Showing Posts For Devildoc.6721:

Travel cost at higher lvls

in Guild Wars 2 Discussion

Posted by: Devildoc.6721

Devildoc.6721

My suggestions on travel costs:

#1. Traveling to any major city, Fort Trinity, Order Headquarters, or Ebonhawke needs to be free.

You can already get to Ebonhawke and Fort Trinity for free. There’s a portal to Ebonhawke in the Rurikton district of Divinity’s Reach.

As for Fort Trinity, you’ll eventually do some personal story quest involving asura portals and defending the fort. From that point on you can go into the Order of Whispers base and talk to some NPC near the front which will let you into the portal to Fort Trinity. The Order of Whispers base is just a few yards south of Lion’s Arch.

Right which is part of why I want travel to be free to there by default. Since there is a workaround why bother with charging in the first place?

Though you should remember, you can only use the order of whispers portal to Fort Trinity if you are yourself a member of the order of whispers. The other orders won’t let you in the gate (at least the vigil wouldn’t let me back through)

Zapp – 80 Asura Afromancer

Let's see some thief pics

in Thief

Posted by: Devildoc.6721

Devildoc.6721

My thief, level 36 on Blackgate. Pirate outfit.

since we’re going to show off pirate outfits..

Attachments:

Zapp – 80 Asura Afromancer

Travel cost at higher lvls

in Guild Wars 2 Discussion

Posted by: Devildoc.6721

Devildoc.6721

My suggestions on travel costs:

#1. Traveling to any major city, Fort Trinity, Order Headquarters, or Ebonhawke needs to be free.

#3. Travel WITHIN a zone needs to cap at no more than 1s, preferrably less, and scaling by distance should be more dramatic. Traveling from inside of a cave to the nearest waypoint shouldn’t be costing me 1.5s while traveling from one corner of the zone to the other costing 1s96c. Traveling to a WP that is really close should be really cheap.

Seriously WP’s were used as the reason we don’t have mounts, but with these costs, I end up having to hoof it everywhere, wishing I had a mount.

Zapp – 80 Asura Afromancer

Camera-related Issue Mega-thread

in Guild Wars 2 Discussion

Posted by: Devildoc.6721

Devildoc.6721

The Camera needs to not collide with objects in the environment. The constant collision and moving in back and forth during the Troll’s End jumping puzzle literally gave me a migraine. In general it is disorienting and can cause eye strain.

Have it just clip through the environment and make things translucent so the camera can stay a fixed distance from the character. I seem to remember this being the way it worked in GW1.

Zapp – 80 Asura Afromancer

1 copper per chest doesn't fly.

in Fractals, Dungeons & Raids

Posted by: Devildoc.6721

Devildoc.6721

I agree. Geting 50 copper per chest is a pretty big joke. I think they just gave some arbitrary number to chest loot and left it at that. Bosses (certain ones) are WAY too frustrating to warrant a 50 copper reward.

In explorable mode we were getting 1 copper per chest.

Zapp – 80 Asura Afromancer

Underpowered Traits and Skills

in Thief

Posted by: Devildoc.6721

Devildoc.6721

Combo Critical Chance is probably better for PVE than flanking critical chance trait, at least if you’re solo where mobs are almost always facing you, but there are better traits overall in the line such as quickness and executioner (it also benefits sword/pistol as the main attack you use in sword pistol is your dual attack anyway).

Also random is very fun. It’s one of the more fun aspects of the thief class. That’s what makes steal fun, you don’t know exactly what you’re going to get when you step in, and sometimes it can be something amazing like an axe or ectoplasm. When your quickness trait procs, that’s random, and when it happens right before an unload or pistol whip or death blossom that’s pretty exciting.

The first part could be true but with immobilize and CnD I usually end up behind the mobs, even then im not going to spam flanking strike on them or use DB for the chance to crit.

In PvP you know exactly what you’re going to get, ectoplasm seems like the worst to me. Having variation makes it fun and the fact that it teleports, at least for me. I could live without the random chance in PvE but even then it’s a couple of set things based on the mob you steal from.

Getting all the boons at once is the worst?

for me the worst stolen skill is shoot rifle (due to self knockback/stun), and use staff

Most of the rest are useful for stealth, condition causing, boons/heals, or cc, or damage in the case of axes.

Zapp – 80 Asura Afromancer

What are your favorite slot skills?

in Thief

Posted by: Devildoc.6721

Devildoc.6721

Signet of Shadows is a given, but only for the passive, the active is pretty terrible really considering all the other ways we have to blind.

Haste can be good with pistol/pistol or sword/pistol but due to the downside is very limited in when it can be used.. still.. it can stack impressive numbers when you pistol whip something 3 times in a row with haste up.

Shadow Refuge is great, the fact that it’s a darkness field for lifesteal can really boost a backline of ranged attackers in a boss or wvw situation, healing them up a bit while they shoot, it’s also a way for me to stack some bleeds.

Scorpion Wire, it’s a niche use but, in WvW, you see that pesky elementalist nuking your allies from the walls? Bring him down to your level and implode him before he realizes what just happened.

Smoke Screen, another niche use utility that I thought I wouldn’t like too much but has turned out pretty handy. Blocking projectiles and acting as a smoke field to blind people through with your own projectiles, is useful. It allows me to work in a rotation with guardians for defending my allies in boss fights like one in Explorable mode Cadecus manor.

