So slightly modifying the title of this thread to “keep armour weight categories separate but allow all classes access to each category”.
I tried a few iterations, but capturing the essence of the thread with a 45 character limit isn’t that easy. ^^
:D
Yeah the realisation hit me after typing that sentence! Tough to put it in a more concise form.
Maybe “Allow all armour weights accessible separately”?
Though I think that is 46 characters…
Hell if they want to make money from it, make it a gemstore upgrade to unlock a new weight category tab in your wardrobe.
I’m sure many players would buy that no question.
Though I am not wholly convinced on the incompatibility arguments, if this is Anet’s stance then that’s that.
I did think of a compromise:
In the wardrobe panel, make a subtab in which you toggle your current desired armor weight. Lock the skins of the two armor weights not chosen.
It’d be annoying to have to use six transmutation charges every time you swap weights, so it could work (if Anet is feeling generous) like outfits do now: having a different template saved to each armor weight.E.g.: An elementalist is tired of wearing light armor, so he toggles light armor off and medium armor on. He now chooses 6 medium armor skins to use and uses 6 transmutation charges. However he gets tired of the trenchcoat and toggles light armor back on, and has his old light armor set restored free of charge.
This is a good solution.
Open wardrobe -> select overall armour weight category.
=> 3 tabs, one each for light, medium and heavy.
Armour types are kept entirely separate, but you have the option to switch totally to another type for free – templates for each category (type) are saved and can be toggled between (similar to toggling outfits).
Individual skin changes within a category still cost transmutation charges as usual.
So every class can have a light template, medium template and heavy template in the wardrobe, with the option to toggle between them as they prefer.
I have no idea how difficult/possible this is to implement, however from my layman’s viewpoint surely it should be possible in this scenario given it would be impossible to mix weight categories.
Edit: So slightly modifying the title of this thread to “keep armour weight categories separate but allow all classes access to each category”.
(edited by Curunen.8729)
Thief – 2 weeks after launch.
No idea why, just found the selection of available weapons boring. I played a rather stupid P/P, P/P build based around quick pockets but it was quite dull.
And in hindsight I’m glad I quit it because I used to like that asura had normal dodge on thief because I really really hate the thief dodge sound effect on other races… it’s so annoying to hear, especially on a class that spams dodges – and now they changed asura to use that effect as well I’m glad I dropped it.
But since then tbh never looked back from mesmer, with all the downs and ups. I’d sooner give up playing gw2 for good than give up mesmer – and despite the current state of the game it’s still fun enough to keep me playing.
(edited by Curunen.8729)
To those saying “But this doesn’t address XYZ”, look how tiny this balance patch is. How few changes it actually makes.
There is no bigger changes or rebalancing coming ever. I don’t know why, I suspect they lack both talent and manpower. But fact is, you either enjoy the current (im)balance or you better look elsewhere, this late in the game they won’t do the massive reworks all classes need :S
This is the sad reality of it.
Either need to accept the current state with minor suggestions for change or go and find another game.
At least once the next elite specs come along there will be a different way to play.
I’d love to be able to dye the glass on the Magister’s Pack a different colour.
The green glass is nice, but often doesn’t fit the armour colour scheme so I either have to hide it or dye the armour to match it…
Reading through all your suggestions and still hoping that after 4 years I’ll finally be able to play my Mesmer using Staff as a main damage oriented weapon.
While some of you have mentioned Staff in this thread, you still name it as an utility weapon or secondary one at least, but then if we go through each ability of the Staff set of skills we’ll soon see that in terms of viability compared to Druids, Revenants or even Engineers, Mesmer supportive utilities on Staff fall short.
Staff brings boons and CC in terms of utility, but if you notice their base duration or their procs being randomized (for boons) and the long cooldown on C.Storm, there’s nothing really there to support with.
I appreciate the recent changes for the Power scaling, that ArenaNet did, for the Illusionary Warlock but it is still not enough to be viable as a main weapon. Especially if we take into consideration the still slow Chaos Winds projectile – the first impact is my nemesis and I usually start it in melee range then use Phase Retreat to have the clone placed closer to the target for faster impacts. Still even with all my planning and careful setup, it is just not enough, it is not competitive with other weapons or professions and we end up playing what performs best…so another weapon.
As for Condition damage output for Staff, I won’t even bother to comment on that, until they remove the randomized proc on Chaos Winds and until the projectile speed again is not tuned in accordance. What good is a condition damage effect on your skills (Chaos Winds) if it is not even able to stack up to not say high stacks tier, but at least medium tier? And the time to reach the stacks is ridiculous.
