Showing Posts For Electro.4173:

New Items on Asura [Dragon Holo wings]

in Asura

Posted by: Electro.4173

Electro.4173

I don’t like Quaggan very much, but the broomstick is definitely a must-have for everyone who appreciate nonsense and fun items.

Btw when your char is flying around with it, you don’t sit on it but rather hang on the broom like it suddenly came to life.

I thought Charr surfed on the broom. Could have sworn I’ve seen a Charr surfing around on the broom during Halloween.

Question about ele animation

in Elementalist

Posted by: Electro.4173

Electro.4173

Different races have different animations for Ether Renewal like they do with most all attacks, yes.

My Asura floats and spins when using Ether Renewal. If ER uses the same animation I suspect it does (which is one that a few other attacks like Guardian’s Empower use) it would also make Sylvari float.

Corrupted shortbow

in Suggestions

Posted by: Electro.4173

Electro.4173

The original one was a longbow, not a shortbow.

I understand why people would be annoyed at spending money on something to have it change to something else, and maybe they could “spruce up” the shortbow model a bit to make it more cool and more similar to the longbow (add more ice spikes and such). But having an option to use the old model would kind of defeat the whole purpose of fixing a mismatched model.

Guardian Spirit Weapons were OP, apparently.

in Guardian

Posted by: Electro.4173

Electro.4173

If they were changing them to something radically different and unlike anything else in the game, then I could see them maybe having a larger plan in mind and needing to test it before going forward.

But this change is exactly the opposite of that. They’re taking something thats already somewhat unique, and making the Spirit Weapons the same as every other minion in the game. That hardly seems like something that would require prolonged testing.

Even if they ARE going to radically change them, this particular change that we got today is nothing noteworthy. So the thing that would require testing would be the actual unique mechanics / radical changes, not “Well lets see if they die if we make them vulnerable to attacks”.

Guardian Spirit Weapons were OP, apparently.

in Guardian

Posted by: Electro.4173

Electro.4173

Because it shows the complete ignorance of whoever decided that this would be a good change. If our worst utilities get nerfed, what else is on the horizon?

I think we can’t dismiss player ignorance as well … unless you are a Dev, you don’t know the motivation for the change and it might be completely inline with a future plan for the class. I certainly don’t think it’s been changed because devs are ignorant. I’m going to assume that most GW2 players have some past MMO experience will agree that lots changes are not transparent or well understood by players. It’s the nature of these things.

If it was changed because of something thats going to happen in the future, then it shouldn’t have been changed until said “future”.

Making a set of utilities useless for any period of time because they have something planned for them later is bad.

What's the point of a feast?

in Crafting

Posted by: Electro.4173

Electro.4173

The only problem I have with the feasts lies with the Mystic Forge recipe thing. Namely the insane cost to make the initial recipe. I really don’t like the idea of needing to spend that much just for the opportunity to make a feast. Especially considering how many different food types there are and that you need to drop that money for every one you want to possibly make. Its just such a crazy high “entrance barrier” to even having the ability to make one. And aside from the cost, its just cryptic.

The actual functionality of the feasts I actually really like. It provides a unique functionality, letting you distribute buffs to other players (which otherwise would have to be mailed individually) and even do so for a period of time after you’ve left.

At least its not armor boxes, which are totally awful. “Pay extreme amounts of gold so you can craft something that serves no purpose individual pieces wouldn’t beyond a saving a few extra clicks”.

Spirit Weapons -- RIP

in Guardian

Posted by: Electro.4173

Electro.4173

Spirit Weapons have never been able to recieve boons before. They were immune to everything, friendly or enemy (sans certain retalitory attacks). If they can recieve boons now, it’ll be interesting (namely with Empower), but not worth the fact that they die in a stiff breeze. Spawn a weapon, buff it with Empower, and maybe it’ll get an attack before it gets killed.

That said, I doubt that will be the case anyway. Turrets can’t get buffs, and I don’t believe phantasms / clones can either (besides trait-based buffs anyway, but not from stuff like Mirror Blade for instance), so I can’t see Spirit Weapons getting them.

