I’d also actually agree with warriors for PvP. They far too predictible, whilst easy to play for casuals in PvE (the dominant side of the game at the moment) they’re mediocre at best and I agree with what Red Falcon said.
Great idea! Let’s buff health and damage, and end up with the exact same game, except with slightly higher numbers.
And if they just add more and more effects to every ability, you eventually end up with a game like DoTA…
You really haven’t understood the title. The idea is to make a lot of the active traits simply better, so that they’re actually used and a passive meta is discouraged.
For example Engi’s acidic coating trait. It’s clearly designed to allow close range viability but frankly it sucks. Something along the lines of ‘The next melee attack you recive poisons the attacker for 10 seconds and you recieve 10% damage protection from foes with conditions for 10 seonds’ (cd still at 20 secs) would make it interesting and viable. It’s less passive in the sense it’s something that helps make a build rather than a generc +5% of a stat.
Ranger needs more oomph, general utility and also the ability for complete independence from pets (Instead getting a selection of 4 skills, 2 will be generic for a species type and 2 on variant).
Engi needs revision for elixr randomness and useless traits/weapons, as well as straight up buffs to things like kits.
Necro is actually ok, if a little mediocre. At the moment it’s basically a support role that provides fields and conditions, so it needs more variety/straight up buffs in some areas as opposed to a reboot.
So basically the idea is this; every one hand, off hand or two handed weapon skill is available so long as as you use a 1h/OH/2h weapon. Whilst the core skill remains the same the weapon type changes the range, base damage and secondary effects. Cooldown remains unchanged. Notes:
.This is pretty raw at the moment and for some 2 handed weapons things could get odd (100B with a Hammer for example).
. Also some ranged weapon skills just won’t fit with melee counterparts eg. dagger and pistol
. Whilst for Scholar weapon attacks their magical basis means 1 handed attacks can logically be swapped for 2 handed ones.
Regardless, here are some examples for some profession:
Necro: Scepter’s main chain skill can be used with Dagger but has 150 range and causes bleed instead of life force generation. Offhand Dagger’s 4th skill (Enfeebling Blood) can be used with a focus but uses the bounce between foes mechanic rather than target an area but with longer bleed duration.
Warrior: Mainhand Axe’s 2nd skill ( Cyclone Axe) can be used on Sword but has lower damage and causes bleed instead of vulnerability. Greatsword’s Whirlwind can be used on a Hammer and causes knockback instead of having evasion.
Guardian: Scepter’s 3rd skill (Chains of Light) can be used with Sword but becomes a teleport (much like Flashing Blade). Binding Blade on Greatsword essentially is reversed with Hammer, with it drawing foes in initially and pushing out on second use.
Thief: Pretty straightforward swaps for something like Sword and Dagger with the range/damage/attack speed variation, Pistol (less so for offhand) however is a problem.
Ranger: Auto attack for Shortbow can work in reverse of the Longbow’s and deal more damage with increased proximity. S.Bow’s 5th skill (Concussion Shot) causes daze based on being a certain distance from target rather than position.
Engi and Ele are a bit odd as they have kits/attunements which provide huge variety and specifically for Engi shield skills are hard to translate over to an offhand weapon. I’m also not familiar enough with Mesmer to do it justice with variations.
Did it legit on my 3 lvl 80’s and got nothing particularly good. One of my friends IRL logged on for the first time since release just for the chest and got Dawn.
The involvement of so much RNG was bad enough, but the fact that they were apparently using it as the main method of solving the precursor issue is just…
This helm turns the character’s face a bricky red colour and I was wondering if this was intended (war paint or whatever) or if this is a glitch. Note my Charr’s furr colour is bluey black.
Tickets for Review (3 days and older) [merged]
in Account & Technical Support
Posted by: Aretak.3826
I appreciate the response as well as the struggle against botters and hackers, but if people are getting wrongly banned then something’s wrong. Whether it’s the compiling of evidence or what is triggered as counting towards it. It just seems a little heavy handed right now.
Tickets for Review (3 days and older) [merged]
in Account & Technical Support
Posted by: Aretak.3826
Been 5 days now, and 4 since any response (121024-001378). All you can do is keep posting around here I guess.
Blocked/Suspended/Terminated -- Player Comments
in Account & Technical Support
Posted by: Aretak.3826
The fact that they’re not telling us what caused the false triggers is really very annoying, and that they tried to brush off a lot of the outcry on butthurt actual offenders is quite cheap. Personally I’ve never engaged in any behaviour that can be deemed suspicious beyond accidentally accepting the 1 copper from the gold seller mails, but I have friends who’ve done the same and haven’t been banned. No idea what’s going on or what’s taking so long.
Why can we not get customer service in a timely manner?!?
in Account & Technical Support
Posted by: Aretak.3826
The lack of any response is the problem, initially there’s the robotic messages but that’s it. Last time the main thread got a reply was 3 days ago. Best hope is to keep nagging them because it’s entirely their bad (my incident: 121024-001378)
Tickets for Review (3 days and older) [merged]
in Account & Technical Support
Posted by: Aretak.3826
It’s been nearly another 2 days without word. Once again my reference is 121024-001378, no idea why it’s taking so long for a lot of these wrongful bans
Tickets for Review (3 days and older) [merged]
in Account & Technical Support
Posted by: Aretak.3826
What does in the queue even mean, there’s no average time for resolving the issues given and there a different types of issues that have come up. I don’t see why they can’t simply revert the bans and then actually compile evidence/information with which to conduct proper bans on the right people.
Tickets for Review (3 days and older) [merged]
in Account & Technical Support
Posted by: Aretak.3826
Thank you Gaile for the update, finally a response.
Tickets for Review (3 days and older) [merged]
in Account & Technical Support
Posted by: Aretak.3826
It’s been 2 days since I’ve heard anything. I’m not waiting an extra day because the Halloween special event thing (which is what I started playing again for) is coming up ,and seeing how ridiculously slow for what is simply wrongful banning with no evidence.
My reference: 121024-001378
Blocked/Suspended/Terminated -- Player Comments
in Account & Technical Support
Posted by: Aretak.3826
It’s been 2 days now since I’ve received a reply for my wrongful ban (also concerning gold selling). Looks like I’m gonna miss at least the ‘one time’ halloween event.
So I’ve been advocating this idea for a while now but never really put it forward properly. The idea is that vendors for gear (I have dungeon ones specifically in mind) offer a transmute only versions at a much cheaper price (at least 50%) to eliminate purely cosmetic grind.
If you’re at the stage of perfecting your look you probably have max gear anyway, I know I sure did., and it feels like a lot of the effort is a waste. It also wouldn’t effect the economy directly, especially if it were limited to the dungeon skins.
Seriously, no opinions? This to me would fix a lot of grind issues when it comes to actually styling your character.
One of the problems with the grind for Dungeon armour skins is that if you already have max exotic gear the grind is even less appealing. So my suggestion is simple, introduced a purely cosmetic transmutation (similar to HoM and gem shop styles) for considerably cheaper at say 40-50 tokens each.
As a partly seperate idea or compromise how about having one random transmutation skin drop you don’t already have drop at the end reward the first time you do it once every day.