Showing Posts For frazazel.7501:
I don’t like the way monster respawning works in this game. Sometimes I’m going solo in an area, and I am taking guys out 1 or 2 at a time. Then, when I get to the last enemy, the first guys I killed respawn, join the fight, and wipe me.
Maybe if I could kill them faster there would be no problem, but then I’d have to change my playstyle (e.g. choose more offensive gear/traits/skills), or play easier content.
But there’s a different solution I’d like to have considered: Change the way that monsters respawn. I would love to see the area around a player be safe from spawning monsters. Make players leave an area before it is repopulated. This might even solve some of the botting problems. I don’t know all of the technical difficulties involved in doing this, but it doesn’t sound too prohibitive.
What do you folks think? Am I the only one who has problems with monsters spawning on them?
Moral ambiguity, believable villains and future opportunities
in Suggestions
Posted by: frazazel.7501
I don’t even need to be given a choice. I’d just like to see some unfortunate consequences of the things that the story makes us do. In real life, things are not purely good or purely bad. There’s a bit of a mix in everything. I’d like to see more of that in this game, too.
A bleed build will generally do more damage over time than a direct damage build. You can expect axes to kill smaller, weaker things more quickly, but for swords to do more damage in long protracted fights. In events with lots of players, there’s a limit of 25 stacks of bleeding, so a lot of your sword damage might be wasted there.
I’m in the same boat as you. Started with axes, and moved to sword. I like the sword better. The leap attack is great for some jumping puzzles, too.
Tactics is the warrior go-to trait line for support and healing. It adds AoE heals to shouts, and AoE regeneration to banners. Both of these benefit from the Healing attribute. Attributes: Boon Duration, Vitality
Defense is the warrior go-to trait for staying alive. It does offer a single heal, in the rank 15 minor trait Adrenal Health, but this heal does not scale with the Healing attribute. Attributes: Toughness, Healing
Why? If Vitality and Healing were switched around, then each trait line would end up with attributes that actually benefit the style of play that the traits encourage. Is it considered too strong to have both Toughness and Vitality on a single trait line? If so, I’d be okay with some them lowering the power of a few of the traits in these lines to maintain balance.
The reason I’d like to see this change is because I feel that support warrior builds are railroaded by these trait lines. I want to support my allies, so I go Tactics. To make my heals heal for more, so I spec into Defense. Now I look at Defense, and decide I have to use a hammer or mace, since that’s what Defense gives you. So just by choosing to play support, I’ve locked in a majority of my build. Granted, those weapons might be the best option for support anyway, but I’d like to see more options open.
Are you sure? All the times I’ve fought wolves, only the original wolf has the ability to summon wolves (you can see this under its health bar). The reinforcements come in with about half as much max health, and cannot summon new ones. If you kill the original wolf first, you should be ok.
When looking at a map, it shows all Asura Gates as “Asura Gate” and nothing more. When I’m in a new town, and I want to find the gate to Lion’s Arch so I can play with a friend, that’s not very useful. Especially in Rata Sum, where there are many Asura Gates all over the place. I’d like to see them listed as “Asura Gate to Lion’s Arch” or something similar. Please?