Beastmastery

in Ranger

Posted by: Electro.4173

Electro.4173

Oh, yes you’re right. Sorry, false alarm! It does give +10 attribute points to pet stats per point. Displaying +1 is a bit strange though.

It’s alright :P all classes are like that, IIRC, the last trait line always boosts a “profession bonus” by 1 point each. However, each bonus does something specific that is different.

Not really. Guardian, Mesmer, and Engineer have flat cooldown reductions for their profession mechanic skills which go up 1% for each level of the trait, up to 30% max. I guess that might fit into your “1 each level” idea though. Elementalist has attunement cooldown reductions which actually go up 2% each level, for 60% max reduction, however.

There’s really no reason I can see that “Pet Attribute Bonus” couldn’t be a 10 point increase per level to make it more streamlined and less confusing.

Drake Tailswipe is ridiculous.

in Ranger

Posted by: Electro.4173

Electro.4173

The blast effect on Tail Swipe appears to trigger at the start of the animation as well, which makes it a little more responsive than I’d expected.

Edit: Actually, I just looked a little closer – the blast notification flashes at the beginning of the swipe, but buff doesn’t appear until the end. Not a huge lag, but it at least makes it easier to see when he’s doing it in a combo field

Many blast finishers work that way. Elementalist’s offhand Dagger #5 in Earth Attunement, for instance.

The attack “absorbs” the attribute of the field on activation, but doesn’t actually apply the effects until the attack fires.

Besides getting interrupted mid-cast, it works pretty well. Means that having a field disappear in the middle of the animation doesn’t make you lose the combo field effect, because the effect has already been que’d up.

Beastmastery

in Ranger

Posted by: Electro.4173

Electro.4173

Its a +1 to the “Pet Attribute Bonus” stat.

The “Pet Attribute Bonus” provides 10 points to each of your pets’ primary stats (Toughness, Precision, Power, and Vitality) for each point of PAB. 2 points of PAB = 20 stat points in each stat for your pet.

Its always been that way.

I assume it has something to do with the way traits handle stats, and the fact that traits can only apply stats directly to the player, so the trait gives the player points in “Pet Attribute Bonus” and that stat in turn converts into stats for the pet. Or something.

Why its not a 1:1 ratio, who knows. The trait screen already displays up to +300 for other stats, it could easily display +300 for the “Pet Attribute Bonus” to make it more logical and self-explanitory.

Spirit Weapons -- RIP

in Guardian

Posted by: Electro.4173

Electro.4173

Empower is pretty much the best asset Staff has (and many would argue the only asset Staff has, with all the complaints about it being terrible). I don’t really disagree with buffing it, especially since they’ve attempted to buff it and failed in the future (back in November the patch notes listed a change to 10 seconds but in-game it didn’t actually happen, only the description was changed not the actual time).

Nerfing spirit weapons is just insane, though. They weren’t even that great to begin with. I’m jumping on to test them now, not looking forward to it >.>

Earth 3 Dagger opinions

in Elementalist

Posted by: Electro.4173

Electro.4173

Magnetic Grasp is a Projectile Finishers.
Magnetic Leap is now a Leap Finisher.

Awesome change imho.

Oh, thats pretty neat. Not very useful solo since all an extra projectile will do for Fire Field is another second or two of burning (and Dagger already has plenty of burn duration from Drake’s Breath) but another finisher is always nice to have in group situations.

ALL changes shown when patch releases?

in Suggestions

Posted by: Electro.4173

Electro.4173

Since you posted this, I think its a great opportunity to point out exactly what this topic is about.

In reading the forums, I’ve read about at least 2 unlisted changes that went live with the patch, but are nowhere to be found in the patch notes.

For Elementalist, mainhand Dagger #3 (Magnetic Grasp) is now a 2-part attack, where using the attack once immobilizes the enemy, and pressing the button a second time activates the effect of pulling your character to the enemy. Previously it was one single thing, you would automatically be pulled in as soon as you activated the attack (assuming it connected with the enemy).

For Ranger, pet F2 cooldowns have been adjusted / fixed so that pet swapping no longer ignores cooldown and resets F2 abilities.

