Showing Posts For ShadowAgent.6053:
Expansion Feedback. Part 1: Open world maps
in Guild Wars 2: Heart of Thorns
Posted by: ShadowAgent.6053
Hey, these are just my two cents.
My overall opinion on the expansion and the maps in PvE is positive, but there are some issues that become become apparent while playing the new content that can be off-putting. I will also refrain, as much as I can, from talking about adventures and how they are integrated withing the map cycles.
- Artistically stunning. Beautiful environments, custom-tailored soundtracks and quality voice acting on the events for all four maps. Nothing more to add.
- Outpost system most of the time give a clear start and end point for the event chains. This allows the player to easily follow the story they tell(like a traditional quest chain, but repeatable) and the achievements tied to them make it apparent which part of the chain the player may have missed. Imo, GW2 has needed this since launch. Wandering around the map hoping to stumble on an event is fun the 1st few times, but if I want to experience the full storyline of a given zone, having an indicator that something MORE is there and where to generally look for it saves countless hours aimlessly wandering around.
- For people that like exploration it may be a good idea to add side events with their own story. This would have been superb in Auric Basin and the Exalted. Not everything needs to be tied to Mordremoth. I kind of get the feeling that adventures are supposed to fill this gap and they took up the development time, because they seem similar in nature, but I digress.
-Meta events. All are fun and I like the fact that there is varying difficulty withing the meta itself(some lanes/bosses being harder than others). However I dislike the fact that all metas are on a hard timer and I believe making the meta event trigger based on player participation like SW is better. I don’t see a point in the meta triggering even if there are no people on the map to do it. Map hopping should be a non-issue with the way participation bonuses work.
- Too many bags. I assume this is because there needs to be a difference from the champ. bags from central Tyria, but it is just taxing to filter. Please make the bags across all 4 maps only one rarity, kind and with unified loot so they can stack, including the ones from the map bonuses.
-Map currencies – a bit on the grindy side. VB is fine, however why don’t we get the “keys” in AB and TD from progressing the meta and events? I’m fine with machetes in DS requiring the previous three currencies, but I don’t like having to buy the other two on top of needing currency for skins. You don’t need to buy Crowbars , Shovels in SW either (bandit keys are a non-factor since you get a lot more tokens), Zephyrite Lockpicks are sold, but even they have alternative ways of acquisition.
Map specific notes:
-Verdant Brink – Upper left outpost needs to be a bit more accecable. I do not think the raid will need a lobby area, since interest will drop in time and people will be a lot less inclined to PUG it, but if not then yes a lobby will be needed or the raid moved. Solid map overall.
-Auric Bsin- My favourite map. Needs less downtime when selecting players for the armors. Awesome achievements about collecting stuff on this map.
- Tangled Depths – Why are there so many events that are part of the outposts, but not tied to the meta event? I do not understand. Or more so, why is the timer so long if they’re intended to give late arrivers a chance to build up participation? A 2h+ timer is too long, especially since the rewards from the Gerent are also tied to the participation bonus and the event itself lasts 10-15mins. Really good map, but annoying to play due to the design because I feel like I don’t get enough for my time invested in it.
- Dragon’s Stand – Love it. Only maybe make it so that the timer does not start until the initial escort has begun.
General suggestion: If meta progresses with player activity, we can have a 5-10min. downtime between each state (non-active meta>pre-meta break > active meta > post-meta break> non-active meta).
This is most of what I have to say about the maps. Any discussion is welcomed and when I have time I would love to write about some of the other features like masteries, adventure, specializations, raids etc. from a PvE point of view since that is almost exclusively what I play.
Edit: Spelling and added a missed sentence.
(edited by ShadowAgent.6053)
@Calamity
I get where you’re coming from. And I personally have no problem with the 1k to 2k AP people who a obviously new to the game as a whole and openly ask for advice. But when a 7k AP ranger joins the party and when asked doesn’t even have frost spirit unlocked (and apparently doesn’t have SP to do so) is where I draw a line. People will not change up their build because they can get away with it. Only when you are unable to complete it do you change or go write on the forums for nerfs.
