I’d like specialization to be a process
If you are interested in turning your character(like ranger -> druid)
You flag your character as initiate
First quest the trainer gives you is to unlock the specialization(ability to turn into the new profession)
Second quest the trainer gives is to try out the specialization (like for druid you are imbued with the powers of an arch druid to defeat an almighty dragon minion in Maguuma)
Third stage – Accept to be fully transformed (irreversible)
or unflag your character and stay the profession you already were.(you won’t get the chance to specialize again)
Then if you accept the transformation
the trainer will have quests and places for you to go
to seek out new traits and grandmaster abilities related to that new profession
This way players can try out the new specialization without instantly making the decision to specialize.And things like traits and new abilities have a place and reason.
I want to unlock them in an epic, lore-rich and story-driven quest.
Guess i’m with the people that want this
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Perhaps in the future they can play with the moment the new dragon is introduced in the expansions to come.
You might as well have gotten an invitation from the current Emperor in Cantha concerning “other problems” And the dragon will then awaken at a later point in the story.I understand OP somehow.If all dragons are introduced in the same fashion of “oh no minions overwhelm us,new endless warzone !” it might get old indeed.
I say keep the tiers,
but make it so that each tier is obtained differently.
Link a challenge/questchain to the new grandmaster traits introduced in Hot
(the higher the tier the more effort is required in obtaining them)
Elementalist
The idea that an elementalist sacrifices the ability to attune in order to specialize
Fire attunement-Pyromancer
Air attunement -Tempest
Water attunement- Hydromancer
Earth attunement – Geomancer
Arcane – Enchanter
As I initially had it in mind,it would take place on a separate map like wvw.
But where these battles would be situated is something to think about for sure!
In gw1 there also were modes where players could create instant max lvl characters,but only for a specific mode.
This way it could be situated anywhere in time as there are no connections to the personal story?
For each dragon we slay on our “hero” character,a new batleground environment could be unlocked for the Cleanse or Rise mode.with that you also unlock the skins of all minions of that dragon + ruleset according to the dragon you defeat(more on that later)
Each time your real character defeats a dragon in story mode,a suitable battleground setting,minion skins get unlocked as a reward.
For example
Since most have encountered zhaitan ,his battleground/minion theme will already be available for most when entering the Cleanse and Rise game mode..
Mordremoth’s battleground theme and minion skins will be unlocked when you defeat him
+ the special vine powers get carried over to the corrupted in this new unlocked mode
And so on..
Much of Orr is unexplored indeed.And i’d really like to see Orr in a different states like
*Cleansed
*Corrupted by dragon
*and the glorious empire there once stood.
Time travel to create different versions of a map is interesting.
But wouldn’t that mean it could work both ways in time?
perhaps if there would be some kind of dragon with the power to cut rifts in the currents of time
And when its ruleset for this mode gets unlocked..
The fight will be over a state of present/past.
This way if past team wins you could for example see the glorious empire that once stood in Orr
If present wins it will look like the Orr we already know..
(but in this case the mode would need another name perhaps)
Or it could just be that these battlegrounds are situated according to the dragon we are currently hunting,but that would mean we miss out on the zhaitan theme once Hot is released.(he can’t be left out for the mode in my opinion though)
If you’d want this to take place in the open world it might be more complicated and indeed might confict with the personal story
I’ll leave it for now at these few lines of thought.
There are many ways they could approach this I think
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The idea is that players are dropped in an area where the dragon corruption runs deep.
All players start out as allies but an orrian mirror(or other artifact of the dragon) will roam the area ,pulling players towards it,serparating them from the group if they are catched.Players can be infected and turned into risen in this mode.
If the mirror separates you ,chances are higher of you being succesfully corrupted.
But you can still escape and try to stay on the cleansing team too
At some point the game will recognize your chosen side by how much you cleanse/corrupt.
The cleasing team can cleanse the risen that choose to lay down instead of starting to corrupt things(If they have corrupted other players or areas on the map there is no turning back)This needs to happen within 2 minutes or the player turned into a risen will stay risen
win for cleansing team:cleanse all corruption+defeat all risen players
win for turned risen players:turn all players into risen(as a risen you can also fuel the dragon artifact to aid you)
Lose:everyone is corrupted(cleansing team)
Lose:all is cleansed(Risen team)
edit:
There will also be a reward for persistence for those that managed to stay at the cleansing team for most of the time during the match.