These aren’t minor changes like “slightly altered the color of an NPC” or background changes to the way the server calculates attack patterns or whatever. Those sorts of changes I’d say “Yah, fine, we don’t need to know”. These are actual changes to the way skills the players have behave. They shouldn’t be slipped in under the radar.

(edited by Electro.4173)

Earth 3 Dagger opinions

in Elementalist

Posted by: Electro.4173

Electro.4173

It also adds another Combo Finisher which is really nice to have.

It always was a Leap combo finisher, it just never listed it in the skill description for whatever reason. Unless you’re saying both the pull and the immobilize are finishers now.

I’m still waiting for my download to finish (its taking its sweet old time) but this sounds rather interesting, looking forward to playing with it in-game. Is the pull a 0-cast time attack, letting you pull yourself while casting other skills ala Arcane utilities? Because that would be really awesome.

Even if its not, though, I can definately see some good coming of this. Having an option to immob + pull or just immobilize alone is nice.

Also, which part of the attack does the damage? I assume the pull does, but thats just a guess.

I do hate that this wasn’t listed in the patch notes, though.

Stealth update: pet F2 skills

in Ranger

Posted by: Electro.4173

Electro.4173

I don’t think thats whats happening. Mind you, I can’t get into the game to check right now (download is still happening and very slowly at that) but I’m pretty sure what the OP was saying was that he used his Wolf’s F2, swapped pets, swapped back expecting the cooldown to have been reset by the swap (as would happen previously), and it wasn’t. Not that pet F2’s are actually sharing cooldowns.

Stealth update: pet F2 skills

in Ranger

Posted by: Electro.4173

Electro.4173

I’m praying it’s just a bug. It wouldn’t make sense. Your weapons don’t share cooldown times on swap, so pets shouldn’t either. There’s already a pet swap cooldown in place, just like the weapon cooldown swap.

Actually, it makes perfect sense.

Weapons don’t share cooldowns, but swapping weapons doesn’t instantly reset a cooldown on the weapon you swapped out. The cooldowns are kept in-tact even when swapped, so that you always have to wait the whole cooldown period before you can use the attack again, swap or no.

Lets use Barrage as an example. Lets say you use Barrage with Longbow, swap to Shortbow and attack for 10 seconds, then swap back to Longbow. Barrage still has around 20 seconds left on cooldown, you don’t get to use it right away again just because you swapped.

Pets now behave in the exact same way. Instead of swapping ignoring actual ability cooldown timers and just resetting them the second the swap occurs, the cooldowns are kept constant even in the background. If you use Terrifying Howl then swap your Wolf, wait 15 seconds, then swap back, instead of the normal 45 second cooldown being ignored and letting you use it again right away regardless of cooldown, you now have to wait another 30 seconds for the entire ability cooldown to occur.

I’m ok with this. Its “technically” a nerf in the way that its worse now than it was before, but it was something that should have never been like that in the first place. Pet swapping was never intended to get around cooldowns.

"Survival" skills and traps seem backwards.

in Ranger

Posted by: Electro.4173

Electro.4173

The overall survival “group” of utilities is sort of wierd, yes. There’s no real theme to them, you have one thats sort of real life “survival” oriented ability (sharpening stone), a speed boost, something thats more like a nature-based trap, and an ability that reflects a sort of mix of nature and agility.

I dunno, maybe the “theme” is supposed to be nature in general, with stones being a natural thing as opposed to a metal sharpening tool or something, Zephyr being some sort of wind channeling ability (based mostly on the name and sound effect), and Muddy Terrain and Lightning Reflexes utilizing natural elements.

If thats the case though, the name Survival doesn’t really make much sense, and the trait would fit better in Nature Magic.

As for traps… I don’t really have the problems everyone else seems to with traps in Skirmishing. Yes, traps would be something a real life hunter would use to survive, but they also fit skirmishing as well, since they’d fit in with the idea of a short fight (skirmish) and then a retreat. And with regards to the Condition Damage thing… you see that all the time with traits not matching perfectly, its not unusual and I don’t feel its a requirement that traits always match the stat boosts given. And if you make that argument I’d think that they’d fit even better in Marksmanship, considering that all 4 traps would be boosted by Condition Duration but only 3/4 are boosted by Condition Damage.

