Showing Posts Upvoted By Vyko.6953:

Scarlet's Secret Lair *Major Spoilers*

in The Origins of Madness

Posted by: CC Danicia.1394

CC Danicia.1394

Community Coordinator

We’re having a good time reading the speculation on this. /innocent

Scarlet's Secret Lair *Major Spoilers*

in The Origins of Madness

Posted by: Astro Syd.8570

Astro Syd.8570

What I find the most interesting is the sixth image… there are shown many different combinations between races of Tyria, but only 3 of them have “clear” lines.

Out of these 3 combinations, we already saw 2… so it is reasonable to think that the last one is coming soon.

Freya Skuldottir
Gaiscioch na Rall [GSCH]
Sanctum Of Rall

(edited by Astro Syd.8570)

Scarlet's Secret Lair *Major Spoilers*

in The Origins of Madness

Posted by: Thobek.1730

Thobek.1730

The dragon in the ceiling is red.
She had alot of colors to draw with, but she did it with red.
Now what dragon is associated with the color red?
Primordus
;D

Two reasons I think its Mordemoth over Primordus.

1. Once she left the Eternal Alchemy she was obvious changed from her meeting with the pale tree (who I still think was Mordemoth) she killed Omadd with red vines sprouting from her body. A new jungle type ability gained from Mordemoth.
2. Now a new threat are these Jungle Wurms in the bloodtide coast.
3. Drawing of a dragon in her study, which makes it clear that it was a dragon that changed her and not something else. Combine that with points 1 & 2 = Mordemoth.
4. The toxic spores created with the help of the nightmare court & Krait

The few things that go against this theory is:

1. Her love for the mechanical which is certainly NOT Mordemoth like.
2.The alliance with the dredge and Flame legion. A jungle dragon would certainly not like this combination.
3. Her focus on attacking humans and particularly Queen Jennah. Why not the other races? this doesn’t make sense. And now she is after Lions Arch, again an old human settlement.

Scarlet's Secret Lair *Major Spoilers*

in The Origins of Madness

Posted by: inazuma.7021

inazuma.7021

The dragon in the ceiling is red.
She had alot of colors to draw with, but she did it with red.
Now what dragon is associated with the color red?
Primordus
;D

Thought it is also logical that she used red because she likes the color, and her chosen name IS Scarlet.

Vhaewyn – Level 80 Sylvari Ranger
Dakka Warforge- Level 80 Charr Engineer
Xairro – Level 80 Asura Revenant

Scarlet's Secret Lair *Major Spoilers*

in The Origins of Madness

Posted by: VOLKON.1290

VOLKON.1290

Hey! HEY! Look at the fourth image. Look at it again. Look at it carefully.

Yes… it’s true…

FLYING DOLYAK MOUNTS confirmed!

#TeamJadeQuarry

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Vol.7601

Vol.7601

- Too much waiting around.
→ So you want the boss to be available 24/7, with no respawn timer?
- Too much annoyance trying to get a party into an OF that actually has a decent number of players in it.
→ Overflows exist for a reason. It’s an inconvenience you will have to deal with
- Too much failure.
→ If you fail to utilize strategy and coordination, you will fail. There are other easy bosses in the world if you are not skilled or too lazy enough to commit
- Too little reward when you fail.
→ You obviously didn’t reach the threshold that gave you loot, which is killing one of the wurms’ body.

RE: The Tequatl-ization of all new content

in The Origins of Madness

Posted by: DarcShriek.5829

DarcShriek.5829

I suspect the next Elder Dragon fight will be open world. It will be a large fight that will utilize some of the techniques that were originally used in these initial large scale battles.

RE: The Tequatl-ization of all new content

in The Origins of Madness

Posted by: Immensus.9732

Immensus.9732

first of all there are indeed people like you casuals, but also people like me hardcore, why everything should be about you and not me too? second 2 bosses and maybe fractals that i consider the only hardcore content is only 5% of the whole game, everything else is for casuals. complaining about that is just selfish

Mesmers Shall Rule Tyria!

