Showing Posts For Raykon.7908:

Mesmer vs Warrior - Solo & Casual Play

in Guild Wars 2: Heart of Thorns

Posted by: Raykon.7908

Raykon.7908

I haven’t tried warrior to 80 yet, but I have tried rev, necro, thief, and ele. What I’ve noticed is that, no matter what class I play, when I get to the HoT maps it is more or less mandatory that you have a ranged weapon set to fall back on.
—snip—

This is about what I have discovered as well, although I’ve only been playing HoT with Rev so far. It seems that a lot of the champion monsters and stronger have a lot of frequent close range attacks that tend to keep you knocked down for extended periods of time if you get hit. I try and get close when I can but a ranged weapon seems necessary in a lot of situations.

Unplayable Solo

in Guild Wars 2: Heart of Thorns

Posted by: Raykon.7908

Raykon.7908

I was specifically talking about move in nightfall to heroes. Heroes ae a system that makes sense now, with a drastically lower population, but at the time Nightfall came out it was a bad move to create NPCs and give players such intricate tools for directing them.

Through Proph and factions I was always interested in having players in my party. Once nightfall released my desire to connect with other people quickly fell off simply because it was less work and often more efficient to kit out some heroes and do the content.

Before that, I could solo with henchment, who did the job well enough, but forced me to build around them, depriving me of playing builds I really wanted to and often resulting in a more difficult experience, so I felt compelled to hook up with other players, and when a group worked and was fun to be around, I wanted to keep hanging out with them.

That makes sense, there was certainly a bit more of a devide between the players but I don’t think it was drastic, heroes were nice but still required some micromanagement and STILL weren’t as effective as a good group of players.

The level of disconnect between players in GW2 is far greater.

Unplayable Solo

in Guild Wars 2: Heart of Thorns

Posted by: Raykon.7908

Raykon.7908

Personally, I think designing MMOs around solo play does a huge disservice to the genre.

I feel like that in the move to be more accessible (and thus more soloable) MMOs as a genre quickly lose what actually makes them stand out as a genre, and as an experience. Adversity and the need to find allies is what breeds communities, and GW2, despite all of its anti-griefing design, does almost nothing to encourage players to develop communities. It just encourages them to run around in giant, silent mobs with very little communication or cameraderie.
—snip—

Except for the snippet about GW1, I agree with everything you said.

Coming into an MMO and expecting solo play is a bit silly if you ask me.

I think GW1 did a good job of encouraging group play since it was near impossible to get through zones or missions without other players or henchmen in your group. At the same time, those antisocial ones could opt to take henchmen if they wanted a solo like experience, but content was easier and more fun with actual players. Sometimes you would party with a group of players for a mission and wind up playing together for many hours, making new friends in the process.

GW2 is missing this, and it makes it even worse now that it is a full fledged MMO. Up until HoT you could pretty much go it alone throughout the entire game with little reason or encouragement to party up with other players. Even group events feel lonely because there is no need for communication, and you don’t really form any connections with the players you meet. You might join someone for an event and then afterwards they’ll just run off and be forgotten.

HoT changes this up a bit, and feels better for it. I feel like it could be pushed further. I feel like they should do away with the personal story and reintroduce the mission format of GW1, or better yet, keep the personal story and bring in missions that function as a secondary story designed for group play.

(edited by Raykon.7908)

Unplayable Solo

in Guild Wars 2: Heart of Thorns

Posted by: Raykon.7908

Raykon.7908

There are a lot of pages here, so I’m not sure if I’m a minority or not, but I actually enjoy that things aren’t so solo oriented anymore. I think the game is way better when it manages to bring players together for a common goal.

This is what I missed about GW2 from the start, and it is something that GW1 actually excelled at, bringing people together. I feel like some of that has been replicated a bit in Heart of Thorns.

I understand those of you who wish to be able to do things solo, but I don’t feel like that should be a huge part of an online game such as this. The whole point is to play with other players and taking that away really kinda of messes up the core experience of an MMO in my opinion.

I’m not saying it should be removed entirely, but I think they have a much better ballance in HoT than they did in the base game, and I think making players play together should be pushed even further than what it is.

Of course, this is only my opinion.