Zapp – 80 Asura Afromancer

Underwater Thief Skills

in Thief

Posted by: Devildoc.6721

Devildoc.6721

Nine tailed strike. Thats all you need. Get in melee range, use the skill. If the enemy attacks, you do about omgwtkittens amounts of damage. If they don’t, you regain initiative. Lather -> rinse -> repeat.

I have killed veteran level bosses, including story bosses, using this skill alone. And they never did one single point of damage. It’s easily the most ridiculous skill in the game, with consideration to land and water skills.

Seriously. Get right up in the bad guys face and just sit there with a spear and hit 3.

Only works against a single enemy, and you need to get the timing pretty good, and it’s a pretty slow way to kill things (albeit safe, it’s like keeping veterans permablind with black powder while you autoattack them to death)

Zapp – 80 Asura Afromancer

1 copper per chest doesn't fly.

in Fractals, Dungeons & Raids

Posted by: Devildoc.6721

Devildoc.6721

If dungeons are to be challenging, make them rewarding, and don’t backload all the reward on the final boss. Sometimes people bail, lose internet, etc, and finding replacements doesn’t always happen. So people need to be punished with taking a loss in their wallet because the dungeon wasn’t finished? Explorable mode dungeons are supposed to be the equivalent of raid difficulty, wipes should be expected, a learning curve should be expected, but the lack of reward from the dungeon bosses is seriously deterring people from running them because repair bills are expensive and they’re not getting much in return unless they go through without wiping.

Each chest on each boss needs to have a reasonable amount of silver to accomodate repair bills.

Zapp – 80 Asura Afromancer

Underwater Thief Skills

in Thief

Posted by: Devildoc.6721

Devildoc.6721

I feel as if the spear skills underwater are way too passive. I dredge going underwater because our only initiative dump is on the speargun. Otherwise the spear is very passive, waiting to block an attack to unload damage. I also feel like the stun at the end of the pull ability slows down combat even further. Not only that, but our only useful slot skills underwater is venoms, and signets, which promotes the passive and slow play.

Spear can dump initiative through shadow assault and flanking strike, I agree the self stun on tow line kind of sucks but is probably needed for balance.

The big thing I agree with though, is the lack of utility skills and more importantly, elites that we can use under water. Especially elites, since we only have 1 that works under water and it’s our (imo anyway) most lackluster elite.

The cast time ruins most of the potential of the skill as an interrupt, and it doesn’t even seem to work with harpoon gun, only spear.

Zapp – 80 Asura Afromancer

Underpowered Traits and Skills

in Thief

Posted by: Devildoc.6721

Devildoc.6721

Combo Critical Chance is probably better for PVE than flanking critical chance trait, at least if you’re solo where mobs are almost always facing you, but there are better traits overall in the line such as quickness and executioner (it also benefits sword/pistol as the main attack you use in sword pistol is your dual attack anyway).

Also random is very fun. It’s one of the more fun aspects of the thief class. That’s what makes steal fun, you don’t know exactly what you’re going to get when you step in, and sometimes it can be something amazing like an axe or ectoplasm. When your quickness trait procs, that’s random, and when it happens right before an unload or pistol whip or death blossom that’s pretty exciting.

Zapp – 80 Asura Afromancer

Let's see some thief pics

in Thief

Posted by: Devildoc.6721

Devildoc.6721

My Charr Thief got stuck in this pose due to being frozen by a Champion troll while shooting and then dying, he ressed stuck in this pose for awhile, but hey, it looks like he’s giving a thumbs up to some big guns for the Claw of Jormag event!

Attachments:

Zapp – 80 Asura Afromancer

Signet of Shadows active lackluster?

in Thief

Posted by: Devildoc.6721

Devildoc.6721

So, many of you like me slot signet of shadows on all the time, the passive is very useful for maneuvering in combat and is part of what makes us such a mobile class in a scrap (along with shadow step and more frequent dodging in the acrobatics line). I realize I almost never use the active ability of the signet. Not just because the passive is so useful, but because the active ability is so unimpressive. It blinds, whoop de doo, I can do that with offhand pistol, shortbow, dagger/pistol, and sword (out of stealth), I can use blinding powder (which also stealths me and others around me) and I can use stolen items to blind too (most frequent stolen item is the tuft). I have lots of ways to cause blindness, why would I make myself run slower for 30s to have another way to blind?

That makes me think, what WOULD be a good active effect for the signet, something compelling that would make you actually use it from time to time in a fight?

Stealth comes to mind, but then again, we have quite a few ways to cause stealth as well, offhand dagger, stolen items, shadow refuge, blinding powder, ambush trap (though I don’t know anyone who uses this, much less for stealth). But 3s of stealth would be an improvement over what the skill currently does.

Zapp – 80 Asura Afromancer

1 Copper per chest in explorable dungeons?

in Bugs: Game, Forum, Website

Posted by: Devildoc.6721

Devildoc.6721

Is this intended? That doesn’t seem right. Story mode gives about 5s per chest, explorable mode bosses only give 1 copper. Considering the repair costs when learning the content, I sure hope it’s not intended.

Zapp – 80 Asura Afromancer

Influence and Guild Upgrades Didn't Transfer

in Bugs: Game, Forum, Website

Posted by: Devildoc.6721

Devildoc.6721

This seems like such a lame system. My guild wanted to look for a new server, but we lose all our upgrades and we had people use their digital deluxe influence items. Those at least should be refunded each server transfer. I feel kind of bad as a guild leader telling people that their item that they paid $20 extra real money for was wasted.

Zapp – 80 Asura Afromancer