Drake Tailswipe is ridiculous.

in Ranger

Posted by: Electro.4173

Electro.4173

Drakes finally working, yaaay. I can finally use my favorite (visually, anyway) pet class without feeling like I’m using a gimp.

Did they fix Chomp as well, or just Tail Swipe? Tail Swipe sounds awesome certainly, but I’d like for both to work and I’m fairly certain neither did before.

Weapon drawn = Ears up

in Asura

Posted by: Electro.4173

Electro.4173

They all go up in combat. Its part of their combat stance.

Lore-wise, I imagine its similar to how many animals’ ears react in different situations. Like a cats ears flattening down when it becomes aggressive, except in this case their ears perk up.

Gameplay-wise, I imagine it may have been a choice to help alevieate clipping to a degree. Put the ears up and out of the way so you don’t have swords swinging through them and the like.

Either way, I quite like the ears going up while in combat. Its a nice little detail.

Jan 28 Update

in Guardian

Posted by: Electro.4173

Electro.4173

Spirit weapons nerfed? The heck, man? I have never seen a single complaint about Spirit Weapons being broken. If anything, dedicated Spirit builds are one of the least common and least effective Guardian setups. Why are they getting nerfed, of all things?

I’ll have to do some testing to see how much of an effect it actually has (I suspect it’ll be big though, realiability is one of the few things SW really had going for them since they don’t do that much damage / support and if they can die that goes out the window), but just the idea of nerfing something for no reason really ticks me off.

Inventory Icon bug list

in Bugs: Game, Forum, Website

Posted by: Electro.4173

Electro.4173

The Beaded Speargun and Beaded Spear have swapped icons AND models. The speargun uses the Spear inventory icon and the spear model in-game, and the Spear uses the speargun assets (both icon and model).

Changes to daily

in Suggestions

Posted by: Electro.4173

Electro.4173

I doubt they’re going to make it so that dailys are only doable by higher-level characters. I can’t really see them making an oversight like that.

They’ve mentioned also that you’ll be able to choose X number of daily fields to do out of a higher number of available choices (I believe its been said something like choose 4 activities out of 6), so IF some of the choices are more aimed toward higher level players, I’m sure there will still be enough lower-level compatible picks to complete dailys.

Display AFK

in Suggestions

Posted by: Electro.4173

Electro.4173

Definately agree with this. Its silly this game doesn’t have one, its a pretty basic feature for any game where people might have to step away for a few minutes while still remaining in the game (especially MMO’s).

Additionally, being AFK should prevent you from getting revived so that people can stop complaining that their armor got broken by people trying to be nice while they were away.

The Albino Charr Phenomenon

in Charr

Posted by: Electro.4173

Electro.4173

Yeah sorry, I’m guilty. One of my female Charr is white BUT I do have a female Charr elementalist too, whom has cheetah colouring and markings, so don’t hate me too much. XD

I’m thinking my hate-rays of doom at you now. As soon as you read this message, the hate rays will invade your computer and turn your white charr’s fur neon pink! XD

Neon pink? You monster!

staff to be a full 1200 range

in Guardian

Posted by: Electro.4173

Electro.4173

I definately disagree that it needs to be 1200 just because “staffs are supposed to be long ranged weapons”. I see no reason a weapon type needs to adhere to any imagined requirement of needing to be this way or needing to be that way just due to the type of weapon it is. Staff is an interesting weapon because it isn’t the same as the other staffs.

Scepter is already 1200 range, just improve that and leave staff as a mid-range AoE weapon. Its interesting in that regard, and having a long-range basic attack wouldn’t match well with Empower.

Guardian Protection could be alot better..

in Guardian

Posted by: Electro.4173

Electro.4173

Shield doesn’t block people from getting into the bubble, it only knocks back on initial activation. Guardian does have a number of skills that do block enemies, but Shield of Absorption is not one of them. Its an initial knockback + ranged defense + heal on detonate, not a “ward” to keep people out.

As for the shield not blocking AoE… no projectile blocking attack in the game blocks AoE. AoE is not considered a projectile as far as the game mechanics go. Thats just the way its set up. The only way to make Shield of Absorption block AoE would be to make it block all attacks period (unless the devs have some sort of AoE block mechanic in the game but unused).

