twitch.tv/mdogg2005
twitch.tv/mdogg2005
Hello,
allow me to say beforehand, that I’m sorry if this kind of thread already exists. I searched for one, but didn’t find any. Furthermore I want to say that this isn’t supposed to be a “whining”-thread (only), but I simply compared the Celestial armor to other armor pieces and I got confused if they are meant to be that way.
I used the stats of the Celestial gear that is shown in this ( http://dulfy.net/wp-content/uploads/2013/07/gw2-celestial-heavy-armor-set.jpg ) screenshot to compare them to previously existing armor pieces.
I would like to compare the heavy chest piece, shown in the screenshot above, to the previously existing one with the Berserker’s prefix in this thread as example.
The Berserker’s Draconic Coat has 101 Power, 72 Precision and 5% Critical Damage. I think the most confusing difference is, that the Celestial Chest Piece has in fact not less, but more Critical Damage than the Berserker one (6%), in addition to the maximum amount of Magic Find (3%), which you would have to sacrifice 72 of your secondary stat for actually. In addition to those boni, the Celestial one has 252 stat points evenly spread among all attributes, while a normale Chest Piece, with the Soldier’s prefix for example, only has 245 spread across it’s 3 stats.
You can argue that you get more stat points overall, because you aren’t as specialized as someone else by using Celestial gear, but I don’t see any reason why Celestial gear should have more or even the same amount of Critical Damage than Berserker’s gear and a maximum amount of Magic Find in addition to that.
It basically makes any other kind of Magic Find gear a waste of money, because it has the same amount without having to sacrifice anything, since you can’t call an evenly distributed amount of stat points, which is even more than on other armor pieces overall, in addition to the most Critical damage you can get, a sacrifice.
Furthermore an evenly spread amount of stat points is not necessarily worse than specialized stats, because many attributes synergize very well with each other (Toughness, Vitality and Healing Power for example). One of the few exceptions might be in terms of dealing burst damage, if you want to sacrifice survivability for more damage, but since you have even more Critical damage on the Celestial gear anyway and additional condition damage, why would you want to sacrifice the great survivability that the combination of Vitality, Toughness and Healing power offers and the maximum amount of Magic Find, for the tiny bit of additional damage you would earn?
The actual question imo is, why Magic Find and Critical Damage aren’t only 5/8 of a secondary attribute like all other attributes on Celestial Gear and if that is intended and going to stay that way.
I don’t know if they intended to give crafting a real purpose besides speeding up the leveling process, or if they are trying to solve the problem with people who are slowing down groups by using Magic Find gear, by giving them a new armor, which is at least as good as the previously existing ones, in addition to having Magic Find, but I honestly doubt that this is a good idea, especially since it’s so expensive and might become even more expensive and more difficult to obtain after the event, so that many players won’t be able to get this gear, which is currently the best Magic Find gear by far and has the most Critical Damage you can get, in addition to well spread attribute points.
I would like to hear your opinions about this matter. Thank you in advance and please excuse my bad English.
(edited by Marijan.4175)
Originally we could see Zhaitan’s Corpse inside Arah Explorable. In fact, he could see his corpse in early trailers and beta forms of the Arah Map. He was removed from the final version because his new corpse is too big, I assume.
I would still like to see his corpse. We just see him plunge into the fog, and that’s it. I hope Anet eventually adds the lair of Zhaitan as an explorable, where we can see he is truly dead.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
You guys are missing some really crucial facts, the ‘fight’ against Zhaitain wasn’t just that final little bit in the end of Arah Story mode. We’ve been fighting him through the entire personal story, trying to find his weaknesses and ways to fight the dragons corruption. The 5 races have banded together and merged their knowledge and technologies and have fought through the hordes of Orr.
Just because the fight seemed ‘easy’ mechanically doesn’t mean that it actually was easy by any means. Zhaitan is dead, the Pact and the PC worked very hard to achieve that, I’m sorry none of you seem to recognise all the effort that they put into it >.>
Minions do not dodge. Use them in situations where they do not have to. Open world PvE is good for minions as is holding a point or line to some extent. Some dungeons work better with minions than others. If you are looking for the one build that does everything really well, Necromancer is probably not where you will find it.
Plan your build around what you intend to do ahead of time and caugh out the silver when you want to do something else is my advice. I do wish Arenanet would allow builds to be saved as favorites along with equipment, though.