Reward for persistence for the risen side is for the players most dedicated to corrupting things
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While I was digging in the gw wiki page I came accross
http://wiki.guildwars.com/wiki/Duncan_the_Black
and i thought to myself “that might be an interesting spirit for revenant”
Duncan the Black has a nice ring to it too,don’t you think?
After years of studying ancient secrets with dedication ,a way was discovered to convert and imbue magical words into powerful scribes.
Some believe it is a sign that the gods have not abandoned them after all.(those who formerly “lost their powers” because of the silence of the gods)
After the revenant’s ability to use the power of King Jalis Ironhammer,scholars organized expeditions to ancient Deldrimor ruins.
Rumors are that deldrimor scribes found there,enabled scholars to link word spells to specific scribes.
it is also said that the great dwarf intended these scribes to be found for all races ,in order to fight the elder dragons.
Scribe collecting archivists have always been arouund:
http://wiki.guildwars.com/wiki/Archivist_of_Whispers
The Archivist uses enchanted powder and spit to quickly draw the scribes all over their hands..Since these allow them to survive in combat they don’t really need other weapons.
skip to 28 minutes in this dailymotion video to get an idea
http://www.dailymotion.com/video/x29e7ak_a-chinese-ghost-story-ii-1990-hong-kong-full-movie-english-subtitles_shortfilms
hand scribes (are Archivist’s weapons) offensive/defensive/supporting
When they fall without enchanted powder they can switch to staff as a melee weapon
Pretty much like this Mondo guy from Battle Arena Toshiden
https://www.youtube.com/watch?v=V_USonBEVmY
And next to salvaging armor,they can carry over the properties of armor to their body scribes(the Archivist’s armor are body scribes)
well its a basic idea,you may help flesh out the profession
In the attached picture you can get an idea of how the scribes containing magical words look.I’m thinking this profession would belong to the scholar class,not sure.
Edit:On a second thought,scholar might make the most sense..
I was thinking about possible utility skills,perhaps some kind of scrolls they can use
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-No more unlocking traits, that was a horrible decision with horrible consequences, people ended up with few traits unlocked and poor knowledge of their class and people were incentivized to rush to level 80 because otherwise you are basically useless.
Part of the fun of the original trait system was experimenting with the traits to find a build that suited you.
with the current setup we are indeed hindered to gain that insight/knowledge..
Further I like to add that I don’t even rush;I take my time to finish each map.
At the moment I’m at 60 something % worldcompletion on my newest character
I bought 3 traits because otherwise I would still have many empty trait slots at lvl 80
still have 1 or 2 empty at this point.And any other I unlock i fill,no matter what the trait is
its better than no trait at all..
I think atm some of the traits are linked to world event bosses?
This is a poor choice as it is against the philosophy that we can choose to do dynamic events or skip them.If we then miss the event we miss on the skill without even knowing,thus we have to figure out which traits are linked to which bosses..but that I find that even more annoying as playing “where is waldo?” on the map to find the 1 last POI i missed.
They could leave the new grandmaster traits attached to tasks but I would not have them attached to any timed events or event chains that are dependent on special circumstances.
Trait system like the old way for original game (free to experiment with trait builds,then in the expansions you can unlock traits by besting challenges,which makes your character further unique)
I think new Hot traits should be indeed attached/relocated to a meaningful and logical instanced mission,keeping the context in which you aquire the trait in mind.
When it comes to new traits in HOT localization is very important
New necromancer traits ->some corrupted place
New guardian traits ->Ancient tomb of a once good king,some benevolent place
traits are qualities of a person’s character,profession is part of what defines our character.
So if there are to be Npc mentors that have special missions waiting for you it is important that the location and trait mentors possess as a price match.
Like there could be a necromancer mentor with a trait that will allow you to summon a special minion (related trait for necromancer) This takes place at a gigantic ancient graveyard in the jungle.(location/context)
Wouldn’t it be logical that in order to hone your quilities you need to go to the right place/and people
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If you spontaneously start singing a part of ‘fear not this night’ in public “and YOU CAN’T ALWAYS BE STROOOONG! Lift your voice with the first light of dawn!”!!
yea I bought a flute and I thought my keyboard was broken when I got stuck playing 1 tune..good to know its lag
I don’t think having people run around in their underwear is the vision Arenanet has for their game.
it suits the jungle theme xD
lesss of them all !
but seriously,One cool thing Wildstar has is that you can hide any armor piece,not only the helmet
hmm perhaps like dungeon paths there could be a few different routes linked to each vista .the route can change based on lurking dangers in the area..just like how airplanes sometimes have to fly around a dangerous area ,so can the routes change based on current (dynamic) events in the area.But maybe that would get too complicated?
