What professions make sense for sylvari? Can they be necromancers, elementalists, guardians, etc.
in Lore
Posted by: BrunoBRS.5178
in Lore
Posted by: BrunoBRS.5178
every class makes sense for every race.
for the record, one of the main characters in the game is a sylvari necro.
but that’s the thing. currently, you have to think. with everyone wearing any armor, it’s anyone’s guess who that dude is. there isn’t any more thought process behind it. you wouldn’t be able to think and deduce anything from looking at a player anymore.
the armor type says a lot about your chances of taking an enemy down, because of how armor types work on defensive stats, and the average health pool of characters from specific armor types.
Health pools vary on classes and vitality not defense. And the difference in defense between each armor is not significant enough. With the right gear and traits any class can achieve high defense no matter their armor. It all boils down to how you play your character and what you know outside of your class.
Honestly no offence intended but if you cant think these kinds of things through without the aid of armor types within a 1 second time frame then you are not even on a level of casual PVPer. Its basic quick intelligence that a lot of people DO have and is not that hard to learn with practice. Perhaps I see that through my very analytic lens but regardless, I want to think in PVP, and not have mindless slashing at each other…
…while looking the way I would like to style myself at the same time
1- refer to my WvW example.
2- explain guardians’ and warriors’ natural tankiness, and thieves/eles natural squishiness. even a tanky thief has lower health and defense than a tanky guardian.
1) is there a binocular item in the game I don’t know about? Because I dont know how the heck you can see what armor they are wearing when its just small blots of green blue and red.
2) The game balances these aspects. If a thief and a guardian both go tanky, yes you are right the guardian will have more health and defense, however the thief will not be ridiculously far behind and he/she will have a damage advantage over the guardian. However the guardians extra tankiness balances out that damage keeping them both on part. In addition this idea has nothing to do with the topic being discussed because we are talking about visual aspects not balance aspects.1- no, but you should do some more scouting in WvW. you can spot enemies defending camps far enough to not be targetable, but close enough to tell the armor type.
2- yes, and it’s exactly that kind of balance information that i’d like to have in a split second, just by looking at my foe. a burst thief knows he can’t take down a tank guardian, at least not fast enough for the rest of the group to do anything about it. but he can take a squishy enemy down and run off, cutting the enemy’s offense because a squishy dps is dead before the fight even started. mistaking the latter for the former can cost the operation.
1) I understand that aspect of scouting and I sympathize for it. But currently that’s your only argument that I feel I can not argue against, and its not enough to convince me that having armor cosmetic crossovers will destroy WvW and PVP. And it doesnt completely ruin scouting either.
2) Armor does not determine that. That’s generalizing that a guardian with heavy armor means hes unloaded 30 points into the defense branch. You cant tell if a guardian has a tanky build and you cant tell if a thief has a burst build or if the light armor person you are attacking has a tanky build because those deal with stats and traits that you CAN NOT SEE nor predict based off of what information you can obtain.
1- it wouldn’t ruin, no, but it would be a nuisance, one that doesn’t exist yet, and one that gets in the way of the strategic element of WvW.
2- no, it doesn’t determine, you’re right. but what it does is give me a strategic advice. there is a much higher chance of my initial burst being successful against the light armor guy (especially if there are no signs of necro activity nearby, like pets or signs) than against the heavy armor guy, because even the tankiest of eles or mesmers will still be weaker than a potential guardian (remember that hidden aegis? that’s one wasted backstab, half of the burst gone to waste). it’s far more strategic than the pure, nothing to base on guesswork that it would be with cross-profession armor.
and it’s that strategic element that i would not want to see go away, as it would if the suggestion were to become true.
Wrong, you can tell the class based on there weapons/combat animations.
It doesn’t matter what they wear actually, I don’t even pay attention to that, I pay attention to there actions.
for the third time in this thread:
by the time the enemy is using the skills and you realize your mistake, it’s too late.
