Showing Highly Rated Posts By ZeftheWicked.3076:

*spoilers* Jennah or Trahearne

in Living World

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

If Jenna gets killed logan’s combat effectivness might go up by 400%. He might also get offensive skills in place of his “save yourselves”, "retreat’ and “Hold the Line without me”:)

The cursor. Do something about it.

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Yet another epic game where my ground targeted aoe took few seconds to happen because i couldn’t find the cursor.

Dear a-net, i’ve just about had it with that ninja cursor of yours that in heat of battle is impossible to locate on more then one occasion. It’s not a major world changing, fix, so pretty please do something about it.
Especially with the widely tauted challenging content that’s to come with HoT. I wanna die when i screw up, not when i decide to slot aoe skill on my bar…

It's about the character slot!

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Sorry but i’m livid. I’ve had it UP TO HERE with all those white knights saying “people would be far less agitated if not for free core game bundled for new players”.

No. Stop insulting me, making me some sort of grinch that can’t bear other people’s fun. I’m all for them getting it for free, more players the merrier (especially in this game, and it’s pvp hehe).

My beef is that standard package does not feature extra character slot for a new profession that must be made as new character and is a payed (50$!) expansion content. If they cannot do their xpac buyer this basic courtesy, which is upheld by almost all and any mmorpg company, far less reputable ones at that, then we got a problem here. It’s about the principle for me (since i got a free slot anyway).

GW2 is no Fun Unbalance Game 21 Tips

in Profession Balance

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Most of your gripes come from one source – you want your strategy done in the forge. You’re looking for game strategy and depth via stats on gear.

GW2 strategy is done in the field from battle to battle with proper skill selection with utility skills, weapon type you use and traits supporting the build.

Equipment stats are tools for supporting a build, not making it. If you check combo fields, cc, and read carefully what each skill does, you’ll see the depth you’re missing.
And skinning is awesome. I see no fun in being the n-th guy clad in end-game armor wielding end-game sword that looks same like all the rest of “pros”.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I know i’m late, loong late, but i can’t get over the traits changes. At least them starting from level 30 and being obtainable every 6 levels. Why on earth did ya do this arena.net?

The point “to steamline it, so people don’t get stuck with 4 points into one line and 1 into another, later realising their mistake” falls dead on it’s face with that trait reset button we got now.

Traits starting from level 11 was great, i had something to work with, a long term goal starting early and lasting till the end of the game. Every level i got a trait point to boost my character’s stats and feel extra rewarded. At lvl 30 when first dungeon unlocks i already could enjoy the benefit of 20 traits points giving me stat boost and two adept tier traits available to me for some little extra customization and edge in there.

Now it feels like i’m getting starved till level 30 and from there every 6 levels matter, rest is “a drag through” phase….such a buzzkill.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Well i died today on my level 9 guardian to two or 3 scale monsters. How is that related to NPE? Well, maybe if I had my virtue of resolve (passive regen), first slot skill (sword of justice for example) and most of all my downed skills fully unlocked it would go differently.

But no, game wants to make this easier on me, but taking away my ability to properly defend myself at earlier levels when i screw up with my first 4 skills (cause 5th is still locked at lvl 9).

How is this better then the old system that gave me freedom far earlier and let me battle with with all my downed skills available from the start? You figure it out, i’m writing this off as abomination of a change that should be removed a.s.a.p.

Tired of all the ruby whiners.

in PvP

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

We all know the story – ruby is where it gets hard and everyone’s on the edge. But when i get blamed by my teammate for playing non-meta class (necro) that’s when line gets crossed.

So to all “meta whiners” (and those who don’t like it that their teammates “suck”):

If you didn’t go through effort of making your own premade team that has the professions you want manned by ppl you like, don’t go whining about what you get in solo queque.

The End.

[PvX] Spectral Wall - it should act like one!

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Spectral Wall – i like this skill a lot, save one thing – it always sends them running away from the necro! That’s not how a wall should behave!

What i believe should be the case is wall itself being the center of the fear applied to those who try to cross it, and as result they should run away from the wall, not the necro.

If I’m chasing down an opponent and pop spectral wall in front of them i expect them to be feared away from it, straight into my necromancer’s grasp. Not keep running forward like cheetah on crack!

Also take into consideration how helpful a properly working spectral wall would be to all the pvp reapers in doing their statutory task – keeping the enemies trapped in close range and not letting them escape whenever they feel like it.

Also with above fix it becomes more flexible in use and rewards fast thinking and smart wall placement that much more. I would dare say that kinda skill is what should be seen in e-sports, rather then dumb evasion well spammage.

(edited by ZeftheWicked.3076)

Racial storytelling is GOOD, Collin.

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I recently watched interview from rezzed, where interviewed A-net employee (Collin i assume) was saying how racial storylines are bad, because you can’t experience the whole story on one character and later in the game you have objects (krait orb) or people you have no idea about, because you didn’t choose personal story relevant to them.

As a cure he proposes stortytelling to be in repeatable instances.
*No. No. Just no. HELL no. *

The personal storyline was great precisely because you couldn’t do everything at once. Each time I created a new char of a race i already have, i could at least look forward to seeing a new branch of my personal story, even if profession and starting map were the same. Also personal story introduced small, but still consequences of my choices.