Better than original story so far

in Living World

Posted by: Raykon.7908

Raykon.7908

[quote=4213512;Orpheal.8263:]

Better than original story so far

in Living World

Posted by: Raykon.7908

Raykon.7908

I completely agree. The quality of the writing and ESPECIALLY the presentation of the story have gone up tremendously. I’m actually super excited about the living story now, when before i saw it as a fun diversion but it didn’t really hold my attention. I’m so happy that they are bringing back normal cutscenes and really hope we get more in the future, and that one at the end was totally awesome.

I can’t believe how much they improved after just 1 season. I only wish the whole personal story could have been presented like this, the whole “stage” thing with two characters talking to each other was a bit bland and hard to feel invested in, so this is a major improvement for me

If they improved this much already, I can’t wait to see how it evolves in the future!

We need a more impacting environment

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

I saw another post like this recently.

I like the day/night and weather cycles, but i too wish they were more impactful, or taken to further extremes.

I really like those jumping puzzles that are so dark that you have to use torches or skill effects to see, but there aren’t very many of them. I think it would be cool to make the game world like this during the night cycles. During the night we would need to use light sources for navigation, but night itself could also trigger new events, or more terrifying creatures could roam the lands.

Of course, not everyone has access to light emitting weapons or wants to spam skills all the time, so we would need togglable lanterns or something.

I think it would make the game far more fun for those who like exploring, and give a good excuse to implement some new events accross the entire game.

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

There is always so much chat in game about people wanting Cantha brought back to the game and I honestly have to say I don’t understand why.

In my opinion, in Guild Wars, the Canthan humans you could create were the least physically attractive in terms of their features which seemed to be over exaggerated. Of course this is personal taste as with everything in the game world.

Additionally, I did not care for the map areas of Cantha, especially the more urban type areas where one could get lost for hours and never make any progress except for going in circles and becoming really aggravated while doing so. I not so affectionately referred to these areas as the rooftops and it seemed I was forever lost in the rooftops not making any progress.

Guess I don’t personally see the attachment players have to Cantha.

As annoying as running through the mazes of buildings could be, cantha had a beautiful and unique style that differentiated itself a lot more than the other campaigns did.

There were so many limitations when designing cantha due to the old game engine and it still turned out beautiful, even with the inherent limitations. That’s exactly why i would like to see cantha return, it’s full of so much potential that could now be opened up thanks to the new game engine. Can you imagine how much more fun navigation would ve with the new vertical axis? The new game engine would be able to fix the issues that existed and turn it into an amazingly fun new place to explore.

What is that Vine doing to the WP!

in Living World

Posted by: Raykon.7908

Raykon.7908

Im not a centaur expert but i think is more probably that the centaur give us problem than be an ally. Centaur are territorial and aggresive creatures. I imagine this centaur is watching us and preparing some interesting problems (ambush etc..).

But then we have Ventari, who actually came from the Maguuma Jungle and befriended a human. He greatly disliked violence. We also had centaur allies in Elona, so clearly they aren’t all bad.

Perhaps this is a descendant of Ventari or the tribe he came from?

so.. we've got sandstorms how about:

in Living World

Posted by: Raykon.7908

Raykon.7908

Oh i would love to see more things like this! The pitch black areas are some of the most fun places in the game to me, i love using the light of torches or skills to see and it’s unfortunate that there are so few of them.

I would totally be up for more extreme day/night variations and weather. Perhaps even change up what enemies and areas are in the game world when these things shift, that would be pretty great.

I can see it being annoyinng for those who can’t use torches or have glowing weapons though. They could add a new equipable item slot for lanterns or something that emits light that would only come on during darkness, while still allowing us to use our conbat skills.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

An intelligently designed boss fight should promote proper CC usage, not attempt to make it almost useless. I think every dungeon boss would be far more fun if there were reasons to use CC on them.

Exactly. But this problem has nothing to do with defiance. Defiant is the correct system to prevent stunlocking and encourage coordination and CC management. Bosses just need to be designed so CC is superior to just blocking or dodging some attacks. And they need mechanics and attacks which really encourage it (interrupt a big heal etc). Also all interrupted attacks should go on full or extended cooldown.

