Showing Posts For Yih.4950:
I agree the sylvari necro’s pose is awesome. I like your characters’ personalities and attitude.
Her name is redais, because she has red eyes haha…
The full-body is from last year.
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I referenced a pose that the commissioner provided. He wanted me to portray his character as a stoic assassin. There are some parts of the painting which I’m unhappy with—the leather is too rigid/smooth—but I like the light on her face. I hope you enjoy!
I enjoy how expressive your colors and brushwork are. The cool pink light in the first one is especially potent.
Gosh the norn mesmer…hilarious!
Hey all!
I was provided by the commissioner with a wonderful description of her character’s curiosity and compassion for living things. Portraying that along with the intricate armor was challenging but the mistakes were worthwhile.
Please enjoy!
she enjoys dreaming. i hope you enjoy!
I didn’t expect such a in depth post; regardless, it was enjoyable and charming. Their names are quite cute. Thanks for sharing.
The small highlights on the armor are nice touch, and the flaming shoulder pieces look awesome!
Would you consider tinting your paper? You could use white acrylics for his hair and highlights, and the colors would pop even more.
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They’re so adorable! I especially like her outfit. What’s their story?
Oh my, I’m amazed by the sense of space and air in your works. The first piece with the thief and tumbling perspective is especially wonderful.
Awesome style! The textures and expressions are lovely. I especially like the asura portrait; she looks as though she won’t take any nonsense, but she is also so adorable!
Since the deadline is up for the emblem contest, here is my entry which portrays Glint and her legacy. Also, a sketch of my ranger and his friend (who is all grown up now haha).
Gosh it’s hard!!! I managed to get to 10 points, but usually I only get 2. Nevertheless, I think the artwork is lovely, and the flopping golem is funny haha.
Awesome! It’s got a nice silhouette, and I enjoy the simple colors/shapes.
I suggest making the image resolution smaller, not only for more convenient web viewing, but also to protect against theft. After that, use “save for web”, which is located in the file menu; this feature allows you to preserve quality with a smaller file size.
Excelsior!
Gutugutumakkan, the daredevil elementalist. Hope you enjoy!
~I sent you a pm!
my ranger and his friend are so excited to take on massive falling damage!
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Hi Brom,
I have several options—waist-up, full-body concept, and full-body illustration. I’d like to include portraits at some point, but I don’t have any recent examples to show. If you’d like any alternative formats I am open to negotiating prices. I have more information on my deviantArt: http://fav.me/d7py6hr
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Hey all,
Meet Loki, the adventurous and mischievous mesmer.
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Thank you!
Skyr, a thief. I uploaded the process on deviantart: http://fav.me/d7ubfak
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Thanks for the comments!
Craxus, a Charr warrior. I uploaded the process on deviantArt: http://fav.me/d7u5pa8
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hey all! just wanted to share that I’m open for commissions. for more information please check out my deviantArt: http://fav.me/d7py6hr
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thanks for the comments!
my final character, yihli the mesmer (i couldn’t think of a better name). i’ve posted the process of this and the other drawings on my deviantArt.
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Thanks for the comments. Invertation, that is a really good idea!
I actually quit the game…It’s gotten real boring and I’m so frustrated with the ranger class. So concerning commissions, I won’t be accepting them after all, sorry…
I’ve been busy, but I had some time to paint a good friend’s asuran necromancer, Zing! I want to paint my mesmer sometime. She’s my sexy character.
thanks guys! These are sites i use: yihyoungli.deviantart.com, yih.tumblr.com, yihyoung-li.cghub.com
This is my asuran necromancer, Mister Q T. Let me know what ya’ll think.
Also I am thinking of accepting commissions when I get my laptop fixed.
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thanks for the comments all.
I drew up my thief, Redais. Let me know what you think.
Also i fixed up my ranger—thanks for pointing that out Iona.
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wow this is well crafted!
hey all! this is my ranger, beene, and his little friend. i hope you enjoy!
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I think these are great suggestions! Strategic skill use/preservation and less passive rotation spamming is more fun and engaging.
1. ranger
Before the Fractured! patch, the camera during the Legendary Imbued Shaman fight was zoomed out enough so I could determine when he was shooting his arrows and also how the grubs are organized.