On the note of improvising – imo following the meta WHEN PUGGING is the right thing to do. The group should not waste time to adapt to the one rifle warrior, LB ranger, staff guardian, p/p thief etc. It comes down to respecting the time of other so they respect yours. If one doesn’t want to build for a group he should not join it.
So many times I’ve been with friends and we’ve tried explaining something to someone and he just refuses to listen(no language barrier). Since we’ve done half the dungeon already we won’t kick him but after time we just started sorting these things at the entrance.
And here we have it.The game has been out for some time now and people know how to do stuff. There are mentors, guides and information all over the internet. It’s entitled to expect random people to allocate time to teaching someone on the fly how to play and why X is better than Y if the person in question doesn’t want he himself to look it up from… well, anywhere basically.
The only way you’d be allowed to use whatever gear you want in every dungeon group is if all of the gear was the same.
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Oky I’m finding it really hard to understand what the argument is about.
Build diversity? As already established any dungeon can be completed with any class/gear/trait setup (even solo if the core mechanic of the encounter allows it) so it’s not that.
Optimal builds? Even in a speed clear group there are MANY options that differ depending on group composition.For example, if a group has 2 warriors one would be using the empower allies build the other will use a variant to increase his own dps. This is true even for tweaking a non group oriented build. Lets say a thief who in general uses a 6/6/0/0/2 setup. For fights longer than 20-30 seconds he might use a 6/6/2/0/0 setup to maximize dps or 5/6/0/0/3 if not using stealth or w/e and don’t even get me started on the first traitline how 2 of 3 major traits are interchangeable to fit specific cirumstances.
Bosses not stimulating anything else besides DPS? So how would this work? I hope I don’t have to make full ascended gear with different stats for every dungeon in the game just to be able to get in them :s (and in 3 armor variants so I have for my alts too). But maybe some people like this kind of grind idk. Or having to look for specific classes to counter mechanics even more (mesmers and thieves in Arah make lupi and skipping trash so much safer and in general faster because there is less room for mistakes).
When I started doing dungeons a mount after launch I used to be a p/d single target condi dmg thief (lol right ;p) dungeons took forever and I even remember our group making fun of a friend who was running full zerker warrior for always getting downed. But as time passed, people got better, we learned that full dps was the way to go so we all started gradually replacing our PTV or TPCdmg with zerker and here we are now.
If you want to get betterr, you adapt. Do not expect the game to adapt TO YOU, in general YOU adapt TO IT (withing reason ofc.).
The only points I can agree and view as negative are:
1) This “zerker epidemic” in lfg kinda removes the learning experience for new players because everybody is expected to know what to do. But to be fair it is an almost two year old game so standarts are bound to be established by now.
2) Dungeons need new paths or new dungeons in general to freshen up the experience a bit and maybe some sort of difficulty scale the group chooses before entering.
Edit: RIP spelling
(edited by ShadowAgent.6053)
Would it be too much trouble to move all phantasm skills across weapon sets to one button, as a QoL change? On the GS and pistol it’s 4, on the staff – 3, torch and focus and sword OH- 5 and MH weps only have clones. If, for example, every phantasm is on 4, we would be able to just bind a custom key for them.
P.S. I’m not sure where to post this thread, here or over at suggestions, so I apologize if I got it wrong.
Noted and thanks.
Just a quick question related to the LH.
Would a thief running the meta build + the 10% dmg with bundle trait (30/30/0/0/10 in this case) do comparable dmg to the ele or even if this is the case is it still better to leave the hammer alone to not mess up the ele’s rotation?
Interesting about arah I hadn’t noticed that.
Regarding Scarlet’s corruption.
In this video the youtuber speculates that Scarlet is a champion of Primordus and how it would go -http://www.youtube.com/watch?v=LLD5F1mAhIA
Starting around the 18min mark he begins explaining how she could have been corrupted by a dragon. TLDR of that :
-maybe the dream shields them from corruption
-there is NPC dialoge where a sylvary says that she lost contact with the dream for a split second while passing an asura gate
-in the short story “what scarlet saw” she may had lost her connection to the dream for a prolonged period of time and hence corrupted.
