Showing Posts For Montgomery.1986:
The Minstrel needs to be playable as an instrument.
Now that there is a harp in the gem store, THE ONLY LEGENDARY INSTRUMENT needs to be able to be played. Have a right click option put a harp bundle in your hands. That’s it. The lamest legendary (hey flameseeker actually looks cool) is now the best legendary.
Have a right click option that puts a harp bundle in your hands. Couldn’t be simpler.
I’ll preface this by saying that all the current character voices are amazing and well done. That said, I have a ton of Asura characters and they all sound the same. I’m suggesting new voices, one per race/gender combination to make things more interesting.
Have a player competition that gives them a chance to be immortalized as a character voice in game to cut down on voice actor costs and add more actual variety instead of having the same person in a different voice do all the dialog.
In behavior it is similar to the copper fed salvage-o-matic in that it destroys the selected item, but instead of salvage, it transmutes the item into precious material (coin) equivalent to the vendor price. A small convenience fee (a few coppers) will be charged per transmutation.
While it is similar to a merchant, you won’t be able to buy the utility items from them, you won’t be able to buy back anything you “sold” and there would be no convenient sell junk button, so those corresponding items would not become useless.
Level 21 is still not the best … you can get copper or silver. I never received a copper on my level 32 chest camper.
You might be thinking of level 20, where you might get a copper doubloon. I have 8 looters at 21 and have never gotten a copper in the last 4 months they have been harvesting.
Uh, you forgot the part about getting them to level 21
Save it for a different character since they’re account bound.
The Moot 873 209
1 handed mace, 1 infusion, 1 sigil, half stats
* While drawn, the head of The Moot will light up and reflect light causing a disco ball esque graphic.
* While drawn, the three figures start rotating and red, yellow and blue lights appear in the circular section under the figures and near the base of the mace.
* Balls of color and light appear and rotate around the user when drawn.
* When drawn, the wielders body gains an aura of white sparkliness similar to the head of the mace.
* Trumpet bells on the shaft are animated and go in and out like they’re being played while drawn.
* When trumpets animate, they spray a small confetti shower of colored light particles.
* When The Moot hits an enemy, confetti and swirls will appear around the target, and the sound of fireworks are heard.
* The user leaves footprints of colorful lighted squares like that of a dance floor.
* The ‘disco ball’ part of The Moot will display an image of the area you are in from a birds-eye view.
Twilight 936 919
2 handed greatsword, 2 infusions, 1 (2) sigils, full stats
* Moving or swinging your weapon leaves a painterly afterimage. This trail also acts as a window into space just as the blade does.
* The player’s body is surrounded with a soft dark aura while drawn.
* The weapon gives off a short burst of light when drawn.
* The blade is surrounded with a soft aura while drawn. The aura’s color reflects the blade’s color.
* Animated prismatic flares appear behind the blade while drawn.
* White sparkles pop off the blade while drawn.
* The blade’s edge is a painterly design whose texture shifts and rotates around the blade.
* Spiked red glow at the base of the blade which moves from one side to the other.
* Mirror Blade, Binding Blade, Bladetrail,and Whirling Wrath are altered slightly, the player throws Twilight rather than the default thrown projectiles.
Sunrise 1093 689
2 handed greatsword, 2 infusions, 1 (2) sigils, full stats
* Sunrise’s blade can be best described as a window into the sky during sunrise, animated as though it was peeking into an ingame skybox. It has the following additional graphical effects:
* Moving or swinging your weapon leaves a painterly afterimage. This trail also acts as a window into the sky just as the blade does.
* The player’s body is surrounded with a soft blue aura while drawn.
* Blue sparkles pop off the player’s body while drawn.
* The weapon gives off a short burst of light when drawn.
* The player’s footsteps leave a window into the sky at sunrise on the ground.
* The blade is surrounded with a soft aura while drawn. The aura’s color reflects the blade’s color.
* Animated prismatic flares appear behind the blade while drawn.
* Yellow sparkles pop off the blade while drawn.
* The blade’s edge is a painterly design whose texture shifts and rotates around the blade.
* Spiked yellow glow at the base of the blade which moves from one side to the other.
* Mirror Blade, Binding Blade, Bladetrail, Throw Rock and Whirling Wrath are altered slightly. The player throws Sunrise rather than the default thrown projectiles.
(edited by Montgomery.1986)
Kraitkin 921 46
2 handed trident, 2 infusions, 1 (2) sigils, full stats
* Upon drawing, a white-red aura will burst out from the character. Small fish will start to swim out of the trident and return to it, while more small fish are attracted from the environment.