And consequences of my storyline choices is what i want in HoT.
I don’t want a happy ending with everyone cheering happily if I went the “I don’t trust salads route”. I want asura, charr, humans and possibly norn being satisfied at the treason-free environment inside the pact, while much less numerous sylvari (cause i left some of them to die) to hate my guts behind the scenes as i chose to not trust modremoth’s potential minions.

I don’t want to be able to see all the story on one character, ergo killing any real choice and not having my choices influence further story at all. I want to make my own decisions and see their consequences through the story. So when i enter that place on another character i may select a different route, one with it’s own consequences and one that will be fresh to my other character, rather then “same old and nothing different after that either.”

Heck I’d love to see my choices have permanent effects down the road for my character.

For example trusting sylvari leading to uncovering some secret pathways sylvari spies got access to.

Or if i chose to not trust veggies, some new secret pact weaponry access granted in later story instances, because asuran researches wouldn’t trust a sylvari lover with such potent weaponry.

(edited by ZeftheWicked.3076)

Über annoying new character system

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Welcome to NPE (New Player Experience). And if you hate it, know you’re not alone. There’s an army of us here.

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

$50/€40/£35 is too much for an expansion – it’s 45€ to start with.
And yes, so far the x-pac looks like roughly 20-30% extra content compared to base. So the price is not yet justified in my eyes.

I want to buy Heart of Thorns on it’s own – this too. If i link HoT with my base game account i’m saying farewell to 5 new slots i would get with new account, but i don’t like running an account farm here.

The Expansion adds a new class, but does not add a new character slot – and finally this. I got an empty slot for reve, but that’s still just being sleezy. It’s common courtesy to give slots for new professions/jobs/classes especially if they’re payed content (and you can’t play revenant without x-pac).

If only one of the above can be tallied up in the poll, then #1 would be it. HoT has yet to proof to me it’s worth the 5/6 of the game’s launch price.

Ranger Balance [Post CDI]

in Profession Balance

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Everyone knows power ragers are screwed in this game right off the bat because:

a) you need at least 2-4 other power rangers for it to work
b) no megazord

Nuff said.

[Suggestion] Revealed when blocked, missed

in PvP

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Sorry to dissapoint, but there is no teary story of how thief whooped me hard in pvp just now. Generally i handle most of thieves that come my way just fine.

Still doesn’t change the fact that stealth is pretty unfair in terms of balanced combat. If a thief misses his hit due blind/evade, or it gets blocked (especially that part) he still remains stealthed!

I don’t see the point behind thief getting such free out of jail card, while everybody else has to face consequences of wasted opportunities, for example warriors losing all their adrenaline when using burst regardless if it hit it’s target or not. If you blew it, tough luck, no refunds!

I believe stealth attacks should follow the same paradigm. If thiefs target blocked/blinded/or through some xavier level telepathy evaded the invisble attack, then that person should be rewarded for successful defense vs sneak attack by revaling the thief. Especially since thief’s special stealth attacks (especially backstab) cost absolutely nothing.

There is nothing that thief loses when having his attack from stealth blocked/evaded All his initiative is still there, and he’s still cloaked, while the one defending blew his precious cooldown, or burned endurance to get outta cheap shot.

This matter requires thorough adjusting by the devs in my honest opinion.

Meet the Reaper!

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

necro’s “i’m the slowest of all casters” issue doesn’t seem to be going away. Unless reaper gets some solid stability we’ll be looking at horror ragdoll, not horror monster.

Dont Nerf Zerk Meta

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

The proper zerk nerf is called “good mob A.I.”

Way to screw over core necro a-net

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

So the thing that was our biggest panic button for “I’m gettin bursted” situations as a core necro got changed to a well that’s not a well. Well, all’s well that ends at the bottom of one.

I care little for how “awesome” new elite may be offense wise, i care that our only deffensive elite option got removed. Plague was not perfect but it did one thing right – help us hold a capture point and survive a burst.
What was needed for it to be more interactive for the player and with viable options against moa transform and condi overload.

Now the “class of atriouciousness….erm pardon…attrition” is supposed to run from almost every possible engagement it seems….clap, clap, clap

Weapon dyeing

in Suggestions

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I’m sure that had to be suggested 100 times already so i’ll suggest it 101th. Give us the ability to dye our weapons!
There are times where a given weapon woule be just fine, were it not for unmatching color scheme. For example let’s take ascended spire (the staff).
Type of insignia used may define the gem color of weapon, but that shaft remains extremely unimpressive pale gray color no matter what you do. I for one need it to be dark brown to match my necro’s color scheme, but nooooo. I can’t touch that:/

[Suggestion] weaker heals

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

We all know which stat set to wear once we hit 80. We know it, our grandmother knows it, heck the neighbour’s dog is already wearing it.

One of the causes for this might be how underwhelming defense stats are. Starting with healing power. It seems to me some professions (looking at you guardian) make it their point of honor to taunt and mock anyone silly enough to raise his healing power.

So my suggestion is this – make that healing power count. For real. Lower the default value of healing skills that are powerful from get go, while increase the healing power coefficient. Make those zerks work for their win with weak heal that will leave no room for mistakes.
Make those that bothered with it feel the difference in much more reliable and strong healing, giving meaningful sustain.