Well, to be fair i did mention that there wasn’t really a problem with defiant itself, just the fact that it is up so much that it makes it almost pointless to bother with skills like push, pull, fear, etc. i understand that, to an extent, it is necessary, but it should cycle between being on and off, or let us do something to disable it for a short amount of time in order to better make use of those other Cc skills.

Blocking and dodging is great, but it would be nice being able to make use of those other skills in a more important manner, which is what i tried to give an example of.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

An intelligently designed boss fight should promote proper CC usage, not attempt to make it almost useless. I think every dungeon boss would be far more fun if there were reasons to use CC on them.

The boss don’t use any projectiles so my teams reflect capabilities are meaningless. Such a bad design! See, everyone can alter facts to blame developers.

For example:
Instead of having a boss who just stands in one spot throwing out attacks that we need to avoid, it should actively move around to different spots where it can activate additional buffs for itself, summon in more allies, or deal massive damage to players.
By allowing us to use CC abilities, we could then try to prevent it from activating these detriments, making the battle require more tactics than simply stacking and attacking. Allow us to pull it into areas where it becomes weaker and allows us to deal more damage, or make its attacks weaker.

You aren’t familiar with Arah, aren’t you? Shoggroth does the same and it is annoying as skritt. I love when people make suggestions without know their game. =]

Now defiance isn’t completely bad, so I’m not saying it should be removed, but don’t have it stay up constantly. Allow it to go off when we weaken the boss enough or meet certain demands, turn it on when the boss gets angry and needs to deal a series of attacks that need to be avoided.

Arah again. Abomination.

It’s just really annoying when some of our most interesting skills are rendered useless so much in boss fights.

See my snarky example above. Have a nice day!

My, my, my. I’m not sure what i did to you to deserve such a rude response, but this is my opinion, not yours.

Yes, we have reflect skills, yes they work to reflect projectiles, but i don’t really consider that in the same vein at all. Reflect is basically just another attack, especially when the AI is dumb enough to just stand there and take it. I don’t consider it a true CC skill at all. Not to mention, it works regardless of defiant does it not? And defiant is supposed to prevent CC? By matter of dedudction, would you not conclude that according to the game rules, it isn’t really a CC?

We have skills that push, pull, fear, and knock enemies around; should those be almost useless? Should they not have some use?

Also, I’m sorry i want to try and come up with ideas to better the game, while you would rather it just stay stagnant and maintain a hold on lousy mechanics, at least I’m trying instead of just getting sarcastic and rude for no apparent reason.

Also, just because a boss moves around doesn’t mean it has to be annoying. There are numerous ways to implement movement and positioning to make a fight more fun, but apparently you would rather have boring boss fights where you can just stack in one spot and have your rewards handed to you on a silver platter. I would rather have a fight that relies on strategy than just pure outright dps.

There are ways to offer constructive criticism, and there are ways to make yourself look like a jerk, you succeeded at the latter.

And yes, I will have a nice day, thank you!

(edited by Raykon.7908)

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

I think defiance is a bit lazy tbh. It’s really an excuse to design boring boss fights. Taking away our ability to use controll skills during boss fights takes away half of the fun and strategy of combat.

An intelligently designed boss fight should promote proper CC usage, not attempt to make it almost useless. I think every dungeon boss would be far more fun if there were reasons to use CC on them.

For example:
Instead of having a boss who just stands in one spot throwing out attacks that we need to avoid, it should actively move around to different spots where it can activate additional buffs for itself, summon in more allies, or deal massive damage to players.
By allowing us to use CC abilities, we could then try to prevent it from activating these detriments, making the battle require more tactics than simply stacking and attacking. Allow us to pull it into areas where it becomes weaker and allows us to deal more damage, or make its attacks weaker.

Now defiance isn’t completely bad, so I’m not saying it should be removed, but don’t have it stay up constantly. Allow it to go off when we weaken the boss enough or meet certain demands, turn it on when the boss gets angry and needs to deal a series of attacks that need to be avoided.

It’s just really annoying when some of our most interesting skills are rendered useless so much in boss fights.

LS2 forced to watch repeating dialogue

in Living World

Posted by: Raykon.7908

Raykon.7908

Honestly, I find the concept art style cut scenes superior to every cut scene in GW2 AND GW1.

A lot of GW1 cut scenes are just plain horrid also tbh. Namely anything in Factions.

