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Posted by: QuantumS.6802

QuantumS.6802

I would like to hear what sort of information devs look to convey about an enemy from their appearance/animation of monsters in the game world.

are specific colors used to try and give players information like mob strength or attack-type preference? are there animations on models that are unique to specific types of mobs? (looking an the Itzel and Nuhock and their mordrem replicants, what things did you do/want to do to distinguish the two aside from the slight color change?)

aside from ‘wow that looks powerful/cool/scary,’ what general information did you try to communicate about monsters to players without outright telling us. (such as combat info below the health bar of selected mobs, or name differences mordrem/adolescent wyverns)

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: QuantumS.6802

QuantumS.6802

hello,

I’ve been working on the luminate’s backpack collection and have finished everything except for the illuminated tendril. I’ve gone through each of the southern outposts three (3) event chains including the post event thrasher in the ‘center’ event chain but i havent seen the tendril drop from either the bosses like the auric(?)/golden ooze or at the end of an event chain, like the font of maguuma events with priory. I’m beginnign to think that the drop for the Illuminated Tendril is bugged.

Ventari - What do you think?

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

I’d agree that having to hit f1 then 6 is a bit cumbersome when trying to get the tablet out. I have my 6 mapped to the mouse button where my thumb rests and found maneuvering the tablet to be without burden.

Where is Rev's Stun Break Utility Skills?!

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

in general all the minor traits for invocation either need to be baseline for the class (GM minor) or need to be made more relevant to the class mechanic

Maybe add upkeep to Weapon skill

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

more energy regen/degen and flat energy boosts are a must and could lend to a much more interesting playstyle. copying some examples i posted from a different thread.

examples(using default locations of legend skills):

  • staff 4 coudl give a flat energy boost (self only) in addition to aoe heal and condi cleanse, and staff 5 could have an upkeep to keep charging, with a base cooldown to stop knockback spam
  • standing in dwarf 7 increases regen rate which helps temporarily reduce dwarf 9 upkeep
  • centaur 9 could also increase energy regen so long as it pulls condis to offset centaur 7 upkeep or to provide more energy to use centaur 8 more quickly

Ventari tablet should autosummon and follow

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

i’d rather the devs add other useful skills in with the legend like area swiftness and what not to use when the tablet isn’t active.

Energy Suggestion

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

the distinct difference between gw1 energy and gw2 rev energy mechanic, to me, is that there is alot less play and management of the energy recovery/upkeep rate. with rev you are either a -/+5 pip when equalizing to 50 for OoC, or at -3 or -2 when maintaining upkeep skills. combat is much faster paced so it isn’t as easy to manage energy as we saw in gw1. i’d love to see the overall regen rate and energy cost reduced so that we could add play with more regen and upkeep based abilities and add them to other skills

example assuming base energy regen is significantly reduced:

  • staff 4 coudl give a flat energy boost (self only) in addition to aoe heal and condi cleanse, and staff 5 could have an upkeep to keep charging, with a base cooldown to stop knockback spam
  • standing in dwarf 7 increases regen rate which helps temporarily reduce dwarf 9 upkeep
  • centaur 9 could also increase energy regen so long as it pulls condis to offset centaur 7 upkeep or to provide more energy to use centaur 8 more quickly

(edited by QuantumS.6802)

weapon swapping or legend only?

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

i’d like it if we had a utility skill that we could switch in for legend skills that would either give us a melee or ranged weapon based on the legend. a special jalis melee hammer skill set, some sort of ranged druid-ish staff for ventari etc.

Revenant Staff Thoughts.

