Showing Posts For Mijinion.7168:
no comments?
no trolls?
this is the down side to using a forum
especialy that there isnt a “read” marker saying that staff actually looked at the stuff
(no forum if ever used does)
rather than having a suggestions channel for in-game chat
which i think ill post these in a seperate thread
" And i still cant decide on a class, because some stuff bothers me.
At first only a few things, but later on i get the feeling i picked a wrong class and it is not fitting me.
To the point the game becomes unplayable. "
thats my sentiment exactly
which is why i used to make and support tons of suggestions in other games
eventually i realised that the only true way to fix this issue
of not finding a suitable class
would be to add an entire new class system into the game
where as you can choose from the normal classes
or create a “non-class” hero, such as found in single player games like
kingdoms of amalur
such a system requires sorting out skills into tiers and various filters
to prevent extreame balance issues
i have even offered to factor the whole mess out on paper for other games
but to no avail,
and with this post i make that same offer here,
i make no presumption that i could do a better job, or as good of one,
just that i am willing to do my part, to make this or any game i patronize
a satisfactory experiance
What if they just take away the chests period, and it is strictly for achievement sake? Would you prefer no reward vs one you feel is measly outside of your account getting the achievement?
personally, as a person who dont do acheivments anyway, unless by coincedence
i would not mind if they got rid of the reward totaly
cause its only there to fool people into believing they didnt just wast thier time
EDIT
infact, i find it more fustrating to expect a reward and get useless junk
than to know im not going to get anything in the first place*
if your at the appropiate lvl for the “event”, you rarely get anything usefull
high lvl exploring, or grinding out missed content, what ever you get is most likely
a waste of space, and not even worth vending
my belief is, if you do content, set for your lvl, you should get something you can use
if your at or near max lvl (80), you should get alternative reward
hey they can add 3 titles right there
one for content compleated while under lvled
one for content compleated at an appropiate lvl
one for content compleated at a high lvl
(edited by Mijinion.7168)
i think its meant more like an assassin/ninja class
with “wind” based skills as a theme/aesthetic
so closer to the thief class, but themed tward ninja arts
rather than the street/gangland mugger that they turned the thief into
i just think that for example the griphon run, the loot chest could contain a set of gear
skin transmutations (account bound)
making room for more usefull rewards like forge items, boosts
and the other random goodies that are harder to get
(not counting the gem store)
like black lion keys, i find chests all the time, but the only keys i ever got are from the story, (i think its intentional, but i dont know why, other than funding)
gear loot from events is silly anyways, reskins would be where its at
sure itd be awhile till they had all the arts, to implement it
but the reskin system is already in place
and you dont get the issues of getting “junk” gear that you cant/dont want
instead youd have a reskin item that you can stack and store, use on other toons
and if you run out, you can do the puzzle again
wich adds a reason to revisit or just do the things on each toon
it would be a big help in removing the “been there, done that” feeling
you get from puzzles/events
(edited by Mijinion.7168)
my point was to say that as far as i understand
the bland, feeling of being an afterthought, universal classes
was thier attempt to be unique in the fact they broke from the traditional roles
of the classes, as standardized over decades of gaming history
and the whole weapon forced skills deal, is meant to bring more
uniformity to gameplay, so people cant QQ over copy/paste builds
and rotations, as much seeing as now everyone has the same base skillset
and that under that kind of system, they are only cheapening the quality and experience of thier product
i have played every class, and they all feel lacking, washed out
for me, the true enemy here is the weapon forced skillsets
im not against weapon BASED skills, where its obvious you need to wield a specific weapon to use it, ie, rain of arrows, requires a bow
even if its only thematically correct ie, ele’s dagger first slot skill on air
could also use scepter, but not staff, while the fire skill could also be for staff, but not scepter
loosen the grip a bit, let us theme our chararcters to our personal playstyle
and people will be happier
im not saying they need to build a “on the fly” balance managment system to support this kind of system
but weapon based variants shouldnt be too difficult