@Bhwab: Please stop claiming Minions are ok, they totally lack design and if you give this kind of feedback, then Anet won’t never fix them as they should be.
Bunker builds working great? What about the advantage of Flesh Wurm?
You’re saying some correct things and exagerating others in a wrong manner.
@CrossFire: Consider this. The MM isn’t indipendent, has a lot of flaws, in both Pvp and Pve. It is bad designed, what you see is the result of a randomic experiment from Anet with placeholder skills and traits.
Some players having fun in playing them (some to show their skill, some for dedication) will say that you can do marvelous things with Minions, but that’s not pretty correct.
Organizing with your team to make a Minion Mancer viable means wasting a lot of time and having competent team-mates (and however the result is not reliable * ). That’s not a thing that every Necromancer who wants to run Minions can do. That’s not how Minion Master should work.
The only thing that makes the Minion Mancer resilient is the fact that you are forced in bringing 20-30 points in Death (200/300 more toughness + related gear).
I’d suggest you 1 thing. Dont play minion builds in Pve, don’t waste moneys and time building a Minion Mancer equipment, as at the moment it’s not competitive.
(I made the mistake long time ago and had to remake another equipment for conditionmancer, thus wasting a lot of time and effort)
* In most games and mechanics, adapting a whole team to a particular design option (Minion Master in this situation) works ONLY if that option is a win-card. A pity MM isn’t that card. That’s why in Pvp compositions matter the most the classes which have a better balance and that occasionally are indipendent.
(edited by Luke.4562)
Dont care. Got giant boobs.
I agree with you that such achievement should be related to permanent content, not temporary. If it was single player, then the player can just keep trying until they get it. However considering this being a team related fight, between having a good team and a bad team makes a HUGE difference.
First Team: We couldn’t even beat Fizz without having 80% of the team dead by the end of it. Spent 3 hours, only one got the Faster Than Light achievement.
Second Team: We were aiming for Personal Space. During Fizz fight, one died, 2 or 3 got the Faster Than Light Achievement.
Third Team: We were going for Unfriendly Skies. During Fizz fight no one died, and no one got hit by Lazer. The fight barely even lasted that long.
Why such results? First team is mostly composed of noobs trying to get the first achievement. Second team was aiming for a bigger achievement, so the Faster Than Light was just secondary. Third team was handpicked to do the hardest achievement, and so the team was full of competent people which made almost every encounter in the dungeon look like a joke.
That’s my intake on the issue.
Engineer and Elementalist in progress…
It really isn’t that hard. THe lack of a LFG tool is what makes it difficult for other players.
I unfortunately did not complete all of the achievements either, but I don’t mind the challenge within the dungeon. Achievements should be difficult, otherwise nothing has been achieved.
Some of the others such as killing 50 in Shiverpeaks – blegh. That is not an achievement – that is spawn camping.
Unlike prior Living Story dungeon experiences, the Aetherblade Retreat “achievements” for the new Living Story of “Sky Pirates” were maddening and unfair. First off, it took eight days of begging and bribing before I could get a group of players to enter the dungeon because everyone hated it so much. A dungeon should be fun to encourage play. Prior Living Story dungeons were so much fun I reentered them. Please please please make future “Living Story” dungeon experiences fun and their “achievements” possible to complete. In Aetherblade Retreat it was impossible to set goals and “achieve” them because players avoided the dungeon or bailed altogether in mid-play. I suggest not making future Living Story dungeons like in Sky Pirates, yuck!
Because there are 8 professions and it would be a nightmare to program 8 possibilities into EVERYTHING just so people could feel like their profession was having more of an ‘impact’ on what is happening.
You are given choices on how to act throughout the game and you are left to play your profession however you want. Yes in the perfect MMO your profession would have an impact on everything. But do you have any idea how ridiculously implausible that is in todays gaming world. Companies don’t have the time, budget, personnel etc to implement this kind of system.
To you the end user it might seem as simple as ‘oh I’m an Engineer I should be able to blow this door up, whereas a thief should be able to sneak around to some other entrance’. But on the coding, art, designing, QA levels that tiny little possibility constitutes a LOT of work. It isn’t plausible.
Since i rejoined the game, after a half year of pause, i decided to start a whole new character, and progress real slow. Not like i did rush the game, but this time i listen araund and talk to npc and stuff.