So, I’ve seen lots of videos and theories linkin Scarlet to one of the remaining elder dragons, but what if she’s working for the one we think is already dead- Zhaintan.
We don’t know we killed him for sure or if elder dragons can at all be killed. All we saw was his damaged body fall.
Also this might solve some lore problems with continuing the story of the world with the existence of the personal story and the pact.
What if Zhaitan is not dead (in essence atleast) and has corrupted Scarlet as a champion to find him a new body (the hybrid experiments).
What if the pact can’t exist if the orders get somehow attacked and destroyed (hinted by the map in the secret base in the latest update).
What if the player character does not get a leading role in lore of the world due to the MMO-nature of it but instead in the story of his/her cholsen order.
What if it is Zhaitan and this ties up the personal story with the living world one and this is leading to his real defeat.
What is this is somehow linked to the reason Tequatl got stronger (it was said where is lore behind that)
A lot of people were not happy with the personal story and how it ended but what if this is its real ending or its continuation with Zhaitan.
And of course, what if I’m wrong and why my theory can’t hold up for some reason I’ve missed?
4) Go to options menu and use “Fast ground targeting with range indicator”. You press the button and hold to show you the range and let go to cast the skill. No left click needed or you can also use the instant cast that uses the skill at the point where your mouse is at as soon as you press the button.
5) You can left click the object you want to use to make the default action prioritise it over anything else.
@Cornellious
Thanks for the video ! It is very informative and I can see how it really relates to GW2 as even fights like Liadri and Tequatl are more about execution than depth. That is not to say that they lack depth ofc.
But the main point I was trying to illustrate was not the presence or lack of execution/depth in the combat system, but rather the space which we are given to work with it as in pure quantaty. MMOs are social experiences (hence why I think your analogy is very appropriate :P) and the first most crutial element that will make me play one is not any gameplay feature, its having friends to play with. In most MMOs, that I personally am familiar with, we have PVE and we have PVP. In GW those are divided even further. Their overall quantity is superior but its lacking if you take each individual element as it is. Most people once they find an area they enjoy they will stick with it as long as they have some sense of progression in it (horizontally or vertically makes little difference in the grand scheme imho). I still have friends that play but while I mainly enjoy PVE they do WvW so even if they are online I’m puging and my other pve friends left because they’ve seen 99% of pve content and don’t feel like farming for some rarer skins. In MMOs with vertical progression the content is gated via gear check you can’t go to Z without doing A B C but in GW2 you can do A-Z in no particular order and that sense of progression is lost, people get bored and leave.
I really wan’t to avoid talking in specifics but I’ll do it just once. This is purely theoretical ofc. Its a goal step by step in reverse:
I want a legendary.
I need this token from Teq, which I can get only if I have this item that I get after completing all Arah paths, but I can’t get in Arah unless I’ve resqued this NPC that is held captive in CM, but I can’t infiltrate CM unless I have a full set of whispers/vigil/priory armor, but for that I etc… (from a pve player’s perspetive). Yes, the content is gated but freedom is a double edged sword (someone wrote something similar above)
TLDR: It’s not the type of combat system that is importan but the !meaningful! room we’re given to work with it in the game and how it connects between the different gameplay elements. I just consider this to be exeptionally important for GW2’s combat.
All is my personal opinion!
I agree with OPs statement ~60%.
The beer (read game ;p) was made with a lot of love and hard work and it shows in all its features, however there is a limit as to how many people can drink from the same bottle before everyone who tastes it is left unsatisfied in the end and unsatisfied not because the beer was bad, on the contrary, it was actually pretty good but you could not get enough of it.
Trying to innovate is always risky.
GW2 is a skill based game, whatever opinion one may have for the combat system( from “its great” to “it sucks”) I think most will agree that it is centered around skill, timing, reflex and coordination ergo it has a steep learning curve (in some areas more than in others). So what happens when a game has multiple gameplay modes? Well, sadly it segregates the community and thats the one thing that th devs wanted to avoid with this game.