You mean like the ones they use in dungeon story modes and like once in the personl story? Yeah i like those a lot too, but they don’t use them near enough at all.

The gw1 cutscenes were really only bad due to use of ingame animations imo. It was like watching a machinima but it was a lot more interesting to me than watching two people talk to each other with a static background or the new system of just standing there listening to npcs talk to each other, at least in gw1 it was more cinematic and you could see your characers interacting with other characters.

With gw2 being a new game and all i dont see why they cant just improve upon that and make it more similar to a regular cutscene, although i would be super happy to see the return of animated concept art cutscenes too as long as they featured our characters in some way.

I just find that so far, either style they have went with makes it really hard to feel invested in any of the characters. It seemed far more personal in gw1 and a lot more disconnected in gw2.

(edited by Raykon.7908)

LS2 forced to watch repeating dialogue

in Living World

Posted by: Raykon.7908

Raykon.7908

They really need to just go back the way of gw1 cinematics, it was far better than anything they have given us so far, despite the machinima style.

Gw2 could improve upon that concept so much if they would put some work into the animations. They would be far more interesting AND we would be able to skip them.

What I liked about this living story episode

in Living World

Posted by: Raykon.7908

Raykon.7908

I must be in the minority because i really dislike this focus on solo content. This is an mmo and i want more cooperative content that requires player interaction with other players.

I’m aware that you can party and complete the content with other players, but there is no point when it is easily soloable, It loses satisfaction. That is one of my biggest grioes with this game, for an mmo it does a great job of making you feel alone because there is little reason to communicate with other players. I wish they would switch focus to having more content that requires partying up with other players, like the missions in gw1. I’m talking instanced content, of course, that requires strategy rather than zerg content.

I understand that being able to complete things solo is nice at times, and some of it should be possible for sure, but having an entire story, whether personal or living story, be soloable is kind of boring in my opinion. I think it is a mistake for this genre to promote solo content to this extent.

Am I alone here?

Future Diversity Class Changes ?

in Profession Balance

Posted by: Raykon.7908

Raykon.7908

Oh definitely. One of the main issues right now is a lack of diversity between classes. Their skills may look a lot different but they all do the same things. It’s even worse that we have some professions who excel at pretty much everything to the point that others are almost redundant or unnecessary. It doesn’t help that we have so many runes and sigils to blur the lines even more.

Every profession needs to be able to bring something to the table that is unique to itself. Gw1 was great about that.

Balanced PvE (Making all playstyles viable)

in Profession Balance

Posted by: Raykon.7908

Raykon.7908

@Rhego and Raykon.

You have to understand that if the content is too hard people won’t do it.
You might think that people want harder bosses but that’s a minority. The majority want loot – easy loot.

You might think people want to figure out bosses and figure out strategies for themselves but the truth is they don’t. They want to have it handed to them.

Look at how popular dulfy’s guides are. Why do you think that is? because the majority want to figure it out themselves?

You are right to an extent, but that is exactly the problem. People want evdrything handed to them with little effort. I don’t blame them honestly, who doesn’t want nice things? But that isn’t how it should work. Where is the satisfaction in earning sometbing that everyone else has?

Dungeons shouldn’t be easy, they should offer some kind of challenge, but the risk should be worth the reward. I’m not saying they should be impossible, but they should require more than what we currently have now since bosses have practically no interesting mechanics. We need something that requires strategy and utilization of utility skills and profession mechanics rather than pure dps builds that can just stand in one spot.

To say that no one will do it because it is too hard isn’t true though. Players will do anything as long as there is a chance at greater rewards. Rewards must be worth the effort.

Regardless. problems with build diversity stem from a multitude of problems.

• Utilities – Skills that define a profession are hugely underdeveloped. Many of them give simple stat boosts while others last so short amount of time that they are mostly situational. We need more utilities that interact with the environment and players. Why use anything but dps if motivation for using other skills is marginal at best?

• dungeons – Lack of intelligent dungeon design and boss encounters leads to a lack of diverse builds. Dungeons and encounters within them should take into account the mechanics spread accross different proffressions and encourage their use. Why do we have all of these control skills if bosses are immune to reflection, immobilize, fear, or pull? Why bother utilizing strategy when we can stack in a corner and do everything easy mode? Why bother taking other professions if 2 or 3 excel at everything we need? Which brings me to….

