Showing Posts For Leowulf.7658:
Yes, yes, yes, but no no no. We got 6 armor skin during the year. You can buy for gems. We don’t need more gem store armor ty. We don’t want more “nothing to do and you get everything without play” contents.
If we get new armors that we would get for play for new dungeons (UW, FoW, Tomb), for new living stories, etc.
I am not sure that I agree. We could put this in the gem store, which is what I was thinking, to give immediate access. Or we could wait 5 years to see if there is an Elonian expansion that has the old GW1 armors that I am interested in. I doubt that Arenanet would recycle the old designs in this way, since they haven’t recycled any of the Tyrian designs this way so far. I would rather it be in the gem store because I do not want to have to spend time fighting through a dungeon for an armor skin. Now, maybe if makes sense for the armors that belong in that type of content to be a dungeon reward, but not for all of them.
now I can’t say for sure that it will be ear rings but soon one of the accessory, ring or back piece slots is gonna get legendary and it will be noticeable to everyone that you have it on.
Colin Johanson seen here in this video confirming the info.@ around 12:13
http://www.youtube.com/watch?v=Jy7CcwnfUdUi feel like its going to be back but heres for hoping
If they do back, then they will effectively make every other back piece in the game seem like it was kitten. I will kinda feel like, what was the sense of getting one of the many many many many, did I mention many, already in game. Each one also kinda says to everyone that I was there I beat this evil and this is my proof.
I saved the world and beat the great evil back into the abyss from whence it came, and all I got was this lousy back piece?
3. Skill 3, Gust, should affect all enemies around the caster and do damage on par with Chain Lightning. As it is now, the skill is fairly useless. It does no damage, has no sustained disabling, in that the enemy knocked down immediately gets back up and continues to attack, and it misses half the time if you are running while using it.
Also decrease the cooldown to 10 seconds, like Flame Burst. 30 seconds is far too long to make this skill at all useful.
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Elementalist air magic has always been weak on a staff. I propose 2 changes to make this attunement more effective.
1. Skill 1, Chain Lightning, should be able to chain to more than 3 targets. This could be a trait skill, say at master level (20), you can slot a trait skill for Air that does something like, “Chain Lightning can strike up to 2 additional targets.” Ideally, I would like to see this happen without the need to use a trait though.
2. Skill 2, Lightning Surge, should be an area of effect attack. Make it targetable, like other AoE skills. The cooldown and damage are fine as they are, or maybe the cooldown should be 6 seconds, like Lava Font, but it should either have a large area, like Ice Spike (water skill 2), or a continuing effect, like Lava Font (fire skill 2). My preference is the larger area of effect, since I think if would make more sense to have what is bascically lightning strike bigger, rather than for a longer duration.
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Just a small thing, but weapons are just magically stuck to a magnetic mounting point or whatever when sheathed. How about adding a sheathe, holster, scabbard, or strap for when the item is not wielded? Staves could be secured by a strap across the chest. Greatswords and hammers could be secured by a back scabbard. Scepters, foci, axes, torches, war horns, and maces could be hung from a belt hook. Shields could be tied by leather straps. Daggers and swords could have a sheathe. Bows could be slung over the shoulder with the string across one’s chest (sorry archers, no mounting for you).
A second idea, building off of this one, once the animations are updated, and the objects are in place, why not make the sheathe, holster, scabbard, strap, etc. an item that can be crafted and upgraded to provide bonuses?
Why not just use a transmutation stone?
It would be nice to be able to see which dungeon paths I have already completed on a character somewhere. I do not do dungeons very often, and when I do, I can never remember which paths I have already done on a particular character, which makes getting the achievement for doing them all frustrating.
As a quick fix, maybe mousing over the description of the achievement progress would show something like:
“Story Completed
Path 1 Completed
Path 2 Completed
Path 3 Incomplete”.
Having noticed that some of the popular armor from GW1 is available through the gem store, such as Heavy Primeval and Light Profane, it led me to wonder, “Why not X?”
So, why not X? Why not light primeval? Why not <insert your favorite here, in place of X>?
Personally, I always liked the look of elite sunspear and vabbi on my elementalist from GW1. I know some people also loved light primeval on their caster.
Can we see more of these conversions in the future?
Can the skins be a permanent unlock, such as the achievement reward skins are now?
It might be cool to just show the earrings that a character has equipped.
Why don’t we just let all classes wield all weapons? I would love to see my elementalist permanently wielding a fiery greatsword while attuned to fire, only to have it change its spells when I switched attunements. No need for a conjured weapon in that case. The same could be done with the icy longbow and flaming axe.
They did drop in beta and shortly after release. I don’t know when or why this stopped. I haven’t ever gotten anything useful out of a black lion chest. They almost always contain boosters. I would like to see tier 6 or tier 7 crafting components that I couldn’t gather on my own pop out, or a unique set of exotic skins for armor and weapons that can only be found in those chests. Odds are, I wouldn’t care for the skins and could sell them on the trading post for 30g. That would be useful.
Elementalist Glyphs of Elementals Should Start Recharging Immediately
in Suggestions
Posted by: Leowulf.7658
I think that the Lesser Glyph of Elements and Glyph of Elements skills should begin recharging as soon as they are cast, rather than as soon as the elemental dies. The Norn skill, Call Wurm, does this, and it makes the skill much more effective.
In fact, I’d also like for the elementals that are summoned to live until they are killed, similar to how a necromancer’s undead servants do.
