Showing Posts For Treble.9378:
The world of Tyria dramatically changes from the ground up giving u the impression u actually matter…but after 2 weeks everything comes back to the way it was on release day. Very dynamic.
In Season 2 they said more permanent content will be added with each story..so expect to see additional rocks and trees pop up on the map as a result of your epic involvement in an continually changing world. Your decisions matter.
It’s nothing like wow…wow has a noob system that makes your epic decisions have a permanent impact on the world. WoW doesn’t have the regenerative capabilities of Tyria to heal itself every single time to the state it was on day 1 release. That’s how technologically advanced Tyria is.
LOL such thick sarcasm here. XD
It does sound like my waiting till season 2 was the right choice tho to play again. Thank you for the information!
I don’t quite get what they mean by “living world”, because the world seems very much so the same for me atm. Is it like with WoW, where they have zone changing upon doing story missions? and the worlds gonna change alot for me as I finish Season 1 & 2? Is that when more of the world opens up to me as well then just what there was at release?
Because they just seem like more story missions the same as the personal story stuffs.
Also, yeah I ment month, lmao. Sry XD VERY tired atm. and thank you for the welcome back. <3
Havn’t played since 1 monster after the games initial launch. Just curious as to whats changed. So far my server still seems to be a super high pop one (sanctum of rall), which is good. Except for the fact that the world seems super empty despite that high pop, lol.
So where is everyone? Whats everyone up to? Doin new content that got released? Was new content ever released? Was DX11 released and it’s auto turned on for me and my GTX770?
My lvl 80 war seems to be the exact same as when I left him. No real tweaks I’ve noticed about great swords to their direct skills/damage so far.
I havn’t dipped back into the pvp yet, how’s that doin? more balanced now? more fun? any new maps for it?
Also, I keep hearing whispers on this forums about a season 2 for GW2. Whats that all about? Is that an expansion? a patch? what’s it doing for the game?
Lotta questions, I know, but I just need some help catching up real fast to help me see whats there beyond what I’ve already seen, because it’s not overly obvious stuffs.
OH! and the BIGGEST thing for me, were any new zones opened up on the map? or is the world still the exact same size? The best part of this game for me was the exploration, adventuring and finding those hidden dungeons and such snuck into little cracks and holes in the world that you wernt ment to find, that you wernt show, that without finding them by chance you’d never know they were there (best part of the game imo).
So whats the situation with all that??
When you go to make a new character for the Human Female Warrior, does anyone know what armor set that is? I know the Guardian one is the cultural armor from Divinity’s, I can’t seem to find which one the warrior is wearing. I’ve attached a screen shot as well. Thanks!
Looks to be from the cultural porn shop in divinity’s reach.
Does anyone by chance know what it takes to get/make/find these two swords? The Arcing Blade and Arcing Great Blade?
They look aloooooot like the ultima blade from FF7, so im pretty interested in em. XD
Even at doing 100% of the bleed dmg tho you’re still not doing as much as the power+crit wars in damage, so at 80% you’re pretty weak if damage is your goal.
Condition builds are pretty sick in wvw and spvp for us atm tho if those are also your goals.
I feel like the Warrior could use a fair bit of tweaking still to really make it feel fun, and I know that many of you feel the same way.
So, since the devs like to read these forums often, let’s make a compilation thread of the ways we feel warrior needs to be altered to make it really fun, and see if they agree at all.
I’ll start.
- take out the wep swap timer reduction trait
- give us a 5 second natural swap time
- give axes atleast a LITTLE mobility that isn’t adrenalin based (barley moves you anyways)
- tone down derm hunder blards
- boost base 2h sword dmg by enough to turn that HB dmg into dps instead of burst
- remove signets and give our traits base stat buffs similar to what signets give (based on the trait ofcourse) OR reduce non signet trait CD’s (first choice preferable for interesting class diversity reasons)
- remove juggernaut and add something like Berserkers Blade:
+berserkers blade would be an elite that would cause your sword to become larger, and have a blood red coloring to it.
