Showing Posts For Naleth.6214:

Raid team introductions?

in Fractals, Dungeons & Raids

Posted by: Naleth.6214

Naleth.6214

Just wanted to say thanks for making this thread and thanks to all the devs for responding, it makes this community seem so fun and interactive. Thank you

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: Naleth.6214

Naleth.6214

Re: Dash update!
The original reason we had removed the extra distance on Dash was that we lacked the tech. Since that post, it’s been resolved. Thus, the distance of Dash is back, with a fervor. Now you’ll travel a full 450, up from the 360 previous (~300 base dodge), while moving at a faster-than-running speed. Swiftness duration increased to 10 seconds, up from the 8 we talked about originally.
This thing’s about solid movement, so we’re going to push it in that direction for this BWE. Please check it out and let us know how you feel about it. The animation’s going to remain as your character’s run for now.
We are aware that this new distance will cause some de-sync in synergy with Shadow Refuge, but feel that the open-field movement capability for daredevil needs to take precedence over this abliity. note: You can still dodge from edge-to-edge and remain inside the field, but it’s pretty tricky.

NIIIICE thanks for putting this back, I love the idea of a long dodge.

Upcoming Revenant changes for BWE3

in Revenant

Posted by: Naleth.6214

Naleth.6214

Downed
Unfortunately, the displace mechanic was interacting poorly in the game as a whole. It was causing undesired behavior with NPCs and pathing, its strength varied by game mode, it was very disorienting to the receiving foe and other issues as well. We made the decision to remove displace and change the skills which had it on them. In this case we changed it to a knockback because it was similar functionality.

  • Forceful Displacement: This skill no longer displaces foes, instead it will now knockback the foe 600 distance.

First off I want to say great job on the Ventari and Staff changes, sounds like good alterations all around, but I was really saddened to hear about the Mallyx changes, defiance, and displacement. Yes, Mallyx may create tension with a support boon character (which ironically I play myself quite often), but that simply encourages play and coordination which is not a bad thing.

Regarding Displacement, I understand how that ight cause problems for pathing so my suggestion would be to make it a super high velocity knockback where you cant see the playere (as in it is a knockback in the skill description and functionality, but still feels like displacement). This would give the best of both worlds as you could put the displacements back to their old animations and functionality, but might resolve the pathing issue.

Lastly, I feel like you removed something very interesting by taking the defiance bar out of crystal hibernation and all other player skills. I know it might be hard to balance, but there is a play and counterplay there which I feel is lost by it being removed. I think there are two things which could most definitely differentiate it from stability:

1) It takes a coordinated burst to dispel it rather than a trickle of CC skills, making it a bit stronger than stability
2) If you do mange to break it something bad should happen creating trade off costs

Now I know this wouldnt mesh well with the crystal hibernation at 25% trait, but you could just make it so the trait auto recharges crystal hibernation instead maybe.

These are are just ideas, but i really do believe a lot of these changes might’ve removed some of Revenant’s flair in those areas and maybe should be reconsidered.

Thanks for an awesome game!

(edited by Naleth.6214)

Welcome to the Desert Borderlands Stress Test

in WvW Desert Borderlands Stress Test

Posted by: Naleth.6214

Naleth.6214

Hi all,

  • Keeps will now mark enemy players within their perimeter, for the first 5 minutes, after being flipped.

Will this mark also apply to stealthed players? And if so, will it actually reveal them too, or if they are stealthed will you see the mark on the minimap but not the player?

The ‘Marked’ debuff will apply to a stealthed player, but the player will only be visibly marked on the map while unstealthed. We may set this debuff to also reduce stealth duration, but wanted to get feedback on the basic version first.

Why not simply have the keep flash with an alarm for 5 minutes if the enemy is in it rather than actually showing their location? Then there is play and counter-play because, while the owners know the enemy is in there, the enemy still has a chance to hide if they’re good enough to do it for 5 minutes.

PVP Ranger Water Spirit Bug

in Bugs: Game, Forum, Website

Posted by: Naleth.6214

Naleth.6214

I have noted the same problem, hope it gets fixed soon

Guild Housing: Remembering Fallen Members

in Guild Wars 2: Heart of Thorns

Posted by: Naleth.6214

Naleth.6214

As a Gascioch member and avid fan since the original Guild Wars. I fully support this idea. The things I always remember more than anything else from both games are the people I’ve played them with. The Gascioch have been a second family to me since the start of Guild Wars 2, it was the story of Old Roar Rall that caused me to choose The Sanctum of Rall as my home server and seek the guild out. Now, having been with them for over two years, I can truly say it is the joy of playing with them that has kept me consistently involved in the game. As such, it would mean a great deal if Arenanet could ensure we have the ability to honor our fallen members. I have no doubt we will find some way to do so in any case, we are a family, but having the support of Arenanet behind us would make me look even more favorably on a company which I already greatly respect and admire.