Putting the things that made me leave the game in the first. And putting aside the things that (still) irritate me, i focus on my personal story and enjoying the work and the lore, i really love.
Basically i played gw1 from start to finish and loved the lore and the world. In the 5 year development time lore was one of the things that kept me up to date, and the wonderfull theme and atmosphere of the artworks, that are represented as environments.
———————————————————————
And i must admit, the personal story is not bad at all. But 1 thing is killing me. Classes.
Classes seem ok, considering they are basically gw1 classes. Engineer is also a good addition. But for my personal taste, they effect the game and play style was to slightly.
(Lets not talk abaut “combat roles” in this topic, i think thats the main issue in that.)
Instead i would like to point out, “Why is the story not effected by class?”
Nor the whole world. Beeing an elementalist does not make a slight change in anything, then beeing a warrior. Npc-s say the same things, and react the same way. You cant interact with the world any differeant.
For example : You walk into xy “dungeon” and there is a magically sealed door, the story says “you have to find a level to open it” but as engineer you could blow it up, as elementalist you could dispell the magic or cast a spell that opens it.
Another one : talking with xy npc when he wants you to obtain information on xy thing. Then you have to decide what “quest” you take. But instead of the usually 3 choice you could make one that lets you “summon the soul of the dead to ask him” (like in the personal story actually) or steal a letter from xy as a thief.
That is the side of “effecting the story” I do feel that the story lacks the effect of your class. When in fact its a REALLY BIG part of you!
Another thing that came to me is , there is no bacground of the classes.
There are simply trainers that sell you books. (books are actually a good idea, but should be obtained, not sold) . For example by a “Class quest” that would be like a personal story side story. A story that only applyes to your class and does contain a lot of lore abaut your class…Example : what thieves guilds exist, how they work ect…Or what does it mean that you are a “traditional” skill mask wearing necro and not a “demon” mask wearing one. And so on.
Besides that, there should be a LOT more lore (not just hidden) araund abaut classes. Where they came from, what they do, how they work.
I might as well ask for a full story line (not as long as the main) that is all abaut your class.
As side note, considering all this, i find skill point system a bit lacking to. You just walk to a magic waterfall and meditate and get skilled in “summoning a minion” ? Thats ok. You meditate, think things trough…but does eating the magic petal of a flower and killing a giant spider give you the basically same?
I do think instead of spending points on some (certaint key) skills you should need to do something specipic. Like killing a necromancer in xy place to learn flesh golem. Or defeat another guardian in duel for a sword skill.
There might even be skills that are “switch out”-s for some weapons skills.
There are many players who (for example) dont like the “auto attack” skill of necromancers staff. There could be a “quest” to obtain xy rare magic artifact and thats hidden in a dungeon, you obtain it (ofc after a long out battle till you get there) and then the item gives you a “option” so you can switch the “look” of “side” effect of your skill anytime.
So i realyl hope classes get more detailed. Thats my opinion…anyone?
(and sorry for terrible english)
Well, I’d like to +100 this.
Yes, I watched gameplay videos before I bought GW2. However, my first character was a thief and I don’t feel very… thiefy. I was expecting to sneak about on story missions and steal things from an unawares enemy. Or as a warrior to run in and fight mano-a-mano the Big Bad. On an elementalist, I hoped to use my skills to defeat the enemies with powers of nature. Perhaps on an engineer to manufacture items to fight for me.
Yet… there is NONE of this. Every single class is run, attack, run, attack. Enemies almost all act one of two ways – close distance and melee or stand back and shoot.
Basically, I do not feel that the decisions I made when I created each of my characters makes any difference at all to anything. Apart from the small details, I do not feel that ANY of the personal storyline really changes a thing.
If I choose to help Tonn blow up the Orrian towers, or I lead the artillery against the undead, or I try to retrieve the Krait orb… it makes zero difference. The krait orb is still there, Apatia is not, and Tonn still dies no matter WHAT I do. I feel the game ignores me/my character.
For me, the Personal storyline is quick XP and that is all.
The staff takes on the look of a scythe when you use it.
ON a further note. Lily, you make a good argument and i everything makes total sense. They seem to compare to “vampires” in your idea of them. Using references to GW1 also makes your argument more viable than others. I think there are just many ways people look at necros.