RE: The Tequatl-ization of all new content

in The Origins of Madness

Posted by: Zoid.2568

Zoid.2568

There’s been a ton of updates for casual players.

RE: The Tequatl-ization of all new content

in The Origins of Madness

Posted by: FenrirSlakt.3692

FenrirSlakt.3692

If you consider that ascended weps the armour also came out you will see that the casual player is being forgotten.

A casual player doesn’t need Ascended Armour/Weapons at all, as casuals don’t run higher level Fractals.

Casual players do however play wvw where the top armour is almost a pre-requisite.
Also I decide what I want or need thanks very much.

Please stop trying to use Ascended armour as an excuse to accuse ANET of ignoring the casual playerbase. It’s pathetic.

The damage difference between Exotic and Ascended is so negligible that it only significantly affects PvP at higher skill levels. Do casual players play these? No.
Exotic is more than enough to stand your ground, perhaps even Rare.

You are in your right to decide what you want, but what you need is a different matter.

RE: The Tequatl-ization of all new content

in The Origins of Madness

Posted by: FenrirSlakt.3692

FenrirSlakt.3692

If you consider that ascended weps the armour also came out you will see that the casual player is being forgotten.

A casual player doesn’t need Ascended Armour/Weapons at all, as casuals don’t run higher level Fractals.

RE: The Tequatl-ization of all new content

in The Origins of Madness

Posted by: Firebird Gomer.9563

Firebird Gomer.9563

You can of course join either the TTS community in NA or the Europe Community…. I forget their initials at this time. They will help you get through the content with very little in the way of repping

RE: The Tequatl-ization of all new content

in The Origins of Madness

Posted by: Canakun.8031

Canakun.8031

Well, this is the second Living Story update that has featured raid-style open world content designed as end game goals for large guilds out of like…20 Living Story updates in total which all included casual solo/5-man content, story instances and fetch quests so…I think it’s safe to say there will be more content catered to you in the future…
9/10 patches, presumably.

Mamorou Itou Defense Club.
Protect him at all costs.

Mari dodge achieves

in The Origins of Madness

Posted by: PopeUrban.2578

PopeUrban.2578

Good, this game hands out too many free achievements. We need more titles/achievements that require difficult feats, with reward points to match.

This is a well designed achievement. It encourages you to actually try to do well at the event, in stead of chasing some meta gizmo that can actively hurt it. (I’m looking at you tequatl chest/failure achievements)

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Focus. Make some noise!!!

in Elementalist

Posted by: The Game Slayer.7632

The Game Slayer.7632

Reduce cooldown on air 5, earth 5, change the skills on fire, and modify the water skills to function better.

agree on everything but earth 5. earth 5 is incredibly strong, it is fine how it stands. however, still,
+1

I am a teef
:)

Spirit chalice

in PvP

Posted by: Lotus.9746

Lotus.9746

Hey you, I like my focus. Pls.

Also, obviously I’m talking about how to obtain in Pvp.

[Ego] Sylvari Ele
Winter

[All] ANet - Do You See This as Balanced?

in Profession Balance

Posted by: WhiteRose.6934

WhiteRose.6934

Taking a quick look at this game, I couldn’t help but notice a pattern:

GW2 Activity / Dominant Profession

Dungeons: Warrior
Fractals: Warrior
Open World Events: Warrior
Open World Bosses: Warrior
WvW Zergs: Warrior
Hot Join PvP: Warrior
Solo PvP: Warrior
Team PvP: Warrior
GvG: Warrior
WvW roaming: Warrior

I fixed it for you.

Genesis Theory [GT] – Henge of Denravi

[All] ANet - Do You See This as Balanced?

in Profession Balance

Posted by: woeye.2753

woeye.2753

Yeah, well, this topic isn’t new. Many have said similar things before. Yet, nothing has changed. I mean, it’s not that other professions have their uses, too. But compared to the warrior profession there’s always some kind of disadvantage. Be it low health, low sustain, low DPS, low mobility or whatever.
With the warrior profession you simply get the best and most solid package in the game.