Just an idea to spice it up a bit, for greater replay value perhaps
I’d suggest a compose mode ,then you can save the track to your inventory
If you then swap to perform mode; you can drag the track you composed to a slot and play your finished composition.
there could be tracks for sale in the shop too
Basically you could swap between compose and perform mode as you’d swap weapons
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I’ve catched up on some of the POI shows but not all..
Do you mean that gliding abilities would be linked to vistas and you need to reach them in order to unlock new gliding abilities?
Like at the highest snow mountain peak with Icy winds,there could be a vista that improves your gliding skills in cold weather once you reached the vista
Will the new specializations get their own profession logo? for example druid → tree of life rather than pet paw for ranger?
Some of the vistas in original game are quite beautiful .But i notice many players just skip on them once they reach the spot of a vista.
Somehow i like the idea of vistas in hot unlocking new gliding challenge tracks
Then if you skip the vista you’ll mis out on hints of difficulties on the path
You can still skip vistas if you like to be surprised by the challenges of the unlocked gliding path
I must admit the currencies can be quite overwhelming and confusing when you come back to the game after a long while
very excited as well for their plan.
I think a mentor/instructor system like I suggested before could expand on the existing basic traits of original game(besides introducing the new ones in an exciting way).Add extra flavor to the current ingame traits and skills.
As for traits affecting skills I’ve been thinking about that a lot.
Lets take necromancers as example,they have Locust swarm
In the new jungle area there could be a tribal mentor/instructor that has a challenge for you to unlock a trait that will turn the locust into a school of mindleech companions that will follow you around
Then there would be some advantages/disadvantages linked to each choice.
Like if you choose to take that new unlocked trait, the locus swarm skill will lose the ability to cripple,but gain the ability to disease enemies and heal you for small amounts
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To really make specialization a choice ,it would only be logical if for example a ranger that decides to turn druid would lose access to certain traits for the new traits they gain as druid.
Those that stay ranger will get traits the druid will never have,and vice versa.
The trainers(or Instructors might be a better name) scattered accross the world would have all the new expansion skills/traits for you if you can show that you have gained the right qualities to earn them, by besting the challenges they have in store for you.
Perhaps there are occasions that you need to rescue a specialization specific instructor in order to prevent that the secrets/trait/skill they can learn you vanishes with their demise.
If you then have chosen to stay on the path of the ranger for example you won’t be there to save a circle of druids and miss out on all the secrets the instructors within had in store for you.
Choice and consequence.
So original game ;traits unlock according to lvl again.
Expansion:Instructors scattered across the world have new skills/utility/weaponskill swaps/traits you can unlock by proving your qualities, some alone,some in group challenge
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I lovy longtimes
I’d revert trait acquisition (Grandmaster traits at lvl 60) ,as DeceiverX suggested..
You could almost say these are the basic genetically determined characteristics of your profession.
But I would also take along the idea of gaining distinguishing new features for your character as
you travel the world.But i’d introduce that in a new form.
Throughout the world there would be trainers of normal,expert,master and grandmaster lvl and they will have challenges for you to overcome and gain new abilities.(Sometimes these challenges will be instanced) like there could be a trainer of athletics and the normal trainer can learn you how to sprint for a short time if win a challenging race parcour.
The grandmaster could have a skill that greatly increases the damage you need to take in downed mode before being defeated
In a celestial environment you could encounter a trainer that has a challenge for you to gain a new powerful Guardian skill for example
Location,environment,context it all matters.And this is where current implementation of traits missed the ball.(although a trainer could have new skills and/or traits if you best the challenge,perhaps)
How the traits are linked now doesn’t make much sense.
Although I think its a wonderful idea that the world offers oppertunities for your character to unfold further.
“Masteries give you meaningful powers to affect your interaction with the game and open up new abilities as you progress”
The trainers(N,expert,master,GM) scattered across the world would have challenges (some profession specific with as reward new profession skills) others trainers like the athletic one would available to any character.