If I need a good Condition damage output character I’ll player my traps ranger. No gripes with impacts and projectile speed or the randomized condition, but instant slaps of stacks.
I hope that the next balance patch will open up more options in terms of play-styles and surely less limitations that favor nobody, but force us all to play the same way.
I agree with you – staff is kind of meh in all departments right now.
Doesn’t provide enough support (only chaos storm), doesn’t provide enough control (again only chaos storm), doesn’t provide enough damage (AA is weak and brainless with clones and iWarlock misses most of the time), doesn’t provide enough sustain (even when traited with chaotic damping you still melt from incoming damage due to HoT powercreep. Chaos armour is unbelievably kitten. Beyond aegis in chaos storm there isn’t really any defence other than kiting), and doesn’t even provide much mobility outside of abusing z axis on terrain in pvp maps (phase retreat is weak in wvw open field defensively given the little extra distance gained won’t save you. Only really in surprise reverse PR for burst/attack is it good).
So yeah I don’t get what staff is supposed to be anymore. It’s not even a “jack of all trades” being meh at every aspect.
I also agree there should be options for weapon skills and also evolutions for weapon skills.
For example take one weapon skill – there could be two or three branching evolutions with different effects giving more choice and refinement.
Yeah I totally agree here.
For example look at Inspiration – I thought thematically it is supposed to be about supporting others, however instead it is a selfish sustain line.
There is absolutely no reason why all that condi cleanse should be loaded into that line when it would also make sense in other lines. Especially when playing without it means you have barely any cleanse.
I believe lines should be thematic and offer different flavours to combat – ie they should lean to a certain strength (ie damage, control, support, etc…) however should also have minor option to shore up their weaknesses – but less than a dedicated line. For example Domination should “major” in control, secondary with damage and include minor options for sustain that is rewarded on successful application of the major mechanics (control) – for example transfer condition on interrupt or heal for each boon removed from an enemy (just throwing random ideas out).
Damage is easy to come by now which is why things like Domination hardly make a difference to your build, but condition removal and healing/sustain is gold dust and mandatory. Deviating from Inspiration/Chrono/x is shooting yourself in the foot, similar to the trait lines of other classes that are way more efficient than other trait lines.
For the amount of neglect wvw has had in the past, I think this is a good thing.
I’d prefer everything be hybrid and allow the player to choose which damage type they want to focus on through gear stats.
Sword already has vuln, and a suggestion would be merging the “never made it” reworked confusing combatants into a trait that applies confusion on critical hits for melee weapons only (maybe Fencer’s Finesse? Or just put it on MH sword directly?)
I’ll take a damage buff on Sword AA in all modes and even damage buff for BF in pve.
Also happy with the small buff to Mirror, although still kind of pushed to Chaos to trait it if using it.
And a nice QoL reduction of cast times on iDisenchanter and iDefender.
My favourite is “I have ignition” when switching to fire attunement on ele.
I still think MH focus could make for an amazing kittening class
I’m not sure why people are obsessed with the idea on wanting an offhand as a main hand. It is really irrelevant what weapon they give Mesmer because they don’t necessarily follow conventional mechanics.
When people say main hand focus all they’re talking about is dual wielding their “The Anomaly” skins which they never use that they made with their 150 gold. If that skin never existed nobody would even think of mh focus.
Wow so much salt.
I personally don’t understand arguments against MH focus given that the profession as a whole uses it’s “mind” rather than the weapons to do anything.
I still think MH focus could make for an amazing kittening class
I’m not sure why people are obsessed with the idea on wanting an offhand as a main hand. It is really irrelevant what weapon they give Mesmer because they don’t necessarily follow conventional mechanics.
Only because some dual focus weapon skins would look extremely cool (ie dual Anomalies).
What if we get both main and offhand axe?
You, sir, are a troll and reported as such. The “defensive rotation” you name is not invulnerability , nor is it proof against being killed.
All classes are capable of a defensive build. Few use a full defense build, (other than an auramancer support ele which has pitiful damage. I speak from experience. ) They don’t because such a build would be nearly useless.
Having a defense available most of the time is true of most classes. Therefore, your complaint is moot. I suggest you try to get over your vendetta.
I think that’s the key point – most if not all classes can build for indefinite or high uptime of defence if they choose to. Only perhaps necro in outnumbered can’t manage it.