Lightly armored classes need something to take the pressure off in melee if they are soloing, whether in PvE or PvP. Necromancers have undead servants, and mesmers have illusions. Elementalists are just squishy targets, unless they make friends with a tougher class. All that AoE damage means exactly nothing if you are downed, which happens quickly if all of your skills are recharging or you get interupted.
I disagree because I like using the mouse to lead my target with an AoE spell when I know they are going to move just a little, which will put them just outside of my AoE destruction. This is particularly true in WvW. If I want my elementalist to drop a meteor shower or an eruption on a group of foes, but I see one of them jumping around and about to put an end to one of my allies, I like to adjust the point of impact a bit to include them in my fun.
+1
And while they’re at it, maybe they can fix the textual bug that makes it look like when I highlight the ‘0’ and type something that I’ve typed, say, ‘1’, when the ‘0’ is in fact still there, resulting in ‘10’ being deposited or withdrawn.
It seems like however you guys think the best way to secure the guild vault or treasure trove is, that security is only as good as the weakest link in the chain, which is your guild member that got their account hacked. The solution is to ensure that they don’t allow that to happen or kick them from your guild. Maybe have open discussions about security in game or on social media. Discourage things like becoming a member of a fansite and using the same email or password as is used in GW2. Prohibit buying gold from gold sellers or purchasing power leveling services. Just encourage your guildmates to be smarter about security, and kick anyone who chooses to remain a kitten. Laziness with security hurts everyone, as you’ve already seen.
Edit:
I love how my post was edited to show the word “kitten” instead of what I really typed. I also love how the guild announcement on my guild in game (Brotherhood of the Shadows [bots]), shows kittenbook in place of the word facebook (f@c3b00k).
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I like commander the way that it is. I don’t care if the commander I am following in WvW is 10 years old. If they had 100g, they have played more than me and have more experience in game, so I will generally take their suggestions in WvW because I’m not that good on my own. Commanders organize a mob of players to take down a fort. After the fort is taken, who really cares about the person controlling the commander?
Ranks are pointless. Players who already have amassed 100g for commander will amass the money for the ranks.
Disable the commander icon on the map in PvE. No one cares. Having 6 commanders on the minimap in LA makes it hard for me to find the mystic forge WP when I’m at the crafting station and want to toss in my useless creations for a chance at winning the lottery.
I agree that there should be more skills. I enjoy the new combat system immensely, but I also miss the mental exercise of coming up with a good skill bar that was present in GW1.
I’m sure the devs don’t miss the mental exercise of skill balancing. They should have never started it.
I believe in capitalism and the free market. Your idea annoys me because it contradicts my beliefs.
If someone wants to buy an item to flip it, that’s their business, and they have a right to make a profit. Someone else can always undercut them with a cheaper price, and that’s their business, and they also have a right to make a profit. It’s how an economy works. I just don’t think there should be any limit on this type of market activity, including a cooldown.
Why? Maybe I want to do it. Or maybe I want to buy a material, but it isn’t there because someone bought it all so they could sell it at a higher price, but they have to wait a week to post it at the new price, so I have to wait a week to buy it. That makes me an unhappy Leowulf.
Plus, it would make botting super easy too. :P
jk
This might be a nice convenience to add, but it also takes away from the realism of the game. I sort of like getting lost and turned around in a tight passage underground when I’m trying to follow someone. Automatically following them kills that experience. Maybe I’m a masochist, or maybe I just enjoy the game.
I hate hard mode in GW1. Hard mode in GW1 essentially turned normal mode into easy mode and hard mode. I enjoyed the game more when it was just one difficulty: difficult. Furthermore, I have no desire to separate from the local player base by going to a different parallel dimension where monsters are meaner and loot is shinier.
What you are proposing is similar in nature and scope to what was done in GW1, which was a clusterkitten of epic scale, in my opinion. I don’t approve of shortcuts to earned rewards. I also don’t approve of messing with drop rates in the way that you propose.
Instanced housing is the way to go.
I played UO (Ultima Online) years ago. Housing there was not instanced, and there were some major issues that came about because of this fact.
1) Lack of real estate. Players had to choose an area of the game world to put a house onto. This decreased available monster spawn points because monsters would either not spawn when a house was sitting on the spawn point or they would spawn inside the house. In the latter case, the owner of the house would keep the monster confined so that they could either kill it when they wanted or just keep it off the map, usually for the simple reason that it eliminated a distraction while the owner was hunting players instead of monsters. UO was entirely open PvP.
2) Lag. Loads of crap inside of the house slowed down the game client when a player came near because they had to have the local objects loaded into memory in preparation for perhaps being able to see inside of the house. While GW2 is a different game, this could still be an issue.
3) Griefing. PvP guilds laid out neighborhoods like mazes, such that an open field became a maze of houses with numerous, literal “dead” ends. The PvPers knew the layout and camped the area, whereas the player trying to pass through typically did not. UO was entirely open PvP, so this won’t present the same issue, but the griefing factor this type of behavior can cause is still possible.
4) Map shrinkage. I’d rather leave the map areas open for questing, traveling, and hunting mobiles (mobs, for those of you more familiar with the abbreviated term) than clutter it up with housing. If houses are put on the PvE map, there is less space for actual playing every time a house is built.
No, I didn’t read all of your posts, and I don’t care if what I wrote makes it seem that way.