Showing Posts For frednought.1238:
Shhh nooo. If that happens then I, a terribad yolo gunflame warrior, will lose my one joy in life: occasionally one-shotting thieves and durghenhurders.
Please, think of the yolo warriors.
I’m actually having loads of fun playing my warrior, I just wish my Gunflames would hit more often.
Asking for an attack that can hit for a glass spec’s entire hp bar to be unevadable while Warriors have a signet that makes their attacks unblockable:
Get out.
Kitten, you caught me red-handed! >__>
Seriously, though. There’s just too much massive damage attached to evade skills right now (see: revenant) and certain specs can chain together absurd periods of invulnerability (sweet jesus, bunker chronomancers). If nothing else, it’s worth discussing whether there needs to be some counterplay for that. I maybe should have put this in the PvP forum as it’s a wider discussion that affects more than just warriors.
Frankly, I do think it’d be a better idea to reduce the damage of all such skills to make them more of a defensive utility than an automatic win button since, as Kadin mentioned re: thieves, throwing a million counters at an OP thing just makes the whole system harder to balance. But then, I also think that elite specs brought with them an inordinate amount of CC and AoE (hell, if it weren’t for the AoE madness I think Daredevils would probably be in a pretty decent spot right now—they’re tough to pin down if you’re relying on big burst hits, which, as you might imagine from my Gunflame comment, I currently am). The point being, I guess, that we’re pretty far into power creep land and I’m not sure you could balance one of those things without scaling back pretty much everything the elite specs brought.
A blanket “unevadeable” buff a la Signet of Might would be boring, braindead and, yes, OP. I mentioned it mainly as it’s just the most straightforward option. Something more subtle like endurance drain or an evade-hate condition requires a little more planning and is more interesting than “gee I hope this hits”—which is good, no? Warrior could use a few more strategic avenues to work with.
tl;dr yeah I just wanna be op too mang
Also, a disclaimer I guess. I’m not an amazing player by any means, I only ever queue alone, and all of my 700ish games have thus far been in unranked—I’m just speaking from my limited experience and as someone interested in game design as a process. So…take that for what it’s worth.
I had this idea where like, if a warrior uses one of his skills and misses, that skill doesn’t go into a full cooldown. Instead, it goes into a very short cooldown. When that attack actually lands, then it goes into a full cooldown.
The reason for this is because, warriors heavily rely on making sure their attacks land for both damage and defense via stun, interrupt, etc. Its the only quick counter I can think of to counter all the blind spam and evade.
Ah, but can you imagine if we got that one revenant trait that gives +50% damage after one of their attacks is negated? Wait for a Dragonhunter to put up their f3 block, one autoattack, pop Signet of Might, Gunflame…:D
I can dream. Too many times I’ve spiked one down to within an inch of death only to watch them heal fully a second later. :’(
1) Anything outright ignoring evades would just be dumb because it would basically stomp all over people using real evades as a means to avoid nukes. It would also make warrior a no skill required class that could destroy anyone at any time by just using sig of might + beserker stance/healing sig to ignore blinding + w/e would cause “unavoidable” on a full power build.
Hmm. Agreed that this would really be too cheesy as a timed buff, for reasons you’ve mentioned. It might not be unreasonable applied to very specific skills, though. Shouts, for instance, since how does one dodge a shout? An undodgeable CC on “Fear me!” would be very strong, but not necessarily overpowered since it’s still nullified by resistance and stability, and can be stunbroken or cleansed.
Still, other, more nuanced options are probably preferable, especially since Warrior is so simplistic as is.
The biggest issue, as you said, is how to punish absurd offensive evades without overly hurting…I guess necromancers, since they’re the only class I can think of that doesn’t have any means of completely nullifying damage outside of true dodging. Best answer is probably to nerf the damage on all offensive evade skills, but in the absence of that…a Confusion-esque debuff would at least be interesting.
Maybe just add Courtyard back?
Than it will have 3 modes.
Stronghold.
Conquest.
Team Deathmatch.
+1. It really makes the most sense as its own box since the builds for it are different, anyway.
There are several skills that don’t seem to have red rings right now from what I’ve noticed. I don’t think I’ve ever seen one around Herald’s swiftness signet chain skill (Facet of Darkness?), either.
Perma-evading enemies are annoying, right? Right. Warrior is hurting for a niche right now—perhaps it can specialize in punishing enemies for evading.
There are a few options here.
1) The most straightforward—an “Unavoidable” effect, just as there is an “Unblockable.” This could be implemented as a timed buff a la Signet of Might or given to certain skills.