Fortunately, though, there are still some players who refuse to join the global warriorfication

Please reconsider base-health values

in Profession Balance

Posted by: Substance E.4852

Substance E.4852

no. i strongly disagree.
the different health values are good, and working as intended.
if anything, they serve as a difficulty check for the professions.

easy mode – High (Warrior, Necromancer) – 18.372 HP
normal mode – Medium (Ranger, Engineer, Mesmer) – 15.082 HP
hard mode – Low (Thief, Guardian, Elementalist) – 10.805 HP

i firmly believe that the base health values are a core game play mechanic and should not be tampered with, ever.

Guardian is hard mode? lol that’s a good one.

at least it is hard mode for me. i can play my guardian okay-ishly in open world PvE, but for sPvP it is a big no no for me.

please try to understand that not everyone has the same skill level when playing online games.

Then feel free to not troll the forums presenting opinions on class difficulty as fact that should be balanced around.

Connection error(s) detected. Retrying…

Please reconsider base-health values

in Profession Balance

Posted by: style.6173

style.6173

Increase the lowest 3 by 2k, decrease the highest 2 by 2k and it would be fine.

[WvW] Critical Damage NERF

in Profession Balance

Posted by: Exedore.6320

Exedore.6320

WvW will never be balanced, nor was it intended to be. If you want balance, play sPvP where food, power creep, etc don’t exist.

Kirrena Rosenkreutz

Second sigil slot on two-handed weapons...

in Profession Balance

Posted by: Tenrai Senshi.2017

Tenrai Senshi.2017

I just wanted to bring this topic up because I haven’t seen another thread for it yet, but does anyone else think that adding a second sigil slot to two-handed weapons is a really bad idea?

I think it is and I’ll explain why.

1: It’s easier to craft one two-handed weapon than two one-handed weapons (it costs less resources, takes less time and you get all the same stat benefits). This sentiment is further amplified with ascended gear, which is time gated, and legendary weapons, which would cost double the resources getting two one-handed legendaries as opposed to just crafting one two-handed one.

2: Two-handed weapons already have a weapon damage advantage over one-handed weapons, which also affects slot skills.

I don’t know, the way I see it, one-handed weapons already feel neglected compared to their two-handed counterparts and the one benefit that closed the gap a bit and made one-handed weapons more appealing (at least to me) was that you could get a second sigil slot, which kinda made up for the lower weapon damage and longer crafting times, etc. Even for me personally, I always feel like I was gimping myself when I use a one-handed weapon over two-handed and for a few classes, the two-handed weapons feel far superior to their one-handed counterparts.

I’m just worried that adding a second sigil slot to two-handed weapons would make one-handed weapons feel more obsolete given all these factors involved. At the very least, they need to balance it out so that one-handed weapon damage is increased to similar levels as their two-handed counterparts.

I’m not sure if anyone else feels the same way?

New class weapon ideas.

in Profession Balance

Posted by: Duke Blackrose.4981

Duke Blackrose.4981

Elementalist

Elementalist could benefit from simply having more weapons available. Anything will do, but MH/OH Sword (single target melee burst and mobility), Torch (OH conditions and control), and some form of bow or rifle (2h ranged single target burst) would probably be the most effective additions.

I disagree with this. As it is, elementalists already have the most weapon skills in the game. You need to keep in mind that because of their elemental attunements, one weapon gives them 4x the amount of weapon skills that they’d give any other class so even adding just one new two-handed weapon would effectively give 20 new weapon skills. This is why eles have the fewest weapon options (aside form engineers) and rightly so.

Can we NOT base our opinion on a (false) perceived advantage. Yes, Elementalists get 4x the skills from one weapon set as compared to another profession. No, they do not get 4x weapon skills the skills of another profession – unless they go full Conjures, which would be exceedingly bad. They get twice the weapon skills of other professions in exchange for having roughly twice the average weapon skill cooldowns, weaker, more dedicated weapon cooldown traits, lower average utility per skill, often lower reliable damage output per skill, and for being hard-locked into one weapon set (which keeps them locked into one general range).

