Showing Posts For Carlos.4371:
Mesmers wearing full metal armors, Warriors running around in magician clothers, is this artistic freedom for you?
Your argument that Warriors and Guardians aren’t aggro tanks and that other classes also can take hits like a pro is right, but how do you use this as a justification that for example a Necromancer should be allowed to wear a full metal armor? Where is the sense?
They are things which have it’s nature which should not be changed, I don’t want to see an Elementalist wearing a knight’s armor running around with a freezing aura, throwing fireballs and creating tornados. How stupid is that? Same for a warrior going to the battlefield with a big warhammer but a cloth armor…
To a special role the armor is an important part of it, why want people destroy this? Just accept the role of your character and don’t divide by 0.
I like most of your suggestions, but I have to disagree with some:
Engineer + shortbow: It doesn’t make sense to me, why would the most advanced technicians in Tyria put away their guns to go back shooting with a simple bow? If they ever get a bow-like weapon, then it is a crossbow.
Guardian + off-hand sword: As much as cool dual-wielding is, a dual-wielding sword Guardian doesn’t fit to its concept for me. Two swords are way too fierce for a Guardian, it is more for a offensive fighter (like Warrior), not for a “protector”. And not only dual-wielding swords, you could combine it with mace/sword and zepter/sword as well, which imo would be strange and not guardian-like.
Ranger + rifle: This had been discussed so many times in the forums, everyone got his own opinion about it. If there is something which is hard to discuss, then it is this. I’m one of those, who likes rifles, don’t get me wrong, but I think a rifle wouldn’t fit on the concept of a Ranger. They have a connection to the spirits of the nature, they protect the wildlife, they have this special touch which gives them this little druid trait. They use their old-faishoned weapons including both melee and ranged weapons. Now having a rifle, I don’t know, it doesn’t fit to me. I’ve always seen them living with the nature, not giving technological progress much attention. But I understand the people who see the ranger on a different way, having no problems with a rifle.
Thief + longbow: For me this doesn’t fit. Thiefs love small, fast and accurate weapons, the longbow is way too big and too slow for a Thief. They already have their shortbows, which is fine as it is.
She kinda looks too golden and shiny to be a thief ^^ But ignoring that, really nice setup!!
CMstorm’s comment about how sad my guardian looked on the first screenshot made me post a better one now
Here you go
your top screenshot looks like ur guy is doing a sad, miserable walk away. I can just see a crowd of people behind him pointing and laughing at him as he walks away
lol
Weird what you see out of that screenshot. If you were serious on your comment, then I have a fix:
Black Lion Kit will never be redundant, it is mainly used to get rare mats out of items which are cheap to destroy, a totally different use. The Upgrade Extractor will find its use in cases like mine where the armor/weapon is way too expenisve to destroy with a Salvage kit for materials
Oh, that is nice to hear! Was about time
I’m sure this issue has been put on forums many times, but well…lets keep this up please. I’m sure many would like to have such a tool
I can’t be the only who got angry about this: I have put Runes of Divinity on my T3 cultural armor and after some time I wanted to change the runes. Why are we forced to either destroy the item to extract with Salvage Kit (which by the way often isn’t even possible), buy another rune and overwrite the rune or just get a whole new armor? In the end you unnecessarily lose a lot of gold…
Why don’t we have a Perfect Salvage Kit like we had in GW1? A kit which extracts Runes, Sigils, Inscriptions etc without destroying the item?!
U cant beat this as a norn. admit it XD
Just Fabulous!
11/10
The two chars I play most, Guardian and Ranger
3 – WEAPON SKILLS
3.1 Sword
Slash – Kick – Pounce
Doesn’t lock you in one place now. The Slash and Kick combo can be done while walking freely around, Pounce will leap to selected target as usual.
Serpent’s Strike
The activation time of 1 second is now lowered to 0,75 seconds. Inflicts now a 4 second weakness.
-> The activation was just too slow imo, and the weakness could be a helpful tool for lowering opponents damage
3.2 Greatsword
Maul
Is a blast finisher now.
-> Unleashing that powerful spirit bear deserves to be a blast finisher, Guardians hammer anyone?
3.3 Axe
Ricochet
Inflicts now a 4 second vulnerability.
Splitblade
The direct damage done by each axe is now tripled.
-> The problem about the axe is, that it is a strange mix of both condition and power weapon. The Splitblade damage does about the fifth of direct damage of the autoattack per axe which hits. To hit a target with all 5 axes you have to stay in melee range and you only get the direct damage of 1 thrown axe. So I thought that the damage per axe thrown has to be raised at least by a triple.
3.4 Warhorn
Hunter’s Call
Adds now a 3 second blindness. (only 1 time for sure).