Im one of those people that see them as overlords that spawn hellish creatures to fight. Thus “hellish” bringing in the fire element i guess. I cant really think of a better way to explain it at the moment
I have started using a necromancer and and after using the various weapons that are available to you, i came up with something that seems out of place to me. I am not sure if they are able to give classes more available weapons for use, but it seems to me that torches and necromancers would go hand-in-hand?
MAYBE that’s just my view of what a necromancer is, but i think it could be a really cool idea and could give some interesting abilities? Anybody else share similar views or agree?
Thematically, torches don’t fit the necromancer. If you think of them as a master of undead, a vampire, a lich, what have you, fire doesn’t mix with undead. cough Also, the light cuts through darkness and acts as a beacon of hope, and the necromancer will be having None of that.
I can give you a small list of what the necromancer is missing, weapon included.
1. The Scythe. The necromancer doesn’t have a cleaving melee weapon. This weapon fits there MO, and would be extremely fun to use.
2. Barbs. More specifically a barbs like effect. To better translate that I’m refering to what barbs did in GW1, not other games with a skill with the same name. Here is a link. http://wiki.guildwars.com/wiki/Barbs
3. A vampirc aura. It would be nice if the Necormancer could apply a vampiric armor much like chaos armor but it would steal life for those under its effect. This would be a nice addition for parties and to add a little more incentive to go into the blood trait.
4. Disease. Disease was a fairly powerful DoT condition back in GW1. It was a 4 tick condition matching that of Poison that would spread itself to other creatures of the same type. In GW2 it would have to change a bit, making it only spread to foes and not allies as well as give it a damage in between the range of poison and burning as to make it noticeable but not too powerful. I would suggest it being 4x the strength of a single bleed and stacks in duration. But that is just me.
I don’t play a necro, i have wanted to try one so i come here to look them over, but i have not gotten around to making one, but reading over these forums i see alot fo “I’m a hero, i think they should do XX to Nerf XX on my beloved class the necro”
Seriously.. what the hell, do you know how sickening that is to read? let me point some thing out.
necro as a class haves been the underdog since release, they have been the joke of the game for a long time, Skilled players stuck with it, worked hard to become masters of a flawed class, these players are vastly better players than you get on other classes because they have to work harder to do the same.
Now i ask you, what would happen if these skilled players had their weak flawed class buffed to “PUT THEM IN LINE” with other classes? do you think they would be any less skillful with their class? or do you think they would wipe the floor with anyone not on thier player skill level due to the classes being on an even footing?
I understand that some of you necro players are in shock, it will pass, the fact of the matter is you are not used to being on-par with other classes, all i ask is you give it two months, then let the Skilled known necro players speak out about the changes.
End of rant.
I remember when they first talked about the personality system, how NPCs would react to you. If you were charming you would have the chance of getting free stuff from venders. If you were barbaric, you would have the option of hitting an NPC and they would cringe from you when you walked down a street.
http://www.escapistmagazine.com/forums/read/9.223432-Guild-Wars-2-Personality-System
Unfortunately, this didn’t happen. Maybe it was too complex. What if a charming person and a barbaric person walked together down the street? How would the NPCs react to that? It would be nice if they managed to work something out though.
I would like to see the personality system not only affect story options but how characters speak battle quotes. There should be a huge difference between how a male human warrior says, “For great justice!” with dignity than with ferocity.
To me the personality system seems like it is a bit underutilized. At the moment for example, from what I can tell, (and barely tell I can) the personality system only seems to affect the odd NPC dialogue selection when chatting someone up. What I would really love to see is the personality system affect the dialogue in the cut scenes, or even the missions themselves in the personal story. As it stands your character has the same personality in the personal story regardless of whether or not you are Barbaric or Captivating when interacting with NPCs, and that leaves it feeling a bit…disjointed I guess might be the term.
TL;DR: Have the personality system affect the personal story!
Honestly I think it’s entirely for continuity reasons, same with Kormir jacking your spotlight in GW. They need to be able to say “Zhaitan was slain by Firstborn Sylvari Trahearne”. Not, “Zhaitain was slain by the commander of the pact but we know absolutely nothing about him.”
It was a pretty terrible setup either way. First b/c he’s an Engineer. Engineer’s hold up doors in an Assault by being BEHIND THEM, not out in front. Then there was the fact we only had about 100ft to go behind us and we’d be on the boat … We didn’t have to worry about this crud in the Sanctum Cay in GW1 that had the exact same setup. …Infact the more ‘pro’ among us found ways to also return the Ghost for Bonus while fighting off each wave.
