Showing Posts For PFoster.3648:

Ascalon City Skill Challenge

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Posted by: PFoster.3648

PFoster.3648

Can someone have a good hard look at this? It’s kitten-swinging near impossible to solo this skill challenge what with the rapid regeneration time of downed mobs and at least 1 – and often 2 – veteran mobs as well.

I splatter the mobs on the stairs (at least four and often five in two batches) but have to charge on up since the insanely short regen time means that – if I wait to regain health – I’ma gonna hafta kill ’em all over again.

Then there’s the duo at the top of the stairs – archer and hammer swinger: both of whom are in aggro range of each other and, disturbingly, often in aggro range of mobs INSIDE the ruin.

If, by some mad chance, you manage to get through that then there’s the 5 or 6 mobs inside the tower – one of which is usually a veteran captain or veteran healer. Trying to take down a kitten-swinging veteran captain with 4 or 5 other mobs whaling on you is hard enough but, if you’re unlucky enough to get a veteran healer, then you might as well just lay down and die.

And – don’t forget – there’s that rediculously short respawn time. If you’re lucky enough to defeat everything in the tower, there’s ANOTHER veteran at the top of the stairs before you can get to the challenge.

And the dead mobs behind you?

They’ve just respawned and at least one will be in aggro range!

I don’t know what youse guys were smoking when you designed that challenge but for the 1-15 range it’s in… waaaaay over the top.

Wind it down a bit – at the very least increase the respawn times and get rid of one of the veteran mobs. At least then there’s a kitten-in-hell’s chance it might be soloable.

Dyes - Please make them account bound.

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Posted by: PFoster.3648

PFoster.3648

It was fine when dyes dropped quite frequently to have them character-bound. Now, however, dye drops (for me at least) are as rare as hen’s teeth. This makes it either kitten #8217; near impossible to get colours I want, or very, very expensive.

Can a dev please explain why, since these things are character specific, I have seen a grand total of 3 dye-drops in my character’s 25 levels? I understand that you want micro-transactions to fund the game, and that dyes are one of the horrendous number of money-sinks in GW2 but making the drops so rare is just rediculous.

Please, please fix the drop-rate if they are going to be character specific.

I’ve been reduced to buying unidentified dyes in small batches from the TP and hoping against hope that this batch will contain the colours I’m looking for. Of course, that rarely happens

So, I either can’t get the colours I want, have to pay through the nose for them (either via the TP or by buying gems), or wait until the next three dyes drop sometime before I reach lvl50 and hope against hope that one of them is something I want.

Dyes now not dropping?

in Bugs: Game, Forum, Website

Posted by: PFoster.3648

PFoster.3648

Is there a bug concerning the drop of dyes? I ask ‘cause I’ve a lvl14 character that I’ve recently created that has had ZERO dye-drops in 14 levels. That’s nil, none, not-a-one, zip, zilch, de nada, and sod all.
It seems that the only option I have is to buy unidentified dyes at 9-10 silver a pop or buy identified dyes which seem to range from about 50 copper to Oh my god… how much!!!
During beta and for a while thereafter, I had no problems getting dyes but now, as I said, not a single new colour in 14 levels that I didn’t buy. What’s going on?

1-Handed Main-Hand weapons should all offer 5 skills instead of 3

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Posted by: PFoster.3648

PFoster.3648

BlakThornArrow.
tldr:
I agree with the Op that a single weapon should have 5 skills.
I’d like to see a pool of skills like in the original GW
Weapon-swapping out of combat for Engineers and Elementalists.
All weapons useable by all classes.

1: YES
2:YES
3:NO elementalists would be way overpowerd
4:YES

You see, this is what puzzles me: people keep saying Engineers, or Elementalists, would be way over-powered if given weapon-swapping – even out of combat. I don’t see how that’s the case (or even possible).

Sure, I’ll agree that giving them weapon-swapping in combat would make them over-powered. But when they’re not in combat?

At the moment, either class has to keep bag-space open for at least 2 other weapons unlike all the other classess who have a slot for a second weapon-set. While bag-space isn’t exactly at a premium, it’s a real pain to have to open up the inventory, swap weapons, and then go into combat. In cluster-kittens like big dynamic events, the big bad can be down (or almost down) before either of these classes has made a situational weapons-swap.