Is that a thief or an engineer?
Oh wait, I’m dead.
thieves and engineers have similar health pools and armor. refer to the WvW scenario example i posted.
Im thinking more that they should balance the ranks not just by points but when those points are generated.
so that the matching gets based more on a point signature, a graph of points over time, rather than on just raw score.
that would mean players that can only play off peak mean “less”, and that’s not what ANet wants.
the two matches system, with both matches being equally important to the tally, keeps those overnight map wipes that don’t last 5 minutes from happening while keeping the night capping just as important as prime time capping.
why does this keep swinging to “why do you need mounts when you have waypoints?”?
Mounts for the looks, who cares about speed!would you ride a car to work if you could press a button on your wrist watch and teleport yourself to the office?
that’s kind of the idea here. it doesn’t make sense even for roleplayers, unless there’s a new kind of roleplaying that completely disregards lore and common sense.
do you drive a plane to work/school? it’s faster way of travel than car…
actually no, a plane is not faster, nor is it more cost efficient. the amount of procedures required to take off, fly, and land would take you longer than just walking.
but here’s the thing: teleportation in tyria costs a ridiculously small fee, definitely less than keeping a living animal healthy and fed. no one uses any transport other than teleportation, be it via waypoint, be it via asura gate. the only moment you see anything other than teleport and walking being used for transport are with war machines.
either way, i just raised this point to debunk the “but it’s for roleplaying” argument, unless roleplaying took a new meaning, and now means “twisting the world’s lore and customs to whatever i want it to be”
but that’s the thing. currently, you have to think. with everyone wearing any armor, it’s anyone’s guess who that dude is. there isn’t any more thought process behind it. you wouldn’t be able to think and deduce anything from looking at a player anymore.
the armor type says a lot about your chances of taking an enemy down, because of how armor types work on defensive stats, and the average health pool of characters from specific armor types.
Health pools vary on classes and vitality not defense. And the difference in defense between each armor is not significant enough. With the right gear and traits any class can achieve high defense no matter their armor. It all boils down to how you play your character and what you know outside of your class.
Honestly no offence intended but if you cant think these kinds of things through without the aid of armor types within a 1 second time frame then you are not even on a level of casual PVPer. Its basic quick intelligence that a lot of people DO have and is not that hard to learn with practice. Perhaps I see that through my very analytic lens but regardless, I want to think in PVP, and not have mindless slashing at each other…
…while looking the way I would like to style myself at the same time
1- refer to my WvW example.
2- explain guardians’ and warriors’ natural tankiness, and thieves/eles natural squishiness. even a tanky thief has lower health and defense than a tanky guardian.
1) is there a binocular item in the game I don’t know about? Because I dont know how the heck you can see what armor they are wearing when its just small blots of green blue and red.
2) The game balances these aspects. If a thief and a guardian both go tanky, yes you are right the guardian will have more health and defense, however the thief will not be ridiculously far behind and he/she will have a damage advantage over the guardian. However the guardians extra tankiness balances out that damage keeping them both on part. In addition this idea has nothing to do with the topic being discussed because we are talking about visual aspects not balance aspects.
1- no, but you should do some more scouting in WvW. you can spot enemies defending camps far enough to not be targetable, but close enough to tell the armor type.
2- yes, and it’s exactly that kind of balance information that i’d like to have in a split second, just by looking at my foe. a burst thief knows he can’t take down a tank guardian, at least not fast enough for the rest of the group to do anything about it. but he can take a squishy enemy down and run off, cutting the enemy’s offense because a squishy dps is dead before the fight even started. mistaking the latter for the former can cost the operation.
but that’s the thing. currently, you have to think. with everyone wearing any armor, it’s anyone’s guess who that dude is. there isn’t any more thought process behind it. you wouldn’t be able to think and deduce anything from looking at a player anymore.
the armor type says a lot about your chances of taking an enemy down, because of how armor types work on defensive stats, and the average health pool of characters from specific armor types.
