Showing Posts For MindState.8963:
Underwater, it looks like I’ll have to reacquaint myself with the harpoon gun. Don’t use grenades in PvE otherwise.
I think I’ll still use grenades for WvW siege and counter-siege ops. AoE and 1200 range is still pretty useful, even if the damage is much less now. (It’s not like I can rely on mortar for that!)
The dungeons rely too heavily on roadblock mobs for their difficulty. What the dungeons need are more areas that purposely split teams up and require coordination over time and space. Mobs wouldn’t have to be so strong then, since they could still interfere with progress without killing players.
Putting more emphasis on teamwork, and less on gear/DPS/etc., can only be a good thing.
Another thing that might be done to expand the scope and difficulty of events might be to increase or add the number of non-combat tasks.
For example, the Ensure that the Pact holds the Gates of Arah event. Right now its just players running around in the circle killing things. Even with improved lateral scaling of opponents, “just killing things” only goes so far.
Instead, change the entire event to be a “capture and hold”-type game. Say the gate is closed and can only be opened by “charging it up” with magical pillars. (Zaitan was thirsty and sucked the gate dry.) The more pillars held, the faster it charges. Of course, the enemy will be attacking (hopefully with their strength scaling laterally) attempting to take back the pillars and reverse the process.
Everything from the number of pillars, to the amount of magic needed, to the placement of the pillars can be altered with the number of players. (If you have a lot of players, spread the pillars over the entire Promenade of the Gods. That should get players scrambling!) As an added challenge, force players to continuously “interact” with the pillars to keep the charging process going.
So we get fighting, task division, time/space pressure on player actions.
And of course the ultimate pay-off for a job well done: access to the dungeon.
Just yesterday I have finally entered Strait of Devastation, I had thought maybe the situation would improve a bit better here since it is a 70-75 zone. Well, still the same…I see these Risen Captain or Megalodon boss that no one bothered for hours, all those submarines taken out repeatedly, and even if they managed to land, because there’s not another single soul out there other than me and a bunch of NPC, the landing events always failed.
Straits of Devastation is particularly bad. DEs (and DE chains) are like self-contained mini-quests. In other zones, this works reasonably well. But this piecemeal approach to DEs doesn’t work thematically for SoD.
The DEs in this zone should be tied together to reflect the logical progression of the Pact invasion over the Strait. For example, the DEs available in the western landmass should depend directly on the number of beachheads held. No beachheads, no events. Aside from making more sense, it would focus more attention on DEs currently being ignored.
If the DEs in Cursed Shore ever get redone, I hope some sort of logical zone-wide progression features heavily in the design.
I think "The Doomlore Flame" is in the game. I’ve noticed it in Wayfarer Foothills and Dredgehaunt Cliffs. The symphonic poem (I think that’s what it would be called) fits perfectly in those snow-covered, wind-swept areas.
I didn’t play GW1 or the expansions. It’s the only GW2 piece I rummaged through YouTube to find out what it was called.
Mouse ground targeting marker for projectile throwing skills
in Suggestions
Posted by: MindState.8963
This applies to skills like the engineer’s grenades and mortar, and wall-mounted cannon in WvW, where a physical projectile launches from the player to the targeted location.
At the moment, the targeting marker is always green, regardless of whether the projectile can actually reach the designated spot due to interfering terrain. It may be more helpful if the marker turns red when the spot cannot be reached.
Alternatively, the trajectory of the projectile should be shown so players can judge for themselves.
This would make it easier to use these skills especially atop balconies or walls with railings or other wall-edged structures; the trajectory of these projectiles tend to have insufficient elevation to clear these wall-edged structures when targeted at close-ranged targets.
In the case of WvW cannon, an example may be found at the south-west tower on each Borderlands map, in the cannon mounted to the west of the gate. There is a deadzone west of the cannon since cannonball is liable to hit the tower wall due to the flat trajectory. This is not reflected by the targeting marker, which shows green for that entire area.