Showing Posts For Yalan.9102:

Adding a trinity to Guild Wars 2

in Suggestions

Posted by: Yalan.9102

Yalan.9102

When the devs were making this game they said they would have a trinity but it wouldn’t be the holy trinity it would be Support, Control, Damage, I have yet to see this so I was hoping if in the future they could add something for people who want to help allies and want to protect allies as a job.

I came up with this that might be able to help with the suuport control and damage.

1. Allow toughness stat to increase the chance of mobs attacking a player
2. Give players a new trait to allow their class heal to be able to be used on other players along with making new weapon sets be purely for supporting players. Then allowing to switch do a different weapon set to keep damaging .

This video helps describe more to what I’m trying to get here. http://www.youtube.com/watch?v=BBxStGB6-UE

Hopefully with these changes maybe Anet could add large scale dungeons and less of clustered instances for players who seem to complain about that

1) Toughness does increase aggro from mobs…
2) Guardians and other classes do have AE heals (such as well for necro and breeze for guardian…) for their heal6 skill not to mention traits/utilities that heal/provide boons.
3) There are already support weapon sets that people swap to. For example, staff or mace/shield for guardian.

If GW2 really does aim towards Casuals

in Guild Wars 2 Discussion

Posted by: Yalan.9102

Yalan.9102


For the new ascended armor that’s coming soon as well I don’t want to just earn it by doing dailies or crafting I want to earn it by doing difficult content, epic boss battles where my group fails over and over again until we finally kill it and have the best feeling of reward in the game.

All I get out of this post is: I want them to add gear that takes lots of time and skill to get so hardcore gamers can lord it over the casuals.

Most people that play will agree having skins/titles added to more difficult content so you can challenge yourself is great. Adding actual gear and stats to it is not. I find it funny how often people who ask for more challenge immediately follow it up by asking for better rewards too. Wasn’t the challenge itself what you wanted?

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Yalan.9102

Yalan.9102

Anyone CLAIMING that Anet didn’t take the MF item points on Celestial Gear into account when creating the armor – could you please provide a link from a dev backing up your nonsense statement? Thanks a ton.

Exotic Celestial chest armour =270 stat points (45 × 6 stats), plus 6% crit damage, plus 3% magic find

Exotic Tri-stat chest armour (e.g. Carrion) = 245 stat points (101 + 72 + 72)

Exotic Tri-stat chest armour including crit damage (e.g. Berserker) = 173 stat points (101 + 72), plus 5% crit damage

Celestial gear is over budget even without magic find. FACT.

It’s perfectly obvious, given that the intended removal of magic find was announced before Celestial gear was added, that it was budgeted to be desirable even without magic find.

I totally disagree on comparing stats on celestial armor vs tri-sets, but people have invested time and celestial is not easily obtainable via pve/pvp/dungeon tokens etc. It’s only available through crafting and time gated components. Not gold. And the extra 35 points spread over it + the MF is quite reasonable. Now removing the entire MF w/o compensation is just a rip-off imho. Time is gold, Time > gold.

@Anet, you release a gear for your consumer to aim at and 2 months later, you remove w/o compensation to it. Please propose something for replacement that balance it out, not too overkill and I guess your consumers will be happy. I can see some good suggestion like boon duration or maybe armor skins that change during day/night

As Magic Find is not a combat stat, the only reasonable way to ‘compensate’ would be to change MF on celestial directly to another non-combat stat such as gold find or karma.

We are not all equal

in Bazaar of the Four Winds

Posted by: Yalan.9102

Yalan.9102

If ANet wanted to solve these issues, there are a few things they could do.

1. Make achievements independent of additional rewards.

2. Create a proper match making system that factors in things like latency, wins/losses, average FPS, etc.

3. Allow players to create races with entry requirements (friends only, latency, etc).

1. While it technically is worth points towards an achievement prize, let’s be honest here. What is 5/10/20 points in the grand scheme of things? The best solution would be to make the ‘skill’ achievements worth 0 points and give a title to boast but then title collectors would be upset that they still ‘need to do it.’ Making 100% of achievements obtainable to 100% of people rather defeats the purpose of achievements and further turns them into a time-sink checklist.

2. For the amount of coding work that would require to make things ‘equal’, the games will still not really be equal. You want them to evaluate FPS, latency, packet loss, attached hardware by scanning, check previous win rates, etc and somehow find people on at the same time with the same specs to race? That just isn’t even remotely realistic for an achievement. Even competitive FPS games don’t put in that much effort.

3. Letting people race friends would just mean people cheating it far worse. Might as well just remove the achievement in that case.

Don’t get me wrong. I love this race. Personally, I would jump for joy if they made it a permanent mini-game you could invite friends to after the event ended. It is the best mini-game to date.

Guesting is ruining this game

in Suggestions

Posted by: Yalan.9102

Yalan.9102

Not giving ‘bonus’ chests, even for a character that has not received one that day, to guested characters would instantly solve the abuse. This shouldn’t interfere with the designed goals of guesting unless you literally only ran dragons etc. on a different server and never your own.

Small guild support/Influence cost

in Suggestions

Posted by: Yalan.9102

Yalan.9102

This does seem to blatantly favor large guilds. In a game designed around scaling in so many ways, why was guild size never considered for scaling? My guild was extremely excited for guild jump puzzles etc. until people saw the cost.