Health pools vary on classes and vitality not defense. And the difference in defense between each armor is not significant enough. With the right gear and traits any class can achieve high defense no matter their armor. It all boils down to how you play your character and what you know outside of your class.
Honestly no offence intended but if you cant think these kinds of things through without the aid of armor types within a 1 second time frame then you are not even on a level of casual PVPer. Its basic quick intelligence that a lot of people DO have and is not that hard to learn with practice. Perhaps I see that through my very analytic lens but regardless, I want to think in PVP, and not have mindless slashing at each other…
…while looking the way I would like to style myself at the same time
1- refer to my WvW example.
2- explain guardians’ and warriors’ natural tankiness, and thieves/eles natural squishiness. even a tanky thief has lower health and defense than a tanky guardian.
^ like i said on that very post, “by the time you figure out who you’re fighting against by the way they’re killing you, it’s too late to make the ‘fight or flight’ call”.
there’s a huge issue with, say, a thief misjudging a squishy ele for a tanky guardian with perma-aegis and throwing away his backstab because the guardian was 1- wearing light armor, and 2- had his staff on his back, thus the aegis effect is invisible.
as the game is right now, if you see someone with heavy armor and a staff, you know immediately that it’s a guardian, and that because of that, you have to break his aegis before unleashing a stronger attack.
that’s just the simplest example, and the easier to draw situations.
By the time you figure out what class/armor your opponent is and/or wearing, you’ll be dead already or close to dead.
You’re then making pvp much harder then it should by trying to analyze your opponent in a detailed manner.
Why not just look at the icon text to the players picture and go “he’s guardian which means this, this and this can happen” rather then “He is a guardian, wearing this gear, with those wpns which means this this and this will happen which means I need to do this this and this” That’s too much thinking, IMO.
:)
no, it’s not too much thinking. clicking on the character just to be able to look away from the screen to look for the little icon is too much work. you look “heavy armor, thus, high defense and high health”.
and that’s not even taking in consideration world VS world, where scout teams have to analyze the opponents from a distance (beyond targeting range) before they decide if they can take the supply camp, dolyak, road guard, mercenary camp or enemy scout group. in those situations, most of the time the enemy is too far to be targeted and is on a non-combat situation, meaning you wouldn’t be able to tell which class he belongs to through class effects such as attunement or “i have a neverending aegis on my arm”.
Wrong, you can tell the class based on there weapons/combat animations.
It doesn’t matter what they wear actually, I don’t even pay attention to that, I pay attention to there actions.
for the third time in this thread:
by the time the enemy is using the skills and you realize your mistake, it’s too late.
I’ve played other games that had a Novice (or equivalent) starter class and you didn’t get to specialize til lv10 or so. I have to say those games have the longest tutorials, slowest start, and boring intros.
That isn’t to say this can’t work, it just needs to be very carefully planned out. In the mean time, i like the character creation as is for the most part.
it’s also important to notice that games that have a novice class actually ship like that, rather than having one class system, and then throwing it away in favor of another one.
^ like i said on that very post, “by the time you figure out who you’re fighting against by the way they’re killing you, it’s too late to make the ‘fight or flight’ call”.
Then by that standard even trying to register what their armor is is pointless. Either way you have to go through multistep processing in order to determine fight/flight. If you see its heavy armor then you have to determine if its a warrior or a guardian and then what weapons they are using then analyze to see if you have the ability to take that on. Then there are 4 light armors which takes even more time to register.
No matter what you still have to think. And even if allowing cross armor cosmetics somehow makes it harder to identify, then I think PVP needs that little extra stimulation to become a better player.
but that’s the thing. currently, you have to think. with everyone wearing any armor, it’s anyone’s guess who that dude is. there isn’t any more thought process behind it. you wouldn’t be able to think and deduce anything from looking at a player anymore.
the armor type says a lot about your chances of taking an enemy down, because of how armor types work on defensive stats, and the average health pool of characters from specific armor types.