• Profession Diversity – i’ll rephrase. Why take other professions if 2 or 3 can do everything that any other profession can do,, and do it better? At first glance, every profession looks different, in skill appearance at least, but this is superficial. Every profession can cause bleed, burn, chill, or poison. Every profession can boon strip, buff with the same buffs, or cleanse conditions. This isn’t a problem with you have professions who are especially good at individual things independantly of one another. The problem comes with you have a few who can excel at all of it better than others, or when you have profession mechanics or abilities that are ineffective. Every profession should, ideally, be able to bring something unique to the table, and every dungeon should be planned to be able to take advantage of it in different situations. Right now they don’t.

(edited by Raykon.7908)

Balanced PvE (Making all playstyles viable)

in Profession Balance

Posted by: Raykon.7908

Raykon.7908

Damage and pure dps is the name of the game because there is absolutely no reason to use anything else. There aren’t really any interesting boss battles that take advantage of wide arrays of different utilities, and a large amount of our utilities are little more than temporary stat boosts.

We need bosses that aren’t immune to control effects and other utilities, and that actually require some form of it for success. Currently a lot of bosses simply stand around, allowing you to wail on them while simply avoiding the occasional attack. But what if we were forced to move them around during the fight? What if a boss became a lot stronger if left idle, and weakening him required pulling or fearing it into a an environmental hazard? What if you had to immobilize a boss to prevent it from activating some kind of mechanism and summoning aditional mobs? Why can’t bosses utilize fears or pulls to separate people who attempt to stack?

If we could just have some intelligent boss fights that required more than simply standing in one place and using a skill rotation for maximum dps, we would be a lot better off.

[Begging]More ways please

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

I kind of understand where you are coming from. It is kind of odd there there is really only one open portal from one map to another, but i guess I’m used to it from GW1. I think what’s more of an issue is it seemed more seamless in GW1 because every map wasn’t square or rectangular.

I think it would go a long way if they would just make maps into more randomized shapes instead of just boxing them all in with mountains or invisible walls. It seemed like it was easier to naturally find your way to a portal instead of just walking along a wall until you find the opening.

(edited by Raykon.7908)

Bring Back Cooperative Missions: Why and How

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

I definitely want to see them continue story telling through Personal Story and Story Missions sounds like fun!

I just want them to stop telling stories through Living world since people who actually care for the story wont be able to keep up or know what’s going on due to it’s temp nature.

If ArenaNet really wanted to continue with the Living Story content, it could be like a continuation. With additions to the personal story they would take you through to newly added locations, world events, or coop missions and could eventually culminate in some massive new content or expansion. In this way, living story content could continue to be playable to new players and create persistent new content for existing players.

Bring Back Cooperative Missions: Why and How

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

yeah they have abandoned personal story, their numbers and feedback said it kind of sucked, which it kind of did.
But if it was like missions in GW2, then it would not have sucked. as bad, the story would probably still have been lame.

It may have still sucked, but it would have been a lot more palatable and enjoyable with a group of players and an improved presentation.

Not to mention how much more fun it is to meet new people this way. I can’t count how many times i made new friends while doing missions on GW1. Gw2 doesn’t really have that, everyone is too busy doing their own thing.

(edited by Raykon.7908)

Bring Back Cooperative Missions: Why and How

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

Considering the game was based around the solo player having their own personal story, they will not turn away from that after two years into it. By based around I mean advertised for years. Might happen in a future game though :/

Yeah that’s totally understandable. I’m saying it was the wrong direction to take for an MMO though. They shouldn’t have a solo experience be so central to the plot of the game. My idea is a way to restructure that into something that makes more sense for an MMO, while still keeping the personal story somewhat important to the overall game.

Players would still have a personal story, your choices at the start would still play a major role, but not in the same way as before. The personal story would serve as a way to steer players to new locations, missions, and story centric open world events. Other players with similar personal stories would be led towards those same locations in the world and naturally promote cooperation without requiring grouping.