2) A little softer—a skill that drains enemies’ endurance (does this already exist?). Doesn’t help against evades attached to weapon skills, though. Would make sense attached to something like Wild Blow (got the wind knocked out of ’em, yada yada).
3) A debuff, “Spinal Fracture,” that causes damage (or daze, or maybe torment—adjust to your desired level of death) when the target evades. Would also make sense applied to Wild Blow, or perhaps some mace or hammer skills.
I’m actually having loads of fun playing my warrior, I just wish my Gunflames would hit more often. 
Suggestion: Popup when Mastery bar is full
in Guild Wars 2: Heart of Thorns
Posted by: frednought.1238
+1 for a wiggly chest or something on the side. Queues would be nice, too, but I think a simple notifier is perhaps easier to implement and thus more likely to happen.
It does feel rather odd as is. I’m thinking a better approach would be to really put the Pact in even worse shambles and frame the player’s journey as “everyone else in basically dead; we’ve gotta rush in and somehow take out the dragon before it can do any more damage,” maybe cobbling together a team of Pact survivors on the way. As is, the story is all about rescuing the Pact leadership, and you just kind of incidentally kill Mordremoth at the end. Not exactly anticlimactic…just…weirdly paced? Slightly unfocused? I dunno.
I don’t mind Eir’s death, honestly. The circumstances were fairly reasonable and I don’t feel like she had much more story to tell anyways—during the personal story she always said that her time was over, time to pass on the torch, etc. I think that making that idea more explicit and giving her a cliched dying speech to Braham and possibly the norn player character would have wrapped up her character nicely.
Faolain’s death was much more egregious, IMO. Why was she even in the jungle? Why was the Nightmare vs. Mordrem corruption thing never explained? If Nightmare has nothing to do with the dragon, as I think has been confirmed, it would have been much more interesting to explore that. Perhaps through an uneasy alliance?
On a related note, Caithe had so much prime potential for a redemption death. It would’ve been so easy to make work and would’ve ended her character arc on a much less awkward note than the current “lol i have trust issues” thing she has going currently.
Sigh.
+1 to this topic. If Mordremoth is really completely dead then I can’t see how they’re ever gonna delve into any of the remaining Sylvari lore stuff (Nightmare, Malyck, etc). It’s just not relevant anymore.
Alas.
Same issue here, I think—though I’m actually not sure if I got the points or not (I had some in my Hero Panel afterwards but they may have been from a previous challenge). Anyway, the map icon isn’t updating.
Agreed. Tactics is the supporty line—they ought to just switch the banner regen trait from Discipline with Burning Arrows.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: frednought.1238
I admit I’m a little disappointed. It’s not so much an “instant gratification” thing as an “i figured I’d be exploring the jungle WITH my new elite spec, not TO GET my new elite spec.”
I mean, I guess it gives the meta some time to settle before I invest in new armor stats. Oh well.
Wait, really? I far prefer the male stance. I mean, at least it looks battle-ready—the female stance looks like they’re about to pole-dance on it, not fire magic from it. Seriously, what’s with the…stroking? Stop…stop stroking it. That’s weird.
…You know what would make everyone happier? Alternate animation packs.
…I’d pay real cashmoney, Anet. Please. ;__;
It’s a common request here, too. That we might start needing more than just zerk builds in PvE makes it even more desirable.
Oh, noooo. That’d look fine for male characters and norn, but have you seen the staff idle that female humans and sylvari use? That doesn’t look like you’re going to hit someone with it, it looks like you’re going to poledance on it. Keep the hammer grip, please.
I’d support this. We are getting Adventures—perhaps some could be designed as class specific?
I think having the personal story occasionally give you the option to handle something yourself if your class is appropriate would be ideal (a la Dragon Age, which on rare occasion gives you class-specific dialogue options), but that doesn’t really seem to be the way the personal story is designed.
Simplest, nicest option IMO would be to add a “wedding ring” item that functions as a permanent teleport to friend item. Ideally, of course, it would only function with your “spouse,” and should also include “divorce” functionality, which complicates the process a bit as it’d require its own little menu, probably. Still, it’s doable, and certainly wouldn’t break the game.
Did not like the female sylvari voicework at all. YSiM in particular was far too fast and high-pitched; in truth, all of the lines sounded far too shrill for my liking. I’d prefer if Hale had used a deeper tone, a la the warrior’s “Fear me!” Ech.
