Showing Posts For LyrWar.4382:

Merchandise Ideas - Open (even if the survey is closed)

in Guild Wars 2 Discussion

Posted by: LyrWar.4382

LyrWar.4382

I want that griffon plushie that appeared at the first Wintersday. I remember legit screaming when I first saw it.

Also the mini red panda as a plushie would probably be an insta buy.

And did I see BOOKS in there? Yes. Please.

Lore Q&A

in Lore

Posted by: LyrWar.4382

LyrWar.4382

Elementalist Magic – […]
How common is it for elementalists to be able to use all elements and how easy/hard is it to learn them?
Are there known to be elementalists who can only use one, two or three elements?
How much training would it require to learn them all?

I’d like to bounce off of this, first by saying +1, definitely interested.

If I may add a question, or nuance :

Is it safe to assume that controlling all four elements is kind of a “jack of all trades” problematic ?

In other words, would an elementalist make a choice between :
a) Mastering all elements but being limited in how deeply you can use them.
b) Mastering just one and rocking it with much more strength and expertise.

To take the Avatar example, the Avatar masters all elements. But he does not, afaik, lava-bend, or blood-bend, because that’s very elite, specific trainings. Sorry for cross-fandoms reference here.

My question is based off the GW1 system, where unless we had the elite “Master of Magic” (https://wiki.guildwars.com/wiki/Master_of_Magic), we were either settling for being so-so everywhere (with say, 6 in each element), or only good at one thing (16 in one element).
But lore-time has passed since, so you could just have thought it as “teaching methods/magic use evolved”.

I understand it is not how GW2 elementalists were foreseen, but obviously this is a question aimed at more personalized characters.

Surviving The Mists

in Lore

Posted by: LyrWar.4382

LyrWar.4382

I find this interesting because I developped a character on a similar kind of plot.

First of all, I want to say that I personally find this kind of narrative borderline lore-breaking, and as such, quite difficult to play with other players. Which is why I keep my characters to myself, to fictions I write or intend to write, or to people who are interested in being part of my canon story.
Also, my non-RP reason for doing this is that I have always had a character/persona, who had some sort of a blurry RP in GW1. I did not want to lose that character, or his background.

Now, what happened RP-wise :
My character got into the Ascalonian army as a mage (he was, and still is, an elementalist). He was there during the Foefire battle. As the actual Foefire spell hit him, he was, himself, casting a quite powerful spell, that some of you GW1 players should remember : Rodgort’s Invocation. (http://wiki.guildwars.com/wiki/Rodgort%27s_Invocation)

This spell, colliding with the Foefire one, created a rift that sucked my character into the Mists. That is how he “left” the GW1 timeline.

Now, why didn’t he age, and how did he land in GW2 timeline, you ask?

I used the Thaumanova reactor as a way out. As some people who commented here said, the Mists can also be a messy place where time is distorted, especially by events like those. So no, my character did not, in his eyes, “stay” 300 years into the Mists. He basically got blown away through one rift, right intoanother, and landed unconscious in nowadays (well, Thaumanova explosion’s) Tyria. Thaumanova seems like a good choice to me precisely because of all the dislocation shenanigans taking place over there.

Of course there is more intricacy and details to the character but I’m honestly not too keen on writing down all that, so that’s the very concise version to give another point of view on “surviving the mists”.

Once again, I write all this realizing that it is lore-breaking, at the very least a bit, and with no intention to impose it on anyone else’s roleplay. It is, I’d argue, a good way to create a “hero” in your own private version of Tyria, but it just does not work as well when you are bound, if RPing in game, to meet other people who might have a similar degree of “one in a million” background.
Imo, looking at it this way is probably the best way not to get into arguments when using a lore-breaking storyline.

Legendary items and runes/sigils

in Guild Wars 2: Heart of Thorns

Posted by: LyrWar.4382

LyrWar.4382

Hello!

Along with raids, new legendaries (including armors) will be coming, and I wanted to start a discussion, and maybe raise awareness on something that I have seen discussed on reddit.
I did try to search the forums but didn’t find any thread on that subject. I apologize in advance if it already exists.