(edited by Raykon.7908)

Bring Back Cooperative Missions: Why and How

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

( continued)

I know that this would require a lot of time and effort on ArenaNet’s part, but i think this would be a significant improvement over the somewhat boring personal story we currently have, but it would make the game more replayable, more social, and a bit more similar to the original game. It would offer more content, better rewards, and better motivation for completion. It would also be substantially more interesting with a superior presentation. If not added to the current game, i think it should at least be considered a model for any futue expansions.

TL;DR – As an MMO, I think GW2 should encourage group play and cooperation. I suggest a return to instanced coop missions similar to GW1 instead of the uninteresting personal story.

Thoughts?

Bring Back Cooperative Missions: Why and How

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

Before I get into details, I am aware that the personal story can be completed cooperatively, but it isn’t really the same.

The personal story in GW2 is interesting in concept, but rather bland for a number of reasons. The way it is presented is uninteresting, it never seems to place as much importance on the player as it should, and most of all, it is a lonesome experience. This is an MMO and solo content should be somewhat limited and not compose almost the entire story of the game. I’m not saying it should be eliminated, just limited.

GW2 does a great job if facilitating friendly play. It’s great at bringing players together, but rarely does it require interaction. Other players might as well be NPCs at times; they show up to fight in events in silence and then leave. This isn’t really a problem I suppose, but i feel like an MMO should be a more social experience.

To combat these issues, i would suggest bringing back the cooperative story missions of Guild Wars 1. The missions in GW1 brought players together in a way that is different from what we have in GW2. It was a social event that required teamwork, but was a bit more casual than dungeons and friendly to Pugs or organized groups.
The coop missions were great for numerous reasons:
• They required socialization and teamwork.
• They were replayable.
• They could be completed solo with the aid of NPC henchmen.
• They put more emphasis on the player and his/her allies.
• They were presented in a far more interesting and cinematic style (despite primitive animations).
• They offered content to more organized groups in the form of optional objectives or time limits to achieve better rewards and better completion status.
• Completing missions often lead to discovery of new areas or new cities, feeling more like an adventure. It also helps that these new cities often had exclusive new armor sets or merchants that couldn’t be found anywhere else, making the journey even more rewarding.
• Completing them all unlocked bonus rewards like additional armor sets or weapons, as well as perks like hard mode.

Bringing in these missions would be a substantial improvement over personal stories. The personal story could serve more of a small role, interspersed between missions. Personal story could continue to tell the story of your character but would largely take place in the open world. Instead of being instanced, it would naturally group you with players doing similar stories and lead you to climactic open world events and new mission outposts. Instanced missions would take the place of the old personal story, telling the main story of the campaign while not being required to complete in ordemr to further you personal story.

The coop missions would require the addition of instanced mission outposts in order to facilitate optional solo play with the aid of NPC henchmen, since I know that not everyone wants to play in a group. Henchmen could be added to the party in the outpost for those that are playing in offpeak hours, or simply wish to play alone.

These instanced mission outposts could be added to existing zones, as separate additions in between zones, or extensions of existing cities. Missions would offer rewards for completion and, with the completion of optional objectives, offer increased rewards, and a title for 100% completion of every mission. Missions would help you gain access to new cities or outposts with special armor vendors and weapon merchants.

Missions would be easily replayable, and would be presented in a cinematic style similar to GW1, only much improved of course.

Completion of every story mission would unlock Hard Mode for missions. Hard Mode would offer more challenges, new routes, more enemies, and additional/harder boss fights. Completion of a Hard Mode mission would be a chest with the chance of obtaining precursors or rare and sought after unique weapon skins based on the theme of the mission. Completion of all missions of Hard Mode would offer another title and additional rewards, perhaps a special armor skin or weapon skin to signify Hard Mode completion.

Cons:
• It would add extra instanced content, which i know some people are against given that GW2 is supposed to be somewhat open world. However, the personal story sould ensure that the world would remain populated.
• Dungeons would need to be revamped into harder content for elite players, offering better rewards at a substantially higher difficulty since Hard Mode missions would pretty much take their place but offering more diversity and more motivation to complete them.

(Continued in next post…)

New elites brainstorm

in Necromancer

Posted by: Raykon.7908

Raykon.7908

instantly resurrect nearby dead (dead dead) allies. 240 sec cool down.
i think this skill will give necro an edge in pve, being the only profession to save a full wipe. but probably not gonna work in pvp.