Just my 2 cents on the issue.

A real guardian revamp by Zef

in Guardian

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

If december 10th update goal was to make offensive guardian builds more viable, then it failed. Here’s what’s wrong with your changes:

Zeal V—Shattered Aegis: This trait now applies damage instead of burning.
Joke damage. Burning was fine, or add vulnerability here.

Zeal VII—Zealous Blade: This trait now scales with healing power by 2%.
Weak!! . Make it scale with power or something.

Zeal XII—Kindled Zeal: Increased the conversion from 10% to 13%.
Who cares? Burn is far too weak to make a build around it for pve.

Radiance V—Searing Flames: Reduced the cooldown from 20 seconds to 10 seconds.
10 secs is better then 20, but still nothing to scream about.

Radiance X—Powerful Blades: Increased the damage from 5% to 10%.
Finally something meaninful. Now we’re cooking with gas!

Valor VI—Retributive Armor: Increased the conversion rate from 5% to 7%.
A nice upgrade to a small but nice trait in valor.

Honor VI—Pure of Heart: Increased scaling with healing power from 25% to 40%.
That’s not a bad news for healing guards. Not offense ones.

Virtues VIII—Supreme Justice: Decreased the number of attacks from 4 to 3.
Other traits on this tier still eat it alive.

Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds to players without swiftness and 1 second to players with swiftness.
Idea of switness is to run for the hills, not be a sitting duck inside a symbol, or else your buff ends before it even begun.

(edited by ZeftheWicked.3076)

Collaborative Development: Ranger Profession

in CDI

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Game Mode: PvE

Zef’s weapon revamp suggestions – the Longbow

#3 Hunter’s shot - Fires a powerful shot that deals damage, stuns (1s) and grants opening strike.

Cooldown: 20s.
cast time: 1s
Damage 700 (2.5 damage coefficient)
stun: 1s
100% projectile finisher.

Having stealth and swiftness is nice, but that’s not what longbow is supposed to do. The purpose of longbow are powerful, armor piercing, focused long range attacks, that yield tromendous effects if they hit. Hunter’s shot becomes just that, rather then pretending to be thief.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I returned after awhile and find the NPE god awful.

“The cow goes moo..oh and you dance infront of it.”

For crying out loud, stop “fixing” stuff that ain’t broken. Making early game easier is about showing a player what he can do with stuff he encounters, not outright locking it in his face, “cause the poor thing may get confused”. If the game treats you like a kitten you have every right to give it the middle finger.

What you do in such cases is provide a nice optional, but easy to access tutorial when you encounter a new thing in the world. What you did is horrid! Examples:

1. Weapon skills unlockable with levels – what? That’s artificially slowing my progress down. And what about having a full set of skills on the weapons i didn’t use till now? The old system was great because it went along with my choice! You wanna learn the sword, no problem, equip a sword go and kill stuff. But that doesn’t mean you’ll be master of hammer from the get go. It respected my choice and in a non annoying way made me learn my weapon before i could go wild with it!

2. The simplified quests at queensdale farm. What. the. hell. I dance for cows instead of feeding them? I get plants back intos b shape by giving them…a massage?! When bandit set fire to hay i magically pop a water bucket by pressing F?
The orignal versions were great because they followed LOGIC and taught you there are objects around you can and should use. Water the plants? Well hey, there’s a bucket of water right next to the well! It’s like magic! Let’s grab it and water them crops or put out the fires!

I can remember when with a friend we were doing an event in queensdale that involved repairing the water pipes while bandits tried to stop us. It was not progressing at all. Moments later i discovered why. The worker fixing the pipe was K.O’d! It was one of the best moments in the game. I laughed my rear off at my kittened thinking, ressed the guy and got it done. When a game makes you realize you’re losing because you’re not applying logic, then that is a GREAT game and an example to follow, and not something to sweep under the rug!

Guild Wars 2 is Guild Wars 2. So stop trying to make it look like something else! When i go to a mexican restaurant i go to eat….mexican spicy food! Not chinese, not toned-down slightly spicy food. Stop gutting the game experience and be proud of your own creation, kitten!

This week's news! Fanart+dev profile

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Nightfall CE vs Heart of Thorns

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

A glider skin is a pre-order incentive. No slot unless you pre-purchase or 10$ extra gets shelled out is arm twisting.

Best example of good practice being nightfall – they had no problem adding 2 slots for 2 new professions baseline, no strings attached.

Traits Part 2

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Rather then speculate i’ll say outright what the biggest issues with current trait system are, so whatever the new one is, it’ll hopefully take my feedback into account.

opening traits at lvl 30 was a horrible mistake. That’s way too late. Think of all those players heading into AC and then wanting to do explorable mode at level 35 and up.