Legendaries are currently the best tier of weapon available stat-wise : ascended stats. But what makes them different? Well, we can switch their attribute (berzerker, assassin, carrion, celestial, you name it) as many times as we like. That is a great functionnality, imo. Legendary armors will apparently benefit from the exact same thing.

So far, many people used pure DPS weapons/sets anyway. Therefore, the sigils and runes were roughly the same (runes of the scholar/of strength, sigils of energy/fire/etc.). But with HoT, people started enjoying more diverse builds.

And there comes my question : since runes and sigils should change according to a build, how useful is it actually, to be able to change stats but having to buy (or extract, which is even more expensive) a sigil or rune every single time you want to swap your build?
Shouldn’t there be a system that allows the player to somehow be able to swap runes or sigils more easily in a legendary weapon?

Of course I know some people will say “who cares, if you’re not running zerker or condi you’re wrong”… well, maybe, but it shouldn’t be a reason not to be able to try at least.

I encourage people to give their ideas as to how this could work.

For instance:

- Once a rune/sigil is applied, it is “digested” by the weapon, and can be called back at any time. Only digested runes will be proposed for a swap.
OR
- You have to create a super-sigil/rune through the mystic forge (with a cost worth the upgrade), and only those will be swappable. Any other normal sigil/rune will be appliable, but will disappear forever if swapped.

What do you guys think? I believe there are also many coding issues behind these suggestions, but would love to hear more opinions on this.

EDIT : I figured I’d post this in HoT subforum because it’s about the new content coming. I might be wrong, and I’m sorry if so.

(edited by LyrWar.4382)

BW3 Difficulty Nerf [merged]

in Guild Wars 2: Heart of Thorns

Posted by: LyrWar.4382

LyrWar.4382

I have to agree with this post. I was surprised yesterday, and just thought that maybe it was due to the changes made to Tempest (which is the class I played/play the most throught the different BWEs)… but apparently everyone gets the same experience.

As you say, even if the mobs were left untouched, they need to scale to the buffs that we, as players, get. It does feel more like gardening than struggling to survive in the Jungle. Of course it was challenging and sometimes discouraging but the immersion was so perfect. BWE2 was really in a great place with the open world (except for a few bugs with the quests, but they’re fixed now).
I basically afk’d in the middle of a contested camp at night and just lazyly pressed a few keys whenever a mob got to me. And it died. I shouldn’t have been able to do that. Or I suddenly became godlike at this game, but I sincerely doubt that :p

[BW2] Feedback Thread

in Elementalist

Posted by: LyrWar.4382

LyrWar.4382

Concerning the overloads, I did feel crippled by the 5 seconds to activate.

The way I see it, it would be more fitting to the “overloading” idea to make the overload ability available immediately, but scale on how long you’ve been staying in the attunement, like building up the power and releasing it in an overload. Overloads wouldn’t do much and wouldn’t be worth using if you only stayed attuned a couple of seconds, but would become interesting after a short time (which is where you could have your 5 seconds), and get stronger after a longer time (10 seconds?). Triggering the overload would put it (not the attunement) on cooldown, and reset that timer.

That enough could make it easier to balance (I guess), and it would open the possibility to add a lingering passive effect, like improved power (fire)/ vitality (water) / precision or ferocity (air) / toughness (earth), that would also slowly get stronger, and reset when the overload is used.
But that last suggestion might be much harder to balance, and could risk to be too powerful.

Otherwise, I’ll agree with the others about the traits needing a global rework, and the warhorn currently being kind of nice, but still not nice enough to be a real choice outside of WvW little roaming groups. I like the idea presented by Karl for the elite, and the magnetic aura.

As for shouts, I have to admit I’m a dirty fire-obsessed ele, and I feel like “Feel the Burn!” could use a little more burning. One stack does feel a bit underwhelming. For the others, I did put some +1 on other posts that say it much better than I could

Tempest Changes for Next BWE!

in Elementalist

Posted by: LyrWar.4382

LyrWar.4382

Hello,

Not quite following the flow of the conversation here, but can we hope for a post like Dragonhunter’s that explains us what kind of things you want to look at (and, if you already know, from which angle you want to look at them) for the BWE3+ ? It’s really the kind of information I would have hoped to get in that thread in the first place. Hopefully, it will give us more to look at and talk about, and maybe reassure us on the different topics raised in this very subforum.

Thanks.