Showing Posts For Mervinas.9482:

Corgi Mount Vote?

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

To every who wants more realism/seriousness:
Anet are adding a gaint bunny mount to the game… need I say more?

(For the record, I’d love to ride a Corgi with my max sized Charr)

Right, I’m not very keen on bunny’ish look of that mount, it is over the top a bit.
On the other hand it looks like a jerboa at least, and jerboa is a desert dweller.

And where the corgi fits in? What would be his special ability? Hiding footsteps by wiggling his tail? Bark-jump someone?

Corgi Mount Vote?

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

Just NO!
All announced mounts fit well into expansion’s setting and doesn’t look like a joke.
We already have enough cheap looking visual mess with all kinds of winged backpacks, bunny ears and such.
From the start GuildWars 1/2 was seriously and uniquely looking game with cohesive art style, but with time GW2 was diluted with cheesy accessories (which purpose is the only one – to appeal to kids/manga lovers etc and earn more money).
Corgi is another asset in this spirit. It has no place in game’s world.

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

Guild Wars 2: Dragon of the South

Elite Specialization: The Ritualist

Revenants coming to the lands of Cantha will find themselves embracing the legendary spirit of Master Togo, becoming Ritualists. Ritualists can use a Scepter to access new spells, and use a new Utility Skill Type: Urns. Urns contain the ashes of the great heroes of Canthan histroy, and allow Ritualists to have a certain boon when carrying them. When dropped, Urns create an effect, wether it be healing everyone around them or blinding foes near it.

I think Urns would not work as nicely as in GW1.
Ritualist was a caster profession, and main source of damage he did was from his spells, which could be cast even with having an urn in his hands.
Revenant must use his weapon to deal damage, and if his hands would be occupied by Urn, what else he could do besides dropping it?

After two demo weekends what do we think?

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

I think they made a mistake for not letting us play elite specs in PvE.
I mean trying to learn new elite spec and be somehow effective in PvP in given short demo time is quite tricky, especially for more sophisticated ones like Firebrand or Holosmith.
It would be better to let us try them in PvE first, then PvP. This way the feedback would be more accurate and less negative.

What is your Opinion on Elite Locked Weapons

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

Orpheal,
the problem with implementation of your suggestions, as I see it, is the need of more creative minds and many more time spent to design places, NPCs, interactions and stories.
But that would pay off in a grand way – by giving players truly immersive world.
Wasn’t this their goal by creating Guildwars 2?
Good wishes, but process had stuck somewhere.
But we have bunny ears, all kinds of strange backpacks and other visual mess instead!

What is your Opinion on Elite Locked Weapons

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

The character progression that came with the introduction of Elite Specializations needs to get upgraded and expanded, to feel more like a classical Sub Class System, which at first introduces for each Class Elite Specializations – yes – but shouldn’t stop from this moment on completely by letting it be with that.

Elite Specializations need to be merged into the Mastery System.
The moment you have learned an Elite Specialization by having learned all Skills and Traits for it and having done the achievement of earning the Ascended Weapon of said Elite Specialöization that is used as the symbol of being ready to progress further and to truthfully “master” your Elite-Specialization will lead to the unlocking of a Elite-Specialization’s “Mastery Line”

Each Mastery Line of an Elite Specialization contains the exact same amount of “Trials” you have to master to unlock the various parts of the mastery line one after another, so that you can start activating them to gain experience on them, until you can master them with the usage of Mastery Points.

Example: Mastery of the Arts as Daredevil

1. Trial unlocks the Mastery Line, that once mastered, it unlocks the Elite Specialization’s unique Weapon for your Core Class of your Character

2. Trial unlocks the Mastery Line, that once mastered, unlocks the E-Spec’s Healing Skill for the Core Class to use as well.

3. Trial unlocks the Mastery Line, that once mastered, unlocks the Utility Skills of the E-Spec for your Core Class to use as well.

4. Trial unlocks the Mastery Line, that once mastered, unlocks the Elite Skill of the E-Spec for your Core Class to use as well.

The only thing that can’t be unlocked for Core Class to use, are the Elite Spec’s Traits.
If you want to use those and the E-Specs unique gameplay mechanics, then you have to play as actually the Elite Specialization.

This system would increase build diversity, it would soften the restrictions of what kind of weapon can be used by your character, so that you could be come able also to use the specialization weapons by your core class, when you truly have mastered first your Elite Specialization by fullfilling the Trials required to master your Elite Specialization.

Its a difference still, if you just only have LEARNED something, or if you have MASTERED something that you have LEARNED BEFORE.

