Showing Posts For Purgatory.5296:
Well, since you’ve created the topic…
STORY SPOILERS BELOW***
My idea to improve dungeons is to tie the Story mode directly into the characters personal story.
Imagine my surprise when getting to the end of my personal story and seeing that the final mission was in the Arah dungeon (Story Mode) with Destiny’s Edge. I have only done the story mode on maybe 4 other dungeons to that point and due to the “go go” attitude of most groups I’ve skipped past most cut scenes. Not knowing that Destiny’s Edge was reforming outside my personal story, having last seen them in LA going their separate ways, I was a bit shocked to see them together in Arah.
By incorporating the story dungeon modes directly into the personal story it gives incentive for more people to be running story at their appropriate level or even to relive that section of the story. Just tie in the same rewards for completing the story portion that you would have received completing the personal story section and it wouldn’t be that difficult.
I consider my GS legendary now. I run the Charr Tier 2 Cultural GS (lvl 60) and not a day goes by that I don’t receive a whisper about how cool it is and asking where I got it. So for the non-Charr I point them to the BLT.
The nice thing about this game is that I already have my Legendary stat on this GS so I don’t have to chase the real Legendary unless I want the skin. With how many real Legendary GS’s I see now, I like the one I have just fine.
The targeting system for grenades is the only reason I don’t use it on my engineer.
I would actually like to see it work like this:
The base attack, attack 1, should autocast IF/When you have a target selected and engaged (in range obviously). If no target is selected and clicked to attack then allow the placement option, to help set up an ambush, etc.
Here’s my biggest problem with the third party dungeon finder site and the dragon timer site: They’re third party.
ANet goes to great lengths to keep user login safe and keep the baddies out but they have two huge security holes in respect to these sites. Don’t come to me and tell me that I have to go to extraordinary lengths to protect myself but then when it comes to basic gameplay mechanics I’m forced to do exactly what ANet tells me not to do. That is wrong.
I realize the Dragon timer site isn’t necessarily needed but a decent in game LFG tool is.
Same here. Left a Fractal, patch started auto installing, logged back into the game, zoned out of LA to CoF, looked at loading screen for awhile, kicked out of game and now cannot log back in. Same error.
Anet said that mounts allow the player to skip too much content so they have waypoints instead so that you can travel across entire zones or half the world in an instant…….. Hey! What the?!?
You have my vote. That is a very nice login screen. Why scrap it over the existing?
Will they agree that the “No Holy Trinity” combat system is a failure or at least needs some improvement?
Without group roles the classes become generic everyman, great at nothing, so so at everything. Fights are a zerg fest and stale. Without class roles the fights cannot have phases or any sort of depth.
Since traits really lock you down to weapon sets, perhaps open up weapon swapping to also include simultaneous trait swap.
Something needs to be done.
The biggest problem I have right now with GW2, and I love the game BTW, is the depth of the combat. I can look past the holdover mechanic of 5 skills for a weapon set from GW1 (where it made sense in a game mechanic way) but it’s the loss of the Holy Trinity that’s really beginning to bug me.
I can understand ANet’s philosophy behind “removing” the Holy Trinity system, so that groups are supposedly easier to form and no one is stuck doing one job in a group. The problem and result of this is that the combat is stale. They cannot build a mass encounter or evekittenman encounter that is more than one of two things: either a range enemy or a melee enemy. With a lack of role in the group it’s either a zerg fest or a kite fest.
Compare this to WoW, which I am doing because it’s the big bad and the one game that GW2 is not trying to be thus resulting in this thread, where combat with a mob or a boss can evolve during the fight. There can be times of dps or mass healing or where the tanks blow cooldowns. With what we have in GW2 no one has a purpose, there’s nothing to benchmark against except you ran through your rotation and participated.
This combat reminds me of the line from The Incredibles, “When everyone is special, no one will be.”
You are not special vince.5937. There are 5936 other vinces before you. ;P
I would actually like to see the other classes be more like the Ele/Eng in that each class can switch between 4 weapon sets instead of the current 2. It could really open up combat and boss fights and at the same time speed up engagement by reducing or eliminating weapon set swaps between fights.
Did you get the new POI they added with the last patch?
It looks like a pistol being held correctly to me but in recoil from being fired. Maybe I’m missing something?
While I understand the new rules for chests after a Dragon/Zone event, 1 chest per character per 24 hr. period, I am having an issue with The Shatterer and was wondering if others are as well.
