(edited by Salem.8657)
Showing Posts For Salem.8657:
I am not sure what the hell you were thinking ANet, but with these new requirements, you are forced to dodge (the reward should be the dodge itself, not a daily cookiee), and you are forced to watch people die around you so you can revive them.
I don’t play a lot with other people, and the few I do play with simply don’t die that often (not even against champions).
Why was this changed in the first place? It was tricky to get the right kill variety and events, and usually took 2 hours unless you were intent on completing it fast. Now, for me, and players like me, it’s essentially impossible.
Why are daily achievements suddenly dependant on other players? I don’t want to be forced to revive others for my gain, and as a cc-focused engineer, I often don’t even HAVE to dodge, or I use the dodge to gain range, which doesn’t result in an “Evade!” popup.
Seriously. Why?
What Deniara said. All of it.
That, too. I got myself a haircut to counteract clipping, and ended up with worse clipping issues…
This wouldn’t be too bad, actually! But I personally don’t think it should be prioritized – if they do find the time, though, absolutely.
+1
Certain armors (especially in the Medium and Light category) tend to have very weird shapes around charr bodies. In some cases the skirts of coats or outfits can look like tents, excessively enveloping more air around the legs than necessary. Details on the robes and garments themselves tend to be quite stretched, as well.
Now, I realize perfect models (including holes for tails, special animations etc.) would take up a lot of time and effort, for little to no change. But tweaking the models, and how they fit on the charr bodies, to make the clothes look less like… well, tents, would be fantastic.
Thoughts?
I really don’t have that much to say. Since materials are already gathered in an account-wide bank, I’d like to suggest the merging of all crafting disciplines in a similar manner. As it is now, we’re already crafting what we need for the character that needs it, using old materials to boost low-level characters in random disciplines, and boosting them with weapons and armors from our mains or other alts.
Since XP is pretty much static, and boosting is already easy, allowing every character to access each and every one of your crafting disciplines would help streamline the game. Instead of having to log in and out of characters, trying to specialize logically in the class:discipline ratio (which, due to the amount of professions versus crafting disciplines, is impossible), we could just get everything without the buffer of relogging.
Thoughts?