Showing Posts For Electro.4173:

Death Shroud overhaul

in Necromancer

Posted by: Electro.4173

Electro.4173

Yeah, no. I know Shroud is a constant source of frustration for many and many feel that its mere existence dooms Necro forever. But I do not want to see classes becoming more similar (like this, where Necro basically just becomes Guardian, but with a secondary energy mechanic instead of regular cooldowns on “virtues”) just for the sake of balance. I’d rather have flavorful and unique classes than get perfect balance by making everything the same.

Ineptitude too weak

in Mesmer

Posted by: Electro.4173

Electro.4173

My main gripe about Ineptitude is that I can’t use it while also using Scepter. At least not without losing my scepter trait.

Scepter is the condition damage weapon and comes with a low-cooldown block which leaves you a bit vulnerable post-block. The fact that I can’t use scepter along with the trait which adds a damage condition to my blocks while also giving me a bit of extra defense after the block is sad. They seem meant for each other.

But, if they could do this consistently, this would be the smart way of designing trait choices. Actual choices. You’d love to have all 3, but you got to pick 1.

Not like now where you first decide what type of character you want to play, and then just look up the traits because there’s basically only one sensible choice at each stop anyhow.

I agree with the general feeling that more meaningful choices for traits would be nice.

However, I don’t think Ineptitude vs Malicious Sorcery is a good example of such a choice. Because Malicious Sorcery is basically mandatory when using Scepter and useless otherwise. So the “choice” really isn’t a choice at all. If you’re using Scepter you need MS. I guess you COULD choose not to use it, but you’re hurting your overall effectiveness and not gaining enough in return if you do.

Instead, what having them in the same slot means is “Well, here’s a weapon that synergizes nicely with Ineptitude but I can’t use it alongside the trait. That sucks. Oh well.”

Extra utility skill for each stance

in Revenant

Posted by: Electro.4173

Electro.4173

I’d be all on board with an extra skill or two per legend. It would at least offer a little bit of customization that way rather than how it is now, where if you run a legend its exactly the same as anyone else running it.

I sadly don’t expect it to happen, though. I vaguely remember during the early days of HoT and Revenant’s reveal that Roy or another developer stated they were considering the idea of having more than 3 utilities for each legend. I could be remembering wrong, but if I’m right, then the fact that it never happened probably means that the dev team decided against that idea, and changing their mind on such decisions doesn’t usually happen quickly if it all.

The quiet legends

in Revenant

Posted by: Electro.4173

Electro.4173

Other players can’t hear the legends because they’re talking in your characters’ head, essentially. To quote Rytlock during the prison camp story mission of HoT “I’m still sorting through the voices in my head. This new magic comes with… baggage”. Wouldn’t make sense for others to hear them.

As for having them talk more frequently…. I personally agree, I love hearing the actual voiced lines and wish they would play a bit more often. BUT I’ve also heard others say that they already talk (or grunt) too much and want them to shut up.

Gripe with "Guaranteed Wardrobe Unlock"

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Why do people who bought a Mini Karka and want a Rocket Backpack dont deserve the reward as a possible unlock while people who bought a Rocket Backpack and want the Mini Karka have a chance to get it ?!

As someone that worked a long while to gather the gold needed to buy the two very expensive Karka minis and never got lucky enough to get the molten bp to drop, I have to agree here. Fortunately, I never committed them to the wardrobe so I could actually get dupes essentially for free.

By the way, are minis unlocked this way tradable or account bound by default?

I can’t say for absolute certain, but since they’re specifically called wardrobe unlocks, I assume you don’t even get a physical item out of them. It just unlocks something in your wardrobe and you get the little “Skin Unlocked” prompt on the side of the screen. You can’t sell things from your wardrobe.

Make Hunter's Shot Unblockable

in Ranger

Posted by: Electro.4173

Electro.4173

Your timeline for changes to Mesmer Scepter is off. They fixed the bug with Scepter spawning clones for others a looong time ago by simply disabling that functionality once it was reflected. The change from projectile to an auto-hit ranged attack fairly recently (I believe it was in the balance patch prior to this most recent one) not because of the clone, but rather because having the attack as a projectile was slowing down the auto-attack chain when used at longer ranges, making the weapon less effective at long range than at short range.