Basically I have done the Shatterer event 4 times in the last 48 hours and for those 4 times I have not received a chest. This is with full participation and receiving the gold participation medal. I am not sure if this issue is due to culling or what but it is really frustrating to keep participating in these without the reward. Unfortunately my Thief is my only character high enough to participate with The Shatterer event and I have not noticed any issue with the Swamp Behemoth on other characters.
Anyone else experiancing this?
I would have really liked to have seen the guild missions as being open for free but on a tier basis. Completion of the missions rewards influence. Build the missions around level breaks to coincide with the overall individual, racial and world stories, then continue them post 80 as additional “end game” content.
Because of the smaller guilds or different play times it seems like how they have implemented it leaves a large portion of the player population out.
Damny, thanks for the link. Any idea if these colors can be applied to Charr fur?
Anyone know of any pictures, preferably for each race, with the new Hair and Eye colors? Are the new colors also for Charr fur?
Just wanting to see them before spending gems on a kit in the store.
You realize there are separate teams for different aspects of the game, right? The team fixing traits and skills that you expertly identified with precision above is different than the team putting out new content.
I miss GW1’s cutscene style. I really do. GW2’s style is incredibly jarring and a disservice to the beauty of the entire game.
Have a guild mailbox that only receives mail that originates within the guild. Boom bada bing, solved.
I am having a lot of fun with GW2 but there are a few things I find very frustrating and frankly, cheap. Below are some ideas I think would lessen frustration and potentially expand the player base.
Combat
While I really like the combat for the most part I still feel frustrated/bored with this hold over GW1 combat system. In GW1 you decided on the weapon skills to take you through a specific zone and that’s what you had unless you went back to town and changed them out.
This is streamlined somewhat in GW2 with the weapon switching but it’s limited to two weapons (during combat). Sure, you can carry more weapons with you but can only swap them out of combat.
I actually find less frustration with this system when I’m playing my Ele or Engineer. The Elementalists attunements can allow for 4 distinct playstyles/roles and to some extent the Engineer can with equipped kits.
My idea is that all weapons be available at all times, similar in design to the Elementalists attunements, but instead of seeing fire/air/water/earth a Warrior, for example, would see GS/H/AA/Rifle etc. for each weapon type they can carry. Maybe limit this to 4 types instead of the current 2. I see this as only unlocking potential encounters instead of Melee or Range aspect to fights now. Allow us to choose on the fly based on what is happening if we need to support with heals, range attack, crowd control or melee attack, etc. This would require minimum adjustment to the UI since the “attunements/kits” would still carry the same abilities.
This leads right into my second issue. Dodging.
Keep dodging but remove the 2 dodge limitation before regeneration. If my skill is great enough to dodge effectively don’t limit me. It’s keyboard smashing frustrating to go up against a boss with a set of abilities, used in quick succession, that can be dodged until my dodge meter depletes and I am forced to take a hit. It’s just cheap.
These two ideas, especially together, I think could really expand the types of encounters already present in the game and are not something I think would be difficult to implement.
I was just going to stop in here and drop a “No” and leave but you clearly do not understand the overall model of the Guild Wars game universe. I personally think the amount of slots they give you upfront is too many but I’m an Altoholic. Other F2P games give you two slots at the most.
First, no. No flying mounts. Second, I don’t believe the GW2 engine could support flying mounts.
You do realize there are waypoints to take you somewhere instantly?
Lost gold here as well. Tried to buy gold ore earlier on the TP, all attempts failed but no gold was deducted. Now logging back in about an hour after the fact my gold is gone and nothing is available to pick up from the TP so it’s not as if I even bought anything.
(edited by Purgatory.5296)
The detail in just about everything is amazing. Makes me miss the GW1 story mode cutscenes that much more.
I would like to request a fix to the Engineer kits so that autofire (on the base attack) is enabled by default instead of the current method of having to enable it each time the kit is switched into.
It breaks the flow of combat if I switch out and am dodging while trying to enable the autofire.
Could the following be looked into: Reset turret spell cooldowns if the turret is picked up. If it’s a balancing thing, I get it. Although far too often I see fights move out of their range, rendering them useless, and my placement spell is still on cooldown.
Thank you Arenanet for patching in the crafting changes so the stations work without having to keep the crafting materials in personal bags.
If anyone else has specific profession requests, please share.
What’s this only 9 slot business? You do realize you can swap weapons sets with a whole new range of spells? Effectively doubling your available spells….
I haven’t tested it yet but I would assume, say you are a Ranger, that you could equip say a long bow in both weapons slots so that when you switch you retain the base long bow spells but you could change the available 7-9 spells.