Showing Posts For Shadowphazon.7529:

Please no more zones like Tangled Depths

in Guild Wars 2 Discussion

Posted by: Shadowphazon.7529

Shadowphazon.7529

TD’s the most varied and visually interesting map. Each section is distinct and navigation becomes simple once you have nuhoch wallows. It feels the most like a metroid area. It’s my favourite map in the entire game.

VB’s an awkward mess and AB’s very repetitive and uninteresting, both the meta and the vine walls make it a chore to map complete or do an adventure if you’ve turned up at the wrong time or in a dead instance.

ele downed skills are bad

in Elementalist

Posted by: Shadowphazon.7529

Shadowphazon.7529

Once upon a time Grasping Earth was our #2 and Vapour Form was our #3. You’d die before vapour form came off recharge.
We’ve certainly had it worse.

[POLL] Which is your LEAST fav map in HoT?

in Guild Wars 2: Heart of Thorns

Posted by: Shadowphazon.7529

Shadowphazon.7529

Auric Basin anything you do is always blocked by the meta in progress or when the meta is done. Even when the city is safe and the chests are exposed you’re not allowed to do the adventures whilst the WPs are uncontested. No you’d better go away and wait for the meta to reset so it can make your navigation harder.

Elite spells change

in Elementalist

Posted by: Shadowphazon.7529

Shadowphazon.7529

They should at least consider adding either invulnerability or Defiant Stance/Infuse Light effect if you’ve been saved by Rebound for a few seconds, like the Revenant ressurrection trait. Then the pitiful heal wouldn’t be such a joke.

Spinal Blades should work as Glider....

in Guild Wars 2: Heart of Thorns

Posted by: Shadowphazon.7529

Shadowphazon.7529

A holographic energy field between the blades could also be used to justify gliding. As solid light is common in Tyria.

Dev Feedback?

in Elementalist

Posted by: Shadowphazon.7529

Shadowphazon.7529

It’s quite likely Tempest used to be a melee/sword spec and was switched half-way in development. When you look at the half-finished datamined sword skills, the close combat theme with overloads + shouts, the NAME (Storms do not support, storms do not heal they DESTROY).
Either the devs couldn’t get the sword to work, genuinely thought warhorn would be a better option (I’d love to see the explanation behind this, it can’t compete with either the focus or offhand dagger.) or just didn’t care. So now we’re left with 8 filler skills on a ranged offhand for a melee spec with no synergy with the Tempest itself or the base elementalist with 8 reused animations and half-finished skills and concepts. Rebound. Warhorn #5, Wildfire, Heat Sync post-nerf.

Anytime the Tempest almost had a new unique niche it got taken away from them as soon as possible because heaven forbid we get anything new to play with. Boon strip? Removed before Beta 1. Meaningful Boon Sharing? Gone. Now we can share Might and Fury, great. We struggled with that before so that’s a really nice skill to have on a 30 second cooldown. If Resistance/Aegis/Stability/Quickness were causing balance problems then simply block them from being shared but no the heavy-handed nerf to uselessness approach wins again. Neither incarnation of Rebound feels like an elite skill and initially neither affected the user correctly either. The original was a poor man’s Alacrity, now we’ve got a poor man’s A.E.D. Overloads are 3 sets of penalties for an underwhelming effect that requires you to be point blank range with no stability, no invulnerability, no blocks, no evades and the lowest health and armour.

We gave feedback, lots of feedback. Yes some players were upset but when you see a dev post saying “Most of the feedback was positive.” when it very clearly that doesn’t bode very well. There were a lot of very valid and constructive posts in that sea of salt, listening to the people who’s reaction is to knee-jerk defend anything arenanet does will not improve the Tempest and it didn’t.
Now they’re burying their heads in the sand and as we all know that’s the best way to solve a problem. Any feedback or communication with the ele subforum would be all we need to perhaps steer the Tempest into a form worthy of the title “Elite Specialisation” rather than “Worse at the same niche as the base elementalist” and “The runt of the other Elite specs.”. Tempest development needs to stop happening in a vacuum sealed bunker safe from criticism.

(edited by Shadowphazon.7529)

Tempest missing Slow and Quickness?

in Elementalist

Posted by: Shadowphazon.7529

Shadowphazon.7529

Thematically slow can suit any enemy trapped in a strong gale of wind making it difficult to move fast. Tailwinds can cause quickness/super speed. It’s far less of a stretch than some of the skill effects we’ve already got.