+berserkers blade would alter all of your current ability set
Berserkers Blade could either give all your abilities big condition damage additions for 60 seconds, or increase their damage, or give each ability an alternate function that’s added to it’s current one.
These alternate functions would be something like.. #4 on the great sword would now drag enemies TO you if hit by the return throw, and the #2 on the regular sword would knock enemies you land on down when you make contact with them.
Keep in mind, these are just my opinions, no need to argue them or discuss them. Simply post your own. :>
When I heard about juggernaut form, I originally, for some reason, assumed it’d do something like in Darksiders 1, with War’s transformation.
That we’d get this giant sword, and become super hard to take down, and get tons of just flat out AOE destruction skills.
This.. turned out to not be the case tho, lol.
This.. turned out to not be the case tho, lol.Imo, the skills SUPER boring and bland.
Just kept on exploring.
Crafting is a wasteful money sink since rares on the TP are cheap as all hell, and the personal story felt so campy and poorly written/acted that I was expecting Bruce Campbell to make an appearance (woulda been better if he did imo, lololol), and most of my friends stopped playing so pvp stopped being fun.
So yeah.. Just exploring for me.
the old trait system was better. don’t even know what the hell they are thinking. before you just slotted certain traits INTO a reserved slot for the WEAPON, so you had hammer traits, GS traits, whatever ready to kitten rock when you equipped thekittenweapon…and there were the other more general traits.
Seriously? That woulda been AWESOME! Like Materia in ff7 almost! :>
kitten, bring that back!!!
Warriors are heavily reliant on switching up their weapons. I saw the thread about the 3 weapon usage, and yes, I can see reasons.
That won’t ever happen though, and I think a nice improvemnt in allowing warriors to be more effective in their role is to make the standard weapon swap timer 5 seconds, with the ability to lower it to 3 seconds traited.
It makes up being ineffective at range, having to be in the thick of fighting and melee. At least you get to weapon swap alot more and this adds more dimension to the class.
I’m glad im not the only one who feels this way about Warrior.
Imo:
- take out the wep swap timer reduction trait
- give us a 5 second natural swap time
- give axes atleast a LITTLE mobility that isn’t adrenalin based (barley moves you anyways)
- tone down derm hunder blards
- boost base 2h sword dmg by enough to turn that HB dmg into dps instead of burst
- remove signets and give our traits base stat buffs similar to what signets give (based on the trait ofcourse) OR reduce non signet trait CD’s (first choice preferable for interesting class diversity reasons)
These are the changes I’d make to Warrior off the top of my head.
(edited by Treble.9378)
Against players though, its all about timing, positioning, and force strength estimation.
Soooo.. Just like WoW, but with less complexity. lol
Basically, I just want more interaction when I’m playing. I feel like I don’t have to do very much and it makes playing my Warrior very uninteresting. The best way for me to put it, I guess, is to say that the class feels very… auto-pilot. I want to have skills that I have to use frequently. I want my skills to encourage decision making. I want the rewarding feeling of making a good decision and the punishing feeling of making a bad one.
I forgot to include the temporary buff skills in with the boring as well. They aren’t fun to use at all.
Gonna have to agree with this.
I saw Mr.kitty try to say that Warriors were the same as this in WoW, when really they wern’t. I’m a 4 year WoW Warrior, and I gotta say that the the Warrior class was waaaaaay more involved then in this game.
You were constantly on your feet in terms of decision making and skill usage. You had to know your kitten and use things accordingly in order to survive be it tanking or dpsing or pvping.
You had rows of skills to learn, abilities to memorize the effects of, and it pushed your situational awareness pretty hard if you wanted to be good. and it was FUN.
In this game.. It really does feel like a faceroll with little to no skill needed or intended.
Gets pretty boring real fast too with the dual wielding animations being broken and only using one wep to attack instead of both.
I feel the same way about the game honestly.
The exploration aspect is dulled by the myriad of vista’s/POI’s/waypoints, and I’ve been guided through the game with the sole purpose of mining ore to get weapon smithing/jewl crafting to max.
Upon learning tho that crafting was actually a waste of my time and money, I instantly lost ALOT of interest in this game, lol.