Shocking aura instantly ends blurred frenzy. Retaliation is only ~240 per proc but ends up doing 2-6k damage to the Mesmer depending on how many ppl are cleaved. Other auras will also go through blurred frenzy.
Weakness reduces endurance regeneration and poison reduces healing.
There are a lot more unblockables out there than just a few guardian skills. Necro warhorn 4 and traited staff marks are huge here. All corruptions are unblockable. All walls/wards are unblockable. Traited deflecting shot is a 10 second unblockable knock back on guard. Basi venom makes any attack unblockable for the entire team. Check out the full list:
https://wiki.guildwars2.com/wiki/UnblockableReveal is not necessary. Mesmer stealth isn’t tricky. Just cleave where they were and watch your auto attack rotation flip over to know you are hitting them. It’s so easy to kill stealthed targets. And then you show a rotation that has you camping wells while stealthed. If you didn’t the rotation wouldn’t work. Everyone knows where you are. Furthermore stealth and distortion prevent capping.
Channeling scepter 2 doesn’t mean nothing can hit you for 2 seconds. Just the next attack. Likewise, aegis is only 1 attack. Especially vs fast hit enemies or multiple enemies these defenses fall apart.
Sure your “rotation” may keep you alive in most 1v1s but this isn’t a 1v1 game. It’s a team game. If a team focuses you, you might be able to pop distortion to prevent 1 unblockable but if focused, that “rotation” won’t save you. I’m also fairly certain I could probably kill you on my DD or necro 1v1 if you just did that rotation but whatever.
Also no decent DH or warrior should die to that rotation. It’d be a stalemate at best for you.
Good post.
In the end you are left with one of the following:
- survive a 1v1 indefinitely but not able to kill the other player or prevent decap
- get focused by more than one enemy and die/be forced to run.
Either way it’s not contributing anything useful and I should point out that in a similar way bunker mesmer doesn’t work anymore.
I should also say that these (active) defences are the only defence for mesmer (no, iDefender is useless when you get focused and protection won’t save you anymore either). There is no shroud, insane healing, immunities, unlimited evades, unlimited blocks and so on. When you get hit (which you will because a good opponent will hit in the gaps of this rotation using methods that have already been pointed out), you will take a lot of damage.
Believe me I don’t want to have brainless defence – but singling out and this away from mesmer without smacking down every elite spec in both offence and defence at the same time will be bad.
At least be specific about these defenses as in order to be “overloaded” one must build exactly for it – which is why meta pvp builds have gravitated towards Inspiration/Illusions/Chrono with x/Shield plus another weapon.
Now take the situation of building away from that and facing off against any other HoT elite spec – it most likely won’t go well either due to not enough illusion sustain/replenishment, not enough condi clear or not enough cooldown reduction (among other things).
For example don’t take shield (ie take another offhand or two hander). Now suddenly there’s a big hole where that block was. Now don’t take RI (Inspiration) – anti condi and sustain in general drastically diminishes. Don’t take MoF – F3 loses most of its potency outside of a 1v1 duel. Don’t take minhand sword – there goes your evade. Don’t take Blink – well good luck because you’re likely kittened…
So not only are you pressured into taking everything necessary, even when you do it is simply enough to be on par with all the other faceroll HoT builds out there.
If you are suggesting the entire game needs overhauling in terms of defence, offence and passive mechanics then I agree. However this thread appears to single out mesmer as uniquely broken when that isn’t true.
Should really be 9v9 now due to addition of rev (assuming idea of enough slots for one per class). But yeah, would be fun.
t1-3 isnt even worth running. do t4 you get all of them and ascended gear pretty consistantly.
I will once I get there.
Just have to give a shout out to a great group tonight running T3 dailies – best group I’ve been in so far, by far. Great synergy, teamwork and efficient execution. Don’t think I should mention character names but I look forward to running into those players again.
I just want Warden’s Feedback and Restorative Illusions to be put in separate tiers in Inspiration.
Now I’m worried about having to go through the wasteland of T3 in order to get to T4… :S
I’ll be starting to pug T3 today – hopefully it’ll be painless until I can unlock T4.