Agreed—though ideally unlocking, say, gliding would give you access to the most basic gliding tier, since it’d be odd to talk to an NPC or something who says “here, take this glider!” and then not be able to use it until you’ve filled your mastery bar.
Having each tier tied to some sort of adventure or “jump puzzle” (for gliding or mushroom hopping) would be neat as well, though as you say it’s probably not possible at this point.
At the very least I think that, yes, you should have to talk to an NPC to gain access to the new mastery tracks. The only issue here is that you’d have a period where your mastery XP isn’t doing anything for you, but that’s easily solved by having at least one track available without an unlock (the Pact Commander track would be ideal for this, though if I understand correctly you can’t train Central Tyrian masteries in HoT zones?).
Tangentially related: I would like to take this time to whine about how absolutely awful the voice acting for the female sylvari shouts is. YSiM especially honestly sounds like it was sped up a bit; it’s weirdly high-pitched and sounds unnaturally fast. I actually wondered if Hale had been replaced at first, but now I’m thinking she was just away from the franchise too long and forgot the precise accent and tenor she originally used.
I think they’d sound much nicer if she used a pitch closer to the warrior’s “Fear me!” rather than whatever shrill weirdness she brought out for the reaper. Eugh.
+1 to custom animation sets. I’d use staves on more of my female characters if they could use the male or norn staff idles instead of their weird…stroking thing. Admittedly, this would probably be a ton of work, and asura and charr characters would undoubtedly end up with fewer options than the humanoid races, but if we ever get those female human animations back…I kind of want a way to turn them off (I don’t begrudge them to the people who do miss them, but I personally find them silly and don’t think they suit my more serious characters).
A +1 as well to simply converting more of the old town clothes to outfits. I’m really not sure why that isn’t a thing already, since the assets already exist. Why not monetize them? If it’s a quality concern (I imagine some of the old town clothes are lower-res than most of the newer, shinier outfits) just sell them in like…sets of three, or something.
If this has been reported already, I apologize.
The cutscene that normally follows the sylvari tutorial, wherein the player character awakens and is greeted by the mender (“Where am I? Where is Caithe?” etc etc) no longer plays. I believe it has been this was since the June 23 patch.
For some reason I assumed this was intentional, but yesterday I played through the human tutorial and found that its post-tutorial cutscene still activates, so I’m assuming this is a bug. I have not tested the other races but I may do so later.
I’d really like to see a consistent split between telegraphs and active skill effects, visually. A lot of the newer orange AoEs actually represent where an attack is about to land, rather than where one actually is (Silverwastes bosses being a prime example). This seems to be the case in almost all instances…except for Tequatl, where the big orange circles are where the active “poison” fields are.
Adding to the confusion is the fact that sometimes the little red outline circles also have a short telegraph period, such as during the Mordrem tentacles’ poison throw attack thing. The red outline will appear for a short time, then the projectiles will land and there will be a poison blob within the circle indicating that the poison is actually active.
TLDR; yeah, these indicators are hella inconsistent and it would be great if they actually made some sense.
I can see the reasoning behind the change, even if I don’t like it. Map-breaking, whatever.
I don’t see why, if that’s the problem, they don’t just compensate by having skills always move the same distance, but at different speeds depending on speed status. Still a nerf to warriors, probably, but lets swiftness and cripples alike remain rewarding on some level.
We found this on reddit and it fixed my problem
Add this to the end of your GW2 Shortcut Properties target
This is an NA server so will not work for my friends across the water
- Right click on your shortcut
- Click on properties
- paste this at the end of your target line after GW2.exe" -assetsrv 194.25.94.170:80
- Apply then Ok
- Run
That worked for me
logged in just to say that this worked, and thank you kindly
I know I’ve seen this suggested before, and I doubt it’s likely to happen, but I’d love for there to be some animation variants depending on character personality. Given that the personality mechanic does approximately nothing right now, it’d be a nice touch. Maybe just an extra fidget added to the idle “playlist?”
I’m a pretty new player—only been around about a month or two, so I never saw the story in its original state. I can thus attest without bias that yeah, it’s pretty clear the last few chapters are hella broken. I was poking around on the wiki trying to figure out why Sayeh seemed to insist we knew each other when I learned that I supposedly had met her before in a series of cut quests…and that led me here.
Anyway, I’ve found I’m pretty invested in my main, who’s now sitting just before the final dungeon, very confused about the bizarre time-warp her life has become. If there’s any way that the story could be voluntarily reset to A Light In the Darkness for players who want it…that would be mightily appreciated.