- I level my character(s) and explore – the world is beautiful and feels alive.
- I do dungeons – they are tons of fun and challenging.
- I do Fractals – love the random elements and puzzle dynamics.
- I do WvW – its truly dynamic and intense.
- I do sPvP – nothing beats beating others in a fair fight.
And each of these has a learning curve of its own. When I first level it will not teach me how to properly handle my hero in a dungeon environment and even if I master Arah and finally learn how to solo that boss that even a team of 5 will wipe (the fact that one can do this is an achivement in its own) I will still feel like a lost lamb in a lion’s den when I enter sPvP. This is not a bad thing, however what I find lacking is content or incentive in each that would make one truly commit.
- Open world – ok, I got 100% and have seen mostly everything. What do I do now? The next living story update will only add/change some things in one or two zones that I can experience in the period of 2 hours.
- Dungeons – ok so, I’m dungeon master now. I’ll do CoE a couple of more times for the armor.
- Fractals – lvl 50 yey! and I even got the fractal wep I wanted as a lucky drop now I can…amm…hm
- WvW – Hey, we’re up againts those guys again lets go show them this time who’s boss! Hm they seem a bit fewer this time around.
- sPvP – for something that the game seems balanced around it sure did lack some key features at start and still lacks real polish.
Every aspect of the game is good, great even … but my beer buddies went to that other bar to drink some different beer and I can’t go to that table of whiskey enthusiasts, they do seem like they’re having fun but I don’t know what the hell they are talking about. Good thing that from time to time someone comes along to drink with me and we even talk with the bartender about his plans to make even better and greater beer that will not only make my friends come back but make them stay for longer this time!
I just wish he’d stop leaving that one window open, doesn’t he know it’s winter outside…
I’m Erika, 26 years old, female and I totally agree that we female gamers should be adreessed appropriately in…
not
Nothing of what I said is true. Anyone can be anything on the internet and, as has been stated above, some deliberatly don’t share who or what they are unless relevant to the conversation. Some people might even say they are male/female to gain favouritism. Unless someone plans to use a mmo as a dating site the gender should be irrelevant. I assume that sometimes even girls mistake other girls for guys ingame or on the forums. To be as neutral as possible to strangers one would have to adress people using only “you”, “he/she(in this way)” or refer to the gender of the toon.
In my opinion it really comes down to what a person defines as a pay-to-win for himself. When considering if a game is p2w or not I ask myself the folowing questions.
-Does paying unlock areas or parts of the game others do not have access to? – No, this is not the case in GW2.
-Does a player who pays have access to better statistical equipment? -No, GW2 does not have this.
- Can the best statistical equipment be obtained via gameplay within a reasonable time period? – Time is subjective. Each person values his time differently and, as it stands, has to weigh the benefits of the time required to obtain it via gameplay or spending cash to speed up the process. As a practial example from the latest release is it worth upgrading my exotic armor (we all agree that at the moment exotics are fairly easy to get ) for a total of 14 power +9 precision and +1 Critical strike damage and more agony resistance (6 pieces of armor total) via playing or does it take too long for me. Lets assume, for the purpose of the argument, that I’m a fractals runner in an elite dedicated guild and ascended gear “locks” high end fractals for me(I NEED max agony resist) and it’s mandatory that I get it. In this case, yes, buying gems with money and converting it to gold will speed the process up and give me an edge if I’m going for a world first lvl 50 clear, but this is the one and only instance I can think of where this matters. Ascended gear can be obtained, in what I consider a timely fashion, by just playing and crafting it so lvl 40 fractals is still open for everyone and if someone has enough gold stored it makes the entire mentioned point obsolite. The pople who “don’t have enough time to farm” won’t be doing world first runs for anything.