Describe the Tempest in 3 Words

in Elementalist

Posted by: Shadowphazon.7529

Shadowphazon.7529

Makes me salty.

Tempest elite skill very underwhelming.

in Elementalist

Posted by: Shadowphazon.7529

Shadowphazon.7529

I remember people you like saying how the truth will be revealed during the POI and yet, here we are, all it did was confirmed the issues some of us had. The difference between you and I is, I have facts to back up my claims you. You have nothing, simply fancies and dreams.

If the tempest gets better, it would be because of people like us pointing out the obvious flaws, it wont be because of people like you making terrible excuses.

Denial is a very dangerous thing.

They’ll just keep moving the goal posts.
Wait until the blog post.
Wait until the livestream.
Wait until the beta.
Wait until HOT release
Wait until the next balance patch.

Criticism is the best way to improve something. Mindlessly defending any flaws with a “wait an see” approach accomplishes nothing.

Tempest & Warhorn confirmed – Feedback [merged]

in Elementalist

Posted by: Shadowphazon.7529

Shadowphazon.7529

No invulnerability. No blocks. No evades. No movement skills. No teleports. But don’t worry you’ve got protection and a stunbreak on a 50 second cooldown!

Tempest Warhorn, GW1 Lore

in Elementalist

Posted by: Shadowphazon.7529

Shadowphazon.7529

In terms of gameplay all Stormcaller did was reduce the Charr HP by 100 which wasn’t very useful because you’d already done almost the entire mission by then.

Tempest & Warhorn confirmed – Feedback [merged]

in Elementalist

Posted by: Shadowphazon.7529

Shadowphazon.7529

Thoroughly disappointing.
I was hoping for either a true melee weapon or a ranged mainhand that isn’t terrible like the scepter. I’m sure 8 variations of blowing a horn will be just as exciting!
(No.)

Crashes after patch

in PvP

Posted by: Shadowphazon.7529

Shadowphazon.7529

I was using standard models but they didn’t work so that’s likely related to the crashes.

Crashes after patch

in PvP

Posted by: Shadowphazon.7529

Shadowphazon.7529

Crashed 5 times+ in Legacy of the Foefire right after a stomp and then crashed repeatedly after trying to load the map back up.

(Team Arena)

(edited by Shadowphazon.7529)

Narrative Lessons From 15 Months of Scarlet

in Living World

Posted by: Shadowphazon.7529

Shadowphazon.7529

This is an excellent post which really hits the nail on the head for the numerous flaws the Living Story had. I really hope Anet pays attention and listens to this feedback. The living story had a lot of basic writing mistakes and that’s quite worrying, learn to walk before you try to run.

The Living Story killed any interest I had in the game’s story or characters and with game balance and features postponed for months because of it there was no reason to play other than for AP farming.

Praise for much clearer red circles!

in The Origins of Madness

Posted by: Shadowphazon.7529

Shadowphazon.7529

I’d like the option to use these circles in place of the existing system, the existing rings are often incredibly difficult to spot on a lot of surfaces/fights for me because I’m colourblind. Oddly enough red-green colourblindness means a faint red circle on brown/green surfaces surrounded by awful bloom and other particle effects does not mix well. The more options for colourblindness the better.

The movement effect that was added to the circles doesn’t help as much as I’d like sometimes it makes it harder to spot the the exact edge of the circle.

The New Orange Circles: Functionality vs Art

in The Origins of Madness

Posted by: Shadowphazon.7529

Shadowphazon.7529

I prefer the solid AoE rings because I’m colourblind and I’d infinitely rather see a warning for a one shot kill under a mass of lighting effects than struggle to see faint red rings on a brown/green/whatever surface or a vague animation and die for the sake of art. I’ve got no interest in watching the camera slowly pan around my dead body because of some fancy geometry or animations buried beneath Guardian fire and large Norn.

Considering colourblindness rarely gets addressed or any useful options towards it the priority should be making sure everyone has an enjoyable experience and no unfair disadvantages then worrying about impressing me with your artistic talent. Impress me with your game design and consideration first then I’ll stick around to appreciate anything else.

Either way there should be an option to toggle which rings you prefer and better colourblind/AoE support so everyone is happy and I’m disappointed we still don’t have one over a year after release. Functionality should always come first in a game.