Showing Posts For Looska.2781:

The potential of new weapons for Thieves

in Thief

Posted by: Looska.2781

Looska.2781

Someone already mentioned the idea of staff for engineer in those forums, and the point was brought up that most in the staffs in the game look too fragile and/or wizardly to be cracking skulls with. If they did add some sort of staff to thief (which would be awesome, don’t get me wrong), I think it would be a new type of staff, like a quarterstaff.

I’m personally hoping for longbow, it seems like it would fit better than a rifle (it’s sneakier) and there are lots of games already where thief-type characters use longbows. That, and only 2 professions have it atm (and out of those 2 I only see ranger ever using them). Same could be said for rifle too though

Larcenous strike to be shaved down

in Thief

Posted by: Looska.2781

Looska.2781

Tell ya what, how about thieves get a utility that gimps any other classes’ damage, utility or defense? Not everyone plays S/D or D/P. I play P/D and no stealth means no sneak attack (or any defenses gotten from the shadow arts line).

Giving an ability that causes reveal entirely negates a whole trait line for those that spec shadow arts.

Pistols have kitten for a #2 slot, and their idea of a boost for it for team play will be garbage.

I swear to god, the devs are clueless, and have no idea how to properly balance anything. If there was a monthly fee to play, I would’ve taken this off the hard drive 9 months ago.

hahaha dude, it’s a SINGLE skill (with a decently long cooldown) that only rangers have, and the revealed debuff probably won’t even last that long. This is probably the most hilariously dramatic qq post I’ve ever seen.

Bring mobs from the dead instead of minions

in Necromancer

Posted by: Looska.2781

Looska.2781

We do not actually raise undead creatures. What I mean by that is we don’t reincarnate anything, we do not make “zombies”, we are not Necros in the classic sense that we actually take individual creatures and raise them back from death. What we do instead is take components of dead creatures, and mold them together.

This is actually really important lore-wise. Necromancers are not only not allowed to fully reincarnate creatures (only able to use dead matter to make minions), but Zhaitan does that very thing; he creates true undead. It is what separates Necromancer’s darker themes from being entirely evil. We’re already generally shunned by the general populace, but imagine if we started using the same magic as Zhaitan.

I’m with Bhawb on this one. As cool as it would be gameplay-wise, it would break lore. And would probably be really hard to code, at that.

I am sick and tired of Warriors

in Necromancer

Posted by: Looska.2781

Looska.2781

I know this feeling. I hate all the warrior worship that’s going on in dungeons. I think the reason people like them so much is that their playstyle is completely brainless, and they don’t need any skill to output good damage. The warrior’s role is always the same too, so when a group picks up a warrior they know exactly what they’re getting.

As Nemesis shows, though, people really should start giving Necros a chance.

What new spells do U want in the big update

in Necromancer

Posted by: Looska.2781

Looska.2781

Summon Aatxe? Please? :p

How to find what profession to Main?

in Players Helping Players

Posted by: Looska.2781

Looska.2781

Just some tips about thief from someone who (for now) mains a thief; They are a pain in the BUTT to level in PvE because of their squishiness and lack of AoE. Things seem easy for the first few levels, but once mobs start getting more health and taking less damage, you’ll be dying a lot (if you’re as bad at timing dodges as I am, anyway :p ). Also our build diversity kinda sucks.

But once you make it through that, you have a very mobile and fun (yet challenging) profession that is slippery and unpredictable (if you don’t use an overused build, of course) and has few hard counters in dueling situations. I haven’t done any fractals, so sorry I can’t offer any input there.

Remember, this is just from my experience. Hope it helps!

Necro leveling help

in Players Helping Players

Posted by: Looska.2781

Looska.2781

My Necro is lvl 40, and I’m having a lot of success with a staff hybrid damage build. I use well of suffering, blood is power (delicious might stacks), and spectral walk to help me get places (the stun break and LF gain are great utility too). Also, flesh golem is by far the best elite for leveling. It tanks for you, deals good damage, and is on a low cooldown.