Edit – nope, T3 is as horrible as you guys make it out to be… quality of players is definitely way lower than T2. Seems to be a constant res fest. Can’t wait till making it out of here till T4 though at this rate it might take some time. :/
you seem rather unlucky. I usually have little trouble with fractals. Most of the time, I can tell from the first boss or ‘big encounter’ whether or not I think a party can finish the fractal. Then I just go find a new party. But you’ll notice that as you get higher in the tiers, the more you’ll have to rely on what actually works instead of ‘weeeh, I wanna play how I want’
Oh I’m pretty happy with my build optimisation so far (like 80-90% efficiency compared with meta because being efficient reusing wvw gear) providing alacrity, gathering mobs with focus, providing reflects and so on and certainly have not been carried so far in T3.
But what didn’t realise is that T2 and below you don’t have to be choosy about parties – you can usually push through even if the party is weaker.
But in T3 your right I have realised to be choosy with parties. For example I was doing the Chaos fractal in T3 and someone asked in chat how to get through the lighting the 4 fires section because they didn’t know what to do… this kind of thing I don’t understand. :/
And then as you said you get ridiculous things of chain ressing at the first group of small mobs – I’ve decided if I have to perform more than a handful of resses at the first mob group then I’m leaving the party. Did not experience this at all at T2, but some players seem to just die really easily in T3 parties. I’m not being snobbish/elitist here, merely truthful observations so I hope that comes across in the text.
But overall I haven’t got a good sample size yet – had some good and bad experiences, so kind of 50/50 at the moment. We’ll see how it goes over the next 20 scales or so…
Well to balance that out I had some good experiences pugging T3 dailies yesterday evening – just got to be in the right team.
I can see so many holes in that “rotation” where one interrupt or cc or even flat burst damage would break it apart. And stealth in melee range won’t prevent good players from still inflicting damage either via aoe, channeled skills or prediction.
And this is nothing in comparison to evade frames on a staff acro/DD evade spamming build – which also ends up doing more damage in melee range through bound and vault spam than this mesmer build.
The only point I can agree with you on is yes in general GW2 does not require much skill to play.
Now I’m worried about having to go through the wasteland of T3 in order to get to T4… :S
I’ll be starting to pug T3 today – hopefully it’ll be painless until I can unlock T4.
Edit – nope, T3 is as horrible as you guys make it out to be… quality of players is definitely way lower than T2. Seems to be a constant res fest. Can’t wait till making it out of here till T4 though at this rate it might take some time. :/
(edited by Curunen.8729)
I predict something extremely OP compared to chrono
I predict a nerf (breaking) of every current elite spec before launch and every new elite spec being even more powerful than the state of all the current elite specs.
Nah because you can’t use 2 elite specs. The only way they are going to break former elites is if previous xpacs become f2p. Otherwise I believe they’ll just introduce another huge power creep into the,game.
The point is current elite specs will be weaker to encourage sales of the new expansion/elite specs. Otherwise how many would bother buying if Chrono was on par (or potentially stronger than) with Mirage at initial release.
Sure 6 months after release I’d imagine both elite specs will be equalised, but not initially.
Sword has low sustained damage. Its burst is quite respectable considering BF hits as hard as backstab does – I’m not really sure how you can argue that BF is weak offensively. I ran a S/S power weapon-skill-based damage build not too long ago (just before the power creep of HoT since anything core built power these days is pretty much irrelevant) and was frequently able to get BF to go to around 8-9k in sPvP.
It mostly just suffers from a weak AA and phantasms not being useful with all the cleave in the game and general loss of effectiveness compared to most that came with HoT. 1v1 it works quite well, still. The big thing is you need to trait heavily into sword to make it half-effective, and mesmer in general just lacks sustained damage due to the shatter mechanic inhibiting it.
If I were to come up with the mechanics behind the Mirage, I’d change the mentality behind phantasms to be one of substitution/faking the opponent out and clones as more or less a defensive mechanic with little to no damage component, and then reward the player a stacking personal damage bonus for brief periods after shattering/sacrificing them. This way the mesmer can build up damage over time by still using shatters while gaining the benefits of the short-term defenses while building up this damage bonus, but not need to keep up AI minions to maintain good damage, which will just get immediately cleaved in most scenarios. Like a mirage in the desert, the longer you let it draw you in, the more difficult of a pickle you find yourself in.
But we’ll see if that’s the approach they take. My guess is condi AoE application or some kind of summoned environmental thing equivocal to spirits or turrets; I have little faith remaining in ANet in terms of coming up with balanced and creative solutions to profession design.
