Showing Posts For Steinbeck.2105:

Deadeye Demo Weekend Feedback

in Thief

Posted by: Steinbeck.2105

Steinbeck.2105

My honest opinion: Deadeye design is wonderful. You actually FEEL like a sniper when kneeling, and the damage is great if you theorycraft your build properly. Please don’t change anything about kneel. It just takes some getting used to – and once you do – the entire fantasy and implementation is GREAT!

Now, for some constructive criticism:
- The stealth attack just does not feel good to use. There’s some hefty aftercast to it I believe, and that makes chaining abilities after a stealth attack feel very, very sluggish. Also, the animation of a swirling shot doesn’t feel very menacing. Change it to something that makes it obvious it is going to remove enemy boons so that enemies can counterplay accordingly and dodge what looks like an obvious boon removal.
- Add some UI to indicate whether the player is kneeling or not. In the light show that is Guild Wars 2 pvp, sometimes it’s not very obvious that your character is kneeling, which can lead to some button mashing when you’re in a pinch. This could be rectified by adding a kneeling person icon somewhere next to the F1 bar, that way you can check this really quickly and decide whether or not you want to get out of kneel stance.

That’s all I have for now. Keep up the good work.

Lets talk legendary

in Guild Wars 2 Discussion

Posted by: Steinbeck.2105

Steinbeck.2105

Who cares, they’re deemed “Legendary” for a reason.

How would you propose they be earned? Port into a room and slog 100 enemies at once – after which, you get the item? Then the inevitable mass of complainers would find issue with this as well. “100 enemies, really, Anet? GG. Not even legendary, just a stupid Monster Grind.”

Here’s the deal: Legendary items should require Legendary amounts of effort and time. And right now, they do. This is what allows them to retain their legendary status because so few are willing to undergo the ordeal. Complaining that they’re a gold sink is really you just whining that you aren’t willing to do the gold grind. Sorry buddy, that just means you won’t get the legendary. Tough pill to swallow, I know.

So, about console ports...

in Guild Wars 2 Discussion

Posted by: Steinbeck.2105

Steinbeck.2105

It’s not gonna happen, man. Keep dreaming.

The capital required for ANet to test, develop, and test again a console port would be astronomical. Not to mention it would strain the productivity of current workflow. They would have to hire a bunch of people — and who’s to say that the console market would even be interested in GW2?

Simply put, there is too much risk business-wise for a GW2 console.

Warrior: Help me defeating Thief

in Thief

Posted by: Steinbeck.2105

Steinbeck.2105

Warriors are pretty easy to beat for thieves, but there are a couple of things you can try. The biggest is to limit a thief’s mobility – it’s their bread and butter and essentially lets them tank. Use immobilize to great effect and dump your damage then. You might be able to kill the thief quickly, but it’s usually a war of attrition with them where you have to keep an eye out for the cooldowns, blow your defensive ones, and then trade with your offensive cooldowns.

Level 80 Player's Problems With the Undead (Orr/Risen) Zones

in Guild Wars 2 Discussion

Posted by: Steinbeck.2105

Steinbeck.2105

Let me say that I hate Orr. And I don’t hate Orr, because of poor design, I hate Orr, because it was designed exactly how it was envisioned. It is a dangerous, dead, dank land absolutely filled to the brim with Zhaitan’s undead minions. All bases are subject to attack and there is no true safety and no true refuge. Honestly, if you could imagine yourself in a situation like that and really LIKE it, then you’re a masochist.

That said, I love the execution of Orr and a lot of your complaints are really just unconstructive rants. In fact, out of your HUGE list of complaints:

Almost every Waypoint is contested. Combine this with the lack of Mounts, and getting from point A to point B in GW2 becomes a major hassle

Really only this one has any merit. I would prefer that there were more “neutral” location waypoints that aren’t associated with the security of a base or a location.

Also

Lots of bugged/broken events (dynamic or not, these are just a hassle when they can’t be finished)

Obviously an issue, but, unlike the above, is not intentionally part of the design and will be fixed.

From what I’m reading, it honestly seems like you want to be able to come into this zone and just trounce around with complete impunity. Sorry, not going to happen. This is Zhaitan’s territory and you’re in it. And then when you say things like this:

I think they made the zone to be underwater, then decided that since no one likes underwater content, they made it land level, and then wrote the lore around that

THEN you sound obstinent and like you just want to come here and complain. Orr, like every other zone in GW2, is very well-designed and the art team did a fantastic job at executing what is supposed to look like a dead and previously submerged island.

This guy has it right. Orr is supposed to be a challenge, and it’s supposed to be a huge battlefield. All other zones, literally every other zone in the game, feels like a cakewalk compared to Orr. The beauty of it is that you can choose NOT to play in Orr, or you can partake in the prestige of Cursed Shore. GW2 needs at least one zone which is difficult, otherwise I’m sure a whole nother flock of people would cry out, “OMG! Where’s the PvE zone that really challenges us?! Add it NOW Anet!!!”