I do think Shield of Absorption is a bit lackluster. I think it could use some improvements, definately. Maybe it could reflect projectiles instead of just blocking them, and the delay after detonating the shield needs to be fixed so that you don’t have to weapon swap / cancel to start attacking again in a timely fasion.

Have the dragons made Tyria poor?

in Lore

Posted by: Electro.4173

Electro.4173

There’s a Skritt and merchant talking in Lion’s Arch and the Skritt says it wants 2 gold for a centaur spearhead.

I think its just the players that are poor, the NPCs are obviously all rich as heck if they’re paying gold for a spearhead.

Best thing you've had from Weyandt's Revenge

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I’ve never gotten anything better than a green from a jumping puzzle chest. Or any chest, really, except the holiday dungeons. My luck sucks.

Do you still bother with daily achievement?

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I definately focus on my daily every day until I get it done. 4k free Karma is great. The harvesting / kill count usually comes naturally anyway since I always harvest everything regardless and 60 kills is nothing. But the kill variety / events ones require a bit of extra effort. For the former, definately keeping track of what I’ve killed and if I see a new enemy it must die, and for the later it’ll usually sort itself out to a degree, but it does mean that I’ll sometimes ask in map chat to try and find events or if I really just want (or need) to knock it out fast, go to starter areas where events are very common.

Am I the only one with this bug?

in Engineer

Posted by: Electro.4173

Electro.4173

well i noticed something even more anoying, the smoke combo field i shoot my target it pops up Blind text but target gets no effect apparently combo blind has a cooldown or something wich kills the purpose of using overcharged shot even more thats mainly why i needed overcharged shot to work at anytime so i could use it with my rifle.

If you’re talking about the Rifle basic 1 attack, its only a 20% projectile finisher. Which means it only actually applies the finisher effect 20% of the time, not every hit. Most projectile basic attacks are like this, they don’t want you to spam basics in a field to rack up a ton of combo effects.

The combo “prompts” (like Blind in this case) still pop up every shot regardless of whether it applies or not, though.

Whirling Defense damage

in Ranger

Posted by: Electro.4173

Electro.4173

Its definately not stronger than Torch skills.

Whirling Defense is pretty lackluster on damage, its mostly good for the actual defensive aspect (reflecting all projectiles for a long duration), for use in combo fields, and for applying a pretty decent stack of Vulnerability.

Pet Attributes @ 0?

in Ranger

Posted by: Electro.4173

Electro.4173

There are traits that boost Crit Damage, Healing and Condition Damage, though they only work in combat for whatever reason, so if you want to see the boosts displayed on the pet management screen you’d have to get into combat and then look.

Its possible they originally intended for those stats to be boosted through other means or based on pet species (maybe some pets were going to have innate condition damage, some would have healing, ect) but they scrapped the idea, since its kind of silly to have stat fields for something only boostable by traits (especially when said traits won’t show half the time anyway). Who knows.

Nothing has been done with Agony Resist yet (short of adding the field to the window, it didn’t exist before the Fractals dungeon was added so there was no AR listing in the pet window either), but I imagine it’ll be added in some way in the future, probably once Ascended armor gets introduced into the game.

Each class deserves a dedicated fulltime dev

in Suggestions

Posted by: Electro.4173

Electro.4173

Actual devs for each class? No. They need more devs working on balance in general, but they should all be working on overall balance, not balance of specific professions only.

However, profession “representatives” to help keep track of major issues for each profession, put forth ideas (whether those ideas are from the community or the reps own mind), ect would be a good idea I think.

Am I the only one with this bug?

in Engineer

Posted by: Electro.4173

Electro.4173

What the overcharge of the Flame Turret does, basically, is change the turret’s next attack into a smoke blast instead of a fire shot. If the turret doesn’t attack (due to no combat or enemies being too far away, remember that flame turret has crap range) the smoke blast won’t happen.

Kind of annoying if you’re trying to use the turret to stealth out of combat through smoke field + blast finisher, though as mentioned above it does allow you to overcharge the turret “in advance” and have the smoke field activate as soon as an enemy gets close.