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

Aesthetically:

  • the staff is great and i looks like i’m back on my derv-main from nightfall.
  • there is a slight issue with the 1 and 5 skill whirls not aligning nicely causing final rest and scythe skins to have the animation look more like a juicer more than anything else (amusing but not my cup of tea)

Mechanically:

  • 1 kinda feels like they were supposed to be for a dps weapon but got nerfed and had some boons or condi application taken away. having the orbs from R-assault to have different per legend would be kinda nice and help it fit in better as a general use weapon ( i would run around like a headless chicken for orbs that would give fury here) a full 5 targets would also be nice across the whole sequence as well.
  • 2 beside a awesome animation is at best a 2 sec weakness aoe with 2 hits when timed correctly. with a low cool-down and low energy cost it seems the design was to be something like a one-off auto skill with a reward for correct timing. but the slam is not intended for ‘normal paced’ 1v1 combat as there are few opportunities to trigger the slam unless you are timing off of a heavy telegraph or are fighting several mobs at once. most players will find 2 useless unless there is some boon or codi application tied to the sweep and a higher reward for slam. honestly, i side with ‘most players’ and would like to see the sweep have some sort of additional boon that i can try and maintain in between AA cycles.
  • 3 & 4 have that support-ish feel that i think the dev team was looking for (it would be kinda fun to give a dark and light combo field for 3 and 4 respectivly tho),
  • 5 is fun and does decent damage when charging a mob head on and offers decent alternative uses when not rushing head on but the energy cost and cool down (especially) are a bit of a bummer and i often feel like i need a ‘return’ skill to get back into melee.

Lack of Swiftness

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

if there isn’t some sort of way to intuitively get swiftness outside of mace-dwarf combo rev will be severely pidgin-holed in the pvp game mode. this seems obvious to me as a pve player.

[Brainstorming] Revenant Customizability

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

i like the idea of having neutral-mist skills. the implementation i see in my mind is having ‘neutral’ low energy low-ish cooldown skills within the legends’ archtypes but each stance reserves either the elite or heal (ventari) upkeep skill that toggles to the current legend skills in addition to whatever active effects you get for the original upkeep skill (such as right of the great dwarf’s protection or the slew of mallyx’s effects. I’d like the rev ‘invocations’ to feel like the keystone derv transforms from gw:nightfall rather than the emergency/hyperdrive button we see elite skills as now. i am of the opinion that a change like this might have this sort of effect

Suggestion for a utility/Ventari stance skill

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

one though i had about the ventari stance is that we could add some functionality to the stance by having non-healing/no-or-low damage skills for [6-0] when the tablet isn’t active. such as a shout like guard’s ‘retreat!’ offering skills that are also along the same theme of the legend without directly channeling the tablet.

TANGENT: by extension we could have more skill variety in other legends by giving new/different utilities when using their elite skills. actually channeling mallyx-0 would give us the current mallyx skills, and could have more ‘basic’ condi skills (which i imagine to function closer to weapon skills), we could also change jalis-0 to be an upkeep skill and do a similar rework.

Adjust energy mechanic - gained per skill.

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

piggy backing off of this, i think it would be interesting to tie increased regeneration to the ‘wind-up’ on attacks, so the slower the attack, the more energy regen you have. this also allows for interrupted or dodged attack to not be a complete loss for the profession while in combat.

Energy Suggestion

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

i like the idea of having ‘weapon skills’ being themed with legends, but right now we can have 3 points of variety with skills such as support weapon, and tank/condi legend setup. I see a huge issue with having legends force not only utility selection but also weapon selection. i think it would be interesting to be able to toggle the [6-0] skills to have abilities within the legend theme that have energy and cooldowns closer to what we feel are weapon skills.

Solution: Give Legends more Skills

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

I’d be in favor of having added and selectable utility skills on rev as a way to increase build diversity. But I don’t know if variance in utility skills would address the melee/range concerns other players have. It is reasonable to have some sort of conjure weapon like the OPs upkeep storm weapon. I just don’t know if its more of a Band-Aid for the whole class mechanic or a true robust way to add balanced variety to the class.

(edited by QuantumS.6802)

How to Improve Revenants ideas

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Posted by: QuantumS.6802

QuantumS.6802

Not only bosses. Many situations require some party members with ranged weapon (like the platforming part with harpies, that is already pretty bad for the lack of swiftness if you have no hammer)

Again, not REQUIRED. You can melee harpies fine, in fact if you have a guardian with you its preferred to stay close to them for their blocks/reflects. Things like “required” and “mandatory” mean you can not complete something without something. The only ONLY thing in fractals you can not hit without range are oil buckets in Battleground. And EVEN THEN you can just ignore them, break the doors, and run. Anomaly is helped with having range if all platforms near it are missing, but they come back pretty fast.

