Showing Posts For Sinchronia.3219:
I imagine the metrics show that most players don’t dislike Outfits. If they rarely sold, I doubt we would see them released.
If only Armor Sets were released in the Gem Store, I’m guessing there would be a lot of negative feedback about only getting a set approximately once a year. Not to mention, less overall content due to reduced income.
Perhaps, more Armor will be released with the next expansion; one never knows.
You can maybe be right about armors, but everytime someone complain about a random game aspect, there is always someone else that scream about how much time/money/etc. this thing will require to be modified/added/fixed/etc.
Noone ever forced Devs to work on GW2, I believe that if a person choose to work in a videogame developement team, it’s for pure passion. That said, imho, it’s wrong to just release outfits that most of players dislike just because release a new armor set is too long or too expensive.
In every work, if you have to do something you do it, it’s wrong to look for an easier way to avoid the problem. Devs should release armors instead of outfits because it’s their work, because you can’t simply avoid every problem and shipping around a surrogate.
I know that ANet will never change about armors and outfits but, imho, that’s totally wrong.
[quote=6478027;Illconceived Was Na.9781:]
Keep in mind that Mallyx as a whole was bandaid changed a few weeks before release of the expansion and the current version was meant to be a temporary one. That’s the reason for many inconsistencies, lacks of synergy and in gameplay.
I read about those changes during BWE3. Devs basically said that mallyx mechanics’ designs works against other’s possible mechanics.
For example, during a raid Rev must have a certain number of conditions on himself to properly work and create “frustration and tensions” with condi-clean builds.
So the facts are that Devs chosed the easiest way to avoid this problem: remove the self-applied conditions. No skills buff or rework, no traits buff or rework, no rework on Mallyx mechanics.
This, at least for me, is unacceptable. I think that maybe, one morning, a Devs wake up and undertand that the time they put in Mallyx development is wasted time. Rev have no condi game style so they better totally remove Mallyx.
Will you release a new map within ep. 4?
Imo, put mace #2 on auto-attack is not a solution. Mallyx and condi Rev in generale need a global revamp:
- Increase Torment damage (Torment do it’s best when foes are moving but at melee range it is weaker than other conditions).
- Poison applied throught Torment now has 20sec cooldown, reduce it at least at 10sec.
- The original Mallyx concept was about self-apply torment when using Demon Stance utilities, this, with condi transfer/copy to foes, resistance and damage/heal buff per condition will make Mallyx at least more viable. Without this, you must wait for an allie that have conditions to transfer them to you.
- Every damage modifier in the others Rev. trait lines only modifies direct damage and/or power so no osynergy with Mallyx trait line and conditions in general.
I believe that ANet should re-think about condi Rev just because, until the last Rev nerf, power rev was amazing and noone cared about condi. After those nerf, I think that ANet should, at least, try to fix condi rev to give Rev players another way to play it.
I really don’t understand why I have a condi trait line and condi weapons/skills but I can’t play it because it isn’t good in every game mode.
Is there a way to play it in PvE?
If you’re running Vipers Mace/Axe, you doin it wrong m8
Then explain us how do you play it m8.
Right, but I don’t understand why I can transfer conditions from me to the enemy, I get heal from condition on me and I get a buff but I have no way to apply conditions on me.
We also have a lot of resistance, it makes no sense.
I was trying to setup a condi build for my revenant in both pve/spvp and I realized that a condi build on a revenant is totally unplayable.
- There is no synergy between specializations line and even between traits from the Corruption trait line.
- There are traits that heal or enpower our Rev based on the number of conditions on, we have a way to transfer conditions to the foes but we don’t have a way to put some conditions on us just like Necro’s corruptions skills.
Condi Rev has never been aviable ingame from HoT lauch, never. Not a single buff, a single fix, a single weapon revamp, not a single trait buff. And my question is just why?
I read somewhere that ANet is thinking about a way to harvest leather in the same way we harvest metal, wood and vegetables.
Due to the nature of the material (leather does not grow like trees and you can’t harvest it like metals) I would rather suggest another way.
I was thinking about an instanced map like the player’s home instance.
It could be work with crafting and collections.
Players unlock their farm instance at level 1 with basically nothing in.
During levelling, players unlock knives to gather leather from thei instanced farm in the same way we unlock better metal, wood and vegetables tools.
At fixed levels, players unlock different collections and crafting recipes:
- Collections will be used to unlock new animals for the farm, for example Does, Stags, Cows, Dolyaks and so on. Each groups of animals allow the player to gather a specific leather tier.
Example: a level 1-10 player mostly drop Rawhide Leather Section from killing animals or salvaging medium gear, in the farm you can unlock those kind of animals that allow you to gather only this kind of leather. Leveling up, you unlock more collections to unlock another group of animals that drop higher leather tier.
- Crafting will be used to craft Stables, Hen-Houses, a Trough to feed animals and other structures a farm need. Those structures allow the player to have more and different animals, increasing the chance to get rare materials while skinning (basically like others harvesting tools).
Crafting those structures will require metal, wood and every material developers want.
Animals should give a fixed number of leather per day per characters that maybe could be increased with better structures.
It’s obvious that a farm can’t move and so players are forced to gather leather always in the same spot but there is a solution:
- Few NPC Farms around Tyria that allow the player to trade their leather for another tier maybe with some daily or weekly changes.
I personally think that this could work if balanced well. This could bring a very fresh new way to farm and play, it is a feature that is not in the game and, at least for me, it could work.
This is just an idea, Developers should balance it in the way they want. But, as I said, this could be a nice feature for Guild Wars 2 future.
Oh, if some animal-rights activist will enrage reading this, remember that you kill tons of critters and and animals in general everyday.
Why yesterday’s update note shows that Zodiac armors are on sale now but those are not in the in-game TP? Is there any chance to get them now?
Hi all, this is the first time that I post something on the forum. My main class is necromancer and with HoT I started thinking about a power build that can be used in raids as tank.
This is the link of the build, can you guys give it a look and tell me if it’s aviable?
The build runs with Valkyrie (Power, Vitality, Ferocity). I calculated that, for tanking, 3 Knight trinkets and 3 Berserker trinkets are enought, giving you around 1360 toughness and enought precision to reach 100% crit chance with permanent fury and Decimate Defense trait.
With no need of precision in armor, we can replace it with Vitality, that gives you a lot of HP and, so, an high survability.
The specializations are Spite, Soul Reaping and Reaper.
- With Spite you keep stacking vulnerability too costantly having a 50% crit. change bonus due to Decimate Defense, a 5% permanent bonus damage because of boonstrip from Chrono and a 20% damage bonus when enemy0s HP are below 50%.
- Soul Reaping focuses on allow you to constantly switch to Reaper form that’s is our main DPS source. You can choose between Dhuumfire that’s is a DPS increase and Foot In The Grave, useful, for example, against Gorseval.
- As Reaper, you can choose between Blighter’s Boon, that can really help you staying alive considering that your RS skill 1 gives you 3 stacks of might per auto-attack chain, you constantly gain health, and Reaper’s Onslaught that is a DPS increase.
1st weapon set is Dagger/Warhorn because dagger is the highest dps weapon aviable for necromancers, the auto-attack chain gives you a lot of life force and warhorn give you a good CC skill. 2nd weapon set is Greatsword but this is a personal choise.
Is this, for you guys, an aviable build? Which are the good/bads of the build? Is it effective as tank or Chrono, DD and DH are better in this role?