What you Never Knew about Static Shield

in Engineer

Posted by: Electro.4173

Electro.4173

Wow, this is very interesting. Never realized any of this, the only trick I ever found with Static Shield is being able to block ranged attacks and still throw the shield, which I love doing. I’m actually really suprised it never dawned on me to at least try something else.

It makes sense, though, now that I think about it. I have noticed that Static Shield is a buff that gets added to your character, so I assume that means its the buff thats blocking attacks and not any sort of channel effect like most blocks. As such anything besides Throw Shield (which I assume removes the buff automatically) will not deter the ability to block. Makes it most similar to Guardian Focus’ block ability I suppose, except that its obvious you can do other stuff with that skill, and with Static Shield its definately a hidden thing.

I hope they don’t change it, its a cool ability and considering the existance of the aforementioned Guardian skill, doesn’t seem particularly overpowered. I wouldn’t be suprised if they fixed it, but I’d prefer if they just made it the real, and obvious, function of the skill.

Turrets as Kits Skill Suggestion Thread

in Engineer

Posted by: Electro.4173

Electro.4173

I’m not really a fan of this idea at all. Turrets are turrets, not handheld weapons on sticks waiting to be grabbed. This would really do nothing to boost the turrets as they are, it would just give them a gimmicky secondary feature and probably overshadow their current turret functions, making them into wierd-to-use kits.

However, I would really like it if you could pick turrets up. Not to use as weapons, mind you, but to be able to move them around. There are some turrets in the Charr Iron Legion storyline you can use like that, you just walk up to them, interact, and they go into your hand (like how you’d pick up a rock or shard or whatever in the world), then you can move and press 1 to place it back on the ground in a new position.

Having something like that for Engineer turrets would be fantastic, allowing you to reposition your turrets without having to wait on the cooldown every time. Interact with a turret to pick it up into your hand, press 1 to set it down at your current position (or with Deployable Turrets, at a ground-targetted location) or press 2 to stow it permanently. Moving them around wouldn’t heal the turret, so there’d still be a reason to perma-stow them now and then to fix ‘em up, and it would also make the Self-Repairing Turrets trait useful to heal your turrets so you wouldn’t have to stow them.

Fleshing Out the Ranger: Combos

in Ranger

Posted by: Electro.4173

Electro.4173

I really can’t see an arrow shot being a blast finisher. At least not any of Ranger’s arrow shots, it would have to be something that would explode. It would be useful, but I just don’t see it making sense.

Don’t like the idea of making Rapid Fire weaker just to give more combo field compatability. Punishes those who don’t utilize traps or Healing Spring regularly, and Rapid Fire isn’t all that amazing as it is. Maybe just boost the combo chance to 50% instead of 20%, that way it benefits more from combo fields but doesn’t suffer otherwise.

Viper’s Nest being a poison field also doesn’t make sense. It a bunch of snakes biting whatever triggers the trap, don’t see how that makes a poison field. Plus, Ranger already has quite a few poison fields from various pets (all Spiders though it doesn’t last long, Carrion Devourer, Murellow, one of the items the Warthog can forage) so it doesn’t really seem like more are nessicary.

There’s no such thing as an Earth field, so…

Serpent Strike being a whirl finisher could be interesting, though I can’t really see it helping much, would only launch 1 projectile since its a quick attack.

Pets having their own finishers something I’m quite fond of, don’t think they should affect the Ranger as well, at least not by default. They’re 2 seperate entities, even if they’re partners. Though a trait to share finishers between Ranger and pet would be cool. Put it in Nature Magic to synergize with the Fortifying Bond trait.

Spirits getting a field would be cool, as long as its tied to the active ability and not just a constant field on the spirit at all times. Would give an actual reason to use the active ability without the spirit being in melee range, I’d like that. The only problem is that, as above, there’s no such thing as an earth field, so I don’t know what field the Stone Spirit could possibly have. Darkness? Poison? Neither really fits the mud thing, but… either that or maybe Stone Spirit could be a Blast finisher instead of generating a field.

Pounce being a leap finisher, while fitting, is very broken. Would give too much healing in Healing Spring, even if it was a 20% chance, and even free auras would be too much. Auto attacks having non-projectile finishers is a no-no.

