Showing Posts For Takks.9567:
Glided down to Scout Acan but he won’t talk to me. Several others standing around reporting the same issue.
I’d love to see a Linux port. The crowdfunding idea could be a good way to get it happening too.
Try out both in sPvP and see which playstyle you prefer. I’ve only dabbled with the Ele a bit, but from the perspective of my necro, Ele seems stronger in both WvW and sPvP, they bring better healing and have stronger defensive abilities as well as good offense. That’s not to say Necromancer is completely useless, and I still think it’s fun to play, could just be the grass is always greener.
Please consider adding some settings for spell effect details to the options, and maybe some sort of effect culling. This is something that’s really needed for large WvW battles, and also large-scale PvE fights with lots of people though it doesn’t seem to effect your FPS in PVE nearly as much as it does in WvW, but in either case it does make it difficult to see what’s actually happening even if you’re getting a decent FPS.
There’s just too many things being drawn at once, especially particle effects. We don’t really need to see the wiggly lines around every single AoE effect, do we? In WvW it could be the difference between playable zerg fights or the 1fps slideshow version.
My suggestion is simply an option to lower the detail of spell effects, especially AoE to more of a bare minimum, non-animated form, maybe all the way down to just a red or white ring with an icon in the middle for the AoEs which seem pretty heavy on shaded effects in their default form.
I’m not sure is this would be hard to implement, but I think it would make a huge difference in the playability of WvW for a lot of people. I have a mid-range machine and the game is very playable except for large WvW battles, where even with the settings turned to lowest it turns into a catastrophic slideshow of AoE spell effects when two large groups engage.
It’s either some server lag and/or just the buggy AI but I find if you start a fight with mobs at a distance and expect him to run up and tank, the FG is likely to stand around doing nothing 90% of the time.
I find it easier to keep the golem alive and in the fight if, instead of treating him like a tank, you run right up to the mobs yourself and spam your auto-attack for a second, that seems to get the golem swinging ASAP, then you can unload your marks without having to worry about aiming really and you both get regen from mark of blood.
Even with the health buff trait, minions are about as durable as a wet paper bag in so many situations they become a total joke for anything more challenging than solo questing.
They need to regen health out of combat, take 50-70% less damage from AoE. The AI really needs some attention too, especially Flesh Golem, but I know that’s probably wishful thinking as the whole minion M.O. seems to be “broken as intended”