Showing Posts For Ronik.5249:

Rate the sylvari name above yours!

in Sylvari

Posted by: Ronik.5249

Ronik.5249

Saffron Celandine — The name itself is alright, but I don’t like names that are obvious, like two things to do with plants, saffron and celandine. 5/10
Cillean — I like it! Short, but still has personality. Is clean, and fits well with the Sylvari race, I think. 8/10
Morcaunt — Fits well with the Necromancer role, but not so much the Sylvari race, imo. Is also awkward to pronounce (unless I’m saying it wrong). 6/10
Kaydwel — Definitely seems like a name I’d see on an NPC, meaning it fits well. However, it seems to lack a lot of personality. 6/10
Breuce — Honestly, I don’t like this one. It is an annoying variation of an actual — and fairly common — name, both in spelling and pronunciation. It doesn’t fit with the race, either. 3/10
Lullav — Sorry, but not a fan of this one, either. It’s a word that is too easy to mumble, and becomes something along the lines of “Llav”, instead of “Lullav” when spoken aloud. At least with Breuce, you can tell the character’s name. I feel like if you were to tell someone your character’s name was Lullav, they’d have to ask you to repeat it multiple times before they could really understand what you were saying. 2/10

My Sylvari’s name is Zukari Morik.

At below: He’s an Ele.

(edited by Ronik.5249)

Why won't Housing be added?

in Suggestions

Posted by: Ronik.5249

Ronik.5249

I don’t know if it would be even remotely possible with the amount of players in the game and the amount of space, but I think it would be simply AMAZING if player houses weren’t instanced, but were rather part of the open world. Imagine having a home in the heart of Divinity’s Reach, being in your own, quiet, personal space, then stepping out into the bustling streets without even having to load a new screen. Or having your house built at the base of a waterfall, stepping from the safety of your home into the uncertain mists.
There’s a lot of features that would need to be implemented, and a lot of thought would need to go into them.

I don’t know if the open-world aspect would ever work, but it would also be extremely cool to add a form of housing market on GW2. For example, to own a home, you and other people would put “bids” on houses, and if you were the highest bidder, you got that home for maybe a month. Then, when the “lease” ran out, the bidding would happen again. This would cause the homes that are more desirable to go for more and the less desirable to go for less, obviously. This not only would add another cool feature to the game, but would also help control the economy by causing the people who are loaded — and therefore driving prices of the TP up — to spend a lot of money to ensure they got the home they wanted, and would also add a new thing to strive for at end-game.

Ele Storms should create combo fields.

in Suggestions

Posted by: Ronik.5249

Ronik.5249

While the earth GoS is amazing, the rest of them are completely lackluster. I don’t necessarily think that they should be given combo fields, because we already have plenty of sources for that. I think, instead, they should add more status effects to them.

Fire could inflict burning;
Air could inflict confusion;
Ice could inflict daze.

I feel like adding those affects would make them balance out with the Earth GoS, and give them each specific uses/utilities, while also sticking with their respective elements uses, more or less — Fire for pure damage, Air for damage with some control, and Ice for pure control, while Earth maintains its DoT and defensive capabilities. It would also make each GoS feel like its own skill, rather than just a reskin.

Reasoning behind monster reset mechanic?

in Suggestions

Posted by: Ronik.5249

Ronik.5249

After reading these posts, I can understand the reasoning for it. However, it was poorly implemented. I agree with the OP that it’s exceedingly frustrating and cheap for the enemy to be able to just turn around and become nigh-invincible, especially when there’s no warning or indicator. It makes sense for the enemy not to want to follow you everywhere, — just as a real animal would only chase you off/defend its territory — but it completely breaks immersion when suddenly an enemy you were just having an epic battle with turns around and insta-heals. That “real animal” suddenly became just another bit of code.

Why don’t they change it so that the enemy simply won’t leave a certain boundary? Well, you’d say people could just exploit that, by going out of its attack range. They could tackle this many ways: make the enemy begin backing away/fleeing once you reach that point, but without the massive regen; have the enemy become invulnerable once it’s at that range; etc.

(edited by Ronik.5249)