Now I login to play with friends really, but that’s about it. The game just feels hollow to me as is.
Imo, we need a build 1 and 2 and 3 buttons that we can unlock, and setup our traits/gear/skills in and such.
I use power/vit/condition dmg gems in mine. I figure.. im stacking bleeds rapid fire anyways.. so why not just keep upping my bleed dmg?
(edited by Treble.9378)
@bngn yeah, really, lol.
I switched to duals words too at 80 btw, and the dmg is definitely far less then a glass cannon, but still comparable.
However, It’s pretty much the same damage + more survivability with a shield over the 2nd sword.
That 2nd sword just does not contribute much at all, dmg or animation wise.
and because of that im gonna deem it the welfare sword. lawlawlawl
I could look past all that if it atleast had auto attack animations involving it. XD
but honestly, it is lacking.
Like I said, XP. XP doesn’t support higher than 9. And it was probably easier to start with DX9 since they had more experience. I’m not saying 11 wouldn’t be better., but those are just some reasons. And yes, i’m going to mention to a guru thread becuase if people have already talked about this thing before, why not read past discussions?
I have no idea where this guru site is or where the thread it, and don’t care to go searching the internet for it.
Maybe provide a link next time if it’s so important?
The OP is right tho imo. No excuse for lacking DX11 in a 2012 mmo.
Difference between Rare and Exotic stats:
7-15 more armor
2 to 7 more points in any given abilityGrand total on overall stats: 10-50 points
Overall Player skill > Bestest gear gold can buy. (100% of the time)
It should be noted that dungeon armor is harder to gain due to its rarer skins. you can buy or craft exotic armor in 4 hours or less if you have the materials and level for it..
I believe the OP is talking about getting different stats variants as opposed to just “more” of a stat.
Like say he wanted (totally made up example) power/toughness/condition, but nothing on the TP had that, so he had to grind these tokens to get those stats on the same pieces.
What he’s not saying is that he wants exotics for the +7 more of a stat per item.
aaaaaand that it’s unfair that it’s setup for him to get it in such a super grindy fashion.
I’ve yet to even look at dungeon sets, so I have no idea if these armors with different stat setups are real or not, but if they are and it takes THAT much to get em then.. yikes. I feel bad for anyone trying. :<
Notice on the attached picture that there’s a red tidbit sticking outta the armor that doesn’t change colors with dyes here?
Doesn’t matter, it still looks and feels like crap, making these weapons and styles feel less viable/desirable in a game where we’re already coming up short on combat diversity.
Notice on the attached picture that there’s a red tidbit sticking outta the armor that doesn’t change colors with dyes here?
Makes this armor piece look very shoddy for something that costs 2 freakin gold. Plz fix?
I just wanna say that I’m lvl 80, have 180 hours played on my lvl 80 war now, and not once, have I ever, EVER seen a key drop.
I’ve literally only ever gotten one single key, and it was from finishing my starting zone as an achievement. Since then, no other zone I’ve finished has ever given any keys.
Cash grab, imo.
Personally, I’ll never purchase a dye from the TP, ever. It’s a waste of good money. and because of this, I see the fact that it’s character bound instead of account bound a problem for someone like me who doesn’t make alts often or take them serious.
This just makes alts seem even less fun to me, and makes me wanna play em even less now.
Hey guys, just making a thread for overall PvP discussions such as trait builds, weapons and “OMG WARRIOR OP NERF MILLION BLADES”. Here is a fun little idea I had that could work for any 1v1 PvP battles, not sure on the traits though, would like some help with that.
Freeze and die build:
Sword/axe combo Second hand Bow. Whirling axe builds adrenaline like crazy and does decent damage. Dual axe gives you fury. The sword adrenaline skill does decent damage, and freezes the enemy. The idea is this:
whirling axe for adrenaline
adrenaline skill for freeze
roll back, take out your bow and start firing away. Once they break out of immobilize, hit them with the bow immobilize and finish them off. Not sure how many people expect it yet or are prepared for it, so it seems like it could be fun…Discuss this build and others!
