Showing Posts For Taboria.3071:

Normalize Meteor Shower

in Elementalist

Posted by: Taboria.3071

Taboria.3071

Well they maybe normalize icebow the same way as they changed meteorshower… it will be glorious!

(i’m salty )

Meteor Shower mechanic

in Elementalist

Posted by: Taboria.3071

Taboria.3071

Hi!

I have a few issues with the Meteor Shower change. (in terms of mechanics, I’m okay with the nerf)

It is now just not that satisfying, seeing a meteor dropping on the target and dealing zero damage is just feels bad. The meteor was already RNG based, and now we also have to hope for that the next meteor won’t arrive too early. I feel it is now rng^2.

I would welcome a change where the meteor isn’t affected RNG or terrain that much. Where you can have a reliable damage output, and then you can change lots of properties of the skill itself. (numbers of meteors, area, damage, maybe apply condition, and whatnot)
If I remember right, years ago meteor also had additional meteor effects, so visually much more dropped, than what actually did damage. Now we are back at this state again. It was removed because it was misleading maybe?

I really don’t like the mechanical change because it feels so out of place. It could been a chance to actually rework the skill. Right now it is one more property of the skill that maybe forgotten to taken into account later on. (and already happened with the quickness)

For example each falling meteor should have a damage radius larger, and the placement of them selected in a way, that each explosion reach to the center of the skill area. that way, if you place it on top of something, it will hit constantly. This way even placement (edge of the platform) of the skill wont have effect on the damage output. However if the target moves away from the center, now it is again affected by rng, so it keeps this aspect.
(I’m aware of in the earlier state it would have been a large damage boost, but then the damage itself could have been moderated, or the number of meteors)

So that’s it. I wanted to share my opinion, thanks for reading.

What other solutions would you choose? How would you change Meteor Shower?

Shared Inventory Slot Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Taboria.3071

Taboria.3071

If I buy a 5 pack for cheaper, can I distribute it between 2 accounts?
3 for one, 2 for the other.

Adventure remove participation

in Guild Wars 2: Heart of Thorns

Posted by: Taboria.3071

Taboria.3071

I lost my participation and removed from TD when I tried an adventure, I wasn’t being able to get back, and then meta progressed… didn’t get any rewards for it.

It is really frustrating to lose your participation and such by just playing the game…

Please Anet. Reserve the slot of characters on the map. This is standrad in other games. You should be able to go back. Especially if you DC…
Also of you are on an empty map and the game offers you switch, it should keep your participation too.

(edited by Taboria.3071)

Salvage-o-matic QoL idea

in Guild Wars 2: Heart of Thorns

Posted by: Taboria.3071

Taboria.3071

Edited for the issues mentioned.

Salvage-o-matic QoL idea

in Guild Wars 2: Heart of Thorns

Posted by: Taboria.3071

Taboria.3071

Hi!

Please add right click menu on salvage-o-matics for
-salvage all “Salvage”
-salvage all “Blue”
-salvage all “Green”

And maybe
-salvage all “Yellow”

I already feel there is too much inventory management, too many clicks for bags and salvage (I have 8*20 slot) (especially when you play for extended period of time), and this became even worse after HoT.

Edit: Salvage all should leave everything in one piece if it is in an invisible bag, if you want to save or keep something.

Peace

(edited by Taboria.3071)

Tempest Changes for Next BWE!

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Posted by: Taboria.3071

Taboria.3071

After reading all this constructive feedback, I feel encouraged to post mine.

I think about the tempest who plays with the forces of nature, but to achieve this she might have to find the balance between the elements. The concept art of the Tempest on the shore gave me these ideas.

So how would I imagine the
Overloads:
First, overloads are something big that comes with a price. But what if instead of locking you out of the Attument you have to earn your overload by using opposite elements.
So:
-if you are camping in Fire by using Fire Skills, you charge your Water Overload. If you are in Water by using Water Skills, you charge your Fire Overload.
-Same for Air and Earh.

Fire and Air Overload are location targeted, because they are offensive Overloads, but for the range they may make you immobile while casting it, so still there is a downside. The extra range provides more flexibility and more interworking with other weapons, not just for the dagger.