Speaking of MH sword only – did you use Fencer’s Finesse and full zerker +other boosts (air/fire/suitable runes) to get that damage? Sure as you said if you trait for it and build gear for it then it is able to do “reasonable” damage for a stationary rooted channel.
But I’d argue majority of the time in pvp/wvw the use of BF is mostly defensive, to evade something while keeping up pressure if in melee range, and the auto attack is nothing special.
Offhand sword isn’t really relevant though given the Axe is about the need for a condi/hybrid melee mainhand. Though I will comment offhand sword is largely outclassed by shield because even the shorter cooldown of iriposte can’t compete with shield block and the phantasm doesn’t work in anything outside of a 1v1 duel. I can’t remember the last time I saw another player using offhand sword in normal play.
Regarding Mirage – I do hope for a more controlling/illusive play style with sustained dps at the expense of huge burst damage – so hopefully shouldn’t be the ability to 100-0 someone to balance out a stronger sustained presence.
Exactly what Mesmer doesn’t need is more melee. I really would not like an axe as a weapon. If it must be, make it a boomerang type projectile weapon.. something like Chieftain Uhtahein’s throwing axe.
We have three ranged weapons and only 1 low dps power utility melee. We need more melee options
I agree, especially if Mirage traitline gives both us and illusions interesting ways of sustaining in melee range. It should be fun.
Also who really takes MH sword for damage outside of power builds in pve. Most of the time it’s just for easy access to evade and kiting of ileap, given how weak BF is offensively and the auto attack.
I’d like to see it as a melee weapon. Already having three ranged weapons doesn’t offer much of anything else to take when dual-wielding.
Melee condi/hybrid could be interesting because Scepter is already hybrid ranged and does quite well in pure power or condi builds too.
But Sword does no damage in pure condi and isn’t that strong in hybrid either – only really for defense and kiting, so in that way we don’t actually have any melee condi weapons.
So I’d be happy for axe to be melee condi/hybrid (allowing for the option of use in pure power if desired or any build).
I’m imagining an illusive elegant skill set that fits with the Mirage theme and has some mobility on it to allow repositioning in a fight.
What if the axe is an offhand? :|
shh, god no, please no! :o
Well this is all great then. I’ll work up to t4 (hopefully get a few ascended drops to help with a second set of gear) and pug the dailies there once I get up there.
Hmm, thank you all this is good advice.
I didn’t consider the increased possibility of ascended gear cheat drops at t4, although I don’t have alts so the purpose would be to have a second set of gear for fractals only.
And yeah the question of success with pugging dailies was troubling me. So far in t2 even in a “bad” group or where things go wrong for whatever reason you can still push through and do it. Only things like the legendary ice elemental/mining suit can be tough in a bad/uncoordinated group. But if the chance of good groups is high at t4 then I would feel more comfortable with pugging the dailies there. It would certainly be nice to earn double the number of pristine relics.
One question though – currently I don’t play and optimised build for fractals, but in t2 this isn’t an issue because tbh anything works. But is it good enough for t4?
I am geared out for hybrid damage in wvw (mesmer) using mostly Viper with a few other pieces so not pure glass. I do use focus traited for reflects and the other usual team support stuff – Illusionary Inspiration for boonshare, traited wells for alacrity and more of it and restorative mantras for aoe heal. Is this kind of not quite wvw, not quite pvp, not quite hardcore pve build sufficient or do I have to build an exact meta pve/fractal build to be successful in t4? I don’t want to be a burden on a team, but equally would be intimidated if needing to perform perfect rotations with perfect gear/stats just to succeed in t4. I realise this would be more suitable in the mesmer subforum but seeing as it ties in to the reason behind this thread I feel it is more appropriate here. From what I’ve read, viper seems to be good for pve but I have no experience of high end instanced pve.
I’ve only very recently got into fractals but am only playing for the rewards – ie extra infusion slots for maxing out stats for wvw and unlocking fractal/gold weapon skins.
Given I have no interest in Ad Infinitum or in playing fractals for fun, is there any point in playing over scale 50 other than the additional Pristine Relics from dailies? I’m trying to work out if the increased challenge is worth the additional reward or whether it’s easier/faster to just do tier 2 dailies and then say farm scale 40…
The other reason is I don’t want to craft a second set of ascended armour/weapons from my wvw gear. So I only want to use a few spare trinkets to swap in my inventory for agony infusions – say 2 rings and a backpiece with 6x +9 and one +7 infusion to access up to scale 50.