If they had a second weapon-slot – which they could only use out of combat – they’d save 2 bag-spaces and be prepped and ready to join in much quicker (simply pressing ` instead of i, swapping weapons, i again). So, how does that make them OP?

I suspect that people only think it would make them over-powered because it’s an on-going myth that it would. Someone, somewhere, looked at the 4 elemental sets available (or the kits available) and said “allowing these 2 classes to swap weapons mid-combat would make them devastating”. And, somewhere along the line that got translated into “ever letting these 2 classes have weapons swapping under any conditions whatsoever would make them over-powered”. And now everyone parrots it because, heaven knows, ANet never make a mistake do they?

tldr;
I disagree that giving weapons swapping out of combat to engineers and elementalists would make them over-powered. I don’t understand why do so many people say this?

1-Handed Main-Hand weapons should all offer 5 skills instead of 3

in Suggestions

Posted by: PFoster.3648

PFoster.3648

I’ll admit that the way that GW2 handles weapons has, to my mind, been a disappointment.

I agree that having a single, 1-H weapon equipped shouldn’t limit you to just 3 skills. There are scores of examples – real-life and fantasy – of skilled proponents of combat equipped with just a sword or dagger. Yet GW2 punishes us for trying to emulate them instead of recognising that maybe, just maybe, someone equipped with a single dagger has “trained” to be excellent with it.

Another thing I miss is having a pool of weapon skills (as per GW). It makes everything feel too cookie-cutter and mass-produced. I’d like to be able to swap in situational skills as… erm… the situation demanded. I’d like to be able to swap out one skill for another so that my hammer-welding Nord wasn’t exactly the same as every other hammer-wielding Nord.

This, I think, is one of ANet’s biggest failings: the desire to have a level playing field has drastically reduced the ability of the players to customise their character’s skill-set.

There are other – what I consider to be – failings with weapons too.

The lack of weapon-swapping for Engineers and Elementalists. Okay, maybe giving them the ability to swap from close-up combat to distance control mid-combat does make them OP. So? Make the ability only available outside of combat. It seems ridiculous to me that these two classes should lose 2 inventory slots just so that they can carry the minimum weapon-sets that they’ll need.

However, my biggest moan is reserved for the traditional “if it’s a staff then only a wizard can use it” mentality. ANet said they were moving away from traditional MMO combat and, to give them credit, they have pretty much proved that the “Holy Trinity” of other games isn’t necessary. However, they’re still stuck with the old D&D mindset: daggers are for thieves and staffs are for wizards.

I’ve said this in previous posts but it is just bizarre that my warrior can figure out how to use a 1-H or 2-H sword yet a dagger is completely and utterly beyond his comprehension. Same with a staff – I’m not expecting warriors to be able to channel the “arcane powers of the universe” and blow stuff up but I would expect a warrior to figure out how to use a staff to seriously inconvenience people. Hello – quarterstaff anyone?

tldr:

  1. I agree with the Op that a single weapon should have 5 skills.
  2. I’d like to see a pool of skills like in the original GW
  3. Weapon-swapping out of combat for Engineers and Elementalists.
  4. All weapons useable by all classes.

Respawn Rate

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Posted by: PFoster.3648

PFoster.3648

Kitten #8217???? (That’s a large number of kittens!)

Respawn Rate

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Posted by: PFoster.3648

PFoster.3648

This is a constant pain in the rear-end: often you’ve barely managed to kill one mob before the kitten #8217; thing respawns. Like Stron Magnesson I had a real struggle to take down a veteran mob – in my case a spider – as all the other spiders kept on respawning so quickly.
Can we get a drop in respawn rates – or perhaps an area (larger than aggro) in which nothing respawns around a player? I’d really like to hear back from a dev on why – when you’re the only PC in an area, mobs respawn in seconds making some parts of the map “insta-die” zones.

Future Release of Additional Skills

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Posted by: PFoster.3648

PFoster.3648

I’d certainly like to have a few more skills at my characters disposal than the fixed 3 to 5 skills per weapon we currently have. I realise the idea is to “level the playing field” as much as possible but I’m not convinced that cookie-cutter weapons builds is the best option for the survivability of GW2. Sure we can fiddle around with traits to “unique” our character up a bit: but, even then, it’s all a bit limiting.