-> For me it was always logical this type buff: Birds all around enemies head, how will you see properly? ^^
Balancing utility and weapon skills – my suggestions
There are threads like this in masses, and I want to keep the post short as possible (hard enough though), so I won’t comment on everything. I left out some stuff, maybe will update more
_______________________________
1 – UTILITY SKILLS
1.1 – Survival skills
Lightning Reflexes
Recharge time is reduced from 40 to 30. Removes immobilized, cripple and chilled.
Sharpening Stone
Recharge time is reduced from 45 to 35.
1.2 – Signets
Signet of the Stone
The recharge time is reduced from 80 to 60 seconds.
Signet of the Wild
The passive heal of 62 per second is doubled to 124. Recharge time is reduced from 60 to 50.
1.3 – Shouts
Protect Me
New design: To be a more different from Signet of the Stone I thought about this: Instead of absorbing all damage, it now only absorbs half of the damage – but to compensate this the pet draws incoming conditions to itself and is still able to attack. Active time is increased from 6 to 8 seconds.
Guard
New design: The pet still aggresively defends an area, but instead of getting invisible and getting protection on itself, it unreveals invisible enemies within the area and grants a 3 second protection to allies standing in the area.
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2 – HEALING SKILLS
Heal as One
It removes now 2 conditions.
Troll Unguent
Removes now 1 condition every 3 seconds. First condition is removed after 3 seconds, so you have a total of 3 conditions on Troll Unguent.
-> You can remove 1 condition more than Heal as One, but you have to wait 3 seconds for a condition, while Heal as One removes 2 instantly. What would you pick?
At the same time, don’t expect them to not be made because you don’t want them : )
Don’t get me wrong, I would generally welcome new classes, but before ArenaNet even thinks a second about that, they should first work on balancing and add new weapon skills and traits for the existing classes. That should be priority number 1. Happily they talked about new skills already. I hope that they also plan big balance updates coming along.
Taking in consideration how ArenaNet makes things and changes them again, (just look at the professions in the betas) new professions coming too early would disbalance things even more.
So I would even wait 3 years for new professions, quality always is more important than quantity!
Before new classes get introduced, they should balance the existing classes first in a right way and then work on new skills and traits for them to create more build diversity. New classes can wait for at least 2-3 more years for me.
Many people want strange classes, but don’t expect them to be made just because you personally want it so much ^^ I personally wouldn’t like to see something like a bard
Depends on your build. I run my D/D always with 30 arcana – I think it is a must on D/D.
On staff I use 20 arcana for Blasting Staff trait.
Scepter builds depend, I often only run 10 there.
Jokes aside, this is actually pretty sad because the video is a perfect demonstration of what is going in the head of the people who say that the state of the ranger is good. Video also shows perfectly how powerful all bearbow rangers feel themselves
Attempt to create a “valkyrie” look, may look like a warrior alot but for me it passes as ranger too.
First with helmet, second how it looks without, third because I liked the screenshot ^^
I would prefer the warhorn anytime. The #5 skill on axe isn’t viable in my opinion, whereas the 2 warhorn skills always do their job. You already run low on critical chance, the long fury duration can come very handy doing more critical hits occasionally, much more useful than #4 of axe.
I can agree that many of the new hairstyles got disappointing, but that is a matter of personal taste. I liked the female-Norn hairstyle with the coronal so much, that I bought a kit ^^
Ranger
When I first saw that armor in concept arts I knew that it would be the one and only armor for my Necromancer…unfortunately we only got it in PvP. Please ArenaNet, make it available in PvE as well !!!
Agree. It is good to see threads like this getting created over and over again, hopefully Anet will understand some day how much people want to have this feature for the guild roster
My Norn-Elementalist with a mix of Kodas, Stately and Radiant armor – mixture of steel and cloth. Attempt to create a battlemage-look, I think it fits well on Norn
10/10! Your Asura indeed is a “lil epic”
Here is my Norn-Elementalist with a mix of Kodas, Stately and Radiant – mixture of steel and cloth. Attempt to create a battlemage-look, I think it fits well on Norn
Nanashi, I would suggest you to create both classes, play the tutorial and then go to the Heart of the Mists with them. There you can play around with different setups and builds and test the classes. That is the best way for you to find out which fits more to your style.
Anyways, If it was up to me I would take the Elementalist. He may not be the best damage dealer, but to compensate that the Elementalist has many things people underestimate here. You have a lot AoE based attacls, combo-fields, finishers, a lot boons, heals, control effects…the Ele is a good allrounder and has a nice performance
Paragons =/= Guardians. they’re totally different. The role they fill in PvE and PvP may be similar, but this doesn’t mean there is any relation.