Maul as a blast finisher would make sense (at least as much sense as Guardian hammer’s jump being a blast) so I’d be all for that.

For ideas of my own, I’d like Winter’s Bite to become a Projectile Finisher. Its obviously a projectile, and mainhand Axe should have at least one 100% finisher I think.

Lightning Reflexes could be a leap finisher, that’d give it a bit of extra oomph, though it needs to remove Immobilize as well (and its probably a bit more important that it do that than become a finisher).

(edited by Electro.4173)

just a thought on ranged pets/main flaw

in Ranger

Posted by: Electro.4173

Electro.4173

Ranged pets are sub-par, I agree. Like you said, weak attacks and fairly slow attack speed. I mean yes, the whole game is balanced around the idea of melee being stronger than ranged in general and that does indeed make a lot of sense since ranged attacks have other advantages, but the ranged pets are a little too weak even taking that into account. It just goes too far.

And pets can’t really benefit from of all of the advantages ranged attacks offer, they don’t kite on their own and its kind of hard to micro-manage them to kite (not to mention you literally can’t get them to kite if you yourself are melee). So I don’t know if the “ranged vs melee” thing should really apply to pets at all, or if anything it should apply to a lesser extent.

Its strange that both of the ranged pets we have right now have stronger defensive stats than offensive, as well. Not to say all ranged pets have to be offensive-based and fragile, but its more typical that ranged attackers would be less defensive, and the fact that both of them are defensive is odd. Maybe thats actually the problem (or at least part of it), not nessicarily that ranged pets are being balanced to be less offensive by pure design but simply the fact that both of the current ranged pets are more defensive. Hard to say until they introduce a more offensive ranged pet. Maybe even with the slower attack speed, a ranged pet with the stats of a cat would be good.

Let us transmute looks between armor classes

in Suggestions

Posted by: Electro.4173

Electro.4173

I disagree with this suggestion every time it comes up and will always disagree with it. Armor class is part of a professions’ identity, and I want more things to make professions distinctive, not less. Allowing cross-class armor transmutation would pretty much entirely remove that and make it a complete free-for-all. Having mages running around in chainmail while warriors run around in skimpy clothing just wouldn’t do it for me.

Would it allow more freedom in appearence customization? Well, technically yes. But more freedom and less structure isn’t always better, IMO.

Change Weapons/Skills During Combat

in Suggestions

Posted by: Electro.4173

Electro.4173

It’ll never happen. It would allow you to “cycle” your weapons too much. Blow all your cooldowns on Greatsword, then switch to Hammer. Blow all cooldowns, switch to Longbow. Blow all cooldowns, switch to Rifle. Ect, ect.

2 weapon slots is a balance thing, and they’re locked during combat so that you can’t abuse it.

Even switching utilities in-combat would be somewhat abuseable. While you can’t actually switch utilities while they’re on cooldown, you’d still technically have access to all utilities at all times, which defeats the purpose of having limited utility slots to a degree.

Back packs/Quivers Invisible

in Charr

Posted by: Electro.4173

Electro.4173

The preview / equipment screen never shows back items, so there’s that.

As mentioned above, some other back items (the braces) don’t have visual models either.

Backpacks and quivers should definately show, though. Unless you’re only previewing them.

Charr Cultural Weapons.

in Charr

Posted by: Electro.4173

Electro.4173

Charr T3 weapons (skins) are also available from Karma Vendors in Fields of Ruin, so if you’re just after the skin you can save a fair chuck of Karma that way.

The Fields of Ruin karma weapons were using the T3 cultural skins for a time, yes.

But the last patch changed that, citing it as a mistake.They now have the T1 cultural skins instead (even ones you got before the change retroactively change skins). So thats no longer an option. If you want the skins, you gotta pay for the actual cultural weapons, aside from the couple 2H weapons you can get from one of the early story missions if you’re playing a Charr character.

Weapons crafted with special items

in Crafting

Posted by: Electro.4173

Electro.4173

As I’m levelling I’m always looking for interesting weapon skins to grab (I don’t just want to start getting cool stuff at 80 after all). Came upon some Beaded weapons on the TP, and curious about them looked up some info on the wiki, and was pretty interested to see that they’re actually crafted using karma items. Thats a really interesting concept I think, and seems a good way to “hide” some cool skins.