And speaking of Ghosts … let’s not forget the Norn Captain in Orr who’s own body (and his crew) is controlled by Zhaitan yet their ghosts are standing out there perfectly uncorrupted. Where’s Tybalt’s ghost? Ghosts in GW1 are usually more capable fighters in just about every mission than they ever were as squishy fleshbags.
But back to the immersion that Anet broke on their own plotline here and why Twilight was a better love story than this… We get on a boat and the biggest worry when we’re at that door, is being pursued. but What just happened that caused us to light the Beacons? …about 20 Risen ships popping up after we kill the first one. Welcome to Shark-Jump Island! … one engineer … in front of a door on Land in the middle of the base… doesn’t protect us in any way from 20 bone ships that had all the time in the world to start surrounding our dock. (and don’t even get me started on the “Sunless” Lt-Dragon who FLIES)
And finally: for what they could have done here to show not just real depth, but real interactivity (Jeeezz…. even the Hardy Boys had better story branching than this!) … instead of automatically FORCING martyrism on the most sad-faced loveable uncle in Tyria, they could have given a bonus option to stay with him and try to pull off a much harder Langmar/Thackeray standoff while all the NPC’s we don’t care about take off in the boat.
…but wait, it doesn’t stop there… it has real consequences. You and maybe Tybalt too (if you’re really good) both manage to get out of it alive and wash up in bloodtide only to learn that nothing you did mattered. Infact what you both see along the way drives both of you to Edge. …see it’s stuff like this that made Episode 5 Empire Strikes back the BEST one in the series while what Anet did here instead was practically a Phantom Menace…
And instead of going out like a hero, Tybalt feels like a helpless coward for not doing enough & suffers overwhelming PTSD relapse for his failures that killed his first Warband. He gradually becomes more and more a shattered husk and a cautionary tale of the real cost of war as all these other second bananas around him sacrifice themselves while the story progresses. THEN you have a real vehicle for the reoccurring theme we see in this storyline plus a much needed likable character who’s actually bearing the consequence ….instead of ONLY having Treehernia who most ppl can’t stand b/c he’s made of wood in more ways than one.
..
And yes, I bought the AppleSeller’s Cog yesterday… 50 ectos I never actually needed to part with. Not out of respect, but out of pity. Pity for what could have been…
(edited by ilr.9675)
He’s not dead, he’s just too cheap to waypoint.
Since none of us know what the expansion will be, it’s probably not going to be majorly focused around Durmand Priory, Order of Whispers, The Vigil, so my thought while I’ve been back playing Guild Wars 1, was how these 3 factions could be made more interesting.
How about introducing new mission campaigns to further investigate your personal story choice with respect to faction – like in GW1 – that you can do for normal or hard mode and accumulate points rewards in the 3 factions in a similar sense with story books, etc.
At certain stages with your faction, you could get hold of new titles, boosts, armor types, weapon types, hopefully new skins, but if not at least a way to introduce the ascended armor/weapon types.
There’s maybe 5-6 faction-specific personal story quests so far in GW2 and nothing to make me feel really associated with my faction until it just merges into The Pact storyline, so it would be nice to get a parallel story/campaign – you can either solo or bring a party – esp if they make some challenging hard mode that could scale with party size.
Just a thought anyway…
Seamarshal Belit / Initiate Xun Tsu / Mistwarden Roshone
Seafarer’s Rest | Northerner @ Dragon Season
Having literally JUST played that mission for the first time, infamous cannon fight and all, I think I finally understand it.
The final showdown with Zhaitan ISN’T a fight. People all get disappointed because they’re expecting to fight him, but think about it: when was Zhaitan ever a fighter? All along, he was a chessmaster, using a large and varied stable of minions to put pressure on the heroes. Once you defeat all the pieces, he’s nothing but a helpless King. He can move one space per turn and he loses automatically the second you corner him.
The final mission isn’t a ‘fight’ with Zhaitan. It’s a chase scene.
That said, I am totally expecting we will be ‘fighting’ Primordious in the traditional sense. If that one isn’t a Warrior I don’t know who is. And I SWEAR TO GOD if they give us another “throw rocks at the boss” battle I am going to be super irritated.
fear + torment will be fun too it seems. Since people move when they’re feared :o
I like the way you think!!!!
as can be seen by my gratuitous use of exclamation points.