Showing Posts For Toramino.4381:

Lets Chat: Revenant Masters of the Mist

in Guild Wars 2: Heart of Thorns

Posted by: Toramino.4381

Toramino.4381

Give Revenant access to Greatsword. That’s all I wanted to say! Anet, you have to!

Revenant and GS?

in Guild Wars 2: Heart of Thorns

Posted by: Toramino.4381

Toramino.4381

Give Revenant GS! Please. For the love of all that is good, give Rev access to GS. PLEASE! I don’t care if it’s a popular weapon. Just let us have both Staff and GS. That way everyone is happy.

My dream right now is playing a GS Revenant.

Also, after seeing what they did with Hammer, I started to think about how other weapons could be done differently. And for GS, I was thinking instead of slow powerful attacks, it could be a fast weapon, striking quickly but for less damage. It would be a new take on the weapon. Also, it would be really cool if Rev GS 5 was a short teleport like thief short bow has. Only instead of blinding, it could do a cripple or 1s imob effect. I feel that this would be appropriate for a phantom warrior such as the Revenant.

Please, Anet, do the right thing here. I love the idea of the Staff also. But please let us have GS! Like I said, just do both!

EDIT: Errr…my apologies again, I did not realize this was the same thread haha!

(edited by Toramino.4381)

Always outnumbered in EOTM

in WvW

Posted by: Toramino.4381

Toramino.4381

Actually it doesn’t seem to matter what color we are. We still lose.

Community Standards - Mass Server Transfers

in WvW

Posted by: Toramino.4381

Toramino.4381

Worth playing?

Just ask yourself what you’d rather. One stacked server stomping two other servers with no presence, or three servers who’re all topped up with presence for people to play with and against at as good to all hours of the day? There is nothing inherently wrong with “stacking”.

Its time to be more pragmatic and reasonable about this. If players want a fulfilling game mode then they’ve all got to collate in a single tier for a more well rounded fight. Server imbalance still occurs due to people/guilds overstacking into a single server, usually pre-seasons. But to take the picture as you’ve painted it is just plain ignorance.

Uhhh…..you must come from Tier 2. Cause in T1, BG is dead as a doornail in WvW. JQ and TC zergs are MASSIVE. And then there’s us. Effing tiny with no presence. It’s not 3 servers “topped off” up here. It’s a total mess. And why you ask? Because of the issue addressed here in this thread.

It’s not good for the Gw2 (WVW) community at large. And it needs to get curbed. Hard.

Community Standards - Mass Server Transfers

in WvW

Posted by: Toramino.4381

Toramino.4381

Sure, but since (clearly) people don’t self-police for the greater good, then artificial limits should be put in place.

Like, transfers can only be bought with cash and not converted gold, for starters.

Someone give this man a podium to speak from. RAISE HIS VOICE!

Always outnumbered in EOTM

in WvW

Posted by: Toramino.4381

Toramino.4381

I play on Blackgate and for about as long as I can remember now, we lose EOTM 98% of the time (I say 98% even though I’ve not seen us win in months and counting). As in the other two worlds have 4 times our numbers (at least) and almost always double our points. Every. Single. Round.

This is not fun…. Is Anet considering ANY means by which they can fix the huge gap in populations? Because right now it’s so horrible, there’s hardly a reason to even participate. And I’m not planning on transferring servers. I like where I’m at.

Yeah, I’m kittening. But I mean….come on….this is an issue that should be addressed.

CDI-Guilds- Raiding

in CDI

Posted by: Toramino.4381

Toramino.4381

Here are my thoughts on how raiding could work in GW2. Basically, I think there are three components –

  • how we form/get into a raid
  • what we do once were in, and
  • how we are rewarded

Below is an overview of ideas around those three areas.

Forming/getting into a raid –

The general premise is to use existing maps and instances with triggers similar to those found in guild missions. The big difference would be that the person forming the raid would have control over who gets onto that map (much as the owner of a customized spvp map has control over the same factor).