It’s an interesting start, but like you said it probably wouldn’t work well in pvp due to how powerful it would be. I’m thinking with a bit of revamping it could be a nice base to start from, for example: what if instead of just reviving them, it reanimated them as “undead” and gave each reanimated player a new skillbar of undead skills.. I’m talking player controller minions here instead of AI.

Perhaps my idea is too complicated for a single skill. If i was to simplify it, it would basically be like a mass moa morph that only works on dead allies.

Why don't we have more GW1 skins?

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

I would love if the armor sets from GW1 made a comeback!

I have to say though, and I know some may disagree, but I would also love for some of them to stay profession specific. Being able to wear all armors on all professions is nice, but I think it would add a bit more diversity between class appearances if some armor sets were exclusive to specific professions.

Not all of them of course, but maybe if they ever brought back FoW armor they could have a set dedicated to each profession or something.

I liked being able to play a Necromancer or Assassin and knowing that they looked quite a bit different from an Elementalist of Ranger. The GW1 armor sets seemed to have much more diversity. In Gw2 it seems almost every medium set has some sort of coat and almost every light armor is some kind of robe. There was none of this in Gw1 and it would be nice to have those options back

(edited by Raykon.7908)

Unofficial Costume Brawl Tier List!

in Halloween Event

Posted by: Raykon.7908

Raykon.7908

The Cook Costume auto-attack is a 3 second stun with a 2 second cooldown.

So you can perma-stun anyone. Pretty much S-Tier on 1v1.

It also has a fear ability and a cripple. PLUS the roast pig she can spawn will regenerate your Hit Points.

I second this, the cook is one of the most annoying brawlers I’ve encountered because it’s almost impossible to do anything back to them.

Also, if you happen to get turned into a golem, they are alright too but I’m not sure where i would put them on the list, B maybe? They don’t have many attacks but their number 2 attack pretty much lets you mow through a crowd of brawlers, knocking them back and interrupting them.

Mad king costume brawl bug?

in Halloween Event

Posted by: Raykon.7908

Raykon.7908

It’s a bug with the 1 ability (and using table) that makes you “re-enter” the brawl. That’s why everyone spams 2 and 3 (really annoying bug)

Well I’m glad to see it’s a known bug at least. I haven’t seen anyone else complain about this problem yet. I hope it gets fixed soon.

Mad king costume brawl bug?

in Halloween Event

Posted by: Raykon.7908

Raykon.7908

Yes it does have the fear ability.

I seem to be unable to attack anyone while being in the Witch Costume no more, huh…

Qelris – are you certain of what you wrote? I never had 15 hp in the Brawl, it’s always shown my full hp… weird. Also, can’t edit the previous post, sigh.

He’s not talking about your actual HP bar, but look where your buffs usually appear at, there’s a heart there that keeps track of how many times you’ve been hit. But anyway, that is a bit off topic, you say you’ve been having issues with the witch costume as well?

is anyone else having issues with the costumes?

Mad king costume brawl bug?

in Halloween Event

Posted by: Raykon.7908

Raykon.7908

After noticing just how powerful the mad king costume seemed to be in brawling, I naturally decided i would purchase it and try and rack up the points with it.

The problem here, however, is that there appears to be something wrong with the costume. It’s odd that i’ve seen no one else complain about this yet so maybe it’s just me, but for some reason, the costume constantly kicks me in and out of brawl, making all of my points champion ranks disappear and having to start over. I don’t seem to have this problem with any transformations or tonics and it appears to only be related to this costume. Is anyone else having this issue?

As a side note, it mostly appears to happen either when using the food fight table or when rapidly pressing the 1 skill. It also doesn’t seem to be a keyboard problem since this doesn’t happen with other transformations or even when i try mouse clicking the skills instead.

Put it this way, when you enter the brawl, you receive 15 HP. Everytime you get hit, you lose 1 HP. When you lose all of your HP, you get knocked and need to wait 8s to start again. If you get knocked, you lose all of your King of the Costume Brawl stacks. It doesn’t matter anyway, as when you reach 25, it doesn’t go further and nothing happens.

Achievement still counts them even if you don’t get 500 in a row, that would be painful if it didn’t, lol.