My 2nd weapon set is scepter/warhorn, but I’ve switched those around many times. Hope this helps somewhat!

Opinion Regarding Music

in Audio

Posted by: Looska.2781

Looska.2781

With you 100% on this one. The music in the game is beautiful and very well-composed but it just doesn’t have that “presence” that other game soundtracks have (the Zelda series comes to mind). That distant ambient kind of music works well for a game like Skyrim (also composed by Jeremy Soule), where if the music was too in-your-face all the time I think it would distract from the immersion of the game.

Guild Wars 2 is a completely different beast than the TES games though, both in terms of looks and in how it plays, and I think more “obvious” unique music for each area would actually make areas more immersive and give the game more personality overall. And hey, it worked for the super adventure box and the zephyr sanctum (I absolutely loved the zephyr sanctum music by the way).

I sometimes actually find myself just playing my own music in-game alot of the time, which is something I never do with other games.

(edited by Looska.2781)

What EXISTING weapon would you like on Necro?

in Necromancer

Posted by: Looska.2781

Looska.2781

All these people asking for GS for melee cleave, it looks like you guys are just asking for us to be warriors with different skill effects. :P Plus I think greatswords are kind of an overused weapon already, I doubt we’d be ever getting them, but watch as I end up eating my words. Hammer would be boss though, I can see it as a close-range aoe cc-heavy kinda thing.

How about some offhand weapons in the main hand? Main hand warhorn would be SWEET, think about all the damaging frontal cone attacks, there’s some “melee” cleave for ya! Maybe mainhand focus too (as a teleporting spectral-based weapon that synergises with spectral traits)? Maces could use some love as well, and I think Necro is a good candidate for that.

(edited by Looska.2781)

Ice Core Collector is a better Flamethrower

in Engineer

Posted by: Looska.2781

Looska.2781

That would be really fun, actually. Those skills are a lot more appealing than our current #4 and #5, which are both really boring and unwieldly, and just not very useful.

State of Theif PVE

in Thief

Posted by: Looska.2781

Looska.2781

I’m in the same situation as you, pawstruck. I mainly play PvE, And the higher level I got the weaker and more inadequate I felt. It was fun at first, but the novelty of teleporting around everywhere wore off when I realized that it does little to help me against large groups of enemies. And like you said, the shortbow (our best AoE option) feels really clunky and not “thiefy” at all.
Do I like the playstyle of the thief? Generally, yes. It definitely has the feel I was expecting of a rogue-type class (with the exception of the shortbow). Where I think the thief falls short is the usefulness of their design philosophy in PvE. Thieves are meant to be tricky, hard to catch, and sometimes just be downright annoying (i think this is what sets them apart from assassins), but this philosophy only works in PvP. You can’t “trick” mobs, you can’t annoy them, your dodges don’t do much when so many of them are after you, and if you run away from them you accomplish nothing. All of the advantages you would have over a player are lost on mobs.

Time to add a 5th skill to DS

in Necromancer

Posted by: Looska.2781

Looska.2781

Maybe something that works exactly like the thief’s skull fear?

What weapon is necro most likely to get

in Necromancer

Posted by: Looska.2781

Looska.2781

Whips. The Nightmare Court has ’em, so we should be able to get in on that too. It fits other professions too, like thief, ranger, and maybe mesmer.

Also dual-wielding whips as a necro would just be amazing.

Profession lacks coherency of design

in Necromancer

Posted by: Looska.2781

Looska.2781

To fix the issue of death shroud clashing with certain builds, it would be cool if death shroud skills depended on the weapons you’re holding. I think it would make the class a lot more fun and varied too.

Profession lacks coherency of design

in Necromancer

Posted by: Looska.2781

Looska.2781

Some interesting points. The trait trees are definitely all over the place, and it seems like the devs weren’t entirely sure what direction to take the necro’s design.

