Showing Posts For Riles.4568:
Not being able to use wells, when guardians can use spells that do the same thing is baffling too.
1) How about changing the cool-downs on transformations based on how long we used them? For example, if I used lich form for 5 seconds, then cancelled it at the 6 second mark, it would be much better if instead of the full cool-down duration it was 144 seconds instead of the 180. (So, the CD would be a percentage based on the duration it was active and not a flat amount)
2) Adding a 2 second global cool down to the elite skill button to avoid the “Ugh, its on cool-down now because my reactions were too fast
” This always happens to me when I need it most.
3) Make auto-attack work for the 1 attack skills that use a normal direct damage attack.
4) Be able to use skills while moving. This is mainly a problem for the Norn racial transformations.
In my opinion, the map for WvWvW is way too big and I spend more time running to a battle than in actual combat with other players. Mounts are also a popular suggestion on here, so I propose that mounts are added only to WvWvW. And to make it interesting, make it so only teams behind in that game can purchase them!
I don’t think we need mounts for non pvp because there are so many way points that you can easily travel around the map.
Yeah, map completion and pvp should be separate.
Here is what it does: Draw conditions from nearby allies to yourself, and inflict weakness on yourself.
It’s a weaker Plague signet and on top of that, you have weakness applied to yourself. Yes, it has a lower cool-down but since you can’t use your normal spells in death-shroud, it just doesn’t fit with the purpose of DS. (Which is to give you an extra life bar, to buy time for your cool downs to finish, and some utility)
My suggestion to improve it is this:
Endless Plague: Refreshes the duration on all conditions on nearby enemies. Has the same range as Life transfer (the ground 4 skill). Enemies without conditions would have a short poison applied to them. Of course, it would have to have a longer cool-down, like 45 seconds or longer.
I like this idea too. The 4 spell for the underwater DS should be changed because its like plague signet but you can’t use anything but the other DS spells.
Can this be changed? It takes me twice as long to kill them because they are hard to hit due to half my attacks missing (literal evades, miss, etc), or DoTs not working at all on them. Marks for Necro also do not work on them since they are stationary.
This has happened to me twice, first was in WvWvW, and it caused a game crash. the second was in AC explorable in the third path, the lovers room having to clear the hives and then having like 20 or more mobs around.
WoW has such great music because each zone had a theme, and each track was around 5 or more minutes long. (I have the ost for it)
The only problem is that the necro has several better options for cripple, and swiftness that are miles better such as spectral walk and the 2 spell on scepter, 3 on axe.
And compared to using a dagger, or focus for the offhand it just isn’t as good.
The reason I called for a 2-3x damage boost for Spinal Shivers is that currently, it does about the same amount as the number 1 attack for the axe. But it has a long cooldown. A comparison, the 5 ability for daggers, does about 1200 dmg with the bleed effect (if the mob stands in it for the duration) for a level 58 necro.
Axe:
1, Rending Claws[/u}: the damage is slightly and could be buffed by adding a bleed or poison effect.
[u]2, Ghastly Claws: The damage is on par with other skills, but could use one more condition. Weakness is perfect for this and would work with the theme of the axe skills.
3, Unholy feast: The damage for this is very low compared to other aoe abilities. Retaliation feels out of place and should be replaced with something that makes it feel like a necro skill. I suggest stealing 1 boon from all targets hit that lasts for 3 seconds. Maybe adding a 2% life force gain from each enemy hit as well.
Focus:
4, Reaper’s Touch: In my opinion, all this needs is to have its damage doubled. Everything else about it is great, but the damage is way too low.
5, Spinal Shivers: This needs a major damage boost. Boon removal and chill are great, but this would be better if it was a combo finisher (which Necros have very few) and did 2-3x more damage.
Dagger, main hand:
1, Necrotic Slash/Stab/Bite: My only real issue with this is its extremely short range. It should be 600 yards like the other two skills. Making hit multiple enemies in a small radius would be useful, and adding a short bleed on the second hit would make it more interesting.
2, Life Siphon: This skill seems balanced IMO, what are your guys thought on it?
3, Dark Pact: Would be nicer if it hit multiple enemies.
Staff:
5, Reaper’s Mark: The fear on this is way too short, should be 3 seconds, considering its long cool down.
Spear:
1, Cruel Strike: This really needs a longer range, 900 would be perfect. And it could use a poison on each strike as well. Having a long range would allow us to pull mobs easier underwater.