- Has the existence of a cash shop in one form or another negatively impacted my game experience? – In GW2, for the most part, it has not. The continued need to buy addition transmutation crystals is the only instance where I feel the shop is actually an INconvenience due to the ever climbing gold/gems conversion rate. That aside, GW2 has to have stuff in the shop that players WANT to get. People who buy looks or convinience in the gem shop generate revenue for the game company and basically that allows the game to continue to grow and get better. People who farm and convert the gold, in general, play the game more, they populate the world, get experinced in it more and could offer better feedback on how it can be improved. Every MMO needs a substantial amount of people, otherwise ist just another singleplayer game. Speaking as a guy from a relatively poor country, an MMO with a sub fee can be considered pay to win, because if I can’t make the bill I have no options, I won’t be able to even log in (just ilustrating a point, I defintly don’t consider sub-fee = p2w, they have their positives).
Considering everything I’ve said, I do NOT consider GW2 a pay to win title.
I’d go human and if you don’t like coats duelist and/or cultural are almost a given.
Asuras can also look great as thieves you and go for them if you’re looking for something a bit more unique (there are a lot of human female thieves with t3).
As far as I’m aware, currently on the test server there is an option in the game menu to turn on “combat mode”. Which will/may function in a similar way to tera, as shown in this old video http://www.youtube.com/watch?v=3tjK5OI2oAQ , so something like this MAY come to the game if it functions well. Take my words with a grain of salt because I don’t remember where I saw this information (probably reddit).
PS: I’ll say it just in case, better not try to use the mod. Firstly, it’s old and not updated and it probably is banable since it alters game files.
(edited by ShadowAgent.6053)
I don’t think that adding gear that scaled only in fractals would be a good idea. Aren’t you making the recent sPvP changes so that players have a more overall sense of progression without dividing the game mods. Making a vertially scaling gear in fractals will only make me wanna do fractals if I invest the time to do it. There would be pve/spvp/wvw/fractals(currently fractals is only a branch in pve).
What I would like to see is making skins work in a similar way to dyes (saw something similar a couple of pages back but I’m paraphrasing at the moment). The transmutation stones are used to make the skin reuseable like the ones from Achv. Points for the given character or account (if account bound keep the level required to use it the same as the original item it came from)
Would it be too hard to implement or OP if the thief had multiple weapon swap options that work similarly to the ele’s attunements. I’m asking this as a quality of life change because I tend to swap my weapons multiple times while doing dungeons. The thief is an agile, adaptable profession so it fits the archetype, our cds between sets are shared via initiative and we still have 10s swap time between them(speaking of which, why do we have a 10s swap time as all others if we use the same cd pool).
Would such a change be too time consuming to develop or impact sPvP balance in a negative way?
It’s a reference to Santa. You know, he goes into your house, places gifts and leaves without anybody noticing, how can that be done without stacking stealth.
Maybe thieves are the Santas of Tyria!? (this sounds wrong somehow, but can’t figure out why)
By getting rid of class specificness, you open a lot of new doors.
Not really. By removing roles you close all doors that do not carry the highest relative advantage. You certainly could do any of those tasks listed with nearly any class. But there is always one class that is better than any others. So by not using that class, you are only hurting the team in terms of making things more difficult or more time consuming than they need to be.
The idea of removing class roles was an interesting one. But at the end of the day, every option needs to have a relative advantage in some crucial field to justify it’s existence. If you consider the game as a whole, I would say that this is working fairly well in general. But if you are only looking at PvE dungeons/FotM, then not going with a fairly strictly defined optimal lineup means that you are running at a significant disadvantage. And this is a very bad situation for a game to be in.
Imbalance between classes has always existed in games. By having more than one class designed for a certain purpose in a MMO, you will eventually have imbalance unless you place huge amounts of restrictions on each class and watch them very, very carefully, and thus reducing the depth of the game (like FF14, which still ended up being very imbalanced).
The perfect extreme example of this is TSW. You got 525 abilities between 9 weapon types which you can use in any way you want. What resulted was some weapons are just better at others and there are some very overpowered builds because simply the devs can’t balance everything when it gets that complex. But you want that complexity, it keeps the game interesting.
Imbalance isn’t a problem solved by having roles.
