Showing Posts For dialer.5029:
When using right click to rotate the camera (actually: to rotate the action direction), the target should never change, regardless of where the mouse cursor was at the time of the click.
It really seems like there is no consistency of information between arenanet developers, one says one thing, the other says something completely opposite..
Just look at when Kripparian was banned for exploiting, first it was a 72 hour ban, then a permanent ban, then back to 72, then he had his ban lifted before those 72 hours were up..
There needs to be consistency.
Anet communication strategy.
It would be pretty hard for you, too, if you had to find and read all your co-worker’s reddit posts; and follow all of them on twitter just in order to be informed.
I think the game has not had enough beta testing. And I think the pre-purchasers who beta-tested are not to blame for not reporting enough bugs etc., but rather the fact that the “beta weekend” strategy just doesn’t allow for serious testing beyond around level 40.
And that’s basically what the game looks like – polished up to about level 40.
Whrilwind is probably one of the best skills in the game.
gap closer,
evade attacks and aoe (i.e. free extra dodge with low cooldown),
getaway with a lot of damage if used correctly,
highest base dps (not overall damage) in the game if the enemy is against a wall.
Blade trail is extremely good if traited to immobilize, but the blade will only return if it didn’t hit a rock or something.
TwistedWarrior, just because those games had horrible quality control does not excuse every game in the future from having bugs.
I agree. I’d still like to know who decided the recent trend, about generally not finishing games before releasing them. In every other industry that would be completely unacceptable.
Riposte should not grant adrenaline, but instead it needs its cooldown (and bleed duration accordingly) reduced by a great deal. Should be like 5 or 6 seconds.
The sword should generally have a rather defensive aspect. After all, parrying is one of the most defining things of the European arming sword, kitten sword (<- bast.ard sword ._.), sabre, and falchion; it is an advantage that many two-handed swords lack due to the difficult handling.
(edited by dialer.5029)
Warbanner: Area of effect too small, cooldown is high, annoying to use, limited use in spvp.
Juggernaut: Just plain bad. The skills you gain are nothing more than an alternative weapon set. All in all an inferior version of Rampage as One, and with a higher cooldown.
My opinion.
So I recently found out that the brownish bubbles coming from your character is the visual effect of the Signet of Rage passive.
For the longest time I thought it’d just be an indicator of my character’s bad smell. Does anyone else find the effect annoying?
Does anyone else dislike the limited amount of possible stat combinations on items?
Posted by: dialer.5029
Considering there are 8 stats (Power, Precision, Vitality, Toughness, Condition damage, Critical damage, Magic Find, and Healing power), there are 168 possibilities to combine three of these stats in a way so that one of the three is dominant (the way it is now).
Since magic find and healing power assume a rather different role (read: is useless for most classes and builds), even without those stats, there are still 60 possibilities. 60.
To recap, here are the available stat affixes in PvE:
Craftable:
Carrion (condition damage, power, vitality)
Berserker (power, precision, critical damage)
Cleric (healing power, power, toughness)
Valkyrie (power, critical damage, vitality)
Explorer (magic find, power, precision)
Knight (toughness, power, precision)
Rampager (precision, condition damage, power)
Non-craftable:
Rabid (condition damage, precision, toughness)
Shaman (toughness, condition damage, healing power)
Soldier (power, toughness, vitality)
In PvP, some affixes are a little bit different (Valkyrie for example is toughness + healing power instead of vitality), and there is also the celestrial thing.
For crafting, I would have preferred it if each refinement component only adds one stat, and for PvP an amulet/ring/ring combination, each of which adds one stat. Having one item dictate over 90 % of your stats just seems odd to me.