Compare the Necro to the Mesmer, and you’ll notice that every mesmer’s playstyle will use illusions in some way, showing that the mesmer was designed with a specific goal in mind, and their traits all have synergy with illusions too. You look at the playstyles of different necros, and the only thing that’s common across most builds is death shroud (which is a great mechanic, don’t get me wrong).

If I were to redesign the necromancer, I would make life force matter in more ways than one, or make death shroud more malleable instead of always being the same four skills. I would build the class around life force/death shroud interactions, maybe even things that trigger when you gain life force and depending on the amount of LF gained. Minions interacting somehow with life force would be interesting too.

Idea: Remove DS, add LF skills.

in Necromancer

Posted by: Looska.2781

Looska.2781

Yes, and by your logic, only Asurans can be necromancers.

And by your logic only necromancers can dodge. Look what you said earlier.^^

The only DS skill with a niche use in high level fractals is 3. 4 is a decent AoE when used at the right time, 2 has its uses when you need to close distances. 1 is absolutely awesome. Trait it with pierce and you tear holes through enemies. 1 alone makes DS pretty much lich form.

Oh and lets not forget 5 second furious demise/shrouded removal.

What do your ideas have on shrouded removal? NOTHING.

That only applies to regular pve and dungeons. None of what you said would save you from the mob’s high blast damage in high level fractual. That’s why necros went extinct there. It is not because the necro players are bad. There is simply nothing they can do to save themselves under the current flawed DS system.

Once again I am all ears. Give me your suggestions. How would you change or improve DS so that you can survive against high damage blast mobs?

Lmao, try dodging first. If you rely on DS to ‘save’ you you’re doing it wrong. DS is a far greater tool for offensive output and utility.

Yes. Because necro dodge is superior to all other professions’. Our superior dodge will totally save us in high level 40+ fractal. We don’t need additional damage avoidance guys. We can all go home now.

You were talking about the picture and what it resembles. Try harder.

Spiritual arms: Your LF forms arms and swings wildly and hits everyone nearby lol. japanese tentacle kitten

No matter what you say, there are no skeleton arms in that picture on the profession page. Those are ghostly arms.

THIS is Grasping Dead, with skeleton arms.

And no matter what you say, this is concept art that has been around forever and was drawn before most of the necromancer’s skills were even invented. So your point is moot.

Your “life force skills” idea seems OP. First of all, 8 extra skills, no cooldowns, and all instant-casts? That’s just stupid and I shouldn’t even need to tell you this if you had any clue about game design. And then you have spammable knockdowns, 3-hit aegis, AoE knockback, and a line of warding? Sounds like you should be playing guardian because all you ever do is complain about the necro.

Most of the skills are counter skills, used to counter enemy attacks. They do not kill the enemy for you. F1, F2, F4, F5. F7. This is for attrition, a selling point of the necromancer.

Other skills are snares, used to prevent an enemy from escaping. F2 and F8. This is for hard to get away from, a selling point of the necromancer.

There are a few skills with damage in mind. F3 and F6. I agree that those have to be balanced.

The main point is that DS should be about attrition and hard to get away from, which is the main selling point of the necromancer. The necro should be a class that deals very medicore damage but have very good counters against enemies’ main strengths.

10 immobilizes/knockdowns that are uncounterable and spammable and instant-cast is blatantly overpowered, and I don’t care how poor your damage is, that’s a guaranteed kill for any player with half a brain.

Your idea is not in line with what the devs had in mind for necromancer, not even a bit. Attrition is not control, attrition is slowly whittling your enemy down while you outlast them. And that’s exactly what death shroud does. Just because you don’t know how to use it doesn’t mean it needs an overhaul.

Idea: Remove DS, add LF skills.

in Necromancer

Posted by: Looska.2781

Looska.2781

Yes, and by your logic, only Asurans can be necromancers.