Also, I don’t really see why something needs an advantage. That restricts options. Why can’t I DPS as a paladin or heal as a necromancer? What’s wrong with that?
Agree. I remember when in WoW there were times when healing wave shamans were the best healers, hunters got kitten jokes about their pets doing more dmg than them in raids, the LK world first raid group included a single rogue( remember this cuz of the grenade bug) and overall classes being excluded in world first races for simply not being optimal. Haven’t kept up on WoW development so sorry if I’m wrong but point is that these things exist(ed?) for years after the game came out and gw2 is just starting to explore a combat model without trinity, which as it seems has the same problems as the trinity.
Meet Avreena, Agent of the Crown, Lightbringer of the Order of Whispers.
Mission: Elder Dragons and their minions.
Details: ...non-disclosable information
Quote: “The best way to fight a dragon you ask? Just steal some of its power and wield it as your own, as any true thief would”
I’ve been playing GW2 since launch and I’m loving every minute of it, but one of the main problems I have with it is that it doesn’t feel like an epic journey. This is mainly for the lvl80 PVE part of the game and the collecting of skins. Almost none of the items I craft or collect have any meaning behind them besides looking cool. They have no lore weight. Since a huge part of the game is collecting skins I’d like to offer my two cents on how to improve this a bit and I understand that some ideas can not be done with existing items.
I. Armor
I’ve always felt that the armor has to show what your character belongs to and what he/she represents. In this sense there should also be some small things that indicate you’ve gone through some kind of hardship to get that armor.
- Wearing a full set of one type of armor gives you a cosmetic icon buff. For example wearing a full set of order of whispers armor could give you an icon with a dagger on it and the buff would be “Whisper Agent” or a human wearing full t3 with “Champion of the Six” something along these lines for every cultural, order, dungeon, gem and craftable (of exotic quality or higher) set. Friendly NPCs can react to this buff in some way.
- Future armor from dungeons to not be SOLD by vendors. Instead make the vendors crafters or engineers. The tokens will be the crafting materials they need from the dungeon/place of power to craft the armor or weapon. The NPC dialoge should also be appropriate for this. Besides the tokens there should also be a unique crafting material that you receive at the end of each of the 3 explorable paths and each exotic armor piece would require only one of these. For example expl. p1 gives 1 Shard needed for gloves and boots, p2 gives 1 Crystal needed for head and chest etc. (this is to prevent getting a full set by only farming p1 note that you can still mainly farm p1 but for a full set but you will need to have done p2 and 3 atleast two times). Also make 1 shard/crystal etc. tradeable for 3 tokens for ppl who don’t need them and only farm the paths for gold.
- Would be nice if cultural armor has some other prerequisite besides only level and gold. For example for Charr t1 you need 100% completion on atleast one Ascalon map and for t3 – 3 maps and 100 unique events done in them(again this is to prevent the situation where I get a full armor set by JUST farming CoF p1). I don’t see this working on existing sets but maybe for future ones. Needless to say the NPC vendor/crafter should note our exploits. Maybe even have us visit the race leader or our mentor from Destiny’s Edge to acknowledge our receiving of this armor.
- All of the above ideas are valid for all types of armor. They could be used for ascended or w/e. Just because I used it as an example of how to improve cultural or dungeon doesn’t mean it can’t be altered for something else. Would love to hear some feedback from fellow players on this one.
- I’m not sure how to handle characters who have mixed armor sets. Maybe just showing the different armors is enough since the different pieces can represent the effort done in the different areas of the game and be an indicator that you’ve worked hard for it. Help me out here guys.
- I’m happy with the back items. I think they are a perfect slot for having something that just looks cool without needing some lore strings attached.
I’ll post my ideas for weapons tomorrow since it’s getting pretty late here.
On a side note the comedy/goofy aspect of the game is perfect so as far as humor goes its a blast.
(edited by ShadowAgent.6053)
Well this is considered the optimal min/max dps build for thief and it uses d/d for boss fights (where possible ofc.) and s/p for trash.
There is also the d/d condition/ evasion build I played around before and I found it quite fun on trash but I didn’t like it on bosses. Think it was 20/0/0/20/30 but I might be wrong.
