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[Issue] Zealot's Flame Projectile Behaviour

in Bugs: Game, Forum, Website

Posted by: kisagari.7413

kisagari.7413

Description:
As the title says, this issue is to do with the behaviour of the Guardian’s Torch (Skill 4, 2nd Activation), Zealot’s Flame. I’m not sure whether this is intended, but if it is then could it please be changed as a form of QoL improvement? Put simply, it appears that the projectile sticks to the ground when travelling, as opposed to travelling through the air (like, for example, an arrow from a longbow). An example would be:

- Let’s say you are at one side of a narrow canyon and your target is at the other side
- Firing an arrow/pistol/rifle at your target will travel through the air across the canyon, hitting your target.
- Zealot’s Flame will travel down the side of the canyon you are on, across the canyon floor, up the side of the canyon your target is on, then travel to your target (if it can make it that far)

This just feels like unexpected behaviour and in very frustrating :<

Recreation:
See above example ^
- Stand on one side of a gap in the terrain
- Have a target on the other side of the gap
- Activate Zealot’s Fire
- Activate Zealot’s Flame

[Daredevil] - Feedback

in Thief

Posted by: kisagari.7413

kisagari.7413

Already posted this in a reddit thread (https://www.reddit.com/r/Guildwars2/comments/3jn2m4/daredevil_elite_specialization_beta_thread/)

I’m mostly fine with the Daredevil. I just don’t like the recycled staff anims; they don’t suit (I’ll be using this video for references on what I thought they’d look like and use timestamp urls for specific moves: https://www.youtube.com/watch?v=7mJ3mRlE7dw)

Punishing Strikes (staff 1, 3rd chain) : Expected this – https://youtu.be/7mJ3mRlE7dw?t=274

Weakening Charge: Eh, it’s alright

Dust Strike: Expected this – https://youtu.be/7mJ3mRlE7dw?t=110

Debilitating Arc: Expected the first strike of this, followed by a dodge roll – https://youtu.be/7mJ3mRlE7dw?t=138

Vault: Mostly fine, just feels a bit clunky at the end.

Only other problem I can think of is with Impaling Lotus, which has a delay before it starts. Oh, and the special dodges go less distance with quickness.

Dragonhunter Changes for Next BWE!

in Guardian

Posted by: kisagari.7413

kisagari.7413

True Shot: To make this ability more rewarding for stopping you in place, we’re looking at further increasing the damage..

Honestly, the damage on True Shot is fine, my issue is with Hunters Determination. I’d like it if the stability from Hunters Determination was just baseline. As it stands, taking that trait feels like a waste to buff only 1 skill, (I understand that there are Virtue specific traits, but they synergise with each other, and you’ll always have access to virtues. Having a trait that buffs 1 skill on 1 weapon that you won’t necessarily be using all the time and will take up an entire weapon set just for that stability makes taking Hunters Determination very wasteful imo). I’d like to see Hunter’s Determination just be baseline for True Shot, which will open up that trait slot for something more interesting/useful.

Deflecting Shot: We’re looking at increasing the damage values of this ability, so that it has a bit more impact to it.

I don’t think this skill should be for damage. I’ve seen a lot of people have issues with the speed of the projectile making it difficult to actually use as a defensive projectile blocking skill. It doesn’t need more damage, it needs to move slower.

Other than that, <3 Dragonhunter

(edited by kisagari.7413)

Fight with Mordremoth Ideas

in Guild Wars 2: Heart of Thorns

Posted by: kisagari.7413

kisagari.7413

And I doubt Majory is going to become a reaper and Kasmeer a chronomancer (as neither works very well with the present characterizations). Of course characters do change, that’s part of storytelling.
Braham however is looking very likely as a possible Dragonhunter.

You’re joking, right? Marjory was our first glimpse into the Reaper’s new weapon (Greatsword), and Kasmeer throws down time warps like it ain’t no thang. They both fit Reaper and Chronomancer in how they fight

As for Braham, I can see him inheriting Eir’s bow (we saw Eir get blown up in the end-of-living-story trailer thing, whether she dies or not is another matter).

Taimi is obviously the engineer, but we don’t know enough about their elite spec. yet other than that drones are involved (might make sense for her getting drones to assist her on a day to day basis instead of Scruffy)

Rox is the only one I’m unsure about. She’s a gladium, so she’s outside the norm for a Charr (engineering, up front fighting, very devoid of magic), and her previous pet died, so it wouldn’t surprise me if she went into mysticism a la the Druid (or at least speculation of the Druid) to go further against those norms and get more in tune with Frostbite and nature.

This is all speculation, but I think the Living Story group is a good indicator of things to come in terms of the specializations of their classes

Fight with Mordremoth Ideas

in Guild Wars 2: Heart of Thorns

Posted by: kisagari.7413

kisagari.7413

This is just me hyping myself up over possibilites as nothing has been announced regarding our future interactions with Mordremoth…

BUT

I’ve had a couple of cool ideas that would hopefully avoid another Zhatian-esque fight (standing still, shooting cannons at a big thing until it falls down type deal that we currently have with the World Boss dragons and Zhaitan)

So this has a lot of inspiration from Shadow of the Colossus so you can probably guess where I’m going with this; how about having the player and their party (so not a bagillion people like we had assaulting Scarlet only to have one of us go in and kill her), along with the Living Story group (Marj, Kas, Braum, Taimi and Rox) climb onto various parts of Mordremoth, via jumping puzzles, hitting various weak spots as they go. The jumping puzzle could shake and move to try and get the player off, as well as spawn minions along the way to the next weak point. If the player falls or is shaken off, they’ll have to fight their way through minions and stuff until they can reach, say, a Portal from Kasameer which teleports them back to where they last were before they fell (so it’s not a completely unforgiving experience). What’s keeping Mordy still enough for the player to hop along him, but still allowing him to wiggle and shake around to get rid of the player, you may ask? Braum doing Dragonhunter traps and Rox doing the Druid nature magic (vines and such) to keep him firmly on the ground.

This is all just me speculating but I honestly thing a Shadow of the Colossus type fight with Mordy in a dungeon type setting (as opposed to Scarlets attack on Lions Arch where everyone and their mums dogpiled Scarlet until the end where it was a solo job) would make for a much more thrilling and epic fight that the Jungle Dragon deserves, given the build up til now.

Those are my thoughts, please leave comments or suggestions that you have, and just ask if you need any clarity ont he ideas

Storyline quest 'A Grisly Shipment' bugged.

in Bugs: Game, Forum, Website

Posted by: kisagari.7413

kisagari.7413

In the storyline mission, “A Grisly Shipment”, right at the start the objective is “Brief your squad on the mission”. In my story the quest star appears above Baroosh the Quaggans head but when I attempt to talk to him no conversation box comes up but for some reason my Karma Value, Current Gold Value and the word “Available” blink up on the screen then disappear immediately.

Apparently not being able to talk to the quaggan means that I can’t advance the mission/complete the first objective to advance the mission, ergo I am stuck.

PLEASE HELP