^ like i said on that very post, “by the time you figure out who you’re fighting against by the way they’re killing you, it’s too late to make the ‘fight or flight’ call”.
there’s a huge issue with, say, a thief misjudging a squishy ele for a tanky guardian with perma-aegis and throwing away his backstab because the guardian was 1- wearing light armor, and 2- had his staff on his back, thus the aegis effect is invisible.
as the game is right now, if you see someone with heavy armor and a staff, you know immediately that it’s a guardian, and that because of that, you have to break his aegis before unleashing a stronger attack.
that’s just the simplest example, and the easier to draw situations.
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that’s the way i thought this issue could be handled, since it technically doesn’t interfere with the people that are playing the game at off peak hours, but how would the points tally work? would we just duplicate everything? for example, if a server owns 100% of WvW during one instance, and another owns 100% of the other instance, would they be tied?
^ actually you’re wrong, they would get in the way. you’d have to play a generic class during your early levels, then at a certain arbitrary level you’d learn a new class (remember? same weapons on different classes have different skills), and all the mechanics you should know by now from your class you have yet to learn.
tell me, how would that work with someone aiming to become a dagger elementalist? how would your generic introductory class handle daggers? like thieves? like eles? like necros?
what about element attunements, which essentially give 12-20 skills for each equipped weapon, shatters, steal, pets your ranger could be picking but can’t because he hasn’t leveled the boring “you can’t have fun yet” class? the death shroud skills that you have to unlock like normal weapon skills?
what about the healing skill? what about your armor type? would we use light, medium, heavy?
what happened to “learn your class by playing it”? now you get a boring newbie class you have to play until you can have fun the way you want, and whatever time you spent as that class is completely pointless because no weapon skills carry over, no healing skills, no utilities, no gear, nothing.
what about the years of content being put aside to develop this new system that’s completely different from GW2’s and is essentially a redesign?
oh, and let’s not even bring up the balance issue of having an almighty class that can wield all weapons.
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YES PLEASE.
i gave up on minis shortly after release because i would never remember to open the inventory and activate them every time i hit a loading screen.
In all honesty, we know nothing really about what Kralkatorrik is/will be like. For all we know the concept art shown in the cinematics could be similar to the issue of Zhaitan, where he is much different in game from any of the concept arts, except the one that was specifically showing his image.
agreed, which not only adds to my point that this is a pointless argument, but also adds to the point of “you can’t look at small details in concept art, especially the more artsy stuff, and use it as evidence”.
which reminds me, konig has to be the first person i’ve ever seen describing kralkatorrik as teal. and if we’re going to use concept art as argument, well… this is definitely not teal, and this is unquestionably kralkatorrik
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It still makes me wonder; a sylvari has no internal skeleton, they’re just wrapped leaves; so, do they bend? Do the leaves unfurl or fray if damaged? Do they wrap back together if they were unfurled, can they regrow if torn out? What kind’ve organs do they possess (They eat, so presumably they have something akin to a stomach, I envision something like a pitcher plant ;p)
I propose that I test these questions out with the help of a large hammer and a pair of secateurs in the name of the eternal alchemy!
they have wood for bones. like, super resilient wood or something. they have the same basic anatomy as humans, only more leafy. i’m almost sure this includes sexual organs, but they’re sterile. also, that’s kind of a discussion i’d like to avoid because it’s creepy >.>
but anyway. leafy humans. they have a leafy equivalent of skin, flesh, veins, blood, organs, bones, etc.
@Andele: You apparently didn’t read my entire posts:
The Elder Dragons – or at least Zhaitan – feed through their minions. You kill their minions, you remove their food source, you starve them, they become weaker. Though the Mouth of Zhaitan was the “main eater” for this, they’re not the only ones – Zhaitan, who devours magic, takes magic from objects and things. This is how he corrupts.