Now, it’s unnecessarily difficult to see the boss’s animation because the camera is zoomed as it usually is and also because his health bar/icon/name is covering him. I would love for this to be reverted—the fight is already a challenge in itself.
Has anyone pointed this out already or think similarly?
I like this idea. I could imagine several skills being changed to have ground targeting like whirlwind attack and fiery whirl.
@ Gulesave: It’s already possible to use certain closers/retreats as “both offensive and defensive.” I often use phase retreat/withdraw/hornet’s sting get closer to my target even though the tooltips for those skills imply differently. As the OP points out, however, using those skills in this manner requires a unintuitive workaround in key binds.
I agree with revealed being applied on block; the stealth attack makes contact with the target. All classes, including guardians, have limited access to blocks, unlike some thieves/mesmers which can continually control a situation by stealthing over and over with relative ease. Additionally, blocking animations for every class is not difficult to distinguish.
As for miss/evade I disagree. The stealth attack doesn’t make contact with the target. Also, several classes have great access to vigor/blind, so the revealed debuff from a missed/evaded attack from stealth would be too punishing.
Today, the same problem of not being able to move happened to my necromancer after using Spectral Recall. I think I was immobilized right before using it.
I’ve been having this problem too, usually from using phase retreat while being immobilized, frost bow 5, or stunned.
I can change which direction I’m facing, and I can still use skills. However, I cannot walk or run around. The only way I managed to get out once was from the scepter 2 block, which budges me slightly.
I hadn’t thought about boons/condition removals integrated into skills, which seem like a great idea given that rangers have few on demand condition removals. I like your idea of siphoning health through Dagger 4, but I can also see that skill along with Sword 3 and Spear 5 as condition and/or boon transfer/strip skills because of their toxic-spirit-animal animations.
I think the blinks you suggested for Longbow 4 and OH Axe 4 are not inline with rangers or pets because blinking is a magical skill that seems foreign to a class that revolves around nature. I think a alternatives would be pet-applied immobilization: “hold him while he’s down!” mindset after using Longbow 4, and a combo-setup for holding the enemies in place for Axe 5.
If you don’t mind I’ll post my weapon-pet combos because it’s the same topic:
- Point blank shot: your pet’s next attack immobilizes for 2 seconds.
- Rapid fire: your pet’s next attack cripples for 4 seconds.
- Barrage: your pet’s next attack knocks down the target.
- Counterattack: your pet gains a stack of might for each blocked attack.
- Crippling throw: your pet gains swiftness for 10 seconds.
- Quick shot: your pet’s next attack cripples for 4 seconds.
- Crippling shot: your pet gains a stack of might for 5 seconds for each successful attack landed during the cripple.
- Concussion shot: your pet gains quickness for 5 seconds.
- Path of scars: your pet’s next attack immobilizes for 2 seconds.
- Whirling defense: your pet gains quickness for 5 seconds.
- Crippling talon: your pet gains swiftness for 10 seconds.
- Hunter’s call: call hawks to swarm and apply 3 stacks of confusion for 10 seconds and 1 second of blind for each successful attack from the swarm. your pet’s next attack does 50% more damage.
- Call of the wild: your pet gains quickness for 5 seconds.
- Counter throw: throw a tow line that pulls you to your foe and cripples them
- Coral shot: your pet gains quickness for 5 seconds.
I really like the skill names you created. Especially Magebane Strike because it sounds really menacing.
Thanks for pointing that out.
Currently there are several weapon skills which have secondary effects that influence the pet.
- Hilt bash: your pet’s next attack does 50% more damage.
- Hunter’s shot: your pet gains swiftness.
- Crippling shot: your pet’s next three attacks inflict bleeding.
- Winter’s bite: your pet’s next attack inflicts weakness.
- Feeding frenzy: apply fury to your pet.
I think most agree that these secondary effects are lackluster/random/bonus. A method to improve the ranger/pet relationship would be to make the pet effects more empowering via crowd control capabilities and to add pet effects to more skills.
Here are some ideas which I think 1) are in line with the nature of the skill 2) allow for more viable build variety. I’ve also included other non-pet related aspects. Please add your opinions/critiques/ideas.