Sounds like a setup that can be super easily negated by the unsurmountable amounts of stealth/heals/CC breakers in this game.
Great Swords rock and all, but I wanna comment on condition builds.
in Warrior
Posted by: Treble.9378
I’m assuming you’re referring to the “Fast Hands” trait (I had to look it up)? If so, I could see what you mean but also keep in mind you don’t want players to be able to exploit the weapon insignia’s that provide 100% crit, poison, etc. on next hit after a weapon swap. But I do see your point with the “pigeon holing”.
They could always just put CD’s on the sigs* tho to fix that.
I am elementalist.
in spvp :
warrior comes. stuns me+frenzzy+Hundred Blades (18k damage to me ) = i am dead.
in pve
i am trying to kill boss with best items.(80 lvl exotic) i cant deal damage as newbie warrior.also my defance is less than warrior.
so nerf warriors or buff elementalists.
Imo, pretty much every class BUT warrior needs some work. Warrior feels like the most rounded/smoothest/most fluid/most powerful/most resilient of all the professions to me.
The others need some serious work.
Great Swords rock and all, but I wanna comment on condition builds.
in Warrior
Posted by: Treble.9378
Dual Swords is pretty boss, and mixed with toughness/vit, regardless of the lame limp left arm deal.
The only issue that I have with it tho, that I feel most warrior builds have that aren’t burst/GS builds, is the weapon swap CD issue.
As most people know, we need to be able to wep swap to be effective in combat. Be it a sword/shield setup, or a rifle swap.
The issue with this tho is that unless we always spec into burst damage with our traits, we can’t fix this wep swap CD issue.
It would be nice if this was either an option in more then one tree, or if it was in general moved to the precision on power tree for a more general setup option, allowing us to have more diversity in our play styles, and not semi-pigeon hole us into burst builds.
Anyone else agree?
I like it initially, but I also think that after you reach lvl 80 there should be some extra skills you can mix into your 1-5 slots like you can choose skills for your 6-9 spots.
It could reflect how legendary your prowess is with that weapon. It would also give ArenaNet some new ways to make a weapon more interesting.
I like the idea of having some new additions at lvl 80. Would be nice.
Imo tho, I think the only thing warriors really need, now that I’ve thought about it alot, is a reduction to their base wep swap CD, as opposed to something that pigeon holes you into certain traits.
If this is a problem there is a trait in the discipline tree that reduces that. I like to swap weapons a lot so it was a priority for me, and I’m constantly switching.
Yeah, 20 points deep, which basically means im forced to play a glass cannon style burst warrior and give up my toughness for survival in pvp (which helps immensely).
Basically this means that Warriors are pigeonholed due to a design flaw.
Kinda kills the fun of things.
Only thing that is passive in your build are the traits isn’t it? Most of the utility slots are skills you have to use. Signets and such have a passive part but if you don’t use the effect they give when used you are kind of missing out. Not sure what any of this has to do with immersion though. But I kind of feel like there are more then enough diverse skills. Compared to other mmorpg with maybe 30 skills where you have a lot of skills that kind of do the same kind thing. Like fireball, frostbolt, arcane bolt and so on. I play elementalist and love how many different skills and combos you can do compared to a “mage” in some other games. Even if I only count the 5 weapon skills.
Well, with Ele it honestly feels different then with classes like the Warrior.
See, with a Warrior, you’re weapon swapping because you need something situational, and that situational thing won’t always take even half of the duration on the weapon swap cooldown to acomplish. Then once done you don’t need that weapon anymore, and most of the time need your primary again, but can’t get back to it.
Where as with ele, it’s more like.. Ok, you used this element, now you can swap to this next one, which has all the same survival/utility/raw dmg type stuff as the last element, but with different gimmicks to it.
Regardless tho, you can get by with any of those elements, and don’t NEED to be on another one to 100% perform.
Swapping between a melee/ranged wep as a War does not feel anywhere near as smooth as ele swapping for an elementalist. :/
Also, Elementalist basically gets 20 skills with smooth swapping due to them all being viable for 99% of situations, vs a melee char switching to a ranged wep to catch up to someone or hit a fleeing mob that then turns around, and stuff of that nature.