As to seeping magic – take note that the asura, who had extensive dealings with Primrodus, never showed signs of corruption nor did they even realize that the destroyers situated themselves at Primordus. This means that, while Primordus was indeed seeping magic out, said seeping magic did NOT corrupt. Same goes for Kralkatorrik in the north, or Zhaitan in Orr – the charr didn’t have an issue with branded prior to Kralkatorrik’s awakening, and Orr never had undead problems (until the Cataclysm).
So their presence does not automatically corrupt. They have to actively corrupt things.
Also, the asura gates being powered by Primordus also show that draconic energies in of themselves do not corrupt. Otherwise the entire gate network would have been a destroyer-making factory.
And to make a bit of a correction: the entire “punchline” as you put it is from the perspective of the races of Tyria – the Elder Dragons are very much intelligent. And you’d see this if you paid attention to the personal story, in how Zhaitan shows more and more intelligence starting after Claw Island.
actually on the asura gate comment, i think it has more to do with primordus not being a corrupter, but rather creating his own minions from mineral matter. Kudu gets corrupted by kralkatorrik’s magic simply by working with it, despite being hundreds of miles away from the closest sign of branded.
and andele isn’t entirely wrong on the “punchline” thing either. the devs, more specifically ree and jeff, have described the dragons before as something unlike what we’re used to. it doesn’t think, or at least not on the level we’re used to consider thought. they are forces of destruction, like hurricanes. hurricanes don’t think, they don’t have reasoning, they just happen. meanwhile, the dragon champions are much closer to what we’d consider “rational beings”, with the ability to think.
of course, that argument falls short the moment characters start mentioning that zhaitan plans this and that, and that he has factories and rankings and a whole war plan set. then again, it could be the characters misunderstanding how a dragon thinks, and assuming that the dragon thinks like a person would.
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snip
first, believe what you want, but that isn’t kralkatorrik. you’re the first person i’ve seen that watched that cutscene and thought “yeah, that’s kralkatorrik, and he’s not even looking at us. he just landed, then lied down, then woke up and looked in the horizon”. it seems to me that you’re having some really hard time grasping the basic positioning there.
let me show you the storyboard: show glint, talk about how she betrayed kralkatorrik > show kralkatorrik flying towards glint > show destiny’s edge beside glint, ready to face a dragon (not facing yet, that’s the wait before the fight) > show how big kralkatorrik is by putting his face in comparison to destiny’s edge, which are about the same size as they were on the glint shot > show dead glint, still about the same size as shown in previous shots, still much smaller than kralkatorrik.
still on the dragon, it’s called color grading. the whole shot is blueish, because of blending. it’s common digital art procedure, blending the objects within the frame by applying color filters.
last but not least, the “beard” thing is a non-argument. characters change looks between concept art all the time. just look at old art of caithe, or look at the different concept arts representing zhaitan. you have the underwater awakening art, which made it to the game, where zhaitan is just a normal, oversized dragon with blue eyes. than you have the other famous concept art, which also made to the game, where he is atop some mountains in orr, and just has two large wings, and has a jaw and 4 legs. then you have the pre-dungeon concept art, which is more similar to what we got on the gameplay version, but still has the colors wrong.
second, that’s not the jade sea. if you go to orr, you’ll notice all the water there is green due to the rotten flesh. that fight is described in the book, and if i recall, they even bring up the water being putrid. and there’s nothing contradictory about them being on the crystal desert, as you’ve said yourself. they had to worry about dragon minions as much as they had to worry about kralkatorrik in the sky.
as for the guild wars 1 shot, that’s not how light works. scales are like metal, they reflect light when polished. that white (or greyish teal as you insist on calling) is just the sunlight reflected, the dark areas are the actual color. unless you mean to say that my character’s armor wasn’t blue when i took this shot (hint, it is, and i have pictures to prove it).
konig, i have great respect for your knowledge of lore (from back when i lurked on guru), but just admit that you made a small misjudgment. it’s not even a major thing, it’s just the color.