On a side note about underwater battle, we should be able to use our wells underwater. Guardians can use purging flames underwater, which uses the same ground circle effect, so we should be able to do the same.
Scepter, dagger offhand, and warhorn are balanced IMO.
I think that we should have an internal trait calculator on this website we can use to link to in posts here.
DS could be pretty interesting if each weapon had different abilities in that form.
I want to be able to dual wield all of the necro weapons. Dual warhorns, it could work fine with a class like the necro.
“The armor problem has come up before… two words: “Mage Tanks”… everyone ends up playing wizards dressed as knights… why wouldn’t you?”
I don’t think it would be implemented as easily.
I can imagine there being a penalty for wearing something heavy while trying to cast. Or what about wearing something heavy while trying to be nimble?
I think Dragon Age handled this pretty well, for the mechanics that they had.
They could always make it so toughness reduces the chance to be crit like the arena armor in BC era WoW.
Half the Iron in 20-30 and 30-40 zones needs to be changed to copper
in Crafting
Posted by: Riles.4568
Because atm, there is just too many iron nodes. This is reflected in the extremely low price per ore on the TP, while the price of copper is nearly double it. I would rather not farm low level areas for copper when I can easily level cooking or huntsman just by gathering materials easily while leveling.
They could buff the Main hand axe skills to have one of those. They really need a change and this could be good without being OP.
The ghost respawn timers in the charr starting area are just way too fast. They have to be under 30 seconds per mob.
If the number 2 ability was changed to an aoe fear, it could not be more than 2 seconds and would have to break on damage. That is about the time it takes for players blown away by my guardians 2 ability.
Which is what defined the power structure: Heavy, medium, and light armors. This restriction is not needed anymore with a game without the 3 traditional roles yet it still remains in this game. How this worked in past MMOs was that light or cloth armor users would have the most crowd control and movement options since they would die the fastest from melee hits. (and typically have a high magic resistance) Medium or leather armor wearers would be in the middle in terms of survival versus melee hits and crowd control options, and heavy or plate armor users would be strongest against melee damage and weak against magic users utility but able to easily kill them if in range.
Since on of the main focuses in GW2 is to get away from this, why don’t all classes have the same amount of armor in the end? And can choose to wear which ever type they prefer visually?
I suggest adding more clothing outfits to the gem store. Some examples would be the outfits that each order wears (Such as the order of whispers cloak) and more outfits that citizen NPCs wear.
I would also like it if the armor of Balthazar from the quest “the ghost rite.” That is by far the most awesome armor skin I have seen in this game yet.
Particularly the 30 trait point ones? For my norn guardian, one is always one of the transformations that any norn can get (Whats the point in choosing one of the spirits then?) and then tome of courage.
ToC is pretty nice, but I never imagined my Guardians ultimate skill would be running around with a book casting spells.
The shapeshifting forms would be much more useful if they were immune to CC for their duration. Or even if each one had 1 CC immunity. Nothing is more lame than transforming, then getting continually knocked down while in bear form like I was a soccerball. It just puts the norn bear god to shame.
Agreed. I thought when I chose the auto loot option in the options menu that it would do this. I hate having to spam “f” all the time and instead get stuck in a conversation with a NPC.
This would be a way to increase performance in WvWvW since, like many players, my fps drops to under 10 whenever I am in an area with lots of players. Previous games I have played such as Rift had this option and it made pvp playable instead of dying instantly because there is just too much strain on my computer. Even if this option was just to hide my own team mates spells it would be great.
Or another similar suggestion: only show your spells.
Logan Thackeray, part of the human noble storyline is missing about 80% or more of his spoken parts. I was taking screenshots, but after a while there was so much missing that I stopped because it was so bad.
In a thread, I am brought back to the forum index instead of the thread I wanted to post a reply in.
I was in the Fort Aspenwood eternal battleground last night and in the skrit area, there was a train of 20 botted characters running around in a precise path killing the same skrits nonstop for hours despite many of the real players reporting them.
Necromancer descriptions are awful. Some are labeled correctly such as the marks, but others such as corrupt boon say corruption which isn’t any part of any of the necro trait trees.
I wish each skill would tell which trait tree it is a part of.
And make them stored in the hero tab like mining picks, etc? 15 is way too small considering that you can run out of them with a full backpack full of whites and junk blue items which are then salvaged for materials.
A second suggestion for salvage kits: how about more tiers of them (with a higher percentage of being able to salvage rare materials) they would reflect the other gathering tool progressions such as from a copper mining pick to Orachalum.