Anet completely missed the part to make Elite Specializations part of the mastery System as well, because only when both systems would get merged, then you can receive this way the feeling of having mastered what you have learned and receiving therefore as reward the privilege to use most of the Specializations mechanics and weapons also as well as the Core Class from which the Specialization originated from, because its just false to assume, that only a specialization should be able to use, what the specialization uses, because if there wouldn’t have been the origin of the specialization first, then the specialization wouldn’t exist.

Its just impossible that a specialization should be able to do something, what the core class cant do as well, because the core class has to be able to do it as well to be able to specialize on those things and focus on the basics into which you try to specialize.
Its just a closed logic circle.
However, one needs to understand, that for keeping E-Specs somehow also unique, there needs to be something, that truly only the E-Specs have and that thing – are the traits and the unique gameplay mechanics, like shroud types of the Necromancer, as they are, what defines a character between the Core Class and beign the Specialization, giving the player a different gameplay feeling while playing the Character.

However, the Weapon Type, the Healing and Utility Skills aren’t part of that what defines an Elite Specialization, they are Character progression and as such should be mastered by the Core Class to gain permanent access to them as well.

Thats how I do see this. Elite Specs and Mastery System need to get merged for the ultimate Character Progression

PS: and to get those 4 trials, each Class/Character has to find somewhere in the world of Tyria 4 Grandmasters, 4 unique persons, which take you as their pupils so that they can teach you their secrets, until they put you under their trials to prove them, that you are worthy of their wisdom, by havign to defeat them in duels , using everything that you have learned by them, that they have tested from you to surpass on your course to truly mastery your Elite Specialization, so that they can call you with pride in their chests an Elite of your Class.

^^THIS!!!
I can’t describe how do I like your ideas!
This should be in first place in the Suggestions section as well.
As for final part – being a pupil of Grandmasters – that’s so similar how I had imagined learning new skills from the beginning of GW2 (I have even dreamed of possibility learning alternate skills for weapons in such way).
It is a pity they went with generic “gather some abstract points (what’s that?) then spend them to unlock everything”.

Unidentified gear - Please No, No, No, Nooooo

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

From what i saw and more so from what has been posted in this thread the reason for charging us is because they have improved loot drops and thus need to control inflation.

Well, we need official clarification of new loot system from ANet then.
But as improved (?) loot drops are hidden beneath unidentified items, how can we see benefit? To get somehow reliable proof, you have to salvage A LOT. I guess how many of players will bother with that.
I repeat again – ANet has to explain in detail the reason and all nuances of this new system, and clearly show how this will benefit players (dealing with inventory space is too cheap an argument – we can do fine with it as it is) to really convince me (and probably many others).

Unidentified gear - Please No, No, No, Nooooo

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

The need to PAY FOR IDENTIFYING is unbelievable and unjustified. Why do you have to pay for identifying such enormous price? What benefit brings this for player? I’ll better deal with inventory space myself than agree with this ripping-off. In current system I can do with loot what i want: I can salvage only specific types for materials (for example medium armor for leather), some others I can sell and get some money, some weapon types I can keep and throw into MF (for example all green staffs to get rare staffs and then those again to gamble for exotics – in such way I made quite some money and even got precursor the Legend).
Now new system is removing all control I had and even takes MONEY to identify!
No, this alone is turning me off preordering PoF.
Just imagine if they would make changes like this to looting in main game and HoT…

No Dervish in Path of Fire? Whaaa?

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

Not sure how many people wanted dervish back, but that would have been great decision from developers to bring it back.
Shall we make a thread with a poll about this (who knows how to make one?)?
As ANet tries and makes new stuff, what about surprise players and make dervish return as part of Living Story? That would be my dream…

Wasted opportunity to bring back dervish.

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

I really expected to see dervish returning, either as full class or at least as a specialization. What a pity this was not the case
Not really fond of paragon, but dervish is really a part of that continent.
And i thought it was a time to introduce new weapons like scythe and maybe others.

New Expansion New Profession?

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

Firstly, I hope they give us new weapons like spear, dual handed axe and scythe.
If they make new specialization with not dual handed weapon, I really wish they would give two one handed weapons for main and off-hand so no one feels bad.

And such would be my fantasies for new specs:

Ranger – Dervish with scythe (A MUST!)
Elementalist – dijin-like Battlemage with Greatsword
Necromancer – Golemancer with mace + shield, making mud / sand / water golems to fight for him
Guardian – Something Paragon like, lets name it Pagaron or Ragapon, with dual handed spear
Warrior – Butcher with dual handed axe.
Mesmer – Illusionist with harp (kidding, let it be focus in each hand).
Engineer – Canoneer with heavy spear
Thief – something with elemental abilities would be cool. Lets give him greatsword. Or longbow with elemental projectiles.
Revenant – Margonitant with scepter and focus.

