Showing Posts For Mesis.2951:
Agree with everything
Like what the hell, why are they not murdering us in sleep or dont have any instakill mechanics
Hi everyone, I would like to share my thoughts about future of this game.
I would love to see some form of politics inside this game. My idea is that each race could influence decision in their capital city.
- minor effects (mostly economical) of this could be for example -10% waypoint cost in asura influenced areas. Effects could be also negative or benefit only specific race.
- major effects could be fortifying bases, more patrols, new settlements or even revolutions. All based on players “voting”
- this could improve player X developer communication
- players would gain influence by contributing to various objectives.
Each player would have 1 vote.
There could be possibility to bribe NPC
- this all could lead to my next topic
OPEN WORLD PVP and WARS
Factions could declare war to each other and players in hostile factions could attack eachother
Factions: each race (+their subfactions) and LA, Priory, Vigil and thieves (they would try to maintain peace)
- nobody would be forced, option to enable would be at leader of your faction
- effects on world could be conquering territories, introducing/killing characters and most importantly “living world”
- How would war function?:
Players and developers would decide who to ally with and who to unally (attacking humans would ally you with separatists, asuras with inquest if some requirements would be met)
Factions would send NPC troops to attack enemy or defend their land (depends on strategy)
Similar to WvW
Determined by your contribution (spending materials on supporting army, pillaging cities) you would recieve influence and a share of profit
Other things I would like to see:
More jumping puzzles, old content improvements and better scaling, duels, underwater combat improved and underwater PvP maps
Added 4th trait slot to each specialization and at least one new ability of each type to every class
Feel free to share your opinions and ideas
Well, it would be nice if also open world content had these kinds of things
Thanks for your opinions.
My first post might not have sounded exactly what I meant.
I know dodge is huge in this game. My point was that even when you dodge perfectly every boss ability, there still should be a window for boss to catch you without endurance.
Other things that would prevent zerging the boss could be:
Boss removes condition from him (turn them into regeneration, dmg on players and so on)
Remove boons from players (-||-)
Punish players for too high dmg (each 2% spawn adds, aplly debuff, …)
I have a feeling the whole PvE gameplay is dependant on dealing dmg.
Nearly everyone requires for you to have “meta” build that usually provides higest dmg or team support.
I dislike this mindset. I would prefer if in the future developers would discourage this gameplay and promote taking more utility and so on.
I think this could be done by adding mechanics to bosses that would require for players to use CC skill every 10 sec (or frequent non interupable, possibly very hard to dodge) otherwise this would nearly instakill all glasscannons.
This could be also prevented by high healing, tankiness or using dmg mitigation.
There are TONS of other ways how to change this.
Some of you might be worried it would maybe destroy some builds, I believe full glasscanon would still be viable but would require much more skill as having needs to hide to avoid death or be killed.
Feel free to discuss and post your ideas.
Ofcourse it is not accurate but I think the graph is correct (numbers may be higher or lower)
In my opinion I if you want dmg comparision in non-condi builds you should use gearless characters and compare each invidual skill (cd, dmg, buffs, debuffs, cc…)
Well I hoped that scrapper will be something like a traitline for kit-less engineers.
So… Maybe disable kit usage ? Probably kittened idea but I think there should be a place for kit-less and 1 kit only instead weapon(without possibility to swap)
I really LOVE new Shatter. I think in terms of mechanics it is suprisingly amazing.
The only thing I would add would be:
For each X players downed or killed (10) spawn a regeneration crystal, possibly at the location of dead players.
I think it would add some flavor and add that unique aspect of boss fights – unpredictability and skill factor.
Tequatl for example feels same each time and dont have that flavor
I have a question, what threshold is it?
Even in GW1 they knew to make challenging maps a side item the problem with HoT is that this isn’t the case at all. In GW1 the story path or the main path is casual friendly as it always should be in any game however once you walk of the beaten path you’ll end up in more difficult content however in HoT the main story path and this more difficult content is one in the same.
Should a person making their way through content have to deal with roaming zergs and is this not the reason why the low level trains were altered? If I’m walking from one story point to another the content should be relative but then why in GW2 is it more difficult to make it to the next story point that actually doing it? Not saying the map is overly difficult but it’s more difficult than the story it connects. You run through tons of pocket raptors, stalkers, smokescales, and chak then when you make it to the story instance none of those things are present and it’s a cake walk in comparison.
This is a sign of bad level design more than anything else there is no defending this because the path shouldn’t be harder than the story desitnation unless it’s a boss or something. So yeah this isn’t casual friendly at all the main story path shouldn’t have those mobs in it as you don’t kill a ton of chak to make it to your location and then in the story you end up spotting them for the so called first time and fight far fewer packs of the things.
HoT maps should have been balanced better mob positioning should be changed and additional maps should have been created of the story path with the more difficult content people wanted. Heck GW1 is known for this for instance those paid runs through prophecies those running paths weren’t something you had to actively fight through to complete the main story. The story went through Kryta to get to Droknars forge it didn’t make people run straight south through the shiver peaks through the runners path. So why is HoT making people take that path instead of balancing the path around the story like cutting through Kryta. Heck every path in Prophecies that people would get paid to run through is an instance of having more difficult content outside of the path the story cuts through the map and HoT failed at this most basic aspect of MMO gaming.
I think that was intended in this expansion. The jungle represents what is is
I am not activly playing PvP but from what I have heard and read I have a question:
Imagine if FX engineer’s rocket turret tool belt would hit for 10k in non zerker build.
That skill is pretty slow, long CD and easy to dodge and spot
Mine field from Mine, its pretty small AoE and you need to walk inside that. Imagine if each mine dealt 2-4k dmg
Amazing idea !!
I would call myself casual player with tendency to slip into hardcore style for a short period of time.
I think the biggest problem is scaling
Content is either very hard or too easy. Playing solo or in the small group is usually challenging and fun way to play but when you meet something like “commander train” the game gets dull and easy very fast. It is also sad that commander train is the fastest and easiest way how to get stuff.
Another topic should be items, drops and their power
I liked years ago (game start) the euforia you get when yellow or orange item dropped. It felt good and the progress you could see.
Word bosses and champion events felt hard and rewarding.
People could also chose to gather material to craft their own gear or sell it.
Dungeons, Jumping puzzles and Karma were also another ways to get gear.
I feel now I get A LOT of useless items from drops and chests (It feels like getting gray, white, green items in WoW)
It is absurd. I havent recieved a SINGLE item that was useful for me from drops in eternity (it was at the Orr few years ago)
Also, I feel that addition of Ascended items was … meh. It feels like new raid tier in WoW but you can only craft it which in my opinion is not fun.
I read that exotic>ascended is increase 5% in stats. I think the difference should be lesser. Let´s say 2.5% This would help to diminish difference between casual and hardcore player while still letting hardcore players feel special.
The thing I like the most on GW2 are jumping puzzles
I find it difficult to level up since HoT. So I have more mastery points than I can spend.
I am currently mastery lvl 4 (or something like that) and have about 43 mastery points