So Paragons and Guardians don’t have any relation you say? ^^
People forgot the interview with Jeff Grubb and Eric FlanummI om massively, a quote:
Question: “Is there a story behind the Guardian on the lore end of things? Do you have any thoughts on how it came to be?”
Jeff Grubb: “With the turmoil in Elona and the spread of the Order of Whispers into other lands, more Paragon teaching showed elsewhere in Tyria. These teachings melded with other traditions, and over time, the Guardians and their abilities can be found throughout the world and among all the races. They are not tied to a particular race, philosophy, or group of gods but rather to a larger concept of proactive defense, of taking the fight to a foe and protecting those you fight alongside while appealing equally to humanity’s defensive nature and the Charr’s desire to rule the battlefield”.
Without the Paragons teachings and their source of power the Guardians wouldn’t have existed. Of course the Guardians have other influences as well, but most comes of the Elonian Paragons. Again, other influences as well, but even the game declares the Guardian more as a Paragon…“Champion Paragon” title for example when you have 150 Tourney wins.
Saying they’re mystics and don’t have to believe in a god doesn’t hide the fact that they derive all their power from the six human gods, which no other race believes in.
Are the Paragons different about their source of power? According to the Paragon lore they are chosen ones by the gods and send to Tyria as emissaries. This makes them even more linked to the gods than a Dervish ever could be…
“Paragons are touched by the gods, chosen by them to serve as emissaries among mortals. At some point in their lives, each Paragon has experienced an event in which he should have died but did not. Paragons ascribe their survival to the gods themselves, and dedicate their lives as the gods’ servants in the mortal world”
You know, except for the fact that none of the races believe in the human gods except for the humans. and like it or not, the dervishes powers were highly linked to the human gods, the names of the gods even being referenced in the names of the skills.
You are right on this point, but you didn’t read the upper part of the post, didn’t you? ^^
Again, dervishes are mystics, they don’t forcibly have to believe in a god. Yes, in GW1 they were linked quite much to the human gods but times have changed, people always forget this.
An example: After Pala Joko took the reign over Elona, the Paragons which moved to Tyria got to Guardians. What were Paragons? A quote of their lore: “Paragons are touched by the gods, chosen by them to serve as emissaries among mortals”. Just as an example. And now why should a Dervish be unlogical in GW2? Following the fact about the Paragons, the Dervishes may have lost the faith to the human gods, and now they are seeking a new truth, a new spritual truth or ultimate reality. This is mysticism, where their beliefs can be anything. So it fits to any race of Tyria.
No, don’t rename them to Reapers. The Dervish will always be a Dervish and this is how he is supposed to be, at least for me
You don’t have to link them with any god. Dervishes are mystics, they believe in something but it hasn’t to be the same thing and not forcibly something godly. It can be a spiritual truth or ultimate reality as well. Even the dervishes in real-life have different orders and they differentiate in their beliefs. As this is a game there is even more free room about them. Again in general: They are mystics, not forcibly believing in a god.
They could be the perfect missing 3rd heavy armor class, introducing a new style of heavy armor which combines a hooded robe with metal plates over some parts of it, exactly like the Monument armor in GW1 or even now in GW2 the Draconic armor, which follows this concept combining a robe with metal plates over it.
They have access to a new weapon, the Scythe, their melee weapon. As the Dervishes are a magic touched class (even in GW1 you could play them with Staff and Scepter/Focus as heal), you also have access to Staff, Scepter, Focus, Torch and maybe Daggers as extra melee weapon.
Of course he wouldn’t get a second Guardian, all his skillpool and traits would be more offensive than the Guardian but still more defensive compared with Warrior or Thief. The Dervish feels a bit slow, as it was in GW1, but to compensate that he has strong AoE ranged attacks and also good protective skills. If you remember some of the skills in GW1, especially in Earth and Wind Prayers, many of them would fit perfectly into GW2 and don’t forget the new tools here. The Dervish could be really cool here.
I think that the Dervish would fit very well into GW2, especially when Elona would be playable in GW2 in wide future. This is just how I see it.
I really would welcome these things
When Guild Wars 2 wasn’t released, ArenaNet always talked about a breathing world, but the result as it is now is not as I expected it. The graphics and the areas itself are undoubtedly beautiful, but it lacks of some cool effects (which for me is very important).
Depending on the area I want to see epic storms, rain, snow, blizzards, dense fog, sand storms etc…..but you don’t see these things a lot. My favorite fractal is the Snowblind Fractal just because its one of the few places with a nice effect which makes you barely see anything, what a cool place to fight and what a nice surrounding by an epic blizzard! Why don’t some areas sometimes have such nice effects as well, the game would feel much better.