* While drawn, your character gains a white aura of what appears to be a mix of bubbles and steam, which also leaves a trail while moving.
* The trident itself has a light-green trail effect. This effect comes from the green bubbles that are continuously being sprayed from the mouths of the eels.
* The shaft of the trident contains two currents of water that flow up towards the head of the weapon.
* Small fish occasionally dart in and twirl around the trident.
* Kraitkin has a day/night cycle.
* During the day:
The eels on the trident move and spray out green bubbles when their mouths open.
The two currents of water around the shaft flow up towards the head of the trident.
* During the Night:
The eels become petrified and a faint but noticeable light-green glow, along with an aura of bubbles and steam appear around the whole trident.
The currents of water no longer flow.
Frostfang 960 524
1 handed axe, 1 infusion, 1 sigil, half stats
* The player leaves behind icy footprints.
* The mouth emits a faint frosty breath.
* Ice swirls up the arm of the main-hand when drawn.
* While drawn, the mouth of Frostfang chatters and emits a snowier breath.
* The arm wielding Frostfang in the main-hand is encased in a block of ice.
* The block of ice has a sublimation effect (vapor).
Visual changes:
* Frostfang changes default class weapon trails to an icy trail.
* Attacks skills, such as Throw Axe, will throw Frostfang instead.
Incinerator 985 725
1 handed dagger, 1 infusion, 1 sigil, half stats
* The blade is made of flame like that from a welding torch. The blade is hidden while stowed.
* The player’s footprints leave fire.
* The arm holding the dagger is on fire.
* Attacks cause a cosmetic burst of flame on the target.
* The incinerator emits light while drawn, illuminating the area around the player in dark areas.
* Fire twirls around the user when initially drawn.
* Enemies killed by Incinerator will display burning death animations.
* Special Changes for Elementalists:
Dragon’s Claw Flings Incinerator blades instead of the claw-shaped fire projectiles.
Vapor Blade throws a returning Incinerator instead of the regular water model, Incinerator will disappear from the players hands until the animation returns.
Magnetic Grasp throws Incinerator at the target.
* Special Changes for Thieves:
Dancing Dagger skill throws Incinerator instead of the regular dagger model.
Death Blossom Whirl Combos spray Incinerators in all directions.
Shadow Shot shoots Incinerator instead of using the regular shot animation.
Trail of Knives throws Incinerators when downed.
Several Stolen skills such as Throw Gunk tosses Incinerator instead of the normal projectile.
* Special Changes for Necromancers:
Necrotic Bite loses the Bite animation.
Life Blast throws Incinerator instead of the regular model
Dark Path sends out Incinerator instead of the dark claw.
Deathly Swarm throws Incinerator instead of an insect swarm that bounces between foes.
(edited by Montgomery.1986)
Frenzy 929 40
2 handed harpoon, 2 infusions, 1 (2) sigils, full stats
* Bubble aura & trail effect, similar to the other underwater legendaries.
* Rainbow-colored fish swim around the weapon & toward player.
* Upon stowing, frenzied fish lose interest and swim away.
* Bubbles flow though the gun & it exhibits a bubbly aura around the gun model.
* Purple/blue bubbles pop up occasionally.
* Projectiles become fish, similar to weapon model itself, but without the spear portion. Tail moves.
Kudzu 871 539
2 handed long bow, 2 infusions, 1 (2) sigils, full stats
* Kudzu is a green longbow covered in flowers. Its riser consists of a dryad carrying a golden spear with a thistle texture overlay that pulses gold.
* When walking with this legendary bow equipped, you leave behind a trail of flowers and grass.
* While drawn, the bow sheds petals around the player.
* You can hear a birdsong wherever the projectiles are flying, while the bow is held in hand, or whenever Kudzu is stowed/drawn.
* The projectile is the spear that the dryad is holding, which leaves flower petals in its path.
* Flowers and leaves will also blossom on enemies where the arrows hit.
* While the player is downed, the projectile from those skills (such as Throw Dirt) will also be changed into the dryad’s golden spear, along with flower trail effects.
Kamohoali’i Kotaki 1023 84
2 handed spear, 2 infusions, 1 (2) sigils, full stats
* Kamohoali’i Kotaki has a purple glow on it and leaves a trail of blood in the water as you swim.
* The user’s body is surrounded by an aura of bubbles and scales.
* Certain weapon skills use unique, shark-related animations and sounds while wielding this weapon.