Honestly I main a thief, have played over 800h only on him since launch and have NEVER been kicked from a group (ofc I don’t join groups that are looking for warriors or guardians specifically). The pve meta has mostly moved away from the heavy only party with the occasional mesmer. That being said there are some things I would like to note from experience mostly for pve since this thread is about it.
- currently the dungeon meta is about LOSing mobs (line of sight) so they stack and your party can AoE dmg or cleave them down. This is a bit problematic as a thief since we are a class that relies on mobility to stay alive. To counter this I tend to use our available blinds (pistol 5 or smoke field), s/p 3 skill for the high cleave dmg and evade frames and use valkyrie armor (power/vitality/crit dmg) instead of berserker while keeping everything else berserker. Full berserker is also fine(even preffered) I’m just not confortable using it in PUGs.
- stealth is stupidly powerful/useful in pve and dungeons. Skipping mobs, running away, waiting for cds, ressing a downed ally, getting skill points guarded by veterans without using inventory items. I’ve used it numerous times when someone is having trouble skipping the trash in TA for example to help them out or in AC p1 or p3 just before the last boss, or in CM .. you get it.
- Arguably the highest potential single target dps with backstab for taking out bosses with large health pools.
- spammable blast finisher for might stacking on fire fields with the shortbow 2.
I won’t list everything or this post will become too long, but in short you’ll never be a liability to your group for JUST BEING a thief. On the contrary you can be great asset even if POTENTIALLY other classes can “do what the thief does but better”.
P.S. Since open world was also mentioned I don’t see how any class can have a hard time there so you can’t go wrong with w/e choice just take their playstyles into consideration and all will be well.
(edited by ShadowAgent.6053)
So I was browsing the web and this forum for some cool looking dagger skins and was left dissapointed by the amount of recipes I found for daggers in the MF since a lot of other weapons have a lot of cool looking skins. I checked the following sources:
- http://wiki.guildwars2.com/wiki/Mystic_Forge/Equipment
- http://dulfy.net/2013/03/11/gw2-dagger-gallery/
and also reddit(you never know) and , as stated, this forum . My question is – are these 3 skins really all the available dagger skins you can craft using the MF(Tear of Grenth, Jormag’s Needle and the mystic one) or are the recipes just not discovered yet. I main a thief and d/d is my prefered setup 90% of the time and I’m looking for something with cool particles to replace my two corrupted shards I’ve been using for over half a year.
On a sidenote the new ascended sunless dagger is awesome but … rng… and I’ll be wanting a pair … just not going there xD.
I also think the Diablo 3 system is a great solution. Add visible ranks next to the players name (call it “adventurer level” or something) which add passive %MF for your character up to a cap than only consumables and the like can pass. A player can earn them via skill points or karma (or something else somebody who isn’t farming for a legendary has no idea what to spend these things on). That way the MF gear is still useful and can be gradually replaced. I’m just not sure if this should be visible for other players,however, because some might think “oh, he’s low rank therefore he must be using MF gear let’s find somebody else for the run”. Bottom line, if we have a way to passively build up the stat and there is a cap for it, nobody would want to have it on their gear when they reach said cap and would favor other combat stats.
It’s not from an item. It doesn’t matter if I’m just running or using infiltrators arrow to speed it up as long as I don’t make a pause while moving when I decide to stop it keeps bugging out.
This started happening to me aproximetly 3-4 days ago. If I move in the forward direction for a certain amount of time, when I stop pressing the W key my hero continues to move on his own and stop after a couple of steps or until I specifically tap A,S,D (change the direction). What’s more if the distance traveled was faily long even if I stop or lets say briefly hold S to move backwards after I let the key go my hero continues to move forward on him own for a couple of seconds (about 2-3). Is this due to lag or do I need to disable a certain option I’ve seem to have missed? This has gotten me in real trouble in WvW after a a long rush to a camp or during JPs.
Don’t know if this is relevant but I play a thief and I use the W,A,S,D keys + the second mouse button while moving.