But that aside, I don’t think Hunter’s Shot needs to become unblockable, although it probably wouldn’t be a big deal if it did since its not like it really does that much damage. They just need to do with Hunter’s Shot what they did with the Shortbow #3 skill and change the buff so that it just happens regardless of whether you hit with the projectile or not.

Assuming they CAN do that, anyway. Thinking about it, if they made the stealth happen the instant you activated the skill, the stealth might be instantly broken by the damage from the arrow which would happen a split second later. They do have the tech to make an “unbreakable stealth” that doesn’t end when you deal damage (Caithe had it as her elite during the LS2 episodes where you played her), so maybe they could give you a split second of something like that to cover the arrow and then switch to normal stealth or something.

I guess if that would be too complicated they could just make it unblockable as an alternative, though.

Charr Tails in Ghostly Outfit

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I agree that its probably caused by the fact that the outfit actually removes the tail and adds a different model.

However, even if that is the case it should still be trivial to fix. Just copy-paste the data for the male Charr outfit, switch out the tail model, and apply it to a female version of the skin. There are a handful of outfits that do have different models for male and female Charr, so the functionality isn’t a problem there.

Hopefully they do so. Its a small thing, but consistency is good.

Soul Comprehension rework think tank

in Necromancer

Posted by: Electro.4173

Electro.4173

I’ve got a few ideas that’d make it more useful but still based on death.

One idea is that killing a foe would grant you a special “buff” which would increase your life force gain for a certain period. It could either be a major buff for a short period (say, double life force gain for 5 seconds) so you could get a burst of life force after a death, or it could be a smaller buff for a longer period based more on sustained life force gain (say, 1% extra life force every time you gain LF for 15 seconds), which would basically just permanently boost your LF rate as long as you keep killing stuff at a moderate rate.

Another idea is that killing a foe would reduce the recharge of all attacks which grant life force by a certain percentage. Which could help both LF gain as well as offense / defense, depending on build. The only problem would be that some weapons which don’t have LF gain or only have LF on auto-attacks (like both MH and OH Dagger) and a number of utilities wouldn’t benefit at all, and it might pigeonhole you into choosing certain stuff a little too much. But then again, other traits have skills and weapons they work better or worse with, so maybe it wouldn’t be so bad.

Ineptitude too weak

in Mesmer

Posted by: Electro.4173

Electro.4173

My main gripe about Ineptitude is that I can’t use it while also using Scepter. At least not without losing my scepter trait.

Scepter is the condition damage weapon and comes with a low-cooldown block which leaves you a bit vulnerable post-block. The fact that I can’t use scepter along with the trait which adds a damage condition to my blocks while also giving me a bit of extra defense after the block is sad. They seem meant for each other.

Auric Basin: Rescue the pact Survivors event

in Guild Wars 2: Heart of Thorns

Posted by: Electro.4173

Electro.4173

The “fire aura” comes from the Wyvern’s fire attacks. Any enemy that passes through the fire gets the buff. Of course, due to how much fire is being spewed around and the random nature of the movement of many of the enemies in the event (Pocket Raptors will run around a player while taking pot shots, Bonebreakers just roll around like crazy bouncing off everything) its basically impossible to keep enemies away from the fire most of the time.

Definitely one of the most annoying events in HoT. They could probably stand to either tone down the frequency / number of Wyvern fires or reduce the number of enemies that spawn from the debris (why are animals hiding in heaps of burning debris anyway?). They probably won’t, though.

Legendary Light Armor Set style

in Guild Wars 2: Heart of Thorns

Posted by: Electro.4173

Electro.4173

As cool as the idea of blooming flowers for a light armor set sounds, I don’t believe it’d be a prudent move to make any of the legendary armor racial in nature. I’ve already seen some complaints about how many plant-themed weapons and outfits there are in the game, and that’s just from random gem store additions. I can’t imagine how many people would be ticked off if their only option for a legendary armor was a plant theme.

Human-themed armor is basically the entire game outside of the other races’ cultural armor, so I wouldn’t really classify the heavy armor set as “human cultural”.

Racial Utility Skills - Useful or useless?