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you know its nice to get a key and chest once in a while,but now I have like stacks of 30-50 of some boosts
It would be nice if we could trade them in for gems like for example 1 boost can be exchanged for 25 gems.
Have been wondering about the guardian myself.Rumors are that they’ll get a bow..So I’ve been thinking Arcane Archer.(but I’d rather see Paragon with throwing spear although there will be no new weapons) Paladin seems logical though.
With the meditations guardians have,no other class would suite better for the monk.But that would mean they’d probably have to sacrifice their heavy armor.I don’t see that happening since they added the revenant to also have 3 heavy armor professions.
I think it is an anti social system where players become so fixated on gearscore that they litterally become a burden to group with and suck all the fun out of the game.And the more they are occupied with that,the less they’ll open up to other players,potential friends,or just players in need…Like they forget its a game…
If they ‘d implement this,there need to be an option to not allow it..If then a player tries to inspect you while you don’t allow it,he/she gets a well deserved slap :p
But seriously,I’d prefer if they wouldn’t implement this at all.
I’d like to catch a griffon
2 years back I tried to finish them but now I don’t even bother ,as often these dailies are on maps my new character has never been to.
It can give reason to go back to these maps once you are 80 and have done most of the maps..
But maybe its better that the dailies take place within the current (or bordering) map for players that are not 80 yet/just started.
It happened once or twice that I finished one of the dailies by accident,although i do not actively persue the daily goals
Very interesting Oulov,
Perhaps for each species there could be a ruleset and the ranger has to discover how to blend in best.
The better the ranger succeeds at this the higher the chances to catch an Alpha wolf instead of juvenile wolf for example..catching pets becomes a game by itself.While the ranger will gain another way of getting through the dangerous jungle ;by following the rules of the most prominent species in the area(yet there is still a chance that some turn hostile or perhaps for some species you have to prove yourself through combat before you can become allies,by fighting the alpha wolf for example..then all the ranks below will become allies if you win)
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yea I can remember that from gw1 too,which was slightly more exciting than the passive juvenile creatures we have now.Although I think with improved wildlife behaviour they can truly make it an exciting experience.Very suitable for this expansion in jungle setting I think
On my ranger I just catched a wolf in Lonar’s Pass and in doing so I had to
kill the whole pack + wolf pups because I got close.
How likely would a wolf kill his whole pack + pups for a complete stranger I was wondering..
With the upcoming expansion I think its something worthy to think about;
what can a ranger/druid do to be accepted by some dangerous potential new jungle pets?
Improving on this AI can make it much more rewarding to catch a difficult rare pet if your chosen approach /strategy succeeds.It can also provide a new interesting way of survival in the jungle.(If a % of the same NPC species as your pet, can turn into allies on the map while the rival counterpart animal might start to hunt you too )
Much more interesting than just walking to a juvenile beast and pushing a button to catch it for 100% certain imo
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haha thats one way to get world completion if you absolutely dislike WvW
Or are you asking for combat in the air?
Nah, the Mastery is more about the abilty to fly and less about the glider as an item. So the right analogy would be you learning how to drive and once you’ve learned it your sister is entitled to drive the car to the mall without having a license herself.
and thats ok if she is able.
perhaps they should have named it paths
The paths will unlock account wide
yet each character starts at a basic lvl of mastery and then can go to advanced/expert lvl from there..
They have said that in order to glide higher ,for example, your character needs to become better at it first.
So I guess there will be both character/account bound stuff related to it.
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I don’t know much about the mastery system but 1 thing i really loved when I came back is that now we have mutual bank storage for all characters.This is a perfect example of how we are now able to enjoy the game,rather than switch characters and arrange inventory for hours..
Wouldn’t mind if world completion unlocked account wide too if you have gained 90% world completion on a few characters.Because each time I reroll I have to worry (and focus) on map completion,instead of exploring and socializing
Perhaps they can make it so that the third playthrough focuses on socializing and that you gain experience for your role within an alliance or something
Maybe they should have some kind of individual character development (not saying it should be the mastery system) also things that unlock account wide regardless..
Gliding for example,I think i would perfer to have that unlocked account wide
because otherwise you need to focus on unlocking it for all the characters instead of enjoying the game.Now it would be like a family car,sometimes you drive it,sometimes your sister uses it to go to the mall.
