Showing Posts For Syx.7315:
Probably discussed before, but are the devs planning on integrating a traits swapping function where you could have saved “sets” (along with gear ideally but not “absolutely”) to which you could switch without having to go back to town, talk to the trait NPC, and reallocating point by point you 70 traits.
From my point of view, this would still require a fee to activate, and would not be allowed in combat or in any instance (but overflow).
The goal would be to:
– Allow faster trait distribution based on what a player has already chosen previously
– Allow for more specific play styles depending on the needs at hand (“tanky” character for dungeons, “glass cannon” for farming, high vit/pwr for WvW…)
… What do you think?
Since warhorn skins and models are… well fairly regular from one another, I would love to get different sounds out of different horns. For instance, the dredge dual warhorn should sound different than its wooden counterpart..
This way, unlike any other weapon, some would be enticed to a type of horn not for the visual, but the sound it makes!
Topic, if added to gem store, 1 time use on any soulbinded item except “account bound”.
(edited by Syx.7315)
Yes, there has been a patch that completely changed the way we used to run this dungeon. But despite all the rage and hate, I think Anet did an awesome job overall.
Path 1:
Hodgins is now useful. Think about it: why in hell would a group of 5 players risk their hard earned money on repair costs for scepter pieces that will help in no way when beating the end boss? No more “don’t bother rezzing Hodgins”, because this time around you’ll need his fire rings to defend your group against the waves of gravelings and scavengers.
Path 2:
Again, this group of players now has a purpose in following Detha and help her build the traps. The old mortars (which did ~10 dmg when you’d hit for 500+) are gone and replaced by a new mechanic that is needed to kill the Ghost Eater. I found this mechanic to be most entertaining and it sure broke the “tank&spank” feeling that most bosses still have.
Path 3:
Now we know why we have to be turned into ghosts: to get the help of the Warmaster who actually serves his own purpose. Now this fight is hard ~ I mean way harder than before, but again, once you get the idea, it’s really not that bad.
Overall:
The Spider Queen has been buffed and now offers a challenge. I understand it does suck for some to finally learn to dodge and heal and remove condition after all these months, but player skills and teamwork are now more important than “full zerk warriors”. If there was one suggestion I could make to Anet, it’d be to remove the “Bonus Event” label now that it has to be killed no matter what.
Kholer got help, which is ok and makes this fight more entertaining. Unfortunately I do see most groups now skipping him by default and that’s a shame, but yes he can be killed.
Changes in this fashion, at least concerning end bosses, should be welcome as they adds focus on which path you take ~ which NPC you wish to help, and why your group thinks this is a good idea to follow said NPC. It’s no longer a “talk to the npc, let it do its thing and get on with it”. Concerning Path 3 of the new AC, you will probably need to heal that Warmaster, because you will need him.
Oh, and on the subject of leveling an alt by running AC over and over again, it is still possible, maybe not at the moment as players are now learning the new mechanics and will want 80s, but no matter what high level you are, you’ll still be downleveled at 35 ~ something most tend to forget. Yes 80s have better gear, but that too is descaled.
I’m a fan of this AC update, good job Anet ! I just wish there was more love for the Ascalonian Catacombs
P.S.: Remember your pugs on the Lovers in Story on the first few weeks of GW2… Now every level 30, noobs and pros alike kill them eyes closed. Learn the fights, learn your profession, and within a month no one will care about the old AC anymore.
Plus intense culling… more than half hatchlings are invisible… Never had this before, even in large events with lots of ppl like Maw or Claw.
Ah… Geomancy.. yeah that seems to be what’s making this bug happen. But… about the permanent boons on conjure hammer, i mean… lol ! Hope this thread doesn’t get to much attention so they wont fix it lol !
Anyone else got this bug when conjuring a Fiery Greatsword (Elite skill) :
It spawn on the ground, you get the appropriate boons (one showing charges left and one showing you just conjured something fiery) ~ but where’re your skills? It happened to me a few times already since last patch and I need to go pick up the 2nd FGS (the one on the ground) to actually have my skillbar replaced by this weapon…