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

All races have 3 non-elite racial skills and 3 elites. Some just have a racial healing skill thrown into the mix instead of 3 straight utilities.

As for their usefulness… I still use some of them from time to time. They usually aren’t the “best” choice, but many of them are still useful enough to use in situations where its more “for fun” and you don’t necessarily NEED the absolute best, like open world environments.

Them being sub-par is by design. To keep one race from being more desirable for highly competitive situations through their racial skills, as happens in many other games. They’re basically just there for “flavor”. And I personally agree with that philosophy. I would like them to do a balance pass on some of the completely horrible ones to at least make them somewhat useable (I’m looking at you Charr Mortar Barrage) I think they should by and large remain sub-par.

Gripe with "Guaranteed Wardrobe Unlock"

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Scarlet skins and the Monacle are exotics. Exotics aren’t included in the wardrobe unlock. Same with the invisible boots.

The back items included in the unlock kit seem to be exclusively gem store skins.

Ranger pet control, a working on/off

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Set your pet to passive. It won’t attack enemies and you’ll only get locked in combat for the normal amount of time you would if you get hit by an enemy.

[just for fun] the missing trap

in Guardian

Posted by: Electro.4173

Electro.4173

You keep bringing up a “divine fire” theme, but Dragonhunter clearly isn’t based on that theme at all.

Its based on the Guardian gaining the ability to manifest physical objects out of magical energy. With perhaps a secondary focus on light.

Every aspect of DH is thematically built around that. The virtues become physical objects (spear, wings, shield). The bow fires physical arrows made from magic and conjures physical “fences” around enemies. Traps are magical seals which create physical blades and a dragon’s jaw.

Maybe there will be an Elite Spec added later which centers and expands more on the divine fire aspect of Guardian. Dragonhunter isn’t that E-spec, however.

So, I was going to buy a bunch of gems today

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I assume he’s talking about specific weapon / glider / armor skins that he wants that aren’t in the gem store. Most people aren’t going to go into the GS thinking “I’m just going to buy any random thing”. No idea why he didn’t just list the ones he was specifically looking for, but…

This is a discussion that’s been done to death. Yes, limited-time sales of items tick people off. No, its not necessarily a bad business model, because limited time sales will force some people to buy items they wouldn’t have bought otherwise due to being limited and not knowing when they’ll return again.

Is Engineer Ever Getting More Kits?

in Engineer

Posted by: Electro.4173

Electro.4173

A new kit wouldn’t really fit the Elite Spec “mold” unless it was given as the new profession mechanic mod. Elite specs so far give a full set of utilities of a matching type, which a kit wouldn’t really fit. Even if they did 5 kits (which would be insane in terms of stuff added and amount of work needed) kits are treated as their own separate thing, even if they’re all called kits. Grenade Kit and Flamethrower Kit don’t overlap in traits or abilities whatsoever, not like, say, Glyphs or Traps or whatever.

I suppose maybe they could go the Elixir Gun route and add one kit along with 3 other utilities, a heal, and an elite all with overlapping concepts. That might work.

A built-in kit as an F6 (or attached to the weapon swap key) would be pretty amazing, though. It’d allow that elite spec to use a full set of heals and utilities outside of kits while not being restrained to only a single weapon.

Even if you could make a kit work into the elite spec mold, however, there’s also the issue of adding “too much” to the Elite Spec. By design, Engie already gets double the new skills via toolbelt skills on all their new heal / utilities / elite. Throw a kit into the mix and you’re looking at tripling the amount of new stuff compared to what other professions get. Not only does that run the risk of ticking off other players, but its a lot more work in terms of design and balance for the developers as well.

Ending of the Halloween event ?

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Anet hasn’t said one way or another to my knowledge.

All the sales of Halloween items in the Gem Store seem to be ending on Halloween day or Nov. 1st, however. That may be an indicator that the event itself is ending then as well. But it also may just be the Gem Store items that end.

If I had to guess, however, I’d say that it probably ends Nov. 1st. They can only end the event with a patch, since they have to change the Lion’s Arch map back to normal, and unless they break their schedule we’ll get a patch on the 1st and then on the 15th. So if it doesn’t end on the 1st and they keep to the schedule, it wouldn’t end until the 15th. Which would be kind of long, IMO.