Specifically, the interface (which, again, could mirror the custom sPvP interface) would include:

  • Permissions: Would allow the guild leader to assign who has permission to trigger a guild raid/add people to the Invite list
  • Raid Size: This would be to allow guilds of different sizes to complete content. Level 1 would be for 10+ people, Level 2 for 20+ and Level 3 for 30+ (they would, of course, be scalable)
  • Map Used: Public (would spawn the boss or activity in a currently active map or instance open to anyone); Guild Only (would push the guild to a private map only members could access); and Invite Only (map would be accessible to guild member + other guilds/players specifically on the invite section)
  • Invite List: would allow guild leaders/officers to create a list of non-guildees who could participate in “Invite Only” raid instances

Raid Content:

This would be the perfect place to resurrect past living story fights and activities, as well as brand new bosses and encounters. Below are several examples of what “raids” could look like:

  • The Ancient Karka. This would be a scaled down (and much shorter) version of the first living story event GW2 ever did – the epic karka fight/race in Southsun (would be a great chance to redo that event without the lag issues). The fight would take place across the Southsun map (with the population determined by the settings outlined in the interface, above), culminating in the fight in the cave (basically, the exact same fight with the same mechanics, just scaled so guild sized groups could do it in about 20-30 minutes).
  • The Tower of Nightmares. Basically, the tower of nightmares returns just as it was, on a copy of the Kessex Hills map – again scaled for guilds to complete in 20-30 minutes. At the top of the tower, the guild would encounter the boss from the mini instance from that event.
  • The Marionette. Same fight, in a copy of Lornar’s Pass, only scaled for guild sized groups.
  • The Breachmaker Battle. The final fight from the retaking of LA, fought aboard the Breachmaker – again, scaled for guild sized groups (this one would require adding the breachmaker fight map back in and giving us a way to get there).
  • New Potential Raid: The Heart of Zhaitan. After the brave expedition downed Zhaitan in the Lost City of Arah, the original dragon (remember, he was a dragon made of dragons) that made up the “Heart of Zhaitan” is attempting to escape and go into hibernation. The raid would be an epic fight again that dragon, chasing it across a version of the Cursed Shores map, to ensure it doesn’t return for millennia to come. (the idea would be to combat the general feeling that the final fight with Zhaitan felt underwhelming and anticlimactic)
  • Future Bosses: Any core large scale boss or open world content from future living story steps would be potential content. Raids would become yet another way ANet keeps the living story permanent – allowing them to change the world as needed without needing to completely remove large scale content from the game.

Rewards System:

  • Rewards should be similar to guild missions, specifically a set number of guild commendations (3 or 4 seems about right) + a chest on par with a world boss chest (potentially with unique skins or minis – similar to Tequatl and Triple Worm). To make it more interesting, the introduction of raids would be a good time to introduce new rewards to the guild commendation vendor (mini versions of guild bounty bosses/new raid bosses, new weapon sets, guild armor sets, etc).

I know this exceeds 300 words and doesn’t really follow the format set forth. I didn’t feel I could convey this idea within those parameters.

That said, I am happy to see this conversation underway and look forward to many productive posts from the community. Even though we dont always agree, I think something good will come of this long term.

THIS!! ALLLLLLL OF THIS!!

Too many Essence of Luck!!!

in Guild Wars 2 Discussion

Posted by: Toramino.4381

Toramino.4381

After a couple hours in Cursed Shore or Eternal Battlegrounds, I open my bags to a mountain of loot ready for salvage. The only problem is the mountain of Essence of Luck that I have to spam click on for ages. I literally had to replace one of my Steelseries mice with a new one well before it’s time due to the amount of spam clicking in this game….and there is such an easy solution that I’m brain-boggled Anet hasn’t implemented it yet.

THE SOLUTION:
Create a simple “right-click” option called “Use all”……

WOW that was easy wasn’kitten

I know I’m not the only one who wishes this was already in the game. It really should be taken into serious consideration, not only for Essence of Luck but for other stacking consumables as well such as wvw exp flasks and karma flasks as well.

Hope the devs take a gander here and perhaps give some feedback or perhaps a reason as to why they haven’t already gone ahead and added this mouse-saving feature. I love my Steelseries and I want to get a few more clicks out of it in actual combat, not clicking for 2 minutes straight to open bags then Essence of luck.

Idea for PvP map.

in PvP

Posted by: Toramino.4381

Toramino.4381

So I was thinking, how awesome would a “mini-siege” map be? Hear me out!!

Basic idea: Red starts in the fortress while Blue starts on the field (one team at each end of a “lane” structured map). The objective is to hold the keep for as long as possible. When round one ends, then Blue starts in the keep and Red starts in the field. Whichever team holds the keep for the longest time wins.

Now, the team in the keep will need a reason to leave the keep in order to make it more interesting: install an objective which will make breaking the keep walls much easier like say a cannon similar to the ones in Edge of the Mists. This will ensure that the defenders have a reason to be forced to come out to disable it before the attackers use it to breach the walls with ease.