I also like your other suggestions, it would make these places way better!
Btw, the Cursed Shore overhaul concept is absolutely amazing, I would like it to be in that way! And nice PS skills ^^
I really would welcome this
That’s exactly the point: If the reward at the end is rewarding enough, people will get motivation to do all paths → The result of this would be, that people would get more familiar with all dungeon paths and it wouldn’t be that hard anymore to do paths like Arah 4.
You also would have the option to hand off the book earlier to get your rewards, as it was in GW1
So you aren’t forced to do all paths of every dungeon.
I’m sure that in wide future, when Elona expansion comes out, that the Dervish will be a new playable class. The Dervish was by far my favourite melee class as well and I really would like to see him again
To all of those who prefer the Ritualist over the Dervish, the Ritualist will sure come with Cantha expansion.
The Dervish is the kind of class which would fit perfectly into GW2 when Elona comes out, because the Dervish is apart from being a strong AoE melee fighter also a magic touched class. So he could make use of Staff, Scepter, Focus as well (even in GW1 you could play him as heal with those weapons). It just fits perfectly. Of course he would be made more offensive to not get a 2nd Guardian.
Also like all of his skills in Earth prayers, Wind prayers and Mysticism could be adapted very good into GW2, and don’t forget the new possibilties here. Flash-echantments could be F1 to F4 skills, by activating them you release their activation effect and you can take them off anytime to activate the second effect, as it was in GW1. The different Vows could be utility skills with their respective trait lines, and why not give the dervish his avatar-transformation skills back as Elite skills. In a Priory quest at Lion’s Arch you could transform into an Avatar of Balthazar as well (to all of those saying, that it wouldn’t fit because the gods left Tyria). There are just so many things which can be done with the Dervish.
I think everyone who has played GW1 knows what the Dungeon book is. To the ones who didn’t play GW1 or the ones who forgot about it, I can give a short description: It was a book which recorded every dungeon you completed. When you completed half of the dungeons, you could hand it off to get good rewards. But the more dungeons you did (the more pages you filled) the higher the reward was, so you usually kept it until you filled all pages. It was also a nice sum up of your adventures, because you could read the book everytime and read about your adventures (the lore part).
When you handed off a book, you could anytime get a new one and fill it again.
So my suggestion is, why not implement the same Dungeon book system to GW2 as well?
My main idea about it is, to make completing different dungeons more rewarding and also more attractive. The actual situation is, that the dungeons which are completed the fasted are the most visited ones. Unfortunately other dungeons aren’t visited that much because of this. This old and working system of GW1 could change that.
How the book would look like in GW2: There are 8 dungeons, every dungeon has 3 explorable paths (except Arah with 4), which make a total of 25 paths (Story modes excluded).
If you filled half of the book, you can hand it off to get a reward, as it was in GW1. But for every other page you fill, your reward will be higher.
The rewards:
- Gold
- Karma
- Laurels
- Dungeon tokens of some dungeons of your choice
- whatever comes to your mind ^^
What you think?
(edited by Carlos.4371)
The problem with specific skills and their changes is, that the whole skill system in GW2 is too limited – you don’t have another choice than accepting the weaponskills the way they are – and that is the problem! Often a change doesn’t fit to the playstyle of people while for others it does…so there will always be 2 sides.
My biggest wish for the skill system is that ArenaNet adds new skills for every weapon, so that you could have some different skill-choices for every slot. Why? To satisfy all playstyles and to make the skill system more interesting.
Something no one could disagree with
Please ArenaNet, put this on your list
It would be awesome (well, my personal wish), if they packed those new skills and traits in a system like sub-classes.
The concept would look like this: Every class can choose 1 of 2 sub-classes at Lvl 60 (can vary) which are exclusive for their class. Depending on which one you choose, you get access to unqiue skills and traits and the sub-class itself brings a small bonus.
Example on Warrior:
Sub-class 1: Knight – Increases boon duration by 20%. Exclusive traits and skills
Sub-class 2: Berserker – Increases adrenaline gain of hits. Exclusive traits and skills.
What you think?
Hey Kyle and also the others, I think this is a good thread for posting your screenshots:
Jason King moderates there
Although this post is 17 days old I will bring this back to live to agree with you!
He put so much love in this character, I enjoyed every second he talked ^^ Just best character.
You can just hear the love of the voice actor, even it is a small role…other example for me is the Krait Witch at Timberline Falls – she only says a few words and only has 2 sentences but the way how she says them, awesome. It doesn’t take much words, you just need to love your role and it gets awesome
Not even for money!
All of my 4 characters are Norn, I think that says everything ^^
lol