Best Leveling for Glider

in Players Helping Players

Posted by: Electro.4173

Electro.4173

I’d say Bloodstone Fen is probably your best option. Events are the best source of experience, and Bloodstone Fen has basically non-stop events of some sort (rifts and the Bloodstone Champ are on a constant cycle, as are the White Mantle events on the ground, Hablion is pretty frequent, and then there’s the Jades and Ghost champ events which are less frequent but provide a chain of 4-5 events in a row). Plus, you can buy permanent experience boost upgrades from the Unbound Magic vendor that work while you’re in the zone.

Wave of Wrath vs. Vapor Blade

in Players Helping Players

Posted by: Electro.4173

Electro.4173

Vapor Blade definitely is nothing like Wave of Wrath. Its a straight-up projectile and as such hits basically in a straight line. Its got the range, but it lacks the AoE.

Wave of Wrath is pretty unique. There’s really not another auto-attack in the game that hits a wide area AND hits at the same distance like Wave does.

If you’re looking specifically at Elementalist, your best bet is probably either Lightning Whip (Dagger #1 in Air) or Chain Lightning (Staff #1 in Air). Lightning Whip only has something like 300 range but covers a fairly good arc around you and hits twice. If you can keep up with / ahead of the zerg enough to get into melee range with mobs it’ll do the trick for tagging. Chain Lightning has a lot more range and will bounce to additional targets, but it does require you to constantly retarget new enemies ahead of the zerg, so its more “active” than Lightning Whip (which you can basically just hold down 1 and run towards enemies). Either way, if you have Tempest you can also throw in an Air Overload for larger groups to tag lots of them.

Is this a sociable game?

in Players Helping Players

Posted by: Electro.4173

Electro.4173

The combat system in GW2 doesn’t exactly lend itself well to heavy socializing if you’re actually playing the game at the time. At least not without voice chat. You can’t really type out a lot of messages to other players while you’re using different skills, dodging, moving, ect. You have to actively stop playing to talk, or literally just be auto-attacking and nothing else. So I think a lot of the “less talking” aspect comes from that. Most people are understandably in-game to play the game, and not to talk, and because they’re kind of mutually exclusive in GW2, there’s not a lot of talking going on.

How To Make Axe Good

in Necromancer

Posted by: Electro.4173

Electro.4173

Every time. Every time an axe thread comes up there’s always one who says “Just make it melee!”. And I hope to god the devs never listen to that suggestion. Necro Axe is one of my favorite weapons in the game in terms of aesthetics and concept. Its not perfect, but its way more interesting than a melee axe. For that matter, if they changed the auto to a thrown projectile that’d tick me off too. We have Ranger axe for that. Necro axe is unique, and the idea of a Necro slashing his axe to cause phantom claws to slice an enemy is WAY more thematic and fitting than throwing axes around.

Making Axe melee and Dagger mid-ranged seems even more odd. Axe was already a mid-range weapon at one point. And people despised it for being mid-range. I highly doubt dagger would be any better received if it got the same treatment. You’d be changing our current melee weapon to a mid-range weapon and changing our current power ranged weapon to a melee weapon. Basically just turning Axe into Dagger and screwing Dagger up while messing up builds and strategies for no real gain.

I would be all in favor of a revamped #3 skill on Axe for sure, though. Its a relic of the days when axe was a mid-range weapon. But a 900-range PBAoE would be a little much, so they can’t just increase the range to fit the current weapon. It needs to be (mostly) scrapped and add a new skill to Axe. I’d probably go for a ground-targeted AoE with a large radius (about the size of Healing Rain). Single hit. Decent damage. Keep the 2-boons-to-conditions aspect. Apply Cripple to enemies, double the duration on Cripple if the enemy has no boons. Blast finisher. Visually, I picture a large ghostly claw slamming into the targeted area from above.

The current Axe3 can stay for the trait that procs on entering Shroud, though. So the skill doesn’t just cease to exist altogether.

Axe may need more than that, but I’d start with that and see where it goes from there. A major skill revamp is a pretty big change.