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Like how do the Sylvari dress/adapt in the Maguuma jungle? Do they need to adapt at all?Perhaps they’ll discover new plants/material to craft clothes with?
Would the Charr craft special armor to protect themselves from the vicious vines?Perhaps Rytlock found an answer in the fade to enhance the armor of the charr?
If they truly want to make gw2 more about the journey I think it is a logical step to add more cultural stuff like armors and weapons,..
Even in our world all the different clothing styles we as humans have fascinate me.
We can’t deny our culture if we want to tell the stories of folks across the globe.
And the question is; how will each race adapt to the challenges of survival in the Maguuma jungle?
When new areas are introduced to the game, it is an opportunity to flesh out the culture and customs of each of the races of gw2.
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another specialization I’d like to see very much is the swashbuckler
[img] http://img.photobucket.com/albums/v252/SodaGuy/Pirate.jpg
[img]https://s-media-cache-ak0.pinimg.com/236x/ee/f8/be/eef8bee79782fc532f94ce91e6836f19.jpg
[/img]
The swashbuckler embodies the concepts of daring and panache
Instead of being thugs,they perfer grand and flamboyant manners; flair; verve.
Their great sense of fashion allows them to learn disguise types from enemies they have bested.(kinda like what i suggested in previous post)
on top
-They get a damage bonus for flanking enemies
-Are able to master acrobatic tricks
-can damage their enemies strenght and constitution temporarily
-Have much more resistance to mind controle
i think this would be a nice specialization for the more “mannered” thieves among us that want to show off.Or for all the maties that fancy pirates y’arrrrrr
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That skill in the youtube vid at the “death comes” part is cool but much like mesmer portal.
I was hoping for cross-dressing spy agent
That can infiltrate enemy territory disguised as an ally ..and then guardians would be able to see through their disguise ,or they will give themselves away the moment they attack.
In disguise mode the spy can gather “secret documents” which in turn can be exchanged for cool new disguises (they will also get a disguise wardrobe)
Those diguises have special properties.Some come with cool new ways to ambush/deceive the enemy..Other disguises allow you to escape in style when discovered..
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Maybe each Specialization could gather pieces/ trophies from monsters.
From the ones that complement their profession,they could substract unique customization pieces for their wardrobe.
Like the warrior could get a wyvern skull to alter his shoulder piece with
The elementalist could imbue the essence of a whisp in the headband,…,…
The druid can pay respect to the corpses of spiritual beasts that enables them to bless their armor with the powers of those beasts,..
perhaps they could even learn to summon new types of forest spirits and beasts that way
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I really hope they add more cultural outfits for each race.
Can barely stand looking at my Sylvari in other equipement than cultural armor
perhaps the option to make equipment we find switch to sylvari style automatically on equip.
then for each 20 lvls they could add “standard cultural armor”
rather than medium,heavy,light these armors would reflect a certain personality.(when the sylvari woke ;night,dawn,dusk,…could be reflected)
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The gliding could unlock after you get map completion for a certain area..so things like vistas won’t be obselete and you still have to do all in order to unlock gliding
Or they could indeed add gliding “tracks”
I already can imagine this in Kaineng City..
[img]http://wiki.guildwars.com/images/thumb/e/eb/%22Rooftops%22_concept_art.jpg/800px-%22Rooftops%22_concept_art.jpg[/img]
Would be most epic.
I think the gliding is most interesting.
It opens many doors for all kinds of new game modes like “ride the winds”
The higher you are able to get,using the winds to your advantage,the better the rewards..
Or checkpoint racing
Or a game mode with many dangerous locations and you need to get to a safe drop point..But with the strong winds you’re more likely to end up this way;
The expansion certainly looks hot,
and i’m pleased to see they adopted my proposal of a profession that wields different kinds of spirits.
If I remember right I called it “Medium”,yet I see the necessity of a third heavy armor class and Revenant is sweet.
But I always had 1 big issue with guildwars2 ; The US/EU server separation
Whereas in guildwars 1 it was as easy as switching a channel.So I was in an American guild in gw1.
Initially at release of guildwars 2 I played on the US server Stormbluff Isle.
But then real friends started to play and so I switched to the EU server Piken Square.
Now that I have returned,only the American guild I used to play guildwars 1 with remains active.
