Showing Posts For Kyumy.5370:
Oh the content is too easy for you but you still want to play the Reaper ? I have a solution !
Instead of destroying everyone’s build and playstyle because YOU find it too easy, you can also nerf yourself by buying a cheap lvl 5 weapon on the trade post, and use it in the far-too-easy jungle ! That way, you will finally enjoy your Reaper with a brand new difficult content !
(You can also let your armor if it’s still too easy, it really work !)
You’re welcome OP, have a nice day !
This, is just amazing. Really hope that it’ll never be fixed !
Did you notice that Natural Healing trait actually gave some Healing Power to the pet ?
But I was wondering if it was really useful. Does someone know ?
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Kyumy.5370
To clarify: $50 is the price of the expansion. We included the core game as a free bonus to make it easier for new players to get into it.
To clariy … see img
Arenanet, lie after lie since 2010
I bought the base game for a friend a week ago because of this. And now ANET is telling me that it was absolutly USELESS. I’m disapointed.
I’m really scared by what they will do with this trait, because I found it wonderful from the first time I saw it, even if yes, it can be a little bit too strong depending on the situation.
I completly agree with you, on both propositions, and as long as there isn’t internal cooldown (which would ruin the trait, as you said), I’ll be happy with it no matter the modification.
While you’re talking about the healing skill… I think it’s the most underwhelming one. Try to compare it to Signet of Resolve :
- Signet heal : 8150
- Trap heal : 7957 (1499 first, then 6458)
Without even talking about how each skill works, signet is better in terms of numbers.
Now, compare the side effects :
- Signet : Remove a condition every 10 seconds as long as the skill isn’t on cooldown (cooldown : 40 seconds)
- Trap : Blind foes in the area (It can also causes bleed with the trait, but only 1 stack)
Ok, let’s say both are usefull.
Now let’s talk about the mechanic :
- Signet can be use wherever we are, we just have to hit it to receive our (full) heal amount one second after.
- The trap heals for a small amount one second after being hit (1499). If an ennemy is close enough, we have to wait for another second to receive our (real) heal.
But what if we need a heal while using the bow ? Impossible to receive the second part of the heal as long as we’re far from the ennemies. Then we have to go closer to receive our heal. Strange, isn’kitten
Let’s talk about someone who’s smart enough to dodge out of the trap before it can hit him. RIP.
I don’t really care if the skill stays as it is, I just said it because I found strange to use such a risky mechanic to heal ourselves while others healing skills can do it faster, better, and… far from the ennemy x)
In my opinion, the tomes were awesome tools but maybe a little bit too situational. I really like the idea of seeing them coming back later with a new specialisation (but maybe with a little rework to make it less “All or nothing”).
For the moment, I’m really exited by the way things are turning for Guardian if you decide to keep these ideas. It will also make the elite’s choice more difficult, which isn’t a bad thing at all. Let’s do that !
By the way, thank you so much. I’m so glad you asked the community for their opinion
As someone said, we don’t really know what Dragonhunters traps mechanic is going to be. I mean, I think it won’t be something like “Causes bleeding and cripple to foes”, as rangers already have those kinds of traps.
That’s why I think (and hope) that we’ll get something unique through traps and not a simple copy/paste. I don’t even know what, but something which fit well the Dragonhunter style, and gameplay.