"I'd really like this..." [Gifting Strangers]

in Players Helping Players

Posted by: Electro.4173

Electro.4173

Hmm. I can’t say I’m particularly on-board with it being so strict, one time only ever until the end of time. Repeat requests are a problem, but I don’t see the issue with having it be once every few weeks or months, depending on the value of the request (like, someone just asking for a 11s mini, like that fellow above, is far different from someone asking for a 800 gem item or a precursor, in my eyes). In fact, on a few occasions I actually considered posting a comment to tell people to ease up with the “policing” since it seemed like half the posts in the thread were becoming other people going “Nuh uh, you already got something, go away!”. But I decided against it.

But I’m not in charge, so I suppose my personal thoughts are just that.

I do seek to clarify a bit on that statement that you’ve put forth, Gaile. Because in the bolded part you said that if you’ve asked and received something, you’re done. However, later in the bullet point list it makes it sound more like even if you never got anything, if you’ve made a request at any point then no more requests for you.

Like, earlier in the thread I made one request for a completely unreasonable item. Didn’t expect to get it, and unsurprisingly I didn’t. So could I make another request at some point, or no? I probably won’t anyway, but just for the sake of clarity.

Daily quests concern

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I’d rather have a handful of dailies I can choose to run for a few guaranteed bloodstone rubies / petrified wood than have those items completely relegated to RNG or longer events.

Add Ghostly to Outfits

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

They’ll probably add it to the outfit window next week when the patch goes live. That’s usually how it works for stuff that they technically added a week prior (the data for the ghostly armor was added to the game last week) but that becomes available without a patch via the Gem Store the following week.

Of course, given its limited availability that won’t be very useful, but…

Witch Cat mini

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Probably a hint towards the home instance cat OR just hinting at the new functionality of the broom itself to summon the cat.

As to why hint at it when its already known… not everyone reads reddit / the forums. But something that shows up in the launcher is more likely to be seen. And its not like more hints are a bad thing.

An Idea that would sell like HOT CAKES

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Only 10% tasty? Pfft. Clearly sub-par quality. Good pancakes are 100% tasty for sure.

New Mastery Idea: Climbing?

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I doubt we’d ever see Assassin’s Creed style parkour in GW2. The engine isn’t built with that sort of movement in mind. It’d require a lot of under-the-hood engine improvements. In addition, they’d basically have to reprogram every world object in the game from scratch to add the necessary nodes and such to accomplish parkour style climbing. It would be a massive undertaking, and one probably not feasible or worth the immense amount of effort they’d have to put in.

MAYBE we could see basic “point A to point B” climbing. Like climbing a rope or something.

An Idea that would sell like HOT CAKES

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I don’t see the purpose of having a storage chest over just expanding the bank storage.

What's Missing from Material Storage?

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

- Milling Basins. Pure crafting material which you buy from a vendor. Not unlike many of the other Chef materials which are vendor-purchased, but do have collection slots.

- Rice Wine. Same as Milling Basins.

- All of the rare furniture making materials. Arid Lumber, Pristine Feather, ect. They’re crafting materials, even if its for guilds. I dunno, maybe the intention is that you’re just supposed to deposit them into the guild itself, but as someone who doesn’t have a guild, any time I get one it just goes straight to the TP because I don’t have space to store them all. It’d be nice to have storage for ’em so I could keep ’em in case I do join a guild at some point.

- Vision Crystals. Yeah, they’re crafted materials in and of themselves which you said you’re leery of, but you also get some for free from achievements and such as well. It’d be nice to have a collection slot for them so that when that does happen, if you don’t happen to need them right away you have some place to put them besides the bank. Plus they seem similar in purpose to things like Elonian Leather and Damask, and those have collections.

- Mystic Forge craftables (Philosopher’s Stones, Bottles of Elonian Wine, Mystic Crystals, Mystic Forge Stones). Their sole purpose is crafting, even if its in a different form, so they seem like good candidates.

- Doubloons. They’re used for crafting as well as upgrading, which is enough to get them a collection spot IMO. Especially considering the numbers of some you need for certain items.

- Chak Eggs / Reclaimed Metal Plates. I was going to say to just put them into currencies instead, but then I looked on Wiki and saw that they’re used for a gift for legendary armor (even though you can’t actually craft it yet). So I guess they have to be materials. Unless you were to change the Gift from a craftable to a buyable item (probably from Dragon’s Stand). Since its not actually craftable yet anyway, I’d say that’s a reasonable option at this point. Do it now while its easy. Then you can just make the Plates and Chak Eggs currencies.