* Critical strikes while wielding Kamohoali’i Kotaki will cause a spirit shark to chomp the enemy (visual only). The size of the spirit shark varies depending on the hit-box of the enemy. This animation only appears for the following abilities:
Guardian: Skills 2 and 5
Warrior: Skills F1, 1, 2, 4, and 5
Ranger: Skill 3
Thief: Skills 1, 2, and 3
Mesmer: Skill 2
Necromancer: Skill 1, 2, 4, and 5. Skills 4 and 5 also throw a shark projectile. Lifeblast throws a shark projectile and has the on crit animation.
* When Kamohoali’i Kotaki is first drawn, a burst of bubbles emanates from the users body and a echo noise is heard. The shark’s mouth at the end of the spear also opens and the spearhead comes out.
* When Kamohoali’i Kotaki is sheathed, the shark’s head retracts the spearhead and its mouth closes.
Quip 854 386
1 handed pistol, 1 infusion, 1 sigil, half stats
* When Quip is first drawn, confetti burst out of the character.
* The user’s body is covered in a purple mist.
* When shooting Quip, colorful streamers and confetti or daisy flowers randomly flare out of the barrel. Both effects are accompanied by smaller flashing confetti bursts.
* When an engineer with Quip uses Grenade Barrage, streamers will be visible on the thrown grenades.
* When shooting Quip, a party popper noise is heard.
* Attacks have a chance of displaying a pistol “spin” animation whenever completed.
* The user leaves Multi-coloured confetti footprints.
(edited by Montgomery.1986)
Rodgort 970 74
1 handed torch, 1 infusion, 1 sigil, half stats
* The “mouth” of the torch opens and closes.
* Weapon model replaces generic model on torch throw skills.
* The player’s footprints leave fire.
* The arm holding the torch is on fire.
* Enemies killed by Rodgort will display burning death animations.
Bifrost 940 808
2 handed staff, 2 infusions, 1 (2) sigils, full stats
* The Bifrost is surrounded by an ever glowing rainbow aura, leaving behind a faint trail of light when swung, and has crystalline shapes floating around the tip.
* Upon being drawn, Bifrost gives the character a rainbow aura.
* When your character moves, you leave rainbow footsteps, and small rainbows are also created every 3-4 steps taken.
* After the Back to School update, the Bifrost projectiles were updated to become small balls of white light surrounded by a rainbow aura, and leave a rainbow trail when in flight.
* Bifrost projectile effect changes the following skills:
Elementalist: Fire 1, Air 1 and 3, Water 1, Earth 1 and 5
Guardian: Skill 2
Mesmer: Skill 1
Necromancer: Skill 1
Bolt 1101 738
1 handed sword, 1 infusion, 1 sigil, half stats
* Lightning surrounds the weapon when it is drawn.
* Lightning surrounds the user’s body when the sword is drawn if equipped in main hand slot.
* Leaves trails of lightning when slashing.
* Unique sound effects when slashing and striking.
* Lightning footprints when walking and the weapon is equipped (does not need to be drawn).
* Mesmer clones will inherit all the graphic and sound effects of Bolt when wielded in the main hand.
The Predator 923 480
2 handed rifle, 2 infusions, 1 (2) sigils, full stats
* New audio when shooting making it resemble a sci-fi energy weapon. Projectile gains a red glow.
* Burst of fire at the barrel when fired.
* Causes small explosions at footstep (when weapon is active).
* Creates a Red glow around character when weapon is active (Currently for both Warrior and Engineer the glow appears ONLY when weapon is active. Active kits will deactivate this effect. [As of June 5, 2013]).
* Regarding Engineer skills [As of June 5, 2013]:
Hip Shot and Jump Shot both create the unique firing sound effect.
Only projectiles from Hip Shot and Throw Junk are unique. All other skills animate identical to when any other rifle is in use.
Grenade Barrage with the Grenadier trait fires glowing red projectiles with a new sound effect and displays its effect regardless of whether The Predator is currently equipped. This effect will occur even if a kit is currently active.
Throw Junk of the engineer downed skills, throws out a glowing red projectile.
Static Discharge will oftentimes produce the unique projectile effect in place of the lightning bolt.
All other skills, kits and tool belt abilities do not have any unique animations or sound effects when using The Predator. Throw Wrench, throwing turrets, elixirs and medkits no longer have any bonus effects tied to them.
Meteorlogicus 1075 395
1 handed scepter, 1 infusion, 1 sigil, half stats
* Meteorlogicus is a glowing orrery whose planets and clouds move. Sparkling stars emanate from the center glow.
* The user leaves footprints of lightning bolts in his/her path lately followed by a dark cloud.