Suggestion: Vitality/Power/Healing Armor

in Guild Wars 2 Discussion

Posted by: Naleth.6214

Naleth.6214

Could work, though if healing power really is useless that seems more like something they should fix. The other reason I was trying to avoid that was because I’d rather have the toughness going into the other three stats because vitality can be used with rune of exuberance to build up other things and there is a trait which gives more power based on healing power. Thanks for the ideas and time to respond though.

Suggestion: Vitality/Power/Healing Armor

in Guild Wars 2 Discussion

Posted by: Naleth.6214

Naleth.6214

Vitality/Power/Healing Power is an armor combination which has been bouncing in my head for a while and I think it would be fantastic because it would allow you to create a bulky healer/ damage dealer. It would be balanced because the you could still be taken out by a big enough spike, but if the user survives the healing power would allow them to regen back up and not to mention heal those around them.

A great example of this came as I was watching the live stream for the new specializations and a new build started popping up in my head when I was watching the ranger. Since they have the Deadliest Game Trait (I think thats the name, its whichever one pulses might at under 50% health) coming out I would love to have high vitality so I can have okay health while at 50% so I want vitality. In addition power would be great too as I want to be able to finish the job and lastly being able to heal both myself and others would be great for healing power.

Opinions on this combination and what the primary stat could be? I would recommend vitality as I like the tankiness, but it’d be awesome so long as all three were there.

Imbalanced Specializations

in Guild Wars 2 Discussion

Posted by: Naleth.6214

Naleth.6214

This was an very interesting post to me as I’m also worried about build diversity. I have only gotten up to the thief in the livestream, but there was an issue I wanted to mention in general. With the specializations I’ve seen so far they tend to favor one weapon over the other (eles its staff, only weapon traits for thieves are dagger and sword). As someone who likes dagger/focus for ele at times and shortbow for thief this is worrisome. Now, it may not play out that way when this actually hits the ground, but I did want to bring it up as it is part of the build diversity issue Nyx is speaking of here.

Achievement System - Mythbusting with Logic

in Bazaar of the Four Winds

Posted by: Naleth.6214

Naleth.6214

In terms of where the achievement points come from. A balanced aspect should look something like:
PvE: 70%
s/tPvP: 16%
WvW: 14%

This forum had a number of good points from everyone and I thought I would add my two cents with regard to the balancing of achievements issue.

I think the reason that the PvE has so many more achievements is that there is simply a wider variety of things to do. A good symbol of this is the number of maps. WvW has five if you count the jumping puzzle while PvE has over twenty. Its much easier to come up with a lot of achievements for over twenty maps than it is five. That being said I think the ability to earn achievement points should be balanced, but not by making more achievements, but rather by making more WvW and PvP achievements repeatable. WvW and PvP naturally will have more repetitive actions due to their playstyles (not saying they are grindy, repeatedly trouncing an enemy zerg is awesome) so repeatable achievements make sense. There is precedent for this already in the agent of entropy salvage achievement, it simply needs to be expanded in WvW and PvP in my opinion.

Cannot Dye OoW-Armor [Merged]

in Bugs: Game, Forum, Website

Posted by: Naleth.6214

Naleth.6214

I had the same problem when I logged in today and I have not changed my armor in months. Please fix if you guys could, thanks

The Tuatha of SoR Welcomes New Guilds to Join

in Guilds

Posted by: Naleth.6214

Naleth.6214

I met the Gaiscioch just after Guild Wars 2 had been released. It was because of the story of Oldroar Rall that I chose Sanctum of Rall as my server. The people of the Gaiscioch and the Tuatha as a whole have been some of the most patient, generous, and welcoming people I have had the privilege to play with. If you’re interested in community and fellowship in Guild Wars 2, you’ll find none better. All of the servers have the Vigil, Priory, and Order of Whispers, but in my opinion Sanctum of Rall has a fourth order which is more powerful: the Tuatha.

A personal response

in Guild Wars 2 Discussion

Posted by: Naleth.6214

Naleth.6214

I simply wanted to post my personal reaction to Chris Whiteside’s announcement (linked below) and encourage others to do the same:

https://forum-en.gw2archive.eu/forum/info/news/A-message-from-our-Studio-Design-Director-Chris-Whiteside/721451

Thank you Chris Whiteside. As a dedicated play of both Guild Wars and Guild Wars 2, I must say that I am honestly nervous about the availability of these items due to the associated stat increase. If they can be gained from multiple sources without a high degree of grind that is perfectly acceptable and in line with the games philosophy as I understand it. I also think having unique skins in the more difficult challenges is acceptable and consistent. What has me nervous as I said is accessibility. Personally, I am very bad at dungeons and I believe I am not the only one. So the one thing I ask is that these rings and back items be accessible through sources other than the new dungeon. Thank you for your time, Arenanet has truly made a wonderful game.

Moderator Edit: removed CoC infraction from thread title

(edited by Moderator)