- Point blank shot: your pet’s next attack immobilizes for 2 seconds.
- Rapid fire: your pet’s next attack cripples for 4 seconds.
- Barrage: your pet’s next attack knocks down the target.
- Counterattack: your pet gains a stack of might for each blocked attack.
- Crippling throw: your pet gains swiftness for 10 seconds.
- Quick shot: your pet’s next attack cripples for 4 seconds.
- Crippling shot: your pet gains a stack of might for 5 seconds for each successful attack landed during the cripple.
- Concussion shot: your pet gains quickness for 5 seconds.
- Path of scars: your pet’s next attack immobilizes for 2 seconds.
- Whirling defense: your pet gains quickness for 5 seconds.
- Crippling talon: your pet gains swiftness for 10 seconds.
- Hunter’s call: call hawks to swarm and apply 3 stacks of confusion for 10 seconds and 1 second of blind for each successful attack from the swarm. your pet’s next attack does 50% more damage.
- Call of the wild: your pet gains quickness for 5 seconds.
- Counter throw: throw a tow line that pulls you to your foe and cripples them
- Coral shot: your pet gains quickness for 5 seconds.
you’re arguing that this impossible because “That’s the way Stealth is defined”, and I’m saying “…So just redefine it” – it’s not that hard, it’s not that complicated, and it’s not that big of a departure from what we currently have. It’s Infinitely easier than completely redesigning SA
anet does not have the resources to completely redesign stealth, nor should they have to – my suggestion works because its fair, and most importantly easy to implement, and therefore something they could possibly take seriously and try for a patch coming in less than a month.
One minute you want a stealth redesign, the next minute you don’t want to to be. If you want an easy fix, you’re just asking for a kittenty game. I’m done in this discussion because I’ve already made a case that SUPPORTS your argument and yet you are arguing just for the sake of arguing.
PS: refrain from extremely overly gargantuan infinitely eternally humongous adverbs. They just fill up space.
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If you want me to spell it out:
Changing stealth/reveal to a boon/condition implies that one can be both stealthed/revealed at the same time. The player would be visible as reveal would overwrite stealth, but also gain access to SA benefits.
I tried coming up with a purposeful reply, but I feel you shot it down with something you’ve only hinted at and didn’t really think about…I don’t think you’ve explicitly mentioned a stealth rework until the above post. If you believe it does, then provide how it could be.
Also, did you read my post completely? Please read the last paragraph because it’s essentially what you are arguing for.
Correct me if I’m misunderstanding:
You are proposing that potential skills that apply reveal like Sic ’Em instead apply another debuff that only nullifies the invisible aspect of stealth. With your proposition, a thief can use stealth skills and gain the benefits of the SA tree while being visible as a result of Sic ’Em/etc. The integration of this would be 3 states of being concerning stealth: invisibility, revealed (no invisibility or access to abilities of SA traits and stealth skills like backstab), and your proposition (no invisibility but can access abilities of SA traits and stealth skills).
This is almost exactly the same as the other forum post (https://forum-en.gw2archive.eu/forum/game/gw2/Counter-Invisibility-not-Stealth/first), except that he replaces revealed with the new state he proposed, Detected, completely.
The problem with both propositions is that there is only one aspect of stealth: invisibility.
http://wiki.guildwars2.com/wiki/Stealth
There is no room for interpretation regarding this game’s definition of stealth. If you want benefits of the SA tree while being targeted by potential stealth-breaking skills, then the SA tree is what needs to be revamped, and based around an alternative instead of stealth.
The potential Sic ’Em’s reveal capability does indeed invalidate many of the effects of the SA line. However:
-It’s only 4 seconds.
-It can be negated if used incorrectly (wrong target or no target).
-Sic ’Em has a mid-long cd.
-The thief has many options to work around the short reveal (evade, teleport, LOS, blind, stuns, etc.)
Considering that along with the possible application of reveal—similar to applying a condition—I think stealth/reveal could be reimplemented as a boon/condition. I haven’t thought about the consequences of this, but the way they are interacting (application/stripping) is already similar. Also, stealing/removing stealth is impossible unless a target has both stealth and revealed, thus this would not break the mechanic.