I know how to costume brawl, I’ve achieved multiple stacks using other transformations. i know there is a meter that knocks me down when i get hit to many times, that is not the issue here. I get kicked out of brawl mode without even getting hit, that is the problem.

Mad king costume brawl bug?

in Halloween Event

Posted by: Raykon.7908

Raykon.7908

After noticing just how powerful the mad king costume seemed to be in brawling, I naturally decided i would purchase it and try and rack up the points with it.

The problem here, however, is that there appears to be something wrong with the costume. It’s odd that i’ve seen no one else complain about this yet so maybe it’s just me, but for some reason, the costume constantly kicks me in and out of brawl, making all of my points champion ranks disappear and having to start over. I don’t seem to have this problem with any transformations or tonics and it appears to only be related to this costume. Is anyone else having this issue?

As a side note, it mostly appears to happen either when using the food fight table or when rapidly pressing the 1 skill. It also doesn’t seem to be a keyboard problem since this doesn’t happen with other transformations or even when i try mouse clicking the skills instead.

I want to start a WvW team with 10 rifle warriors, stand in a line...

in WvW

Posted by: Raykon.7908

Raykon.7908

Guardian wall of reflection vs your rifle warriors XD

In my opinion, the armor is ugly in GW2

in Guild Wars 2 Discussion

Posted by: Raykon.7908

Raykon.7908

I like a lot of the armors in this game, but i DO think we are stuck too much into a few skins until much later in the game, which is rather annoying.

I still think they should add profession exclusive armor sets to the profession trainers where you get your trait books and have them work like cultural armor, except for professions. We could even have different tiers. This would add more diversity between professions wearing the same armor class. I sometimes miss how different professions looked from each other in gw1.

Borlis Pass v Sorrow's Furnace v Anvil Rock

in WvW

Posted by: Raykon.7908

Raykon.7908

While i am having fun and enjoying being on SF this week, we really are trying to use legitimate tactics for the most part. We may have more population advantage, but really this server hasn’t even been this populated in WvW until recently and we’ve only been doing pretty average these past few weeks.

I am aware of the fact that there are some people who may be hacking or exploiting glitches, but don’t hold it against us. There are hackers and exploiters on every server, even AR and BP. We have seen guys from both sides inside walls preventing us from caping and more, so to say that the only reason we are winning is due to hacks is rather unfair. The only thing we can do at this moment is report those that are caught doing it and hope that Anet solves the problem quickly.

In the meantime, I hope to see you all on the battlefield.

Borlis Pass v Sorrow's Furnace v Anvil Rock

in WvW

Posted by: Raykon.7908

Raykon.7908

I’m proud to be a part of sorrows furnace! We have been doing average these past few weeks, it’s nice to seem some guilds upping it and bringing the points for our server. Had some great battles against you other servers so far! I remember at one point pushing one of you guys away from Askalonian hills and trying to pound your gate down, only for the tides to turn and have you chase us back to AH. This was a constant back and forth for a while, put up a good fight! Look for us people from OBEY!

Sorry to those who have spotted hackers or exploiters on our side, our guild wants a fair fight as much as you guys and we’ll be sure to report any bad eggs we see.

Pistol necro

in Necromancer

Posted by: Raykon.7908

Raykon.7908

I’d much rather have a greatsword or something as i feel it suits the necro a lot more than it does a mesmer. I could see greatsword adding some much needed burst damage for necro and incorporating some “reaper” themed abilities or something.

I can’t imagine how a pistol would be used on necro.

Unique Profession Armor

in Suggestions

Posted by: Raykon.7908

Raykon.7908

While the idea of sharing armor skins across light, medium, or heavy armor is nice, I find that I also miss the system we had in Guild Wars 1 where 2 different professions wearing the same armor set would look different.

I know part of the idea behind GW2 was to make professions more unique based on the types of skills they use and they way they look during combat, but I find it a little weird that i sometimes find an elementalist or mesmer who are wearing the same armor as my necromancer. I know it’s to be expected, but it would be a nice addition to have a few armor sets that are exclusive to our professions, similar to how cultural armor works.

I could see profession armors being added to the profession trainers for purchase. Right now the profession trainers really don’t do much aside from sell trait books anyway and this could be a nice idea to utilize them some more.

What do you guys think?