Before they would at least have 2 adept traits ready, which in some cases were real life savers (for example shorter cooldown for thief’s stealth skills). Now the gap between lvl 80 with traits unlocked and a level 35+ character is an even greater gaping chasm, leading to non lvl 80 characters being treated like 3rd rate runners by the max level part of dungeon runners, and sadly so – for a good reason.

condensing trait points into 5 point steps 30 points to maxing trait, with one awarded each level was a great system. Due to passive stat boosts it let us build our character’s stats with traiting and each level had a reward of one more trait point for a small, but meaningful stat boost. Our stat boost, one where decided where it goes. It was great to feel my condi necro get more “condi” with each level, thanks to traiting.
Now we got one trait in some weirdly spaced level intervals that once again start being generous near level 80, making lower levels lag behind far more then they would with linear progression.

If you want to alienate newcomers from dungeons, not leaving them even barebones access to traits till they get nearer max level, then you’re doing a great job so far…

Ps. and for heaven’s sake don’t even get the idea of “simplifying dugeon experience to match current trait system.”

I love a challenge and having options. A hunt is exciting when i have access to wide array of skills, weapons and traits, and by making intelligent choices and staying on my toes i manage to slay a cunning, powerful and tricky foe.

It’s not fun if you have your weapons taken from you but “hey, don’t worry, we pulled out the boar’s tusks as well, so it’s fair game”.

(edited by ZeftheWicked.3076)

Royal terrace guard - fix it!

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Minor nitpick, but it’s the small things piling up that cause eruptions.
I have a royal terrace pass (permanent). yet every time i log off there i log back in to view of my character getting kicked out like a scrub, cause “no pass, no entry, no exceptions!”

That pass that’s all the time in my inventory and is completely permanent? I didn’t cough up 1000 gems to be treated like a late night drunk at pub that’s about to close, thank you very much.

Of course it’s a minor gripe, but it really stains the “exclusive” service feeling and is basically programmers taking shortcuts at expanse of my immersion. The royal pass should not be an item at all, only account wide unlock. Simple as that. And from that moment on guard should have beef with my characters only if it was 2 week one and duration has expired. Instead we get the boot cause someone didn’t bother to code it right.

Collaborative Development: Ranger Profession

in CDI

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I can see your concern here but, the option to have the pet as such an integral part of the class is one of the largest faults of the class. Could it not be optional to have the pet as an option, basically if you spec wilderness survival your pet becomes a larger part of the class, if you choose to spec in something different to be more valuable to your group then either you don’t have the pet or it has minimal impact on the class.

That is completely valid feedback that I will relay to the designers. Thanks for taking the time to share it!

I can’t just stand around when something like this is passed to the devs, so here’s my counter-feedback.

The ranger is a class specifically designed around teamwork with pet who is to be ranger’s equal partner and not an expandible minion. Said teamwork is something unique to the ranger profession and spot on.

So if a pet fails at the role of ranger’s euqal partner due to sloppy defense/offence/Ai, then it is the dev’s job to up it’s game to intended standard, and not sweep it under the rug, reducing it’s impact on the ranger to a point where you have to trait for it to become an accual pet and not a visual aid.

I’ve already thrown you guys a few bones how to get the job done in this very thread.

Lack of New Armor Skins

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Cold hard facts:

Base game at launch: 60$.
HoT at launch: 50$.

Now is HoT bringing new content that’s roughly 5/6 of base game’s size? And that’s not considering they already have a foundation to build on unlike with base game.
…yeah i rest my case.

(edited by ZeftheWicked.3076)

Will buy!

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I just stated what i would worthy of being called an expansion in terms of pve maps. Also it’ll definitely be more then 2 maps. Can you imagine following scenario?

Verdant Brink – pact refugees muster what they can after their crushing defeat to survive mordrem onslaught during the night.

Next map – heavily battered, barely surviving, remnants of the pact move in to 2nd map to kill modremoth!

A-net would be laughing stock for months if not years to come!
“Where’s the final boss?…On the 2nd map!”
“How do you beat a dragon? Survive a night, then jump the fence!”
“What do you call 2 three leveled maps? An expansion!
“Did you hear the one about the guy who took 6 hours to complete xpac? After 4 hours on the toilet he started playing!”
Husain Bolt returned HoT. Said it was too quick for him!
How much bigger is x-pac from LS maps? About 50$ bigger.

and so forth and so on;) They can’t be this suicidal;)

CDI- Character Progression-Horizontal

in CDI

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

  • As race discrimination is an important issue, consider a proposal to make all racial skills unlocked to all races, but gated by territory-context “quests” (hearts and dynamic events). Yes, this would come at the cost of some distinction between races, but let me ask you: which distinction exists now, when those skills are underwhelming and no one uses them? Let me ask another question: what is better for world immersion, underwhelming skills gated by race, or appealing skills obtained from exploring the world? Under mathematical terms, there would be more potential for world immersion if all races could obtain them (1. Because it would add less restriction for balance, and thus players would actually use and “feel” them, and 2. because they could be tied to territory and thus add personality to each map) than not (because it would remove race distinction, which barely even exists at the current place for the sake of race balance). Two points against one in favor of racial skills be made available to all races. But let me ask a third question: World immersion aside, how fun would it be to all players in GW2, if suddenly they had 24 (!!) new skills to try out, and 30 new skills (by including the racials they already had) buffed to become stronger? I can tell right now that I would personally love it, and make the gameplay a lot more refreshing, while Anet wouldn’t even need to design 24-30 new skills for this single purpose: they are already there. Anet would have to rebalance them and design “quests” for each of them, though.