I predict something extremely OP compared to chrono
I predict a nerf (breaking) of every current elite spec before launch and every new elite spec being even more powerful than the state of all the current elite specs.
I’d like to see axe be a solid hybrid weapon with the ability to generate might (like ranger’s axe) and some mobility (a leap or a port). That would allow the option of speccing whatever you like – power, condi or hybrid.
I feel like ANet doesn’t have a great track record with hybrid weapons, though?
Sure but I’d prefer the flexibility.
As it is I’d rather use Scepter in a pure zerker build than Greatsword in a pure condi build. Tbh scepter can go in any build.
Or at least give us the option to trait axe towards the type of damage we’d like (given there aren’t skill evolutions as in other games).
In any case I’m drooling of speccing Axe/Focus.
Perhaps they gave us axe because they couldn’t give us MH Focus – seeing how the iWarden has axes.
the original leak source also claimed that mirage will get blur to replace dodge , i dont know how it will work . but hopeful nothing like tthat thief boring 3 dodges . thats surely lazy and add little to gameplay .also we dont need another support role
so instead of dodge we evade through blur. wth? same thing different name
we need blur to be unique not just evade.
like reflect all dmg not just projectiles
give retaliation
blind maybe
smoke fieldetccc…
I imagine we will be able to trait it to give unique effects.
I’d like to see axe be a solid hybrid weapon with the ability to generate might (like ranger’s axe) and some mobility (a leap or a port). That would allow the option of speccing whatever you like – power, condi or hybrid.
Otherwise I don’t want the weapon to be pigeonholed down one gear type.
But Mirage sounds awesome and exactly the kind of elite spec I was hoping for (especially thematic given desert pve zones) and I’m hoping it comes with the potential for more mind games, control and trickery – I’d gladly lose burst damage in order to play this way.
the original leak source also claimed that mirage will get blur to replace dodge , i dont know how it will work . but hopeful nothing like tthat thief boring 3 dodges . thats surely lazy and add little to gameplay .also we dont need another support role
If it’s a simple as hitting the dodge key gives blur instead of physical evade it could be an interesting thematic change if nothing else.
And like daredevil, perhaps there could be different GM traits to augment the blur.
Yeah, “Mirage” sounds right up my alley. I do hope F1-F4 get thematically reworked.
Well, better start working on astralaria now tbh so I have it by the time the new expansion hits.
If we were able to stack on eating food, there should be a max stack depending on the food. The character should vomit if they try to exeed the amount with the nourishment ripped after the animation.
Agreed, I think a limit of stacks in this way would be a good idea (ie causing character vomit).
There is a norn child npc in one of the Shiverpeak pve maps (can’t remember which one atm) who thinks the player is a spirit of Hare if they are an asura, because of the long ears. It’s cute and always makes me smile.
But yes as an asura main I support your (legendary RPing) cause.
Taimi is one of the main reasons I keep playing the LS.
Ah I wondered where this disappeared.
Condi Axe is looking like the most likely. I don’t know how I feel about that.
How did you know that?
Well astralaria is beautiful and that would certainly give me a reason to craft it. But not sure how I feel about axe as a weapon either… not really something we need.
Would rather have 2H trident, spear, or a ranged mainhand. Unless axe would have ranged autos.
I was never too fond of the idea of Pistol mainhand in the past (and didn’t really like offhand until very recently), however the introduction of H.O.P.E. has made me want it – one of the few legendaries I would rather use the skin over other skins.
However in terms of weapon skills, I’ve always wanted mainhand Focus without question. Would be so awesome to have an elite spec based around crowd control and misdirection (not simply interrupt but denial, debuff, ragdolling (limited so as not to frustrate enemy players)) at the expense of burst damage.
Time to transmute to plain skins and dye yourself brown camo.
A puzzle that relies on “Trial and error” is poorly designed.
agreed. Any good JP, you should be able to use intelligent reasoning to determine the correct next jump before you make it. If something looks right but turns out to be impossible or auto-kill you, then that’s not good gameplay, it’s just needlessly cruel.
I agree and that’s the only thing I don’t like about this JP – as you said all jumps should be deducable with careful thought, not trial and error – killing your character each time and restarting from a checkpoint.
On that note, the checkpoint system made this JP much easier. I think that Troll’s Revenge, Skipping Stones and Scavenger’s Chasm are much harder (oh and mad king’s clock tower).
Do you reckon it’s a good time to buy ectos if saving for crafting, or best to wait a little bit if they drop further?