And by your logic only necromancers can dodge. Look what you said earlier.^^

The only DS skill with a niche use in high level fractals is 3. 4 is a decent AoE when used at the right time, 2 has its uses when you need to close distances. 1 is absolutely awesome. Trait it with pierce and you tear holes through enemies. 1 alone makes DS pretty much lich form.

Oh and lets not forget 5 second furious demise/shrouded removal.

What do your ideas have on shrouded removal? NOTHING.

That only applies to regular pve and dungeons. None of what you said would save you from the mob’s high blast damage in high level fractual. That’s why necros went extinct there. It is not because the necro players are bad. There is simply nothing they can do to save themselves under the current flawed DS system.

Once again I am all ears. Give me your suggestions. How would you change or improve DS so that you can survive against high damage blast mobs?

Lmao, try dodging first. If you rely on DS to ‘save’ you you’re doing it wrong. DS is a far greater tool for offensive output and utility.

Yes. Because necro dodge is superior to all other professions’. Our superior dodge will totally save us in high level 40+ fractal. We don’t need additional damage avoidance guys. We can all go home now.

You were talking about the picture and what it resembles. Try harder.

Spiritual arms: Your LF forms arms and swings wildly and hits everyone nearby lol. japanese tentacle kitten

No matter what you say, there are no skeleton arms in that picture on the profession page. Those are ghostly arms.

THIS is Grasping Dead, with skeleton arms.

And no matter what you say, this is concept art that has been around forever and was drawn before most of the necromancer’s skills were even invented. So your point is moot.

Your “life force skills” idea seems OP. First of all, 8 extra skills, no cooldowns, and all instant-casts? That’s just stupid and I shouldn’t even need to tell you this if you had any clue about game design. And then you have spammable knockdowns, 3-hit aegis, AoE knockback, and a line of warding? Sounds like you should be playing guardian because all you ever do is complain about the necro.

What if Necros Were the Next Portal Class?

in Necromancer

Posted by: Looska.2781

Looska.2781

I think it’s possible that we’ll get a portal seeing as we have lots of “ghostly” skills, so it could be a new spectral skill, but I don’t think they’d put it on flesh wurm.

Choosing a Profession

in Players Helping Players

Posted by: Looska.2781

Looska.2781

I know exactly what you’re going through. Indecisiveness is a pain, haha. From my experience, mesmer is more of a challenge to level but it has plenty of variety and it’s never boring. I don’t have as much experience with warrior.

WoodenPotatoes on GW2 Feeling "Hollow"

in Guild Wars 2 Discussion

Posted by: Looska.2781

Looska.2781

I completely agree with the game feeling hollow, but I’m not really sure why it feels that way.

I think having unique music for different zones would maybe liven it up a little? As good a composer as Jeremy Soule is, I think they got really lazy with the music in that regard.

The generic npcs with no dialogue kind of kill the immersion at times too. They don’t give you a reason to remember most of the characters outside of the personal story, because the most interesting thing an NPC can do is sell you some stuff, and maybe say something that you chuckle at for a moment and then move on.

One thing that I thought was really done well in terms of the immersion factor is the pirate jumping puzzle in Lion’s Arch. The narration keeps it from feeling “empty” like a lot of the game does.

Sorry if my post ventured a little off-topic, I just wanted to give my opinion on the hollowness thing.

Char/asura war

in Charr

Posted by: Looska.2781

Looska.2781

Keep in mind that, if the Asura were on the defensive, they could probably just shut down all waypoints and gates. The Charr would then have to march all the way across Tyria, through the territories of the other races, just to get to Rata Sum. Not to mention the city itself is almost unreachable without gates.

Rate the Asura Name Above You!

in Asura

Posted by: Looska.2781

Looska.2781

Hm, Nir sounds kind of like a Sylvari name to me when I say it out loud. I still like the name though.

Funny thing is, I came up with the name Looska a long time ago and it just happened to conform to Asura name conventions by chance.