This is a terrible idea.

Racial skills add to uniquness and make my race choice matter. I don’t play a sylvari to watch it summon charr warband or draw hidden pistol. I play a sylvari so even in burned ashford plains i can bring the power of nature into the fight!

Tying it into given map makes me feel like i’m the map’s she-dog and not master of my own fate, walking down my own path.

Not to mention how ridicilous it would look lore-wise:

  • charr warshipping human gods (to use human racials)
  • sylvari morphing into animals (while they’re plants)
  • asura becoming “9 feet tall!” when doing same
  • norn who aren’t into science using radiation fields and golems…oh wait they can do that via runes…yikes!

You want to make racials on pair with normal profession skills – i absolutely agree, more power to you if you do. But if you want to make them a communistic “if you have it so should everybody else, only on our terms” then i say “HELL NO!”

Nexon vs NCSoft 2015

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Oh maplestory, i too had spend a royal time there, maplestory europe to be precise. Yup service quality there can only be described as cesspool of fecal, rancid mindfleying lobotomy.

Oh and the P2W was strong with this one. You forgot to mention that the meaningful way to grind was to buy exp boosters, basic being the 2x exp card. And let’s not forget free market – place where you had to purchase a shop stand from cash shop if you wanted to make a sale at decent price. And it didn’t end there. It had to be the best one with shortest duration if you really wanted to make those sales happen, because the cheap ones had your character standing there running the shop themselves, unable to play, and what’s worse constantly at risk of getting dc’d by hackers and taking your spot away. Something the “best shop” owners were much less prone too as their was run by npc and whole channel needed to be crushed for that.

Oh and the forums. The warmest place on this side of the globe. Little did make your heart warmer then the 50 meter tall flames from players at the stuff for this horrid experience. Well deserved flames might i add.

And let’s not forget the unremovable censorship which screwed over 33% of stuff you wanted to write, despite it not having a single curse word in it.

[Rev improvement] Legendary Aspect

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Legendary aspect – an ability to use one skill of inactive legend (under f3 button).

Why:
Legends are too well defined. Each practically hogs a given role (healing, tanking, boon spam etc), and totally takes that away from you when you swap it out. Traits and weapons offer some substitute, but often it’s far from enough to warrant a stressless legend swap and with it a full, versatile revenant build and gameplay experience.

How it’s done

A player is allowed to choose one skill from each of his 2 equipped legends to be available when that legend is inactive. That skill then gets assigned to F3 button and is available when he’s using the other legend.

Example:

Our rev chose Ventari/Jalis build.
He then assigns Jalis’ Forced Engagement as his legendary aspect from Jalis.
Now when in Ventari stance he can still use above skill for some extra cc and sustain.

From Ventari he chose Ventari’s Will/Project Tranquility. When in Legendary Dwarf Stance he can summon Ventari’s tablet and heal his allies and himself as it passes through them triggering on heal effects (as he chose healing skill to be slotted in Ventari’s aspect).

Balance

Basically not a big issue here if you ask me – rev’s cooldown and costs are already handling that part. Skill you use as legendary aspect is the same one you have on your inactive legend. It’ll consume it’s share of energy and go on it’s cooldown which will remain in effect as you swap legends.

Only two things that come to mind outside of that are:
1. Small bump to Jade Winds cooldown in pvp only, to prevent double cast with aspect->swap legend to shiro -> jade winds.

2. Changing Demonic defiance to work only when in Legendary Demon Stance.

How to implement it

Unlock each legend’s aspect as you finish it’s training in training panel. Simple!

Ventari’s aspects special changes

As ventari is about spawning, moving and managing your tablet, his aspect skills should include the following:

1. No matter which skill is chosen for Ventari’s aspect, all of them would spawn a tablet (if not already present) and be ground targeted, moving tablet to the selected location.

2. Unless “Ventari’s will” was slotted, the act of moving tablet would be that and nothing more. No on heal effect triggers, no project tranquility, no healing as it passes through allies. The traited regen stays, as it’s not related to the skill but the tablet itself.

3. Puryfying essense (the insta condi-cleanse) would be activated after tablet reaches it’s goal. Else we risk cleansing in the tablet’s old position (which is bad in most cases) and watch it boldly arrive at the scene to…do nothing since it already used up the skill.
Don’t shy from leaving your piece of mind below

4. All else would be activated the moment you press your button and take effect as it normally does (so instant for protective solace, while after one second or so for Energy Expulsion and Natural Harmony).

(edited by ZeftheWicked.3076)

Tangled Depths: What were they thinking?

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

If you can still write this, then clearly your hand and body are not yet tangled enough! Return to map and get more tangled!

Sell me on a solo PvE/WvW profession!

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Necromancer/Reaper.

- awesome theme
- amazing sustain when played right
- great power builds that can dish heavy damage while keeping reasonable defenses (due to getting massive crit chance from traits, freeing up precision points)
- top of the pack at fighting vs condition heavy enemies
- serious cc ability
- eats boon spamming professions and mobs alive with massive amount of boon corrupting skills
- best kitten reviver out there if traited for it.
- complex to build, but not complex to play once in a fight.
- has one of the best access to varied conditions
- powerful, “under the radar” skills that few remember about, but make necro viable in dungeons (projectile blocking aoe, shout that makes all of his attacks unblockable for a certain time, might for party with “blood is power”)

And all of this in versatile, fun package that won’t get dull and boring 3 days in, like let’s say a warrior or guardian.