* Meteorlogicus has a day/night cycle.
* During the day:
Fluffy white clouds emanate from the base of the orrey.
The sun glows yellow, and a blue glow surrounds the entire scepter.
A blue trail follows the weapon when wielded, but not when stowed.
* During the Night:
The clouds are dark, and lightning appears around them.
The sun glows violet, and a violet glow surrounds the entire scepter.
A violet trail follows the weapon when wielded and when stowed (after being drawn for the first time in a new area).
(edited by Montgomery.1986)
It’s the new year and it seems like many people have decided they want to get themselves a Legendary. In this post I have compiled a list of the Legendaries with their costs, features and graphical effects. Information was taken from http://wiki.guildwars2.com/ and http://www.gw2legendary.com/. To be exact, descriptions are pretty much copy-pasted.
The format:
Name of Legendary / Cost of (non precursor) Components / Cost of Precursor
Type of weapon / Number of Infusion slots / Number of Sigil slots / Amount of Stats given
Graphical effects
Some weapons have 1(2) on their sigil slots based on hints that Anet will be adding a second sigil slot to 2 handed weapons.
The order is based on number of graphical effects, because why not, it’s not like I have some kind of hidden agenda or something…
The Minstrel 859 90
1 handed focus, 1 infusion, 1 sigil, half stats
* A purple aura and large musical notes and symbols float around the focus.
The Flameseeker Prophecies 965 389
1 handed shield, 1 infusion, 1 sigil, half stats
* When The Flameseeker Prophecies is wielded, the book on the front as well as much of the background glows blue.
* When The Flameseeker Prophecies is first drawn and whenever you use a skill, a glowing blue page turns on the book.
The Dreamer 858 510
2 handed short bow, 2 infusions, 1 (2) sigils, full stats
* The Dreamer shoots unicorns with a rainbow mane. The design of the bow itself is an alicorn; it has wings on the top, a unicorn’s head in the middle, and a tail at the bottom. It also has flowing pastel pink and blue tassels on the top and bottom and makes horse neighing sounds when shot. Also, if you have The Dreamer in your hand when you get downed, the Throw Dirt animation will change from rocks to unicorns with a rainbow mane.
* After the Back to School update The Dreamer now has footprint effects that look like rainbow horseshoes.
Howler 916 235
1 handed warhorn, 1 infusion, 1 sigil, half stats
* The user’s body is coated in a fog aura.
* The user leaves foggy footprints.
* With each horn skill, the wolf’s head howls and makes a faint howling sound. A moon also illuminates in the crescent of the horn, and sparkles appear around it. At nighttime, the moon and sparkles will appear by default, but certain skills will cause them to disappear, whereas other horn skills will cause these effects to loop infinitely (until use of another skill or when Howler is sheathed).
* A ghostly wolf head appears for a brief second upon blowing on the horn.
Juggernaut 1385 575
2 handed hammer, 2 infusions, 1 (2) sigils, full stats
* Drawing the weapon causes the player to be covered in liquid metal. The color of the metal changes depending on:
The dye on the player’s armor
The ambient light
* Running down its spine is a thermometer shaped tube containing the Vial of Quicksilver used to craft it. The quicksilver shifts in response to the player’s swings
* Swinging the weapon causes it to spill and splash quicksilver.
* The player also leaves quicksilver drops as they move.
(edited by Montgomery.1986)
The problem is, why buy more than one salvage-o-matic if you can just share one. Why buy more than one mini, or one endless gatherer, etc… The end result is that Anet loses income from the gem store.
It still seems a bit shady that it gets fixed right after their big sale. I was expecting it was going to get reverted, but maybe not so fast and without any mention of it. I’m betting there will be a silver fed version for master level salvaging soon.
I think it would be neat, but I’d rather see other weapons get a second legendary option before Greatswords get another. ;P
I’d like to see the current Legendaries get finished before we see any new ones of any type.
I would like to suggest secondary skin slots for visible equipment. These slots would be on your character, so nothing would need to be done to items at all. Each slot would have an on/off toggle which controls whether the alternate skin is shown. Transmutation stones would be used to add or replace a skin. Transmuting another skin would destroy the old one. Perhaps create a skin removal stone.
Glad to see reading comprehension is still a high priority in our schools these days.
I know the bank tab sale seems like a great deal, but don’t forget you can also create your own private guild with bank slots.
The first upgrade is 500 + 1000 + 1000 influence which can be bought for 5 gold and gives you 50 slots (non-soul/account bound items.)