So no, they do not deserve to be cheated out of new weapon sets in the future just because their profession mechanic gives them more skills:

The fact that they have “the most weapon skills in the game” is not relevant to their needs. They still have unfilled weapon roles. They still have few build choices. They still have unviable/underpowered weapon options.

Giving them new weapons does not innately increase their power as a profession due to lack of weapon swap.

Giving them new weapon skills does not increase the number of skills in a single build’s reportoire. They would have to drop combat and equip the new weapon set to make use of it.

And, most importantly (and this is an argument for all professions), Elementalist players can, will, and have grown bored of their current weapon selection. If anything, they suffer it even worse because, like Engineers, they have an exceedingly small number of weapon sets available to them. To deny them at least a few new weapons based on your notions of how they should be is selfish.

The only way your argument could be applied to in any form of practicality would be to claim that the increased number of skills per weapon set makes it so that Elementalist weapons take increased time and effort on the part of Arenanet to implement as opposed to those of other professions. And you know what? Unfortunately, you’d be right. It’s sad, but it’s true. At the same time, however, it’s not an excuse for not expanding their selection at all.

(And I’m not even going to bother refuting any of your others. These, like any arguments of taste, are based on subjective, “I feel like this class should/should not have this because it does/does not fit my vision for them.” I will, however, say that a class’s definition is what Anet decides to make of it. And while you may feel that x class cannot plausibly be viewed through the lens of y, does not mean that another player will feel the same way. In a game that has been hyped as “Play your way,” the best solution may well be to allow everyone to wield everything (eventually) and allow the players to decide how they wish to view and play their class.)

(edited by Duke Blackrose.4981)

Let the night be nighttime! ( QoL)

in Guild Wars 2 Discussion

Posted by: Ronah.2869

Ronah.2869

Equitable slot for a night torch item . it will auto light up when the night comes making the surroundings of the character brighter.
In the night time we cant see the trees that are 500 meters away. right?
But as they don’t even add a mini pet slot, who am I kidding here? Myself

(edited by Ronah.2869)

Let the night be nighttime! ( QoL)

in Guild Wars 2 Discussion

Posted by: Miss Sugarific.8471

Miss Sugarific.8471

I agree. A darker nighttime would be really nice. They could make nice effects by turning on torches, or us players getting our torches out. (just randomly throwing an idea out there, not saying it is a good one, since not all professions can wield one)

Let the night be nighttime! ( QoL)

in Guild Wars 2 Discussion

Posted by: Galtrix.7369

Galtrix.7369

No kidding. When I first got the game I was like, “Why does it stay daytime 24/7 in this game?” It needs to be much darker. Much, much darker at nighttime.

[~Galtrix~] [~Level 80 Elementalist~] [~GoM~]

Let the night be nighttime! ( QoL)

in Guild Wars 2 Discussion

Posted by: Ashabhi.1365

Ashabhi.1365

I wouldn’t want it too dark, but yes, having more of a differentiation between night and day would be good. Right now, sometimes I can only tell it’s night time when some players’ weapons glow differently.

Level 80 Elementalist

Let the night be nighttime! ( QoL)

in Guild Wars 2 Discussion

Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

The night is way too bright.
Please make it darker or atleast add an option to ‘turn off the light’. #Qo(n)L

To specify my idea:

  • Add a slider therewith the player can decide how dark the night should be for him alone
  • You don’t have to use it if you don’t want to
  • My initial idea wasn’t supposed to affect PvP or WvW since you simply can turn it off if it handycaps you
  • However if you want to discuss weather and daytime having an affect on the gameplay, I would recommend using this thread:
    https://forum-en.gw2archive.eu/forum/game/gw2/Daytime-and-Weather-should-affect-gameplay/
Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
EU Elona Reach – Void Sentinels

(edited by xXxOrcaxXx.9328)

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: frifox.5283

frifox.5283

I’ve lost count of times where someone ruins my combos because they dropped another combo field on top of mine. I suggest that combo fields that I drop have higher priority over ally combo fields when I am the one executing the blast finisher.

I do not see any drawbacks to this suggestion.