Just adding my support for adding dueling – I like the guy above’s skirmish idea as well.
For people who don’t want to duel an option to auto-reject duel requests would be a nice feature as well.
if you turn auto reject on, they’ll just spam the chat.
I don’t get why people are afraid of having real world dueling, every other MMO in history has world dueling lol. Let’s say I try to prove a point to someone that my build is better theirs and I don’t want to have to go onto an sPvP lobby where people join instantly and always mess with our 1v1 fight.(it has happened to me before, even in joining lobbies with 0 people the “play now” option fills those lobbies fast if even just 1 person joins) I should be able to just duel them anywhere I want, except of course not in banks etc (like ANYONE would want to duel inside a bank flooded with people anyway) This would save them the work of having to add ENTIRE NEW ZONES just for dueling like you’re suggesting. Just allow dueling anywhere except certain areas.. its the easiest way for them to do it.
the answer is in the post you quoted:
i don’t want duel requests being spammed all over the game.
which you seem to imply you’re guilty of doing.
also, lol “my build is better”. that just doesn’t work. most builds in this game are not made for 1v1, and even if they are, they may not be effective against certain bosses in PvE.
as for PvP 1v1, i think everyone acknowledges by now that a thief can burst you before you realize the fight has started. of course, that build seems excellent in duels, until you realize the thief burned everything he could possibly do and now is a sitting duck, waiting for another player to be killed.
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There’s already a big honking icon on the mini map and above the player when they’re downed.
I have never had a problem with noticing that an ally needs to be revived.
I’m always glancing at the party UI, and it does not take away from my performance against the enemy.
It’s very easy to notice when someone’s about to be downed and when they are downed because their hp-bar turns red.And I know it isn’t just me.
I’ve met loads of people who dive in immediately to revive me back up (and I try to do the same).
I’ve also noticed people who won’t kneel down to revive if the run depended on it. These people have their reasons for not reviving me (be it apathy or strategic). And sound tones won’t change their minds.
Adapt to it, or find a group to run with.
yes, accuse everyone of being bad players! that’s the solution. it’s not like the fight ever gets chaotic or on a scale large enough to make it hard to spot downed players. i mean, asking for an optional sound cue is almost like asking for a nerf!
EDIT: seems like you had the common sense of removing the “for all we know the OP is just bad at the game”, but my point stands. it’s an optional, helpful feature that would do wonders to warn others when someone is downed during a chaotic battle.
for the billionth thread, it would get in the way of gameplay.
the easiest way to know your enemy before you even engage is looking at what he’s wearing, and what he’s holding. remove that, and suddenly you can’t tell a guardian from an ele, and things get pretty rough when you mistake one for the other. by the time the enemy is using the skills and you realize your mistake, it’s too late.
TL;DR: allowing all classes to wear all armor types would ruin visual fidelity.
look up a fansite, and copypaste your personal story there, adding your flavor to it if you feel like.
equally frustrating is the lack of condition stacking on these things. A condition spec’d necro using Scepter is just useless as the base damage is garbage without the bleeds. I’m sure other classes have the same issues. I can understand not having confusion, weakness, chilled etc have any effect, but poison, bleed, and burning (DoT based conditions) should have the same effect they have on regular mobs.
how do you bleed a log?
only one i can see making sense is burning.
what they could do is turn the condition damage into bonus raw damage VS structures. not DoT, just extra damage. say you poison for 100 damage, and hit for another 100. instead of causing 100 damage to the structure, or causing 100 damage and applying poison for another 100, it would cause 200 damage. the DoT could be scaled to keep things from getting absurd (read: instagibbing structures), but i think there’s potential in this idea.
We’re very aware it is happening with bunches of structures (bunches being a super technical design term). The fix SHOULD fix a lot of situations.
lol, and thanks for the reply. just hope it’s sooner than later, i wouldn’t want to carry a sword around with my thief just so i can punch the occasional structure.