Glyph's Suggestion

in Elementalist

Posted by: Electro.4173

Electro.4173

I’d rather get rid of the boon generation aspect altogether and add something more suitable to the Glyph trait. Glyphs already force you to choose a particular attunement to get a specific effect from the glyph itself. Granting a boon that’s ALSO dependent on attunement means you can only choose between one or the other, which would only be magnified if the boons were especially good as the OP suggests. It would cause a conflict where you want 2 different things from your Glyph but can only choose based on one of those things, because both are based on different attunements.

And we already have a ton of boon generation tools besides that, most of which are better than Inscription / Glyphs. I’d rather they get a unique niche.

Favorite Halloween Miniature

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

You aren’t the only one. A randomize mini toggle would be amazeballs.

Account bound trinkets?

in Players Helping Players

Posted by: Electro.4173

Electro.4173

This one would also work, if I’m not mistaken.

https://wiki.guildwars2.com/wiki/Ancient_Karka_Shell

Colocal Ranger Pet

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

-Beetle. This one is probably the hardest (pun half-intended) to justify, but hylek can ride beetles, so they can clearly be cowed.

There was actually datamining done that showed the devs actually planned on making Beetle pets for Rangers at one point. They found a pet window text description for one of them (the giant / horned one, I believe) alongside all the other pet descriptions. A Pocket Raptor description was also found, I believe.

Really a shame that they didn’t go forward with that idea. I’ve wanted a beetle pet ever since they introduced beetles to the game. There’s even some non-hostile young Beetles in the Silverwastes (the Far Silverwastes area) which was a total tease when I first found them.

I’m not sure we’ll ever get any already-existing animals added as new Ranger pets. To date we’ve never gotten one, every new pet has always been a newly-added creature. There are definitely some existing creatures I’d love to see as pets, though.

Beetles, obviously. Skales / Skelk. Wind Riders. Wurms (even though they’d probably be terrible). Grubs. Deep Sea Scorpions. Thundershrimp. Sea Turtles. Griffons. Raptors. Bats. Fireflies. Crabs.

Mid-Tier Halloween 2016 Rewards

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Yeah, I’m kind of in the same boat here. I already have all the “lower end” rewards from past years, and most of the new stuff is either pure RNG or insanely overpriced. The only new thing I can really shoot for as far as the actual Halloween rewards is the upgraded candy corn node, and that’s not exactly “exciting”.

I do need to grab some more 20-slot Halloween Pails for my newest character. But that’s also not particularly exciting, and technically not even specific to Halloween. You can get them any time of year from Sonders. Getting them during Halloween just means I can grind the cobs myself in a reasonable amount of time rather than just hitting the TP.

Even the new weapon skins (well, the new random drop ones from the ToT bags) are pretty bland. None of them really seem particularly Halloween-y. I grabbed almost all of the new ones from last year, but this year I don’t want any of ’em.

I am hoping to at least make the Infinite Shadow Raven tonic, but I’ll probably have to resort to the TP for that, since the individual tonics don’t seem to drop often enough to get to 500. Nor the bat wings.

I do want a few Gargoyle skins. But that’s not strictly a Halloween event reward either. I guess its the closest thing I have to a goal for this Halloween regardless, though. Just farm ToT bags, sell ’em on the TP to hopefully fund some Gargoyle skins.

Really? No new Halloween content? Again?

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Anet has outright stated that their approach to festival events in GW2 is to essentially reuse the same basic “core” while basically only adding new rewards. Its an easy way to give players something different to do once in a while without devoting a lot of resources to it. I imagine that line of thinking has only been reinforced now that regular expansions are going to be a “thing”. It wasn’t just specific to HoT, it was a general statement.

You’re free to disagree with that line of thinking and hope for new content, naturally. But you shouldn’t actually expect anything.

Legendary Armor

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I love the idea of the animation. It’s sick. The design of the armor is.. terrible. Looks so cheap and gem store-y. If they just went with cleaner looks once.. I so miss GW1 armors.

