Showing Posts For Onigiri.5189:

So...seriously...guild capes?

in PvP

Posted by: Onigiri.5189

Onigiri.5189

Personally even though I liked the capes from Gw1, I’m really happy with the banners they implemented: they really look like samurai’s banners and I love it!
Of course having the capes back would be cool, so people get to choose. But really, that’s not my priority for PvP… And I think more than the capes themselves, I miss the personalisation options we had with the capes. If we had this freedom of customisation with the banners it could be really great too!

Offense vs. punishment, risk vs. reward

in PvP

Posted by: Onigiri.5189

Onigiri.5189

I love PvP ( favourite aspect of GW2 ) but I don’t play a lot… So correct me if I’m wrong :
What I understand is that globally in PvP:

  • The “macro” ( map control, player positioning) feels great, is enjoyable to watch and to play
  • the “micro” ( fights between players, the reward you feel when landing or dodging an important skill) is not enjoyable to watch/to play… Because of bad visibility in the middle of all the skills effects and/or because of the spam-fest/little strategy when it comes to choose when to active our abilities…

The main ideas here where to re-introduce a mana/energy mechanic, decrease the power of #1 abilities or put big abilities on longer cooldowns… But the problem was that the game felt too slow or the #1 abilities felt useless or we can’t make too big changes at this state of the game…

So here’s an idea I had when reading this amazing thread. ( But it’s definitely not an amazing idea, I’m open to all criticism x) )

Add a new type of effect in game that would link the abilities in some sort of combo.
An example is better then longer explanation: take the engineer rifle.

  1. #2 Net Shot put an effect “combo 1” that last a few sec on the target hit.
  2. #5 Jump Shot put a “combo 2” on the target hit if already affected by “combo 1”
  3. #3 Blunderbuss has double damage (or stuns) if the target is affected by “combo 2”

That way we can still use frequently enough our nice fun abilities separately ( so that the game doesn’t feel slow) but we can also build something bigger and stronger if we want to play more tactically… And the opponent will have something easily recognisable/important to dodge or interrupt.
Of course making different combos for each weapon set/ utility skills would be too troublesome/ difficult for new players to understand. So I thought that, considering the GW2 philosophy of movement-based combat, it would be cool to base the combo1 on the crippling/immobilising abilities and the combo2 on the “getting in or out of combat” abilities… It could improve the importance of those abilities but just if we play them well, not because they’re stronger or on longer cd.
And moreover it will give a recognisable pattern for everyone, whatever the profession: CC => movement => boom! So that people would learn to dodge and to place those patterns.
Also it could be THE thing people will look at when spectating :" He just got crippled! Will he be able to dodge the Bull’s Charge?! No!! Now he only got one chance left or he’ll be in serious trouble!! " CC and movement-based abilities are the most recognisable in the game right now…

In team-fights, it could improve team cooperation… Even though I understand it would make 1vsX combats way harder… It definitely needs improvements and more thoughts, but here was the basic idea…
I don’t know, perhaps the movements abilities could remove one “stack” of “combo” if used on an ally… Or the only way to self-remove the “combo” would be to do a “out of combat” ability so that we forced to take risk or to play safe…
Or the combo pattern could be longer, so that the increasing tension could be greater and it would be easier to survive… For example you will need to place 1 CC then 1 weakening condition ( weakness, poison, vulnerability) before placing the movement-based skill… I don’t know, I’m brain-storming with myself here! x)

So here you are, I’m eager to hear what are the problems with this idea, what you think of it and if it’s feasible/improvable!

[AuroraGlade][RP]GettingEternalAlchemyRunning

in Guilds

Posted by: Onigiri.5189

Onigiri.5189

Getting Eternal Alchemy Running [Gear] is a semi-RP guild based in Aurora Glade, for casual players who still want to enjoy all the content GW2 has to offer and do that while RPing!

We want to gather people who :

- love GW2 and his lore

- like role-playing for the fun and the immersion it brings to the game,

- want to test every aspect of the game despite not being able to play regularly,

- look only for fun every time they can log in…

And who :

- don’t want to feel anonymous in a big guild, or left behind by the long-term relationships the older members have built,

- don’t like having to do a specific event or be in a specific place the few time they log in in order to role-play,

- don’t want to feel lonely or unable to progress in a too small guild with only too casual members…

To succeed, here’s our plan : first, the background of the guild: a gathering of “freelancers” (in the meaning " do-all men" or “jack-of-all-trades”) with the believe that every action they’ll make will contribute to a more global purpose ( whatever the purpose: the wish of a human god, a spirit of the wild, the balance of the eternal alchemy or a wyld hunt… or just gain gold! )… Two, be an active member of the New Glade Alliance, alliance of various sized guilds in Aurora Glade (link on the website) so that if there are too few members logged in at the same time, they can join the other guild from the alliance/ask for their help or company! And at last, being a brand new guild with very few members, people who want to build a guild from scratch are gladly welcome!

In depth thoughts :

- The name refers to the Eternal Alchemy in order to attract more role-players, or just to look a little bit more lore-based… And kitten I love the concept of the Eternal Alchemy! xD

- The concept of freelancer is to permit any background for each character, give the possibility to role-play under any circumstance and therefore bring the fun in their lucky group of adventurers! xD

- Plus, it allows to freely have multiguilds, join other groups, help other guilds, without any feeling of getting away from the guild… Or at least I think…

If you’re interested to join us, /w me in game ( Yôhh Nigiri ), leave a post on the forums (here or on the website below) or use our recruitment form on this website, I’ll gladly meet you !

Guild Wars 2 | Guild Compendium

in Guilds

Posted by: Onigiri.5189

Onigiri.5189

Home World: Aurora Glade
Guild Name: Getting Eternal Alchemy Running [Gear]
Guild Website: Website and forum on enjin
In-Game Contact: Yôhh Nigiri
Focus: semi-RP, PvX
Quick Notes: a baby guild willing to stay family and friendly but also member of an alliance to enjoy high levels content.

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: Onigiri.5189

Onigiri.5189

Even GW2 as we know it now, is a mix of various “IRL cultures” : Nordic Norns, Aztec/Maya Asuras, steampunk (Victorian) Charrs, Gaelic/Celtic Sylvaris!!
I understand they’ve eluded those cultural images ( e.g. compare the Asura from GWEN and the Asura now… ), so why don’t we do the same for Cantha?! I would still LOVE to see Cantha in GW2, even if the Asian influences aren’t as recognizable as they were ( but god know how I love Asian cultures…).
Plus it could be an occasion for the artist to express other forms of their art ! In fact I think I could even MORE enjoy Cantha if it had the artistic flavors GW2 know has, thanks to the freedom the artists had…

Please, bring back Cantha in GW2.