The second bank can be bought for 5000 + 5000 + 10000 influence which can be bought for 40 additional gold and gives you 100 slots (non-soul/account bound items.)
You can buy the third bank slot for 20000 + 10000 influence, which would cost you 60 gold for 100 slots, but it would be better to start a new guild and pick up 150 slots for only 45 gold.
If you have a lot of tradable items and depending on how high the cost of gems get, it might be a better idea to choose a guild bank.
I believe you can have up to 5 different guilds, so if you’re already happy with one, you can have 4 bank guilds for pretty cheap.
Quick off the cuff calculations,
gw2spidy: 100 gems = 9.22 gold,
480 gems = 44.256 gold.
divided by 30 = 1.4752 gold per slot.
First guild bank = 5 gold per 50 slots
5 / 50 = 0.1 gold per slot (this has ALWAYS been a better deal than bank slots)
Second guild bank = 40 gold per 100 slots
40/100 = 0.4 gold per slot.
Third guild bank = 60 gold per 100 slots
60/100 = 0.6 gold per slot.
Save those gems for something better!
The ATTACK cripples, it also has a leap component. If you are in melee range, you make the leap animation, but you stay in the same position. It’s a ridiculous mechanic that unnecessarily makes the ranger’s autoattack dangerous to use.
I’m not saying to remove the leap altogether, I’m saying remove the leap component where it makes no sense for the player to leap. Everything else about the attack would remain the same. If you are some distance away from the target, you should leap. If you are right next to the target, you stand in place, doing the same autoattacks (cripple on the second part and pet gets might on the third) except instead of leaping and remaining in the same spot, you just stand there and do the attack, without losing control of your character, allowing you to dodge.
Simply, if the ranger is autoattacking with a sword AND is in melee range (or a slightly shorter range) where a leap will do absolutely nothing, remove the leap portion of the attack and allow the ranger to dodge.
The cost of legendaries, both one handed and two handed are essentially the same. Some 2 handed weapons (Dawn) even cost less than some 1 handed weapons (Meteorlogicus), going by TP prices. This made sense when they were exotic power level as you were merely getting the legendary for the look of it, and the 2handed weapon effects were similar to the 1 handed weapon effect (well, not really, but almost.)
Now that Legendaries are not only ascended level in power, but able to change their stats at will, this discrepancy is unacceptable. For the same cost, you can get either:
1 nice skin, 1 ascended level power weapon with 1 ascended level stats, and 2 infusion slots
OR (for main hand) 1 nice skin, 3/5 (3 skills of 5 are affected by the weapon’s power) ascended level power weapon with 1/2 ascended level stats and 1 infusion slot
OR (for off hand) 1 nice skin, 2/5 ascended power weapon (2 skills of 5 are affected by the weapon’s power) with 1/2 ascended level stats and 1 infusion slot.
As you can see, the best deal is obviously the 2hander, by a large margin. My suggestion is for 1 handed legendaries to elevate their partner weapon’s power and stats to ascended level while the legendary is being wielded. Ascended/Legendary weapons would not change at all. Now for similar price, you can get similar value. You are still losing out on 1 infusion slot if you choose the 1 hander, but you can get alternate stats elevated to ascended levels if you choose to use a different stat weapon.
We have a lute/harp, more like a lyre, it’s called the Minstrel. It’s legendary and it’s one of the worst ones. They just “fixed” it recently, now it has bigger notes (no aura, footsteps, etc.) Also it isn’t an instrument. Fortunately, I think there’s a solution: Make the Minstrel playable, add an option to the right click legendary menu that allows you to play it.
Okay, dumb title, but essentially what it sounds like. Make Open World Tequatl easy mode, weak and conquerable by like 12 people, you get the same loot pool, but less than currently given, due to difficulty. Kill easy Tequatl, Flip a flag: You’ve done story mode Tequatl!
Have an instance marker in at the way point to the cave where people usually res during the Tequatl fight. You can access it after you defeat easy Tequatl. It opens into a smaller (only has Tequatl and the surrounding area, including the res waypoint,) OVERFLOW instance. These instances will fill up the same as any overflow instance, either you walk in, or you get ferried in by someone already in there. This instance has Explorable Tequatl, the one we currently know and love (hate). This instance operates exactly the same as a normal overflow, with the Tequatl event happening at the same rate as Open World Tequatl.
Currently, only the organized can defeat Tequatl. If this trend continues with other Dragons, there will be much crying and gnashing of teeth. With this change, anyone can kill Tequatl, according to their own abilities.