Is Ranger good for PvE?

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Posted by: ZeftheWicked.3076

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Yes ranger’s great for pve, thanks to pet being able to tank for him, and even having bit of stealth to ensure that happens (become invisible, mobs switch their attention over to your pet). Many a time with medium skill you can solo stuff majority of other professions cannot unless the player using them is really skilled and knows his stuff.

Condi ranger is huge fun, personally I’d prefer him over power, which in turn is usually safer (if it’s longbow). Also rangers are kings vs many HoT mobs, due to very high cc (which modrem hate and can flat out be rendered harmless by some), that in many cases you can apply from a safe distance.

Druid is a top tier pvp and raids class so again pure win.

On the flipside ranger drawbacks include alleged low dps (not a problem in raids since druid is taken for support not damage), and complete lack of any form of boon stripping/corruption.

Also keep in mind that ranger’s easy to learn, but hard to master. Especially the druid, who needs to manage 3 swapping mechanics to be really effective – weapon swaps, pet swaps, celestial avatar form.

Improving Foot in the Grave.

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Honestly the curret Foot in the Grave is so powerful i run it on my condi reaper ignoring dhuumfire totally. Cause cc’d reaper does no damage.

Asura and Two-handers

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I don’t see what’s your problem with subatomic matrix 3 dimensional expander unit mounted with every asura 2h. The longer the stick, the bigger the pain!

PoF Demo - Feedback

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Posted by: ZeftheWicked.3076

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I come from the group of players that vastly enjoyed HoT and it’s verticality. It had issues, sure but these were more content-creation pace and sales related then game itself.

That being said I was bored outta my skull with the demo. Firstly things i do appreciate:

1. giving my character sets of armor and trinkets to cater to my own preferred build (more or less).
2. giving me a shot to experience PoF first map first hand.
3. That sous chef mastery point – most ppl complain but whiners will wine. Put my back to it, tried couple of times and got it, was fun Especially the crying of sous-chef applicants, i could swear that was tongue in cheek to all those players whining about it being too hard

Ok enough buttering up. Now the bad parts:

1. Hardly any verticality.
Sorry but it feels like i went back in time to GW2 launch and core Tyria. I do not appreciate that. GW2 is about innovation, not taking steps back. HoT innovated, and as usual when you change something you will make enemies. But it’s worth it. Now i feel like instead of pushing for innovation you run back to core Tyria with tail between your legs.

2. No outposts.
Outposts in HoT are awesome – you get several ways to do map meta, each telling a story and guiding you through jungle’s density. Here it’s just “hearts v 2.0”.
I’m not feeling it.

3. No glider love.
Gliders are extremely popular among players, we love’em. There’s a huge gap between “you can glide in this map” and “this map has gliding sections”. The latter including gliding puzzles and places to just soar above whole map and be uncontended king of skies! Well, not in PoF sadly:/

4. Who’s Kiel’s she-dog? You are!
Excuse me, am I a freaking Pact Commander, or some lionguard janitor? Why is “Kiel said so” used as explanation why i’m landing here and now without any of my say in it? What’s next, some Vigil recruit telling me to go clear up 3 undead near a pond before i can board my own kitten ship?

Ps. Proud i voted Evon Gnashblade in election, knew i made a right choice, but majority is Kiel’s she dogs!

5. Too castrated
You blocked to much stuff, and it’s biting you in the kitten How do I know any HoT map is vertical and has lots of hidden places? Because there’s stuff in there teasing you constantly to find it! Especially Hero Points! You search up, below, around and inside, eventually discovering a kittenton of stuff!

And in demo? My new elite specs aren’t enabled, so why should i care? “Moving on.” (with who knows how much stuff undiscovered).

6. You didn’t watch your Hitchkitten
When i entered VB i got greeted by scene from jungle nightmare, then a huge vine appears threatening nearby pact camp and things only wind up from there. Plus you begin with grabbing a sniper rifle and scoring some mordrem headshots!

PoF – after your lord and master Kiel tells you what you can and cannot do via “your” subordinates, you face a normal fight with Balthazar’s herald, run around a village putting out fires and ressing ppl. Then you accidently click on Kasmeer and wish she’d shut up 5 seconds later, while Rytlock who’s supposed to actually have interesting stuff to say doesn’t care to talk longer then said 5 seconds.

And then you land in queensdale 2.0…oh the tension!

7. No elite specs!
So i run around “Queensdale 2.0 The desert strikes!” using my….core or HoT build. So feels old on the map mechanic side, feels old on the combat side….yeah, great way to get my adrenaline pumping.

8. The mounts.
So PoF’s “innovation” is basically feature of every kitten mmorpg out there. That’s the “new” that’s supposed to replace the glider. Not seeing it. GW2 = glider. That’s a strong sales point.
Mounts? That’s generally a single tick on a check-list of your standard boring WoW clone features.

