Showing Posts For Orlando.8192:

Hall of Monuments

in Forum and Website Bugs

Posted by: Orlando.8192

Orlando.8192

Just tested on Android, didn’t work, when I tried other browsers earlier I had no luck either.

More Serious Content

in Living World

Posted by: Orlando.8192

Orlando.8192

When I am talking about this, I am not referring to the fact that we have had multiple festival style living world events, but instead that we have yet to get anywhere with the primary premise of the game;

When we were presented with GW2 at the outset, there were an abundance of dragons, Zhaitan, Kralkatorrik, Jormag, The Deep Sea Dragon, Primordius, and there was also quite a bit of tantalizing information set out that would allow us to actually deal with these dragons eventually; the Tengu are reclusive in their Dominion of the Winds, with the potential that one day they might come out and seek their homelands in Cantha, necessitating the battle with the deep sea dragon. It is known that The Order of Whispers has secret ways past Kralkatorrik into Elona, yet if the Pact wants to truly get there in any numbers, we are going to probably have to defeat that dragon as well. Similar reasons can be made for all the dragons, yet after Zhaitan, we have basically been doing nothing to combat them.

What I would like to see are more events that focus on addressing these huge objectives, allowing us to work towards long term objectives with these known foes. Dragons are the primary premise of the game really, and it would be nice to see some progression in those areas. If not in the realm of dragons, there are still other loose ends that would be nice to tie up; the outbreak of underworld minions is most likely another return of Dhuum, there are the Sylvari from another tree who have their own whole culture elsewhere, and so many other things around in the world to be cleaned up before we start trying to move on and add new random enemies like the Aetherblades or the Watchknights, and random content like the Bazaar of the Four Winds (though I have no problem with the content of these things, they were fun enough, just off-topic).

Some thoughts on magic in Tyria

in Lore

Posted by: Orlando.8192

Orlando.8192

Magic was created by Abaddon early on, and then the other gods contained that magic into bloodstones, limiting its power. This caused Abaddon to get angry, his gift having been supressed, and eventually he was beaten back into his realm, then the events of NF in gw1 happened much later.

Magic is basically another aspect of nature which is imbued into all things, and the learning of it happens most in the form of latent ability, apprenticeship style learning, and military training.

At least, that is what I have gathered from what I’ve read.

Which ANet staff have you seen ingame?

in Guild Wars 2 Discussion

Posted by: Orlando.8192

Orlando.8192

I can’t remember which member it was, but I had a bit of a chat with one of them during the headstart access in an overflow in caledon, and thats the only one Ive met in gw2 so far.

Please rename "Retreat!"

in Guardian

Posted by: Orlando.8192

Orlando.8192

I always think of it as saying Retreat to your allies, while you yourself charge in and buy them time. I actually used this skill in exactly this way in the Beta for the end event zombie game, where my bro and I were getting chased by 10+ players, and I used the skill, got him away, then sat in a sanctuary bubble shooting out until it popped, then jumped in with my greatsword, buying enough time for him to escape.

Tyria: The Future and Expansions

in Guild Wars 2 Discussion

Posted by: Orlando.8192

Orlando.8192

/me reminds everyone of Utopia.

I am hoping to see the Chronomancer make a show, I can imagine some pretty cool things with that, such as things that affect enemy movement speed, recharges, cast time etc. They already had had the class’s concept ready, along with the whole area that utopia would take place in, so this is easily an area that they will expand into.

/resign

in Suggestions

Posted by: Orlando.8192

Orlando.8192

My suggestion is for the implementation of ‘/resign’ to the game, which is the parallel of the command in GW1 which killed all the members of the party and allows them to leave an instance, but not respawn or anything.

Now, the reason this is something that would be good to have is for the reason that there are occasionally issues that require it;

Recently, my brother brought his story up to “Estate of Decay” and found that the door wouldn’t open to continue. He then found that as there was no way to just naturally leave the instance, he was forced to pay to go to a waypoint outside of the instance. A /resign command would allow for players who get into situations that lock them into an instance that is either bugged or whatever to get out, without having to pay for the waypoint.