Again, I agree Revs need weapon swap and another range option, but not because of fractals.

Engineers and elementalists don’t have weapon swap. Perhaps a way can be found to do something similar to the revenant to make weapon swap unnecessary.

The reason engi and ele don’t have the issue are that they only have mid/long range weapons, and they each have a skill type to replace their weapon skills

(edited by QuantumS.6802)

How to Improve Revenants ideas

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

Here’s how i would improve revenants. Not having them able to weapon swap and locking them into range or melee is a big downside. What they could do to fix that isn’t to give them a weapon swap like other classes but to have their ‘weapon swap’ change the ranges on the weapon skills themselves. In other words the skills stay the same its only the ranges on the skills that change. Have melee weapons be around shortbow ranges and ranged weapons (the hammer) get greatsword ranges and a cleave.

I really like the idea of swapping melee/ranged stances on weapons. I suppose we could also add in different energy regen speeds on a per weapon-stance basis as well to incentivize the original setup.

Cooldown and Energy

in Revenant

Posted by: QuantumS.6802

QuantumS.6802

the energy and cooldown system is a legacy system from the original guildwars games. this function was likely added to the revenant to pay homage to the old skill system where each character had to manage their energy, adrenaline, activation time and recharge time with the ‘simple’ auto attack divorced from the select-able skills.

Feedback on HoT Stress Test [merged]

in Guild Wars 2: Heart of Thorns

Posted by: QuantumS.6802

QuantumS.6802

i experienced no lag or drops in fps.

story has some audio issues where voices wern’t being heard, it caught up after a few seconds tho. I personally felt that the dialog in the story was comparativly faster to previous content so it all seemed a bit rushed, i am unsure if i accidentally missed content because of that.

the mastery GUI is not very intuitive and i had to have mapchat help get my glider mastery assigned. I missed part of the pop-up help guides because i ended up double clicking them all away. I woudl probably be best to have masteries in the hero panel.

on the revanent, you may want to add some sort of graphical aid to indicate if you have a maintained ability on or off i would often forget that i had dwarf4 or demon5 on. this will be especially important if utilities like these are added to the vanilla professions. Rev-hammer sort of felt off, not sure why.

wyvern needs to have some improvements on the flame line attacks when it goes up into the clouds. my instict was to track it into the sky and seeing it just blink out of existence kinda ruined my immersion in the fight. I think that the break bar seemed well attuned for the fight (10-25ish players in my run throughs) It was rather hard to see the wyvern’s tell for its breath attack.

New Narrative Director at ANet

in Living World

Posted by: QuantumS.6802

QuantumS.6802

I really enjoyed Echos of the Past.

I greatly enjoyed that we got to see development and improvement to the Priory. The feeling of having Jory’s tie to the organization helped smooth over what might have been confusing for non-priory Commanders. the assortment of lore and references in the library were great but i ended up getting bored because it was just linear dialog. I would have liked to get more visuals that i could infer information from (like the world map rug – a great addition by the way) I also liked how Jory’s character developed in a meaningful articulated way, where Kas’s powers of observation/lie-detector(?) felt forced to meet a mechanical need ingame. Rotating some of the biconics and Edge of Destiny in and out was a nice way to re-establish the strength and capability between the two groups. I may have missed it but i would have thought there would have been some discussion at the pact camp of where the triforge pact was, searching for them etc. it just seemed that the silver wastes didn’t blend quite as well with brisban as i would have thought. I liked that the different story arcs of the release were different lengths, i feel that it helped with the pacing between, recollecting after the summit, the initial encounter between the mordem and pact and then the slower hidden arcana arc. In the future i think it would be interesting to see lore delivered either visually or by having the more modern versions of groups tell us about the origins of themselves. the Zephyrites were introduced well this way and their origin story was nicely wrapped up here. I would have also liked to have gotten to talk to caithe to see if there were any developments with EoD or hear her thoughts on the dissappearance of Rytlock. I cannot wait to experience the next installment!