A quick look on the mini map will show you if someone is down or dead :/
hard to bother with the minimap when you’re busy fighting for your life on a dungeon.
it would break the current system and have no real benefit aside from being able to choose which weapon to start with, and there are tons of easier options to fix that particular choice.
Too be honest “Dual” mini crossbows would be great (single handed, 1 for each hand), slow rate of fire, but very fast traveling, but can have things like explosive arrows, a net etc.
And a option for a larger crossbow two handed
Of course I can only see this given to rangers (and those who can use long bows)
that’s just copying diablo now. and we have guns already for that kind of stuff.
Sorry but Crossbow would definitely not suite thief, give them a rapier or boomerang hehe
“crossbows would not suite (sic) thief, give them a boomerang”.
wat.
i wouldn’t mind my thief having a crossbow, we really lack weapon options ¬¬
plus, crossbows could lead to all new cool skills without having to rewrite the shortbow. like rope and dart, or spread shots, or stuff like that. shortbows have the AoE and mobility, crossbows have the attack speed and splash damage.
aside from the horrible animation issues, whips are an incredibly niche weapon.
using cloak and dagger doesn’t break combat speed, so unless combined with an utility like shadowstep, that thief has 3 seconds to run away, which is less than you may think at first.
especially when you consider that stealth =/= immunity. lay some damage dealing AoEs, or some mobility impairing ones as soon as the thief enters stealth, and he won’t get far. he also has to wait 3 seconds before entering stealth again, and cloak and dagger burns through initiative pretty fast.
last but not least, thieves are so squishy that stealth is pretty much their only way of surviving.
The mists need a skirmish option really, not just 1vs1 but groups too so you can test out builds or practice with your guild with no penalty or reward.
i think that’s where server rentals will come in.
if you want to test your builds, there are some NPCs there, or just random PvP.
restrict it to the PvP lobby, in a specific, separate zone. teleport them to a duel map, even (like sPvP matches do). i don’t want duel requests being spammed all over the game.
but if the necessary precautions such as the one stated above are complied, i wouldn’t mind a casual dueling mode, without worrying about special rules or balance. just set a space in the PvP lobby where you can apply for duels or challenge your friends, and that’s it. no glory, no money, nothing. just fighting for the sake of fighting.
because we all know that suddenly the mists would be full of thieves if you could get glory by playing 1v1 matches.
Thanks for answers!
OT, is there a pistol skin with silencer on them? Think I saw one before, not sure.
only one i recall is the whispers skin. looks rather stupid if you ask me :P
ravaging flame pistols# > all.
^ well yeah, P/P and D/P are meant for 1v1 (ranged and melee, respectively). the offhand pistol’s utilities are a fair tradeoff against the offhand dagger’s extra offense, especially if you go D/D for burst. there are plenty of other great stealths beyond CnD that you can use to fuel the backstabs, and you still keep heartseeker on you. the AoE blindness is useful to spam as you run if you get overwhelmed by melee and somehow ran out of stealths (then again, you could aways heartseeker through one of the fields then shadowstep away).
we’re very aware of it (and as a ranger am eternally frustrated by it), and working hard on resolving the problem. I don’t have an ETA for you though.
i hope you’re aware that this hitbox issue involves all structures (yellow named objects with health and immune to conditions) in the game (roadblocks, burrows, even those towers in orr and arah story mode). as a thief, it’s incredibly painful that all i can do against them with my daggers is sit and watch, or throw my dancing dagger at it repeatedly like an idiot.
yeah i did for achievements and the story, but many aren’t into either. there has to be an incentive for people that want proper rewards. and it is my opinion that karma would be the most non-intrusive to the economy way to implement it without turning story mode into an easier explorable path with lamer rewards.
why does this keep swinging to “why do you need mounts when you have waypoints?”?