as is with everything, the concept is the easy part,
i could, and would be,very willing to do that myself, (minus balance adjustments)
implementation is the killer, with all its trial and error, time and effort
technicalities and programming
(edited by Mijinion.7168)
yea, “event” loot like puzzles should be
1, level appropriate
2, class appropriate
3, event themed
the lions arch puzzle in sharks maw, is acceptable in terms of event themed
but completly sux when, you complete it on a lv8 toon,
only to find out the vendor at the end that gives you properly themed pirate gear
only has items for lvs 40 and 80, if i remember right
what a waste of my time
especially as a person who generally dosnt do puzzles, events, titles, etc
unless your a hardcore completionist, the bennefit/rewards for doing the stuff
is worse than worthless 98% of the time
sounds like a fun class,
did you base it off of WoWs monk? (i never looked)
or is it an original? if so, nice job
im the type thats never quite happy with how games (especially mmos)
implement thier classes
this class idea, imo, has great potential, and could easily become a favorite
if done properly
personally i have trouble laying out class concepts, cause i worry too much
on balance, rather than pure concept
so i tend to use existing game data, and configure a new class from that,
so far ive created pen and paper classes for WoW, diablo, and guildwars 1
the berserker (hero class) WoW (actually submitted, but was trolled to death)
arcane archer/warrior, diablo, a weapon imbuement mage concept where spells are secondary and supportive
and a RP duality concept based on skills from across gw1
i havent given much thought to making some from gw2
perhaps ill look into it more when theres a proper data source,
as it sits now, wiki and codex, are missing vital data for skills and such
and ingame lacks things like viewing chain skills under hero/ weapon skills
and nothing seems to have functional data for traits, only descriptions
i like how bnet did thier guide for diablo,
once i can find data of that quality, ill probably give it a shot
unfortunatly i dont troll the forums alot, so i usualy miss out on
these kinda threads,
i like seeing what others come up with
again, nicely done
ps, i like how proper spacing makes posts, huge
im not sure what the OP is suggesting either, it reads through as if your
conflicted on both sides, as in you dont want roles, but do want roles
i think they meant something like
the game forces you into a specific role (bad)
and that you want a more role with options structure (good)
personally im with you, but i feel much different issues
i think the classes are so “universal” that you have no purpose at all (really bad)
i would push for something closer to traditional roles
but still have the ability to specialize in non traditional aspects
for example, a ranger that can specialize into a support healer
in other words, (and what i think the goal was in the first place)
not to make every class universal, no purpose classes
but make each class able to specialize into a role thats not traditionally part of thier repertoire
wich doing it this way, would open a world of options that has only ever been
available in the old pen and paper D&D style games (custom inclusions)
(edited by Mijinion.7168)
imho, i feel it would be better suited to the archetypes if the following changes to the
guardian and necromancer primary staff skills (skill 1) were made
guardian, should affect 2-3 foes, with slight chance of knockback/knockdown
or some form of “stun”
calculated separately for each foe
and the whole piercing thing with the necro is kinda bogus
i feel the following would be more appropiate
copy over the current guardian staff primary,
and add a minor life steal and poison effect
gain life force varied by number of foes hit (up to 5)
of course, balance adjustments would need to be made
but i believe the classes would function better for it
edit
since this is more about aesthetics and function, than mechanics
i would also like to put forth the notion that
necromancers “marks” seem more like a blood ritual, and thus would fit better
under daggers,
also keeping with the blood ritual theme, you could add well powers
under off hands,
then off hand skills would be allocated as follows
reapers touch and spinal shivers would fill the missing skills on staff
(remember we swaped staff/dagger)
the dagger would the be something like
1,necrotic slash/stab/bite
2,mark of blood
3,chillblains
warhorn), reapers mark, well of darkness
dagger), putrid mark, well of suffering
focus), well of power, well of corruption
and
wail of doom, locust swarm, deathly swarm, and enfeebling blood
would take the place of the well skills, as utilities
and the staff would be like
1, necrotic grasp/ dark mist (the name for the altered staff skill above)
2, life siphon
3, dark pact
4, reapers touch
5, spinal shivers
(edited by Mijinion.7168)