Well the good thing is that if you wanted to play the same as you currently do, there would be absolutely nothing stopping you from doing it. The only difference is you just delete the worn out tool instead of it disappearing automatically. Also you’d get the color coded icons for free.
I’ve never really liked the idea of disposable harvesting tools. As such I’d like them to be more like gear, such as armor and weapons. Each tool would have an endurance which is equal to the number of uses left. Being gear, going to a repair station would allow you to repair these items fully. Cost of repair would be according to use, for example, a 250 use Orichalcum pick would cost 4c per use; to fully repair, would add 10 silver to the repair cost. On the UI, would be 3 color coded icons associated with each tool. White 100%, Green 67-99%, Yellow 34-66% and Red 1-33%, Black 0%. A larger assortment of tools would be nice as well, with 100, 250, 500 and 1000 use varieties.
Solution to condition cap is simple. Every time it gets to 25 stacks, an upgraded condition is transformed from the previous stack of conditions (i.e 1 stack of “deep wound” is equivalent to 25 stacks of bleeding with the damage as the entire 25 stacks of bleeding). They could technically do this unlimited amount of time and in addition it would still be balanced in PvP.
I had thought of this idea before as well, it does have some complications though. You’d have to average out the time and damage of that 25 stacks of bleed so that you’re not doing more or less damage than is warranted. Assigning credit/agro is also an issue when you do this transfer, do you give credit immediately upon application of the deep wound or do you do it per tick? If you allow it to be removed, then you can’t give credit immediately, if you do it per tick, then you still have 25 different pointers to people for only 1 stack of deep wound (for the purpose of assigning credit/agro.) And then there’s the issue of Epidemic, which would need a serious rebalance.
This is a bad idea. But I think it’s awesomely bad, so I’m sharing it.
Do you have Twilight? Do you have Sunrise? Do you LIVE to be the center of attention in an online video game? Have I got the runes for you!
Superior Rune of the Peakitten
1: 25 Power.
2: Allows you to wield Twilight and Sunrise at the same time.
3,4,5,6: Whatever, who cares? You’re dual wielding Twilight and Sunrise!
Animations would be changed specifically for dual wielding two greatswords. For example, warrior’s Whirlwind attack would be a helicopter pose (ala thief’s Daggerstorm) with both arms extended holding either weapon. Hundred blades would be an alternating flurry of shiny strikes, etc.
Nothing else would change, no stats, no skills, no nothing this is purely for aesthetic reasons. Perhaps giving (2:) some slight bonus, so that you would not automatically be marked as a noob for using it.
we already have that. Many Classes can setup traits to cooldown all of their Utilities by 20% or more. All classes can reduce the Cool down of one or 2 types of Utlities already.
So this is redundant and a waste of a trait choice.
This is only if you choose one class for all your utility slots OR if you choose more than one specialty trait. Instead of wasting 2 trait choices for specialty traits, you could pick one trait to cover all your choices. It has both pros and cons obviously, otherwise it would be over/underpowered. If you chose to use only shouts, then yes the specialty trait would be better. If you chose 2 different types of utilities, then you have the choice of 2 specialty traits so that all your slots are cooled down 20%, or you could choose this one trait that would give you 10% cooldown no matter what you chose.
This is better in the cases where there are no specialty traits for the type of utility you choose. All racial utilities would be affected for example. I believe there are no cooldown traits for turrets, etc…
No.
You end up with 30% cooldown reduction if you combine a speciality trait with this particular trait, which is way too much (imho). I can kind of see this becoming viable in PvE because I personally have experienced times when I wish certain skills had slightly shorter cooldowns, but on the PvP side of things I don’t think it’s going to work personally.
Perhaps you failed to read the part where it said that it does not stack with any other traits. Also, if this and a specialty trait are chosen, the highest reduction prevails, also in the OP.
While I see the appeal, since it is an instrument, I feel that if those get to be instruments then every horn should also be playable because they are also instruments.
The design of the war horn, essentially a lopped off animal’s horn, is more of a signaling device, not really crafted to produce many notes and used more for audibility than for musicality. The same cannot be said for a flute (the Bard) and a lute (The Minstrel) which are specifically designed to produce musical notes.
You may argue that it is possible to make music with a warhorn, and you would probably be right, but traditionally they were not used in that fashion. The Bard and The Minstrel are specifically instruments, very expensive, rare and special instruments, that don’t actually play music at this time. But they should.
Every class has them, useless traits that nobody really ever uses. I have a replacement that could prove interesting.
Trait: All Utility (including elite) cooldowns are reduced by 10%. Does not stack with any other trait.