I see alotta people making the claims that alotta the skills in WoW were useless.. When infact they were not, lol.
I’m not sure where this got started, but as an Enh Shaman, fury/arms/defense War, and Feral Druid, there was never any lack of useful skills you had at your disposal going from vanilla-wotlk WoW (which is where I stopped).
The weapon swapping in this game also feels terrible atm imo due to the HUGE cooldowns on the weapon swap ability.
I can see why it was supposed to be awesome, but it just feels so janky in pvp atm as a Warrior switching from melee to range.
Personally, I feel it takes away from the immersion feeling. I wouldn’t mind having less “styles” if the styles were more fleshed out. Currently, I feel a total lack of immersion because 80% of our character build/diversity comes from passive stuffs. :<
What do you guys think?
/firstworldproblems
You’re playing a video game… EVERY COMPLAINT IS A FIRST WORLD PROBLEM!
this, lawlawlawlawl
Hammers are getting some love down the line, aeon, don’t worry. Some ANet rep confirmed it in another thread.
I actually haven’t tried a greatsword warrior, and I will eventually, but I love my greatsword guardian. I dunno where you guys are getting the “it’s not fluid enough” stuff from. Maybe you’re just not using Leap of Faith in situationally, or don’t understand how well the pull skill at 5 changes the fight to your favor.
There’s casting bars on auto attacks causing slight delays in your fighting, and the skills don’t work that well together.
Great Sword Guardians feel like they were given a bunch of skills that were all somewhat situational as opposed to being skills that just worked well together to form a solid fighting skill set.
Plus their dmg (outside of their roflcoptor move) feels a bit on the low side to me compared to my Warrior.
Seriously, why do we always have to have one arm hanging there jerking us off 24/7 while the other does all the fighting? It looks stiff/uninspired, and really puts me off from wanting to use anything but two handed weps in the game atm.
Any chance this is gonna be fixed eventually so combat with stuff like dual pistols doesn’t look/feel so akward?
Warrior, hands down. It feels like the single best PvE weapon in the game in a warriors hands.
In a guardians hands.. It can deal some solid dmg but the guardian just feels slow and sloppy with it, with casting bars showing up on swings and their spinny move being so short lived + hitting targets you never wanted it.
I honestly disliked the guardian in general I think tho. Too many casting bars, too much jankyness and not enough fluidity.
War wins hands down in my books.
Warrior. Gaurdian’s playstyle is more involved than I like. It seems like you have to push buttons to do what a warrior can do with traits and leveling up (self-preservation wise). Warrior’s ranged options/damage rival and/or exceed rangers as well.
Agree’d. Warrior #1.
I’ve tried out every profession so far, and the rest just feel 100% bleh compared to the warrior.
I guess. devs tend to respond more to topics/issues with high representations as opposed to lower ones.
Here’s a topic on the other GW2 forums (the most widely used ones till this one opened) on the issues and what some people are saying about em.
http://www.guildwars2forum.com/threads/11560-There-s-a-few-things-I-feel-the-need-to-rant-about
Only one other person wants to know what the deal is with these things? wow.
This is pretty much a straight up question for the devs to answer if they have the time to answer or not.
I was wondering why the targeting in this game, regardless of how many options you fiddle with, feels so off compared to every other mmo out there? Is this an intentional new design? or did something go wrong and you guys are looking into tightening it up still?
Because as it stands, the game seems to be hell bent on deselecting you targets atm.
This makes auto attacking a bit of a pain at times, and is one of two reasons it feels like an issue.
The other one being that sometimes even if you’re within the hit box radius of the target, and making contact with it manually hitting buttons, the auto attacking won’t do anything and act like you’re outta range. :/
Also, the last thing I wanted to know about is the dual wielding animation issues. The whole left arm doing nothing thing unless you’re pressing 4 or 5. Is that also an issue that’s being looked into? or was that an intentional design choice?/if so is it up for a possible change?
thnx in advance.