CDI- Guilds- Guild Halls

in CDI

Posted by: QuantumS.6802

QuantumS.6802

Proposal Overview

Guild halls are fractals of former areas and structures in the open world

Goal of Proposal

so far we have had discussions about how the guild hall should interact with the rest of the world. Open, instanced, instanced alliance/gated communities? I propose that Guild halls be fractals of areas visitable in the open world from the past.

Proposal Functionality

Ruined and abandoned or semi- ruined areas would now have ‘rifts’ that would allow for travel between open world and guild instance as an optional alternate to teleportation as mentioned earlier. ideally a portion of the instanced hall would be available in the open world as the ruined area.

A good example would be to have the priory excavate a bit more of rata pten to have some open world common area with a rift to some instance of the area that is larger.

Customization could come from having different time periods to unlock within the instance. was rata pten infested with destroyers at one point? have a destroyer based version? what was it like further back in time, a metropolis? this would allow for some customization, honor and explore past lore. additionally the nature of the mists is ‘peculiar’ and gives a good excuse for later additions to the guild to be included without breaking lore( GvG, would be to fractals merging together, i mean look at EotM)

on another note, if arena net were to do customizable features with guild halls it’d probably be best to have the unlocks scale exponentially in cost with influence. this would allow for small guilds to get their feet wet with a guild hall while allowing big guilds to make their epic guild hub.

Associated Risks
this proposal limits the customization options of the players and could allow for guild placement to circumnavigate some waypoint costs. Additionally this also limits the designs of guild halls to currently available locations in tyria. excluding areas (currently) like cantha, elona, dominion of winds. crystal desert ect.

(sorry about the length)

guardian=dervish with a simple hammer skin?

in Guardian

Posted by: QuantumS.6802

QuantumS.6802

I know some of us miss the Dervish from Nightfall and that we’ve resorted to guardian to sate our hunger for some Dervish action. but i dont thing the 2 scyth staff skins cuts it for having a ‘fake’ dervish in GW2. I feel it’d be a nice gesture to add either a greatsword or hammer skin that looks like a scythe to add some ‘more legitmate’ dervish flavor. we already have the Mecha Anchor which is similarly shaped as a scythe and the Corrupted Sledgehammer has its ‘damaging bit’ as a point. the lore points out that monk, paragon, (and i think dervish) had their teachings melded into the guardian but we don’t see much evidence of the latter two in the weapon choices.

Kill Scarlet please.

in Living World

Posted by: QuantumS.6802

QuantumS.6802

it would be fun to lock her up in mad king thorns’ world. everyone wins! we get to move on with the LS content and can ignore scarlet for a while, or research into her backstory more w/o having to listen to her laughing. and then we can have something more of a showdown when she gets out next halloween

Collaborative Development- Request for Topics

in CDI

Posted by: QuantumS.6802

QuantumS.6802

1.horizontal progression (skins, skils, builds, mechanics)

2.Living story (temp content, perm. content, expansion content)

3.Lore Immersion (connect lendaries, and named items, and races into the world more ‘actively’)

skill diversity solution?

in Suggestions

Posted by: QuantumS.6802

QuantumS.6802

i would think that the skill would be slightly better, and different between different professions.

skill diversity solution?

in Suggestions

Posted by: QuantumS.6802

QuantumS.6802

I was an avid GW player and now an avid GW2 player. from lurking on the forums both here and on reddit i always see posts about how people want more skill variety.

I think that it would be interesting to have custom skills for exotic & legendary weapons.(i would assume the skill would be bound to the skin, not the stats

my thought is that the weapons would function similar to caladbolg where one or more unique 1-5 skills replace the normal job’s skills. exotics would only have 1 skill (sans #1) changed and legendaries would have #2-5 changed, maybe the elite too?

i was hoping that these exotics would be accessable by rng drop by 1 specific champ(or higher) hopefully we’d be able to have some lore tied to it… but now im being too idealistic.

eg. the staff, Final Rest, drops from the Shadow Behemoth in Queensdale, now the #4 skill is replaced with a skill that summons a shade (ok so that’s a skill ripped off from the necromancer, but you get my meaning)

any thoughts?