Exactly this.
Not every armor has to be a spikefest.
Not every armor has to have unique “stuff” to make it super “rad”.

It’s okay for armor to be just that – ARMOR. It’s ok for it to be recognizable as armor.
Like I said before – Human cultural T3 armor is some of the best heavy armor in game – almost all human heavy players have used it extensively because it looks great – it feels great and is a well polished set that doesn’t scream “i’m 13 and I like SUPER EXTREME STUFF”.

Not everything has to be a big spikey detail-filled set, no.

But I’m not sure how you’d get a meaningful animated transformation on a more “basic” armor set. If the whole point is being minimalistic and realistic, then what kind of animations could you really have? For such animations to have a large visible impact, it almost seems like you need a lot of details and over-the-top modelling.

Mad King’s Labyrinth update

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

No DR in the Labyrinth… ohmahgosh. I never thought it’d happen. Thank ye based Anet!

Favorite Halloween Miniature

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I like a number of them. Halloween is my favorite holiday.

The Mini Spooky Ghost is neat looking and silly. Got some really unique animations, too.

The Spooky Skeleton is cool. Skeletons are always fun. And its cool that it changes between the glowing and normal version randomly.

The Husk-O-Lantern is also neat. I like the design of husks, and it carrying a pumpkin is strange but fun.

The new spectral Raven mini has some great visuals going on. And ravens in general are cool. Don’t think I’ll be getting that one any time soon, though, sadly. Hopefully I can at least get the infinite tonic though. I’d rather have the mini, but at least I’ll have something.

Does Mad King's Labyrinth become easy?

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I’m fairly certain that bosses didn’t have break bars during last year’s labyrinth, as I recall thinking it was odd that they didn’t as the mechanic had been introduced fairly recently before Halloween itself. So I’m attributing most of the seemingly “easier” nature of the bosses to that. Not only does the break bar mechanic sometimes interrupt the bosses’ more dangerous attacks (mainly with the Viscount and his projectile rain of doom) but it also increases damage done by players, making the encounters shorter and leading to less deaths.

Outside of that, the only thing that seems specifically “nerfed” is the retaliation minions on the Lich. Prior years, if you had any sort of multi-hit AoE going and that summon went off, you were downed almost instantly. This year, I’ve fought the Lich a number of times using things like Flamethrower and haven’t seen anything like that at all. Not sure what exactly was nerfed about it (whether the Retal doesn’t kick in right away when the minions are summoned, less are being summoned, their power was toned down so it doesn’t do as much damage, ect), but I do think something definitely was.

Legendary Armor

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Its a really good concept and a great answer to the question of how to make legendary armor look special and unique without just turning you into a giant gaudy disco ball of effects. Which is what I was fearing would happen. I’m really glad they went this route instead, it’ll be much easier on the eye strain when you inevitably end up with dozens of players running around wearing it in any one place.

I could actually see myself using this sort of legendary armor. Of course, the amount of time and effort and the fact that its Raid-locked means that I won’t be using it regardless. I don’t like it THAT much. But its not something I dislike outright for being too over-the-top, like most of the other legendary stuff.

Suggestion/Request: no e-spec out of the blue

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I’d personally love to have actual lore and quests behind the elite specs. Would make them feel so much more thematic, and finally add some profession-specific lore and content to the game which its previously lacked.

But as said, I can’t see it turning out well on the whole. While some people like myself would enjoy it, plenty of others would hate the fact that they have to go through some elaborate quest chain on every single one of their characters just to get access to something they paid for by buying the expansion.

Why do Karka still don't have Defiance bars

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

A Defiance bar wouldn’t even make sense with Karka armor. The idea of Defiance is that enemies become vulnerable at certain points and with enough force (hard CC) and distractions (soft CC) you can cause them to lose balance / concentration. Or certain enemies are just vulnerable to being knocked off balance all the time.

Karka’s aren’t concentrating on some magical armor or whatever. They literally have so much natural armor in the form of their shells that you have to break it off of them with straight damage before you can attack their actual bodies. It even shows on their models if you ever look closely, once you drain their first health bar you see their armor breaking away (well, the visual effect looks more like its melting away, but whatever).

Something like that wouldn’t work with Defiance. Knocking them off balance isn’t going to break their shells, and their shells certainly shouldn’t regenerate like a defiance bar would.