Also, there would be a “resource pool” for each team which would gradually build up over time, and scoring kills (or perhaps stomps?) would generate a bit of extra resource. Teams would then use these resources to purchase upgrades such as the following, for example:

Both teams:
PvP specific siege equipment (and more besides but for now I’m just listing this one)

Defenders:
Increased wall/gate defense, NPC guards/champs etc

Attackers:
Purchaseable defensive buffs to help withstand siege damage while assaulting the keep

And those are only a couple examples, the possibilities are endless.

I know we already have WvW but this would be totally different. A team size of 15-20 people would be ideal, and it could be put into it’s own PvP map category!

I would personally LOVE to see something like this and I’m sure I’m not the only one. Share your thoughts/ideas and please be constructive!

WvW is so lagy.

in WvW

Posted by: Toramino.4381

Toramino.4381

The real T1 gvg heroes.

ROFL yup pretty much. I’m on JQ. The lag is real. SO REAL.

Why has skill lag seemingly gotten worse?

in WvW

Posted by: Toramino.4381

Toramino.4381

Been a couple days since last post here but I’m pretty much commenting in any thread about this problem. Been experiencing horrible skill lag in wvw to the point that when two zergs fight, I can’t get a skill to fire until the fight is over yet people are still moving around. And it feels as though it’s getting progressively worse.

Knights give too much loot

in Battle for Lion’s Arch - Aftermath

Posted by: Toramino.4381

Toramino.4381

I say… it doesn’t have enough loot, the entire encounter is 40mins long

What he said. This entire event takes a long time to complete and regardless of the mechanics themselves being “easy” it still, nonetheless takes a large number of people doing it correctly to achieve a kill at all. 5-6 boxes too much for half an hour of fighting bosses? In that half hour you could get more boxes from a true stand and spam in Frostgorge. I kitten well better get something worth while for killing those Knights lol, otherwise why even bother? I mean what would be better? 1-2 boxes? Why then even bother except to get to Prime Holo?
I think the amount of loot is fine the way it is. But I feel that Anet needs to fix the “limit” on how many players can tag the Knights or w/e is causing people to not recieve loot even if they’re their for the whole encounter spamming attacks. This has happened to me a couple times and I’m in full zerker unloading everything I’ve got from start to finish so it’s not a damage threshold.

TLDR: I personally feel the amount of loot is perfect right where it is.

Battle For Lion's Arch & The Future of PvE

in Battle for Lion’s Arch - Aftermath

Posted by: Toramino.4381

Toramino.4381

That’s very true. Most people have a build for power and condition (if there is a viable condi build for them) but we can’t expect everyone to adhere to the zerker meta for PvE content. Though Anet did say they were making tankier builds more viable which is true of the Knights since zerker melee is possible but really difficult to survive. So if tanks are getting a leg up I bet condi builds will be considered in the future.

Battle For Lion's Arch & The Future of PvE

in Battle for Lion’s Arch - Aftermath

Posted by: Toramino.4381

Toramino.4381

I’d like to start this off by congratulating Anet on a job very well done. Yes, there are bugs but those of course will be worked out soon (and most have already been). The Battle For Lion’s Arch is a revolution in the world of “raiding” and I cannot wait to see where they take it from here.

We’re finally beginning to see some really well tuned encounters that, while challenging and fun, don’t exclude certain members of the player base due to instancing and gear requirements (something that has really taken it’s toll in games such as WoW- anyone familiar with the nightmare that is “average item level”?? yeah…). Many thanks to Anet for keeping the content accessible but still challenging.
And before some of you jump down my throat, let me make it clear that I’m all for high tier pve content which requires min/maxing and coordination- I just don’t condone the whole “dun hav bis? gtfo cuz obv bad”.

Though I cannot quote the exact line, I came across a post a while back where a Developer stated that much of what we’ve seen throughout this living story extended event has been testing and experimentation which will pave the way to bigger and better (and I’ll even go so far as to say spectacular) raiding content in the future.

What I think Anet should consider is redesigning the world bosses once they’ve reached the next threshold of raid development. Living story is really great but I feel the PvE players need more to do, something a bit more challenging and involved than an encounter thrown together that will only last a couple weeks before it’s retired and replaced by something else that’s also temporary. The beauty is that, since gear isn’t constantly being replaced, the content will stay fresh for a long time and people will continue to complete it for years to come. All Anet has to do is make it worth the effort with a fair reward system that doesn’t implode on itself. And they’ve been getting better at that more and more as time goes by. Turn the world bosses into, perhaps, zones where chains of events lead to different boss encounters (very akin to what a 40 man raid would feel like back in Vanilla WoW, only with specific tasks/pre-req trigger activities instead of loads of trash to aoe down). Then just stagger timers so that there’s always something to participate in all over Tyria.