More of the junk trophy items could be salvageable to make leather and cloth easier to acquire.
One easy way to add more leather into the game is to have more items that can be salvaged for it. And that salvaging gives more leather from crafted items depending on your kit and your craft skill (it it uses it in someway). Right now there are plenty of trophy items that their only purpose is to sell for pocket change and could be easily adapted to this.
Currently, many dynamic events have bots camped at them to run the same thing nonstop. Which ruins the game for normal players that want to participate in the event as it should be, and makes it a pain for ArenaNet because then they have to spend time changing it so that it can’t be exploited.
So here is my solution: Make it progressively harder. In the ideal situation it would be way too hard for a small bot group, but achievable with the majority of the zones players. This can be achieved many ways. Such as: increasing the number of normal mobs times the number of players in that area, like 5x every 10 minutes;
Two, make all the mobs in that area veteran and if they are able to manage that, lower their respawn timer until it becomes too much for a small group to handle and would need say 50 players to easily clear;
Or lastly make them become a dynamic event! If one person has been in that area farming the mobs too long (lets say centaurs) The leader of them puts a bounty on those players, announces it in the chat and the farmers become pvp flagged. Once they have died, they will go back to a normal state. This would work by using the dynamic events borders and the farmer would have to complete a new event in another zone before its cleared (or die in the pvp DE by a non flagged player)
“The problem with this being that you’re not always in a constant state of near death.”
You should play a necro then. This happens to me if I have to deal with more than one enemy at my level.
The axe weapon skills need an overhaul.
Like the title says, I can’t use it underwater. Since it works kinda like death shroud, it seems weird you can’t use it there.
Yeah, its way too much for basic jump. That huge sound should be reserved for when my male char lands and takes a huge amount of fall damage. Not hopping around >_>
Agreed. It’s annoying that you can not stack two kits with 4x and 8x into a 12x kit and have to waste two backpack slots.
Letting us pick weaponskills without actually changing the core game.
in Suggestions
Posted by: Riles.4568
Wouldn’t it be less complicated if all weapons shared the same pool for spells for the same slots? Such as:
All 1 hand main hand weapon skill slots 1-3 can be used with any 1 hand weapon that profession can use. And it would be the same with offhands and if the profession can use multiple different 2 hand weapons.
But of course you could not use any ranged spells if you were using and axe and sword combo if you were a ranger, etc.
I think the dev tracker forum is horribly unorganized. It really should have a section for each subsection of the forum, so that we can easily find information we are looking for. Such as feedback on our favorite class.
And each subsection would expand and minimize if you clicked on the header.
Having the puzzles there is so much better than just walking up to it and completing it.
This idea occurred to me earlier today. Why not have a tab in the guild screen in game that shows what guilds are recruiting on your server and have some basic information about each guild such as the guild name, number of members (that have logged on in the last say 30 days), average level, and a short description of why you should join. And for guild masters, they could have an option in the menu that they can turn on/off to list that info in the guild recruitment list.
West of the Temperus Point waypoint. Screen included. There is no way to reach it, 3 other players and myself tried climbing up hill on a slope very close to it, but without any success.
The fear really needs to be changed to an aoe fear that triggers from the necro and has a certain radius. And the charge is useless. It would be much better if it was a plain teleport, or another crowd control ability.
Atm, my biggest problem with pets is that they are way too squishy. But given that my ranger is only level 11, this might be better later on. In particular the starter cat you get as a char ranger dies to quickly. I stopped using it because every encounter he would run out of hp and run back.
Being in a group or not doesn’t affect anything in-game except putting a marker on your mini-map, which if you’re all at an event isn’t particularly helpful.
How do you see this limiting zerging or making things more fun? I’m not sure if the suggestion is to make it easier to group, or to limit rewards for events to groups of a limited size.
Limiting zerging so that the encounters are more about skill than mobbing it with as many players as possible. This also helps with fps, lag, and balancing so that you have more of a challenge. Also to make grouping much easier since the game has no “looking for dungeon/etc” option.
I can kind of guess which trait some are (like the life leach ones) but for others I have no idea since its not listed on the spell tooltip. Was this intended or did I miss something?
Kinda like in Rift where if there was an event going on in one area, and there was a bunch of people there, a button would pop up in the middle of the screen asking if you wanted to join the public group. This would be useful for those mega bosses that can pop up, and can help balancing issues by limiting zerging and making the experience much more fun.