Retaliationmancer

in Necromancer

Posted by: Electro.4173

Electro.4173

The problem with making an Elite spec even partially based around Retal is that it’ll automatically be useless for PvE. They’d have to either improve Retal in PvE or make the rest of the spec super enticing to make up for it.

How about: Gold and Silver for Artificer

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Changing the mid-range stuff for Artificer to use Gold and Silver wouldn’t really do anything, as there aren’t enough people who still need to level Artificer to make any significant dent in the surpluses of those materials that already exist.

Cant replay some HoT chapters?

in Guild Wars 2: Heart of Thorns

Posted by: Electro.4173

Electro.4173

Some of the Heart of Thorns story “chapters” are entirely open world segments. I don’t believe you can replay those portions of the story. You can only replay the actual instances. Considering the fact that there’s no achievements related to the open-world portions (at least none that are part of the story), they probably didn’t see a need to let you replay them.

Besides, most of those sections of the story were basically just guiding you from one section of the map to another. Basically introducing players to the new maps and showing you where you need to go for the next story sections.

(edited by Electro.4173)

What dyes are your favorites?

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I use different colors for every character, as well as different shades (some characters I use mostly dark colors, others bright, others a mix, ect). Heck, one of the first things I do as I create a new character is pick what will become their dye combination, and I specifically try not to double up on a specific color.

So its hard to really pick any one favorite, since I intentionally try not to use the same dyes.

That said, I do have a particular fondness for Enameled dyes as a general category, as well as any other dyes that share their properties. I dunno really what exactly to call it, but they show off little details really well and have a sort of “gradient” effect to them, which I absolutely love. It makes your armor look much more dynamic and interesting, IMO. Out of 8 characters, I believe 6 of them use at least one Enameled dye or another dye which has similar properties.

The mystery of Ember Bay - why are we there?

in Living World

Posted by: Electro.4173

Electro.4173

The last time someone tried delving directly into enemy territory when dealing with a dragon the Pact got a lovely dose of surprise vines up their tailpipes. Seems reasonable that they’d avoid a direct route and get to an area closer to the outskirts. They may not know where Primordous is exactly, but they can probably guess that he’s more likely to be inland and probably closer to the central areas of magical energy than on the coastline.

Also possible the interference from the magic building in the area plays a part. Even down in Ember Bay, the first thing you hear from Taimi’s krewe is that there’s a lot of magical interference in the area (rendering your communicator with Taimi inoperable). So perhaps on the more northern islands there’s even more magic at play which would render even an Asura gate useless or unstable. Which would leave them cut off and vulnerable, especially with communications down.

[Suggestions] armor skin ignore weight

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Its been brought up dozens upon dozens of times before. Its likely never going to happen because each armor class has specific areas where it places its armor “seams” (the places where, say, gloves end and chest armor begins, the place where leggings and chest separate, ect) and they’re different for all 3 weight classes. So mixing and matching them leads to a ton of clipping and broken looking meshes. It would either look really sloppy or require a complete redesign.

In fact, outfits are probably the solution Anet came up with to partially give people that aspect without needing to completely rebuild the armor system from the ground up. You can’t mix and match, but it lets you put your Guardian in skimpy cloth or have your Thief running around in heavy plate. So the basic premise is there and probably was one of the driving factors for why Anet created the outfit system in the first place (outfits didn’t exist when the game first launched, they were added later).

Same mainhand on both Wepsets? Why ??

in Players Helping Players

Posted by: Electro.4173

Electro.4173

Sometimes a mainhand is so good (low cooldowns and high effectiveness) or fits a build so much better than the other options that you want to keep it despite not getting renewed cooldowns.

In your specific example, Necromancer’s other 2 mainhand weapons are both power based, not condition based. So for a condition-based build, you keep Scepter on at all times because its the only condition-based mainhand you have access to and swapping it out would end up making your condition output drop off significantly. Not to mention the fact that Scepter’s AA is the main source of its power (#2 is OK and #3 is basically just useful for a bit of life force) so it doesn’t really suffer from needing to be swapped out of to renew cooldowns. But you still swap between Dagger (for even more conditions) and Warhorn (for interrupts and life force building).