Instead of traits that force you to use a single type of utility, ie Shouts, Tricks or Elixers, this trait lets you choose whichever skills you deem more effective. So instead of loading up 3 cantrips, I can use a cantrip, sigil and glyph at the same time and get a decent cooldown reduction.
It’s balanced in that, the specialty traits give a greater cooldown reduction of 20%, but lock you into one type of utility. This would even affect skills that don’t have a specialty cooldown trait as well. If this trait and a specialty trait are both chosen, the highest reduction gets priority. For example if I choose this and a shout trait, my consecrations are reduced by 10% and my shouts would be reduced 20%.
Once the hype has died down and the achievers have achieved and the extra rewards removed, this dungeon will wind up the same as the Arahs, SE 2 and the old TAkitten The only groups that will run it will be guild groups or PUGs that want to get their Dungeon Master title or the “Be level 80 and experienced no noobs, heavies only” people. You’ll get maybe one group every hour or two.
With the change, if you’re in a guild group, ta dah! NOTHING is different, you run through the thing from start to finish (nothing except you get more tokens because you get a second chest.) THAT’S IT! You have nothing to complain about, unless for some reason, you’re jealous that other people can run the path piecemeal.
With the change and you’re in a PUG, ta dah! There will be actual groups going through the dungeon on a daily basis, because, piecemeal, it’s fast enough for the rewards that people are seeking when they do a dungeon on a daily basis. No difficulty has changed, it’s just as hard as it was before (unless you equate simply enduring the whole dungeon as skillful.)
If you get that one guy that doesn’t know what to do or is uncooperative and unable to learn, you only have to slog through an hour, instead of three. Without the change, the dungeon is so long, you can be sure that people will be kicking anyone who shows more than a little weakness, simply because it becomes such a chore when you have one weak player, your forty minute run has just become an hour and a half.
I really don’t get the resistance. Why is it so bad that casual players with little time can get access to additional content? Does it offend your senses when a dungeon appears too short? Is it so jarring when you get a reward chest in the middle of the dungeon that you have to quit it? You get to the halfway point and you just keep going, what’s the problem?
Oh I forgot to add, during the first half of the dungeon I was able to run it pretty smoothly, once we got to the Aetherblade part, my computer started chugging. I had all the video options to lowest, except for the character models which were low. Pretty much all other content (besides zerg WvW/overpopulated world events) is pretty easy in the computation department, but this section made it wholly unpleasant to be running new content.
And if you split it up, they’ll be able to do it in 20 minutes. There’s a reason that the most popular dungeons are sub-10/20 minutes. That’s not just for hardcore farmers, I think most casual players prefer shorter dungeons that can be done in a time crunch.
Hell, if you wanted to be super lazy, just have a chest pop up at the halfway point indicating that that part of the dungeon is done and you can continue on to the end if you want, and just have the option to start at the halfway point when you first enter the dungeon. Obviously the gold reward will be cut in half (though I think it should be 1.5 g because of the difficulty level, ala Ascalonian Catacombs.)
It’s a win-win: It’s exactly the same except you get a chest in the middle, and you can start at the halfway point. If you don’t have time, or you don’t particularly like a section, or it’s just easier to farm one part, everyone is happy. Even if you hate short dungeons, you can still run the whole thing at once.
For some reason, I don’t know if it was lag or not, I and a few party members kept rubberbanding into the destroyed hologenerators at the final boss. This is terrible as he seems to love tossing gears into the general area, usually KOing the person who gets banded. This was the major reason for a string of wipes yesterday.
Make two paths and split the content. Each path being half as long as the current dungeon. So we don’t have to spend 2-4 hours doing one path.
It’s been a couple weeks since the LFG window has been up. I realize the fact that parties are created so fast makes it look like there are very few dungeons being run but if you sit there and watch the lists, you’ll see that there are a few dungeon paths that are rarely done. I would like to suggest that a temporary increase in silver, say increased in increments of 50 silver for AC 2, all of CM, SE 2, CoE 2/3, HotW 2/3, and most of Arah; an increase of 1 g for TA F/U. At least until the dungeons get the revamp that they need.
Also I’d like it if you could reinstate the old token amounts, 60 per character per initial run. It really does seem that a lot of the steam has been taken out of dungeon runs in general with the one time gold and token reward. With the new ascended weapons, tokens are not the best currencies any more. Once ascended armors come, they will be worth even less, used only as a stopgap until higher gear can be obtained. It doesn’t seem outrageous to go back to the old reward amount.