Another idea (which I’ve posted about before) is to get away from this whole out-dated D&D concept of only wizard-types being able to use staves as a weapon. Sure, wands/focuses will probably remain as purely magic-user weapons – although why a focus shouldn’t be treated like a war-horn (and vice-sersa) is unclear since they both have obviously magical effects. And why my warrior can use a rifle and longbow but has epic fail when presented with a pistol or short-bow is totally beyond me.

As the game develops and (hopefully) future expansions come out – I’d like to see more diversity introduced in all the weapons: more types of weapon available to more classes and more skills available for each weapon type.

All Weapons for all classes

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Posted by: PFoster.3648

PFoster.3648

At the moment, it would appear that the average IQ of citizens of Ascalon (and surrounding areas) is slightly below that of Neanderthal man. Take, for example, my Nord warrior…

Hmmm, a greatsword – swing it around, hack, slash, chop. Oooh look, a sword – swing it around, stab, slash and, oh yeah, riposte. So what’s this then? Looks like a very small sword – gotta handle anna blade, pointy-end and sharp sides an’ you can hold it in one hand. A dahg-hurr you say? Nope – can’t see how that could possibly work at all.
Rifle and longbow – them are real cool. But this shortbow thingy and… what did you call it again? Oh yeah, a piztool – nope – how they could possibly work completely elludes me.

Give my warrior a hammer and he’ll lay about his enemies like Thor on a caffine-rush but give him a staff – which is basically a hammer without a hammer-head – and he stands there sucking his thumb.

I don’t expect my warrior to start pulling fancy lightning shooting from my hands-tricks just because he’s got a staff – but I would expect him to be bright enough to figure how to bash people over the head with it and make them go away. After all, after the basic club, the staff is probably the oldest weapon in the world and yet – as in all MMO’s – no non-magic user has ever figured out how to hurt someone with one.

I realise creating a whole new set of skills for each weapon – along with the requisite animations – would be a real pain in the butt however, the skill-set needn’t be anything fancy and could be universal to all classes that don’t currently use a specific weapon.

For example, any class that currently can’t figure out how to stick them with the pointy end a sword could have stab, slash, block with offhand skills like parry and stun (i.e. hit them with the hilt). See, nothing fancy and something pretty much any fool could figure out for themselves.

I’m pretty sure that someone, somewhere in ANet can come up with better names – although I do have a fondness for “stick ’em with the pointy-end” for swords and “shoot ’em inna face” for pistols and probably better “default” skills.

Wolves

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Posted by: PFoster.3648

PFoster.3648

Might I suggest finding a way to disrupt their summoning?

Yeah that’s all well and good but... their howl frequency is faster than the cooldown rate of my disrupt! And when you’ve got two wolves you’ve got a stupid amount of wolves in a very short space of time. And then.... face-eating commences

PvE Mob Respawn Times

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Posted by: PFoster.3648

PFoster.3648

I fully agree that something needs to be done about respawn times. I’d found my way into a cave with a rich iron node, five or six wolves and a veteran wolf. Having killed about 15 wolves – because of the really stupid short reset time on the wolf-howl – and the blasted veteran, I start to mine the node. Only to have another wolf spawn in right on top of me before I’d collected my first lot of ore.
Cue second epic wolf-slaying binge… including that fracking veteran wolf.
Start to mine again and… BAMF. Yep, you’ve guessed it: another respawn right on top of me within seconds of me killing the last wolf.
Cue third epic wolf-slaying binge… including that fracking veteran wolf… AGAIN
Start to mine again and… well, you can pretty much guess what happens next.
Cue fourth epic wolf… you know what, I really don’t need the iron ore that badly. WAYPOINT!

Please, please, pretty please do something with the respawn times

Wolves

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Posted by: PFoster.3648

PFoster.3648

I had the same problem – there is no such thing as a “lone wolf” in the game and, if you can’t kill ‘em quite fast enough you’re soon ankle-deep in wolf. And every one of ’em wants to eat my face!!
Please, tone it down a little

Ranger Pet's

in Bugs: Game, Forum, Website

Posted by: PFoster.3648

PFoster.3648

There appears to be another bug with pets: I charmed a Juvenile Raven but it is not showing up on my list of available pets. In fact – I’ve charmed several “juvenile” creatures traveling around the starting areas & none of them are showing up