Transfer is not cheap,but I wouldn’t mind paying it once if I’m absolutely sure the US side server is the place i want to be..but I’m really thorn,as chances are my irl friends return on EU side.And then I have to resume running the guild we have at EU side
But to keep it short,I was wondering if you would adress this to bring EU and US together like in guildwars 1.Because coming together,isn’t that what an mmo is all about?
Isn’t there something you can do about this?Like for example let us choose a home server on both EU and US side,then we can switch once(or limited times) a month between those 2 for free (or more for a small fee) For the rest it stays the same if you want to switch to different server on either sides it comes with the price according to how populated the server yo want to move to is.
At least consider removing this 1 thorn from guildwars’s heart, because its sad how we get separated in gw2,compared to gw1.
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I truly love the shatterer but make him more dynamic/improve his AI
I mean its just a bit stupid if all people are at its left paw that he keeps attacking in front of him.make his head turn or allow his paw to give a big smack when he notices alot of players at one side.
Mouse losing focus -right click to turn not working [Merged]
in Account & Technical Support
Posted by: Tipsy.5802
when in gw2 my mouse disconnects and reconnects quite often all of a sudden.
I hear the tune when something is plugged in or out when this happens and I cant do anything; for like 5 seconds
but it reconnects after a few.
I use a Roccat mouse
ow yea,like buy a home in the home instance where you can hire a quaggan or skritt as personal butler that gains lvls of services it offers..pretty much like a chibi pet but way cooler
I like the idea behind the live stories but the stage the current live story is in now isnt very enticing(although I love the artwork)
I’m not gonna voice my opinion on the whole living story just yet but I do hope in the next stage more exciting things will be unraveled.
Its all nice if we can repair some boards,loot some dead refugees along the way and heal the wounded
but there needs to be more action->reaction
Not knowing what the next stage will be,the current live story needs to be seen on a larger scale with more upheaval,panic and chaos
add exciting rewards like perhaps a refugee backpack,some new foods,..
Now its just like :“ok I helped some wounded refugees,took some badges of dead ones and fixed some boards along the way,noticed these few new events which is cool…”
But what do I gain except for the titletrack?was this it?did I miss something?Am I in the right place for this live story?(well the herald said it was on this map and yes i see a few signs)
signs of an event to come <-> the live event
Ofcours I do hope this all is just the calm before the storm..
But in the future try to make clear what a player should have done and should have seen before the next stage unfolds.(at least I have the feeling i’m missing out on something)
What are the goals of each stage?should every stage take as long as the other?Are there any concequences if a stage doesnt get enough attention of players?
Live events are the answere to bring wvw and pve closer together perhaps
https://forum-en.gw2archive.eu/forum/game/suggestions/Link-PvE-and-WvW-more-closely-together
since this is like an event over a long time,dare to create live events with different outcomes based on how players participated on that server.
If they do well reward them with reinforcements in wvw or something(well you can read through the other topic I linked if you want)
To be short,these live stories need certain impact and consequences,a deeper root within Tyria and perhaps an impact on different areas of the game.Giving new reasons to be in a starting area as high lvl character and fight for your server how you want.
If there is anything in an mmo that could let leave a mark(longer,not permanent mark .instead of everything respawning every x mins/hours) on the gameworld it are these live stories..
I only hope you’ll take this in the right direction
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I using the skill “throw napalm” on orgre supplies in plains of ashford and I notice that burns don’t have any effect on objects.Which is illogical.
Also heavy condition dmg builds take centuries destroying buildings and objects while warriors and high direct dmg dealers/melee players do it in few seconds
Ok i can understand that melee characters need time to hit the object
but I still think some of the range options are very underwhelming if you compare it to a melee build.
At least add the option for objects to burn/get acid on them.So conditions are less useless.
Perhaps 50 procent less effective conditions on buildings but some effect(burnin,acid,.)
revamp the look for group feature in contacts.It never gets used.and everyone goes to gw lfg.com to find groups.Better to make it more usefull ingame and reduce the lfg blabbering in game chat
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we tested the flickering on reflecting objects with the flamethrower with a large race like the norn and a small one like asura.
I think the straining on the eye the flamethrower causes on an asuran characters is related to how close the flamethrower is to the ground.Because flamethrower on norn has very little of the flickering,its not as bad as with the asura:they have the flickering effect all around them
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