Showing Posts For Pink Pummy.2970:
The flailing is the whole reason to want this weapon. On that note I wish we had more weapon with unique features like that, but yeah it’s a disgrace to the other colors to not have awesome flail physics!
I vote for total flailure! +1
Hey everybody, with the recent overpopulation of Heart of the Mist and especially during these pre-HoT / beta weekend times I find it incredibly difficult to get some target practice done for various builds and skill rotations, since the npcs and target golems are constantly occupied / dead.
I also don’t believe fully instancing a training area is the right way to go about it, because it fully kills the social side and the neatness of a pvp “hub” map.
So, my suggestion would be to use the new system Anet has put into the pve side of things – which is “Adventures”
Adventures seem to pretty much allow a form of local instancing. You can see and interact with enemies and objects on your own, without anyones interference, but you are still on the same map as everyone else. Of course I have no insight into any of the complications and programming involved, but if possible I’d definitely see the benefit for a dedicated pvp training “adventure” area here.
Since the adventures even come with their own unique UI and the ability to track objectives – There may even be a possibility to implement a DPS / DPM (damage per minute?) counter or total damage dealt counter!
Which would greatly help us theorycrafters and build enthusiasts
That is all – just throwing this idea out there since I was thinking there may be some untapped potential in that new tech.
(edited by Pink Pummy.2970)
I really my miss my fancy santa look
anet pls.
I don’t think it’s necessary to give even more examples as above – but it’s generally my main gripe with costumes. Mix and matching was the part I loved the most in guild wars 2. There’s even whole websites dedicated to this (gw2 fashion if I’m allowed to name it). But the current outfit direction just turns everybody into the same with a huge loss of individuality. I can understand some reasoning for models / armor class /clipping / time issues. But it does not seem too unreasonable to keep hats separate from the rest of the garments. So I’m all for this!
Specific Game Mode:
PvE, but applies generally
Proposal Overview:
Addressing pet class mechanic flaws within the engine limitations. Hoping to add more developer-friendly class mechanic improvements/reworks to the discussion.
Goal of Proposal:
To improve pet reliability and help to avoid gamebreakers experienced in past living world content.
Proposal Functionality:
From what I’ve gathered Pet AI is a tough cookie to change as it would require much deeper engine/pathfinding changes etc. So I would like to approach current issues with the following hopefully easier to implement ideas.
- more focus on “shout” mechanics. Shouts usually work instantly and as such are very reliable for the player. Our pets should either passively, or actively via our Function key skills, have access to shouts that affect enemies /allies in their vicinity. Implementing crowd control /debuffing shouts could help our pet to chase down an opponent and finally get some hits in. Or at least generally get its effect onto the target more reliably and without delay. (Regarding PvP counterplay: Players would quickly learn over time that pets have a danger zone at which their shouts affect them so they could try and avoid them)
- Implement a “dodge!” / “take cover!” Function key skill shout. Comfortably it could just trigger as we dodge ourself, but generally it could an extra level of skillful play if I had a button to make my pet avoid the next attack or a duration of attacks (1~2 seconds – would need tweaking). Either by giving our pet aegis or the mesmers blur effect. I would be more in control and could save my pet from boss moves. In PvP a voiceline / buff effect on the pet would give away whats going on to my opponent.
- lightfooted pets / trap avoidance (remove pet collision? OR permanent pet stow, only appear when called for) This one may be harder, but many living story events were ruined by a rangers pet, simply because the pet was able to trigger traps / bombs / monster aggro / event triggers via it’s uncontrollable pathfinding. I think every early ranger remembers the fight in Canach’s Lair… So yeah I’d love to see a futureproof change made here to avoid further issues with ranger pets in LS events. At worst this could mean a stow option that keeps our pet hidden until called for. Currently when a pet is stowed it automatically appears whenever we enter combat in any way, which in some situations can be realllyyy bad for us. Also for machinima reasons it can be useful to keep your pet easily out of vision!
- Downed pets regenerate/Ranger heal affects downed pets When our pets are defeated we are completely void of a class mechanic and many of our abilities and traits don’t come into effect. This is a HUGE disadvantage and there is currently very little we can do in this situation but to wait for lengthy pet swap cooldowns. I would suggest that our pet is healing in its downed state and that using our #6 skill would boost it’s hp by quite a bit (or even fully revive the pet?). While we may be at full hp ourself, this would give us a tactical option to bring back our lil buddy and be functional again!
general stuff
- merge pet traits There is no real point in dividing the pet traits across different species. (see Beastmastery VII,VIII,IX) After all I can only have two animals on me at a time during battle. Constantly having to swap this trait as I exchange my pets just hinders gameplay and adds no real depth to any fight. It just adds to the length of pre-encounter preperations. This would also make room for new alternative traits in these spots . I would generally suggest more shout focused traits, [X effect on shout] since we would have some always available now in our Function key slots.
- buff pet base movement speed As I mentioned above already, pets have trouble chasing. If we want our pet to really succeed (a little more) at chasing it’s usually required to get swiftness on it or even to take the movement speed trait (agility training…which generally is an awful awful trait currently
).
Associated Risks
The riskiest part I would see on the proposed shout focus because it may be hard to counter in PvP. Given visible buff effects and audible voicelines by the ranger player or pet would help immensely though (And be pretty immersive!)
This ended up being quite lengthy after all, I’m sorry! Important parts have been bolded. Thanks for reading and I’m extra sorry for my german based engrish
I was actually surprised at their decision to completely remove pet revives. The beta state of pets with downed markers and your interact targeting random pets instead of the ranger or other players was a huge mess, but at least you were able to revive your pet. Arenanet has often stated that they want the ranger to operate with their pet and turned down many people asking for a “petless” ranger style of gameplay. The pet is supposed to be a noticable chunk of damage and utility that you bring to a party and is -the- unique class mechanic for the ranger.
If all this is true and the rangers need their pet to be able to compete with the other classes, why is it possible to completely render their class mechanic useless for a whole minute? This is something that really bugs me. Once the pet has been defeated many of the rangers traits and skills turn completely useless till your pet is back up and there is nothing you can do. No other class I can think of has so many disadvantages and counterplay built into their class mechanic.
As such it would be fantastic to have this suggested F skill, so that Rangers in this situation can get their little buddy back up and ready to go. even if it has to be a channeled skill it would still prove to be extremely useful and a great QOL improvement.
Plus it’s also great from a character / roleplay view of things. Heroically save your little friend! (Or big friend if you’re an asura)
(edited by Pink Pummy.2970)