Mounts for the looks, who cares about speed!
would you ride a car to work if you could press a button on your wrist watch and teleport yourself to the office?
that’s kind of the idea here. it doesn’t make sense even for roleplayers, unless there’s a new kind of roleplaying that completely disregards lore and common sense.
i think a simpler solution is just show people all 3 armor options in full during the envoy questline. like, have each representative be followed around by two NPCs that don’t say anything, but wear different armor types of the same order.
a really loud voice over would be nice. “I’M DOWN”, instead of asking people to shout “down” on party chat.
this is literally the only impact choosing an order has on long term, they better not change it. instead, they should expand on it. give the orders their own minicampaign or something, something to justify picking an order, and this time, something that sticks for more than 20 levels before disappearing in the broken story structure of “NEW CHOICE TIME, everything you’ve made so far doesn’t matter anymore!”
There should be unique weapon skins for your end personal story rewards. Something to show hey I did all my personal story. This unique skin could be transmuted to peoples perfered weapon stats, not taking away from the enonomy or personal stat preference.
Also I finished Arah, and I am on the mission Victory or death and I have not been back to FT yet. Is this now fixed? I been waiting a month.
not fixed yet, i can confirm (did last week and no tokens). they said they’d mail everyone next week with our tokens though, so i wouldn’t worry.
they seem to be on-par with humans, both in strength and resilience.
for all practical matters, they’re essentially green, quirky humans :P
well blazer, you should try adapting your traits when you use a new build. like i mentioned, you don’t need CnD for an easy stealth if you trait your steal to give you that. you can also get fury, might and swiftness with steal, regen initiative, and cause damage, with a single use of it. and if you’re lucky, you get a pack of feathers, which will allow you to go for a second backstab.
the offhand pistol adds support and survivability to the mainhand dagger’s offense.
Cool thanx! Gonna check those out. Bought a pretty cool skin today, http://www.guildhead.com/item/32950/carrion-flame-dagger-of-water
Really cheap while I grind for the other skins. I’m going for a full black dye with whispers hood so want pretty dark daggers. Ashame I can’t get vigil dagger :/
there you go, that’s the other dagger i use. i went for a soul calibur/soul edge look for my daggers, because my original build, one would give me healing power and the other would give me condition damage (unfortunately, you can’t have more than one of those sigils per set >.>)
i’m glad GW2 actually has some nice looking daggers that are big enough for you to actually see them (unlike GW1), but not so big they’re essentially swords held upside down (like every other MMO).
i like the seraph dagger, and its reskin, the golden dagger. there are some other daggers that i like, but i can’t recall their names
^ mounts allow you to easily skip content, and that’s kind of the opposite of what should ever happen in a game.
there is already a waypoint system for you fast travellers, just pay the fee.
@BrunoBRS.5178:
point by point
1- You also tell them apart by their skills :P. but yeah I get where you are coming from
2- I would also like that IF they plan to have more town clothes, if that is the case the the wardrobe slot would be separate and not replace the TC system
3- Inspect… I really don’t care either way
4- I don’t play sPvP so can’t comment, the suggestion for restriction was brought up in other discussions as a way to stop others saying that it will ruin pvp. I agree with you about WvW though I will remove it.
1- by the time you can recognize them by their skills, it’s too late to decide if you should fight or flight :P
2- that would be great, though i think first they need to add some more options to town clothing, and i don’t mean just dressing options. i mean stuff that was in GW1, like the option of automatically putting on the costume while in town, or the option to show/hide the mask automatically.
4- sPvP has a locker where you can store any armor and weapon you can find. the problem with it, though, is that you can only store one of each, and the locker is account-wide (as it should be). so if you have this armor you really like, and you have multiple characters you’d like to see using it, you need to hop back and forth between characters to do that, or get a second one.
it’s very stupid and backwards, and it’s even more mind boggling that it wasn’t like that in beta.
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