’s common in PVE that you’re standing still and there are 2 or more mobs next to you and said 2 (for example) mobs are spaced out so your cone AoE doesn’t hit both of them because it’s centered on one, while both would get hit if it was centered between them. This problem would be solved if holding down the right mouse button actually kept your character turned in that direction for that kind of attacks (ranged attacks like projectiles obviously not included).
Said problem can be overcome by constantly strafing left and right (or moving back and forth, but it’s more difficult to stay roughly in the same place because of different speeds), but it is annoying and doesn’t give the impression of a well made game.
That’s also the reason it’s so difficult to hit objects (like AC burrows) with melee weapons unless you’re always moving so your character faces the direction of the camera, although considering how easy they are to “Miss”, the hitboxes of those great big objects need work.
An improvement to the LFG tool is confirmed in the “upcoming changes and features” on the wiki. I don’t know about any other news or details, but since the ability to rejoin in fractals* (which should have been a hotfix) and the level improvements were announced about a month in advance, I’m assuming they won’t surprise us with an LFG improvement which is an even bigger thing.
So it currently doesn’t look like they’re in a hurry to make it available.
*I don’t know why ANet insists on throwing people out of dungeons when they’re disconnected or no longer in the group anyway. There are so many things like this one, which sometimes make playing a miserable experience, that they could’ve done much better by learning from other games, but didn’t. Also http://wiki.guildwars2.com/wiki/List_of_Engineer_bugs
(I like the gameplay though.)
-Fixed a bug with Mirror Images that made it blatantly obvious who the real mesmer is. After using this skill, players are no longer able to change targets and can only use their auto-attack skill with damage identical to that of their clones and are only allowed to move towards the target, assuming they are out of range. The player will also despawn when the target dies.
-Damage done by clones has been increased by 50%. Damage done by the mesmer has been reduced by 50% to compensate.
-Fixed damage inconsistency with Phantasmal Berserker. Phantasmal Berserker will now always strike the target 4 times for 0 damage. Inflicted cripple has been replaced with swiftness to compensate.
I suggest mounts. Also I already suggested mounts here, but it was less detailed and in a bunch of other things, so I hope this doesn’t fall in the category of spam.
Also if the described kind of mount system was implemented, it would probably require an expansion (which is fine by me if that’s what it takes for proper implementation).
Anyway, I don’t mean the kind of implementation of mounts that WoW has. Most of the things people said about adding or not adding mounts, is based on the presumption that mounts = speed and aesthetics, without mentioning anything else.
I agree that the WoW system works that way and, along with many other people it seems, I find it boring. The mount system I have in mind is more like vehicles (with combat), with different movement and movement controls (in WoW your movement speed is only scaled up, with everything else being identical). It would probably also be nice if they didn’t disappear when you’re not riding them like they do in WoW, where they spawn under your kitten and disappear from under your kitten although that would raise the question of how to get them ready. I would very much like to summon my mount, possibly by whistling and having the mount spawn some distance away (like DE mobs) and run towards me – or something, or with magic mumbo jumbo (I like magic mumbo jumbo). Then I guess one would be able to send the mount back home for whatever bonuses that would have for not having your mount wait or follow you around while you’re on foot.
Mounted combat could probably be sort of similar to underwater combat, in the sense that you have different weapons skills (to adapt them – leaving them as similar to normal skills as possible – to mounted combat, which I guess would have options like attacking in infrequent powerful charges, exchanging blows with the target in melee range like usually (while having some more brute force to make up for not being able to dodge roll), or simply shooting the target with ranged skills and preferably kiting it, also like usually*) and mostly the same healing and utility skills, with some of them being slightly changed or disabled if they’d make too little sense to use on a mount (like the engineer’s rocket boots). The elite skills would probably be more difficult to adapt, but I guess underwater combat had the same problem, so it wouldn’t be so difficult to overcome. It would also be very nice if mounted combat was balanced with the normal kind, which would allow players to choose the gameplay they prefer in the same situations and that way mounts could also be allowed in more places, like dungeons and WvW (and if WvW, then also structured PVP I guess). If they were historically accurate, I’m fairly certain they would be much less useful for siege and more useful (on account of speed they’d likely have) to hunt down caravans and groups of players and probably also for raiding (and capturing) those resource camps (in short, they’d be useful where there’s lots of space and no fortifications). I am however worried about the possibility of making mounted combat a personal choice, because without looking into the problem, mounts would be either a superior choice because of increased speed, or boring if they had no speed bonus. Maybe people who wouldn’t like to use mounts could get the same speed bonus without them somehow (I already find running around on foot annoying myself anyway).
*I have no idea how those kinds of combat could be balanced (maybe melee would have a hit and run charge ability on cooldown to compensate for the lack of dodge and), particularly the ranged kiting abilities that you’d have with a speed bonus, so I’m not going to write any more solutions to that, because they’d sound (and probably be) stupid. But I would like to point out that, (as far as I know) when heavy body armor was widely used, heavy cavalary had a status similar to tanks now (but to a lesser extent of course) because it’s possible to put more armor on a big and strong horse and also on the rider. That’s my justification for wanting to be able to have more oomph on a mount, if mounts and mounted combat were ever added, so instead of it being a tradeoff of survivability for speed, you could have more brute force together with clumsiness (like tanks – again, both to a lesser extent).
Dear Santa
I wish Guild Wars 2 to have:
- A better LFG tool.* Whatever it takes to find groups as reliably and quickly as possible and without wasting time filling up the chat window. (As far as I’m concerned this has the highest priority.)
- Maybe a way to solo dungeons with a championised character for fun & tokens, though it might need a limit – like 1 per day per account – to avoid diverting too many people from doing group dungeons (like what fractals are doing to the old dungeons).
- A way to permanently** “scar” your character (perhaps through added personal story with this being optional) with things like a simple eyepatch, a prosthetic (robotic) arm or leg or fancier ways like how the death knights from WoW have glowy eyes and a morphed voice on account of them having been killed and resurrected.
- An option to disable whatever automatically makes your character face your target in melee. The issue I have in mind is that if you use a cone AoE or almost any (or is it any?) melee attack and you’re not moving your character, the attack will be centered on the target, but if 1 or more target are in the right spot, you could have hit them both (all) if the attack was centered between them. This can be overcome by constantly moving your character.
Bottom line: whenever I use any cone attack (most (or all) auto attacks included) I want my character to face the direction my camera is facing, not the currently selected target. - Daily achievement progress resetting removed. By that I mean that if you don’t complete the daily achievement in one day you still keep your progress the next day. Then, when you complete the daily achievement, you can’t start progressing until it resets (like the way it is now). I’ve often found myself being able to spare too little time per day several days in a row, so I couldn’t reach that dang-blasted jug and coin.
- Mounts eventually, preferrably in an expansion to implement them properly, unlike WoW, with combat and a healthy/just the right amount of complication for the controls (a horse isn’t controlled with a pedal (WS) and steering wheel (AD) in reality – though it is in WoW, where it simply boosts your character’s movement speed and is boring^2) and if possible the actual feeling of sitting on 500kg+ of large animal and something equivalent for Asura I guess…
*I’m jsut expressing my support for existing LFG tool suggestions and pointing out what it needs to accomplish by my standards.
**I say decent MMORPGs shouldn’t have any completely permanent things about your character and this (point 3) should be allowed to change with (something similar to) the character appearance kit things. Speaking of which, sometimes I wish I could change my order, because I didn’t know about the order gear when I had to pick one.