The command, if used would terminate the instance, so if it was used in a dungeon(by all of the party), it would force players to restart, so it is not used for any bad reasons.

Others would also cite pvp reasons; in sPvP, if a team has people quit, it is possible to have a long and not all that fun game.

Elemental bugs/glitches thread.

in Elementalist

Posted by: Orlando.8192

Orlando.8192

A bug I just noticed when I made my first elementalist:

I went to heart of the mists to play around with traits and skills, and get a feel for them, and the last thing I specced into was Air, and I was running around heart of the mists at really high speed with some traits before going back to the normal world. When I returned, I found that I was still attuned to air, despite not having unlocked it yet, and that the traits giving me speed still applied, despite not having any traits. The effect persists between zones.

Malchor Leap-Skill Point Bugged

in Bugs: Game, Forum, Website

Posted by: Orlando.8192

Orlando.8192

Bayt Fallahin skillpoint still bugged (Sanctum of Rall {US})

Sylvari make good toothpicks

in Sylvari

Posted by: Orlando.8192

Orlando.8192

I wonder…would the wittle kitty purr if I pet it?

I actually Enjoy the Dungeons

in Fractals, Dungeons & Raids

Posted by: Orlando.8192

Orlando.8192

With all the complaints people are putting up, I feel like it needs to be said that I found the dungeons quite enjoyable.

When I first played a dungeon, it was during one of the betas, and my brother and I both got to lvl 30 as fast as possible in order to get into AC. We got a PUG together, and with a good amount of difficulty we managed to clear it, despite often wiping on the fights. It was a fun experience, and everyone we played with agreed.

When I came into the full release, I shot up to high levels way faster than my friends, so I didn’t immediately go into the dungeon, but when the lowest level of us hit lvl 30 we all went in. Since my brother and I (necro and guardian) knew the dungeon from the beta, the pair of us had an easier time, but our friends (Warrior, theif and elementalist) had about as much trouble as we did the first time we played, but we cleared it fairly quickly, and we felt good about that accomplishment. A few levels later on our warrior who was the lowest level, we decided to attempt explorable mode. This didn’t go so well. We got pounded into the floor by an angry cave troll, got owned by traps, and just COULD NOT kill all thosekittengraveling burrows, and eventually we had to give up. But it was fun, and we are determined to try again when we’ve all got higher, and more skilled.

The rewards aren’t all that great, but do they really have to be? The gameplay itself is rewarding, and when you get your group together to attempt it all, it is quite fun.

For people complaining about difficulty; the dungeons are the elite content of this game, they are built to be difficult. The story modes are relatively easy (even our elementalist, with a bad connection and a barely functional keyboard could do it well enough to get through), and the explorable modes are entirely optional. If you want to just experience the story, then it honestly is not that tough to do so, just be careful, realize that charging that very large and powerful cave troll with a sword without doing anything to keep yourself alive will get you killed.

I enjoyed the content I have played, and I look forward to doing future dungeons. Thanks for the good content ArenaNet.

Sylvari Specific Skills Worth it?

in Sylvari

Posted by: Orlando.8192

Orlando.8192

Take root is quite effective in low to mid level areas, but once you get to level 80 zones, it stops being quite as effective, as the turrets get killed relatively quickly. Grasping roots is a fairly good immobilize skill; I would take it over say Boolas for the warrior, but it only immobilizes a single target, so all in all it isn’t all that great. I haven’t tried healing seed much, same with fern hound. The oakheart one suffers from being a paperweight, and ends up dying really quickly, however it is a good support skill, as it immobilizes enemies, heals allies, and deals damage, better when there are more people around, as the enemies have more targets, and they won’t kill it right away. Seed turret is pretty bad.

Save Yourselves

in Guardian

Posted by: Orlando.8192

Orlando.8192

What I find is that Save Yourselves simply grants a bunch of boons to you, the conditions it draws from allies are rarely that big an issue, I’ve never taken onto myself more than I could handle when going around with my dungeon group, and when I’m solo, I basically only get boons, no conditions, so all the better for it.