What do you expect for tomorrow?

in Guild Wars 2: Heart of Thorns

Posted by: Mervinas.9482

Mervinas.9482

I expect new extensive region (crystal desert + Elona) with way more maps than HoT, (because you can’t do big vertical in desert? Unless there will be deep dungeons and tombs). Several new weapons like scythe, spear, dual hand axe, elite specs for each profession, with Dervish announcement (IT IS A MUST!). No Junundu worms (at first they were kinda fun but got boring very fast). Of course, new masteries.
Is that too much?
In addition, it would be nice to see two major factions fighting over entire region like Luxons/Kurzics. Those might be Palava’s Joko undead / margonites vs native humans

season 2 ended

in PvP

Posted by: Mervinas.9482

Mervinas.9482

It would be nice I reached ruby (only 2 pips short), but season ends without clear info WHEN. Thanks, aNet!

Suggestion: Titles Rework

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

Exquisite work you have done, Orpheal. I very like your ideas. If I may add some, I would suggest to give some PvE skill/skills (in similar fashion Racial skills are), when wearing particular title. Maybe an Elite skill for harder ones. Another possibility could be to earn progress in some track (similar like PvP ones are) when earning experience while you have some title equipped.
Truth to be said that would be a lot of work to implement those changes for existing titles. At least something could be done with new ones. But really, they need some update to be of any meaning.

Could we have new/more warhorn sounds?

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

After some patch warhorn sound was changed. For me it is quite weird and sounds just not right.
I don’t know if this is too much to ask: please, make more variations for warhorn sounds. The best case would be to make different sounds for different warhorn classes (depending on rarity for example or for certain exotics).
Another idea could be to give different tune when used by different profession or even different skills. Tempest horn skills sounding different would be awesome.

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: Mervinas.9482

Mervinas.9482

Unlocked elite Reaper specialization in PvP, haven’t got neither achievement nor weapon and no collection unlocked. Another bug – I can equip and use all this character’s elite specialization skills, although unlocked only one with hero points.

The Dreamer effects change a bit?

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

Recently made changes to Dreamer were really upsetting.
From my point of view this is very bad practice, which shows certain disrespect to players. This invalidates enormous efforts collecting gold/materials/items for Magic Forge precursor gambling and so on.

I could propose a solution, but I don’t know if it would be easy to implement / developers would be willing to make it.
As there wasn’t any transparency behind these changes (have some players asked for changes or developers themselves though they had something to change?), I think the solution which could please different-minded players would be allowing to select Dreamer (and probably other Legendaries) sounds in similar fashion like weapon stats are selected for Legendaries.

In any case I am asking ArenaNet developers to listen to your fans and give us back those properties we were/are making Legendary for.

Please Stop Changing Legendaries' Effects

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

I have long thought about making a Dreamer. I wanted it for that original magic sound first and foremost. The only thing which kept me from making it was only two professions able to use a short bow. I waited to see if new elite specializations would get it as new weapon. And although that was not the case, I still decided to make it and bought the precursor. Now as its sound is changed I feel so kittened-off. ANet, how could you do that?
P.S. Nice, how your system is kittening stronger words…

(edited by Mervinas.9482)

Some Additional Freatures

in Guild Wars 2: Heart of Thorns

Posted by: Mervinas.9482

Mervinas.9482

Cook panel recipe search by ingredients, not only recipe name. That would not be so hard to program I bet.
Even better if you could search recipes by effects (for example, magic find).

We know too little

in Guild Wars 2 Discussion

Posted by: Mervinas.9482

Mervinas.9482

I think the good way for ANet to deal with situation would be to explain, that they are including one character slot in standard version for granted and so even haven’t mentioned about that separately.
Deluxe and Ultimate versions get SECOND (additional) character slot, and that is mentioned explicitly.

Please, ANet, do this and you won’t be losing people’s faith in your honesty.

New insignias: what for?

in Crafting

Posted by: Mervinas.9482

Mervinas.9482

They didnt mess up, you did.

They talked about this in the blog posts.

So everyone has to read blog post before playing patched game? It’s their fault not to give clear hints IN GAME. Like something in the description of new insignia or whatever. I was crafting new item thinking “oh it would give selectable stats, that’s interesting”, expecting something new, and.. .getting item with same stats as my rare item and losing ridiculous amount of ectos. In the end I had to salvage this with black lion salvage kit. I’m not proud of being dumb, really. But I think developers did not enough to safeguard players from such mistakes.

New insignias: what for?

in Crafting

Posted by: Mervinas.9482

Mervinas.9482

Reading all this I feel really cheated with this nonsense-insignias. I saw new type of thing to craft and tried it to see what I would get. If developers put such expensive new stuff with particular purpose then they have to add clear description to it – what is it for. Now a lot of resources wasted … for nothing!