Water and Earth Overload would remain as it is. They are meant to support and help friendlies around.

The overload charging values of different skills would be different, do longer CDs skill may give a huge boost, but they are not as frequently available.
Also the Opposite element charging would promote more attunement swapping in PVE, I Hope. Also if you just attune to water because its overload is up, you are still locked out of fire for the standard duration. For example you swap to water, pop your overload and every water skill, which maybe enough to Charge your fire overload, you still cant use it. You might think to change to earth, charge up your Air, and after swapping to Air, fire your Air Overload, then back to Fire, and fire your Fire overload as well.

Numerical values for me aren’t really matter. I know they can make of break games, but right now the concept is what we are talking about.

Traits:
I agree with most poeple that all minor traits actually should be in one minor.
Rest of the minors should open up possibilites and interworking with the rest of the elmentalist abilities. The same for some of Majors.

Some example trait ideas:
-Glyph of storm has slightly longer duration or larger area
-Mist Form receives properties based on your current Attunement. In fire you leave fire field behind or pulsating fireburst. In Air you become something like the current ball of lightning, but you are free to move in any direction. In Earth you blind and cripple everyone you touch.
-Lightning Hammer may last longer and has more charge or its skills has faster recharge
-Shout Trait!
-Arcane Shield after exploding provide all Auras. for a short duration
-Your blast finishers have an offensive component as well (where it has offensive, would have a defensive):
fire – flame burst
lightning – blind
ice – vulnerability
light – weakness
and so on…
-Your whirl finishers would pulsate defensive boons.

Maybe the above ideas are strong, but keep in mind, that you will need to swap out one of your cantrip to utilize those.

There are lot of possiblities, but I think it covers what I wanted to say, what I would love to see.

Also a friendly note to others:
Speaking of experience: getting personal and start name and shame on developers is a sure way to alienate them. Which will lead exactly what you are afraid of. In the end they can feel no matter what they do, it is not good.

(edited by Taboria.3071)

Overloads: An Analaysis and Suggested Changes

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Posted by: Taboria.3071

Taboria.3071

Thinking about the risk vs reward, and I got an idea of a mechanic.

As it seems overload does little damage, it doesn’t look like an overload, and it takes too much time to cast. What if you could “overload” your overload, by spending your endurace? like after you spend 2 sec of casting you spend 1 endurance to increase to overload’s damage drastically. you can stop the channeling here, or spend an additional sec, or two to spend another endurance (only if you have any ofc).
If you spend your endurance to boost your damage to really threatening numbers by spending your endurance as well you really giving up much to gain much. You lose your dodge rolls for a little while which is huge (especially because Arcane GM trait).

This is just a concept just come to my mind.

Damage modification Traits

in Guild Wars 2: Heart of Thorns

Posted by: Taboria.3071

Taboria.3071

I think unconditional damage traits shouldn’t even exist, and the remaining conditional damage boost (extra dmg against vulnerable/burning/blind/whatever) should be spread around equally in specializations.
For PVE this could provide slighly more variety, or close the gap between the meta and other builds (not counting gear).

Think about it for a bit.

(edited by Taboria.3071)

"Wash the QQ away!" The underwhelming tempest

in Elementalist

Posted by: Taboria.3071

Taboria.3071

I think there was a mention of more elite specialization.
Tempest is not for everyone, but if you don’t like it, don’t pick it.
Later maybe we get a sword spec. Later maybe we get high arcana with 5th arcane attunement. Endless possibilities of elite specs.
Its not what about what you want, it is their concept, their design, and none of us forced to it.
They stated specifically that they don’t want elitespecs to be absolutly must.

Describe the Tempest in 3 Words

in Elementalist

Posted by: Taboria.3071

Taboria.3071

It is Different

or

Not for everyone

Tempest Discussion Thread

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Posted by: Taboria.3071

Taboria.3071

I like the basic concepts, but I prefer the ranged gamestyle.
As I see it is really focused on close range, but if there would be a single trait that makes your overload groundtargeted(, and maybe while casting makes you immobile) would make the spec more appealing to scepter and staff users as well. It has its pros and cons.
You have range! But you cannot move the field/cannot keep it on the target and easier to escape from it