What do you lose in 4 seconds? i.e. how many condition drops, how many might stacks, etc.
Why quantify it? You lose access to the entirety of your points spent in SA (at least currently – ATM, the best traits for SA are entirely stealth based. This might change in the future), one of your primary defense mechanics, and potential offensive mechanics, all to counter invisibility. Why not just counter the invisibility aspect?
I’m not an experienced thief—mine is only level 30; therefore, I’m interested in what is not gained during the 4 second reveal duration so I can determine my stance on your proposal. From what I know, you can lose one condition; regen initiative faster; regen health; and gain one might stack. You are proposing to negate the invisibility aspect of stealth with revealed, but still include these benefits. If that is implemented, the revealed state would have to be reworked or another state would have to be implemented to signify this pseudo-stealth.
Someone in another forum proposed a name for this state—being visible while gaining the benefits of stealth: Detected. He argues that Detected should replace Revealed because the latter hinders the thief SA line significantly.
The problem with this proposition is that a thief can extort Detected by applying it on himself—using stealth skills while he is still stealthed— to gain the boons/condition-clears of the SA tree. With Detected, there would be no timer preventing a thief from continuously stacking might, removing conditions, regaining health, and regaining initiative…as long as he has enough initiative.
I think it’s clear that this game’s definition of invisibility is stealth and vice versa. 4 seconds is really not that rough, especially given that a ranger has to time the reveal skill it to really disrupt a thief’s flow. I assume other skills which will gain access to applying reveal will also be measured.
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What do you lose in 4 seconds? i.e. how many condition drops, how many might stacks, etc.
You are right—speccing into beastmaster is not necessary. You are a more pro ranger than me haha.
Given the traits you mentioned, I still think that incorporating reveal into Sic ’Em is not unfair.
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I want to share this post I made in the other thread:
Sic ’Em:
40 second cd, 32 second if traited for shout cd reduction.
10 seconds of increased damage and movespeed for the the pet.
Sharp’s description on Sic ’Em’s possible reveal capability:
“Sick ‘Em will now apply ‘Revealed” to enemies they target.”
-The wording implies that using the shout immediately applies the reveal to the target, rather than granting the pet the ability to apply reveal.
-Ergo, the shout can “miss” if the ranger does not have a target or applies it to an unintended target.
Incorporating Sic ’Em usually implies that the ranger is using a beastmaster build, one that grants his pets improved stats and the ranger additional healing power. A beastmaster ranger largely deals single target damage. One can assume that the ranger would not be using Sic ’Em in a spirit build, trap build, or a power/prec build: these builds do not emphasis pet damage/survivability to the same extent. Thus, using this utility only to counter stealth means losing a utility when confronting a situation where the enemy has no stealth abilities.
Sic ’Em may indeed be a hard counter to stealth, but given that a ranger has to spec into a certain build to be most effective with Sic ’Em implies that the trade-off is not unfair. I hope that the incorporation of more anti-stealth mechanics will be as measured as this.
Sic ’Em:
40 second cd, 32 second if traited for shout cd reduction.
10 seconds of increased damage and movespeed for the the pet.
Sharp’s description on Sic ’Em’s possible reveal capability:
“Sick ‘Em will now apply ‘Revealed” to enemies they target.”
-The wording implies that using the shout immediately applies the reveal to the target, rather than granting the pet the ability to apply reveal.
-Ergo, the shout can “miss” if the ranger does not have a target or applies it to an unintended target.
Incorporating Sic ’Em usually implies that the ranger is using a beastmaster build, one that grants his pets improved stats and the ranger additional healing power. A beastmaster ranger largely deals single target damage. One can assume that the ranger would not be using Sic ’Em in a spirit build, trap build, or a power/prec build: these builds do not emphasis pet damage/survivability to the same extent. Thus, using this utility only to counter stealth means losing a utility when confronting a situation where the enemy has no stealth abilities.
Sic ’Em may indeed be a hard counter to stealth, but given that a ranger has to spec into a certain build to be most effective with Sic ’Em implies that the trade-off is not unfair. I hope that the incorporation of more anti-stealth mechanics will be as measured as this.