How about a different mechanic: all life force gained after having a 100% meter returns a small percentage of endurance? Traits could be that all life force gains return a small percentage of endurance.
I like to mix and match my armor, but sometimes when I acquire a piece that looks really nice, it very often doesn’t match the rest of my armor in some subtle ways. Perhaps it’s not shiny like the rest, or the texture is very “off.” If I dye it the same color as the rest of the set, it appears very different.
Not sure if this is possible, but could there be an item which maps these qualities from one item to another? Kind of like a transmutation stone, only it copies the visual qualities of one item onto another.
o.O you’re gonna sit perfectly still doing nothing for 9 seconds and expect to not die or be interrupted?
No…it will be like Ether Renewal and you’re gonna run around like a chicken with your head cut off. And frankly, it is unnecessary for WvW/PvP, so this is a total bonus.
Why not have weapon swapping just like everyone else, but in order to do so, the elementalist needs to channel for say 9 seconds. Sure they get access to 20 different skills, but that 9 seconds balances out any advantage they get. It won’t be like “I’m fighting a dagger ele, oh no I’m fighting a staff ele, oh no it’s the dagger again.” Instead, it will be “I’m fighting a dagger ele, okay now he’s swapping weapons, he’s going to go ranged and I can mentally prepare myself for that.” In PvE, it will be used in an emergency, when you find yourself unprepared, the 9 second channel would cancel any kind of dps advantage you could get by swapping weapons.
Okay, let me say this first thing: I have no doubt that this suggestion is impossible to do at this time, probably for this or the next few generations of MMOs, but I just want to get this idea out there for any future developers:
Cross MMO PvP. Similar genre games, with similar functionality battling against each other for bragging rights. For example: GW2 vs WoW, EQ Next vs LotRo etc… Impossible to balance, yep. Incompatible code, indeed. Legal headaches like you wouldn’t believe, of course. But I want to see it done. One day.
So if I’m reading this right, you want to be able to have more than one sigil on each weapon and/or armor slot? Then, you want to be able to select which one you want of those two or three or four that you have stored on the singlepiece of gear whenever you want that one? You’re asking for these gear-enhancements to work like utility skills, effectively?
If that is what you’re saying, it’s way too overpowered.
You’d have the sigils stored in the weapon, but only one would be in effect at a time (until they implement the two sigil two hander thing.)
I don’t understand how it would be overpowered. If I had 3-5 weapons with different sigils, would that be overpowered? This would have the same limitations. You can only swap out of combat. This implementation would save inventory space and make less used sigils more useful.
Simply, when you add a Sigil to a weapon or a Rune to armor, have it stored and selectable when not in combat. This would make dungeon sigils actually useful. I could add and then select my 10% damage to inquest in CoE then in SE I could select the 10% dredge slaying sigil, etc…
You could add a sigil/rune extractor to the Gem store to pick out whichever sigil or rune you wished to remove. Salvage kits would give a chance to remove each, with BL kits removing all of them.
A page that lists the stuff that you did that day.
ie:
Killed Claw of Jormag (3x)
Ran Crucible of Eternity: Submarine (1x), Teleporter (1x), Front Door (2x)
Finished a FotM on level 1-10(1x), 21-30(2x), 31-40(1)
Basically an account wide reckoning of what you did and how many times you did it. So that you don’t have to mentally keep track of the diminishing returns on everything.
The data is there, it just needs to be displayed.
For those of us who got very minimal upgrades regarding auras, particle effects, footfalls, etc… Should we just suck it up, because that’s all we’re going to get or are the upgrades not entirely done yet?
By near future, I mean less than 3 months. And by done, I don’t mean bug fixes, I mean extra additional effects.
20 Empyrean per dungeon path, 17-25 (?) Dragonite per major boss (jormag/teq/shatterer, others).
Now that the stats of Legendaries are much better, shouldn’t the cost of a one handed Legendary be cut in half? Having a one handed Legendary means you have half the stats of a two handed Legendary, but with similar obscene costs.
Before the ascended change, this was easily fixed by picking up an exotic off the TP for a few gold, or running a few dungeons. With the ascended change, not only is it difficult to get the same stats (and damage,) you lose the flexibility of being able to change (half) your weapon stats at will and you lose an extra infusion slot. The cost/benefit ratio of a one hander seems unfair compared to a two hander at the moment and should be adjusted.
Don’t give us any more special effects, just make it a playable instrument. We still don’t have a lute instrument. Legendaries don’t need to be cookie cutter: aura, footsteps, blah blah blah. Make all Legendaries unique.