9, Where’s the BIG & NEW?
Asides questionable novelty of mounts and bounties (which aren’t that strong a feature) rest of “new” seem to be item system polish (items for easier salvage and inventory stacking)….and that’s it. Rest as said something of a mix-up between core Tyria and LS3. Where’s the distinctive feature that you only get in GW2 Path of Fire?
HoT had mastery system for the first time, along with gliders and amazing vertical maps. That was fresh, that was…hot.
Here – you tell me, i can’t find a kitten thing.

10. Why am I getting less?

No matter how I look at it, demo shows me that in PoF instead of getting more as advertised i get less then in HoT.

Less masteries, less adventures (2/3 of map i saw 1 adventure, in HoT there were more), less event density, no outposts, no glider sections (updrafts, ley lines for gliding etc), less innovation, taking a huge step back to core GW2 map style.
Nothing truly new that doesn’t make you say “been there, done that” unlike vertical maps and gliders at time of HoT’s launch.

Overall i’m very underwhelmed by this demo. I don’t feel sense of purpose, encouragement to explore, feeling of GW2 only innovation waiting to pull me in and show me once again that this game dares to go where no others did!

That is my opinion from playing the demo. Dunno how full xpac will look like so can’t say. But this definitely did not get me hyped.

Not liking leaps change.

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I for one am against the new change. reaching further when running faster or having your leap shorter while dragging your feet with cripple & friends felt natural and was part of the boon/condi game.

With leaps being movement speed independent, many professions will feel half immune to movement impeding, while others will feel much less rewarded with their speed buffs. After all that speed does not come for free, there’s always a price you had to pay for having that swiftness, or passive 25% movement speed.

Depending on profession this may be make or break, but i feel that player choices and skill (crippling at right time) are being flushed down the toilet, because now leaps are always same no matter what you did or had done to you.

While we’re there I’m not a happy camper with dodge roll being immune to movement speed changes either. An enemy runs to my point which i’m capping. I take proactive approach and cripple him, so i can buy precious few seconds on point. Well nvm, he dodge rolled in here, my chill/cripple couldn’t help here. yes i know immobilize would stop that, but point is the weaker condies (chill & criplle) should have some effect too.

(edited by ZeftheWicked.3076)

PoF - naysayer's feedback

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Well, i’m gonna play the devil’s advocate and in this post here give my negative feedback on PoF demo. For now extremely early impressions, later on maybe more balanced onces.

1. Map is flat as pancake. No updrafts:// VERY BAD start.
Moment i entered Verdant Brink in HoT was: “Holy kitten, what verticality! What’s down there? what’s up there? How do i get there? Lemme at’em!”

Here i feel like i’m playing a bigger core GW2 map. Extremely demotivated.
“Do i have to? Man get me to Verdant Brink and stop torturing me!”, is what my brain was saying.

2. Events happening outside town seem normal. Again huge BAD START. In Verdant Brink you got sniper rifle start, very fun, gets you to good vista and started into first outpost’s meta-chain. I felt guided into the metachain and that was fun, as along with doing it i discovered the mazy jungle.

3. Gigantification of environment. Things being far apart (cause mounts need their purpose) does not mean you have to instantly make things gigantic all around. Like that personal story mine exit that felt more like i was leaving some mine run by giants, making a kittenroach’s exit on my raptor…

4. Camera bugs. When i started adventure to deliver supplies camera bugged out in middle. When i mounted my raptor it would stay in that place watching me ride off into the sunset …until i dismounted when it started caring about catching up with me as it should.

Giving a-net credit of trust after HoT got turned into super awesome expansion with constant fine-tuning I will probably stand corrected, quite possibly by myself as i play more.

But what i am saying is that the start is EXTREMELY UNENGAGING.
HoT did it right – the moment you entered verdant brink jaw dropped and it just kept you snared and entangled for the ride with good engaging start, clear guideline, awesome visuals and extremely fun challenging to navigate maps. Not to mention heapton of mastries.

Masteries being mounts only is another huge “You done you-know-what” from me. But we’ll see as I play more.
And let’s be clear here. It’ll take A LOT to convince me any mount can even begin to compare to awesomeness of flying with glider, especially with all the cool glide masteries in place. No furball can replace freedom of the skies!

better idle animations

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

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It hit me some time ago when designing my human necro, that every human male has the same very apologetic animation when standing idle. They seriously look like some super complexed dude before asking love of his life to the prom.

What the hell. Here i make a tall, kitten looking necromancer with “socially unfriendly” attitude and backstory, only to see it show body language of primary school’s scapegoat when left alone for a second.

moral of the story:
Restore the personality types based on our dialogue choices (charming, ferocious, noble) and add some idle body language that matches the choice. Norn males for example have good “i mean business” body language.
Because right now all humans have only one personality type looking at their movement – “wuss”.

So bogotter make a video about the debacle.

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

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I couldn’t care less for new players getting base game in the package, i’m cool with that, got my money’s worth form core gw2 long ago.

What riles me up is that they’re not providing character slot for us vets for their payed new profession. Even kitten F2P games run by Nexon of all the publishers don’t go there and give players reasonable opportunities for free character slot when new class comes out.

So a vet has to get higher version of HoT (deluxe or ultimate) or make a sacrifice if his character slots are full – 800 gems, delete a character, or no revenant.
That and imho i’ve seen to little so far to justify the price.

Summing up: My beef is not with new players getting better deal – they could get ferraries with their version for all i care. My beef is with us old players are getting milked for cash in such a sleezy way, instead of common sense courtesy, that even the bottom of business ethic barrel publishers provide.

Pet and minion A.I. confirmation?

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Posted by: ZeftheWicked.3076

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Nothing big, as I currently enjoy playing a MM in pvp I would like a nice red post confirming that minion and pet A.I. are being worked on for HoT, so ranger and necros can put more trust into their little zoo when facing other players.

[Suggestion] Revealed when blocked, missed

in PvP

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

As i said in opening post (reading is a diffucult skill, I know), i don’t have particular thief issues in my games. 80% of the time if it’s 1v1 with thief, they’re going back to their base.

There is no law that says that i have to be on the receiving end to notice something wrong and suggest a fix.

[suggestion] Make mouse arrow HIGHLY visible

in Guild Wars 2 Discussion

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This thread saves lifes! +1

Everything you can do they can do better

in Necromancer

Posted by: ZeftheWicked.3076

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Bring your staff reaper to spvp ranked, see how far you go.
I said clearly – necro has easy entry (hp, ds, minions, staff too if someone loves it). But getting good on necro vs opponents who know their stuff, that’s another story.

Collaborative Development: Ranger Profession

in CDI

Posted by: ZeftheWicked.3076

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Game mode: PvE

Zef’s weapon revamp suggestions – the axe

Goal of this change
Adjusting mainhand axe skills to match it’s purpose. Dealing with erronous skill descriptions.

Proposed functionality

#1 Ricochet - increased attack power the closer you are to enemy. Reverse situation to longbow auto.

  • Reason - axe auto deserves damage buff, but without putting sword out of business. Doing it this way gets the job done – more risk, more damage. It also greatly synergizes with rest of mainhand axe skills and longbow auto.

#2 Splitblade It’s good the way it is.

#3 Winter’s Bite Pierces opponents between ranger and target. Axe is about ranged mob damage, and conditions. Piercing is the hardest way to pull off mob hits, suitable for a move that has very valuable chilling and long weakness on a relatively short cd.

#4 Path of scars - Increased pull range when traited with offhand training.

#5 Whirling defense - Description adjusted to reflection rather then just blocking projectiles.
Reflection bubble size increased to 120, 180 with offhand training. Reflection bubble center always at average character height/2.

  • Reason By picking offhand training ranger picks the “I want my whirling defense to be a group reflect”. The bubble positioning should ensure that after traiting offhand training, bubble’s max radius is still at height of the player characters and not 5 meters above them.

New defiant and condition damage

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Posted by: ZeftheWicked.3076

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Sounds hectic, right? Well here’s the thing. We all know how condition warfare is botched in pve boss encounters, unless you’re in a small group that knows what it’s doing. And that’s a horse that’s been beaten to burgers now.

What has not been addressed as far as i know, and is a thorn in my side, is how direct damage gets all those % boosts not only via traits but also via boss mechanics. When you manage to knock wyvern out of air your damage triples. Wanna bet it’s just your direct damage that triples? I sincerely hope a-net won’t forget about condis and that gets 3x boost too.

Please don’t forget to include condi damage for any spikey damage opportunities when fighting the bosses

Oh and….kicks dead horse …fix that condi cap in pve boss encounters…

Whirl finisher - time for a change.

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Ok, so when there’s a party to be made for something bigger one of the main professions to get is the one with most whirl finishers.

… ok, bad joke.

Blast finisher supremacy aside i belive it’s time for a change for whirls. Right now we got random projectile that is all about small RNG of it getting tossed at direction of your target or not, unless you’re literally standing inside of the target.

So how about this – let’s make whirls apply their results to anything that’s actually in range of the actual spin? No random bolts, just weapon itself taking on property of the field and following simple logic – if it lands, and whirl is performed on your/ally’s combo field it applies the result to target.

I think with this whirls could actually become a meaningful part of the gameplay that is considered by players, and not just result of random activation of whirl on a combo field, because who cares, it’s just a whirl…

So for mere 50$ i get to pre-order...

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Posted by: ZeftheWicked.3076

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An expansion of unknown size, unknown release date, unknown 6 outta 9 specializations, unknown “challenging content”, unknown beta test amounts and schedules, and known lack of character slot for the new profession…

Attachments:

Someone kill the "Commander"!

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

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So for you xpac players out there – when was the last time you felt like your own character and not "commander’?

I speak of your charr calling some human meat meat!
Or asura ensuring his pact bookahs that despite their inferior intellect and bookah-level senses he is there to see this through!
Or sylvari overhearing subordinates forseeing fall of Tyria as it’s most powerful military force is being ordered around by a salad!

Ah wait! Nvm, a-net already killled “Commander”!
When i start xpac i hear i gotta do what i gotta do cause drumroll Kiel said so!
So remind me here, am i a commander of Tyria’s greatest military force or Kiel’s errand boy?

On second thought, don’t answer that. It’s too depressing to know…