So now I’m wondering if there are other such recipes which use specific items (be it karma items, loot, whatever) beyond the usual crafted weapon components / insignias. I don’t want to overlook any of that stuff.

Displaying boons and conditions on pets

in Ranger

Posted by: Electro.4173

Electro.4173

I’d really like pets boons / debuffs to automatically display somewhere on the screen (above the pets icon / control bar is most obvious). It just makes sense, its awfully hard to “manage” your pet when you can’t tell that its burning or weakened or whatever without manually clicking on it.

Or at the very least let us group with our pets (they wouldn’t take up group spots though, so you could have 5 players + pets) so that we can have a display on the top left to see that sort of information.

Charr Cultural Weapons.

in Charr

Posted by: Electro.4173

Electro.4173

No. The T3 Charr weapons don’t have any hidden particle effects or anything like that. What you see is pretty much what you get.

I personally really like the look of the T3 Charr weapons for the most part, they have a nice overall appearence to them. Sleek but machine-like. I do wish the magic weapons had a bit of a glow to them or something, but other than that I like them. But I suppose it depends on whether you want big, fancy looking designs with glowing effects (which based on your saying the T2 weapons look better, I would guess you do) or whether you have a “less is more” viewpoint.

By the way, the Sylvari T3 weapons (and T2 weapons for that matter) don’t glow (except for the focuses and the torches, which don’t have fire but just glow). But the blue “glass” effect that makes up the blades of the swords / axes, the head of the mace, the tops of the staffs, ect. doesn’t show up in previews, so all you see for those weapons if you’re looking purely at previews is the vine portions of the weapons.

Male Charr Quotes

in Charr

Posted by: Electro.4173

Electro.4173

I think all the quick, single-word quotes the Charr have fit very well. Stuff like “faster”, “refreshing”, ect. Charr don’t seem like the type to blurt out whole lines in the middle of combat, they’d favor quick, succinct statements as a soldier would.

I also like that they say the lines “monotone” as you say, or the way I think of it is that they’re saying it under their breath kind of. Quotes like that don’t really seem like something you need to announce to the world in a loud voice, more something you’d mumble to yourself if anything.

The copied elementalist quote is a bit disappointing, though. Those at least seem they ought to be unique. I know for sure my Asura has all unique attunement quotes except for the standard “Fire, Water, Air, Earth” ones. He has 2 unique sayings per attunement, plus the aforementioned typical one-word element shouts.

Disappointment Cultural Tier 3

in Sylvari

Posted by: Electro.4173

Electro.4173

Preview / equipment windows don’t have any lighting effects, its just showing you the basic model under neutral light.

In-game situations will almost always have lighting effects, so there are always going to be differences in how armor looks when you compare the preview to in-game. Some moreso than others, shiny surfaces will differ more than cloth for instance.

Never take the preview window as a perfect indicator of what you’re going to look like in-game, just a rough idea.

In your case in particular, the fact that the top of your head looks jet black on the preview screen and doesn’t in-game should have been a clue that the armor might behave similarly.

I agree with the people who have said that it looks better in-game than on the equipment screen, personally. Not nessicarily because of the color difference, but more because the lighting effects add more depth and I like that.

Suggestions for t2 light armour colours?

in Sylvari

Posted by: Electro.4173

Electro.4173

I grabbed the T2 light armor a couple days ago (well, the chest and legs at least, I kept my T1 boots and gloves). After expirimenting with it a bit, I came to a similar conclusion as you did, that its better to use similar colors for this particular armor due to the way the colors mix. Not nessicarily the exact same color, but different shades / tones of the same basic color (different shades of green, different shades of orange, ect). Similar colors keep it looking more consistent while at the same time giving some depth to it, rather than choosing the exact same color where you lose that and just have 1 constant color.

Here’s my Sylvari. I’m using Grape / Lavender / Sunset for the T2 chest and leggings.

Attachments:

Developer Livestream Discussion

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Crowns for monthly? Sounds like I actually have incentive to do monthlys now, then.

Here’s hoping the ability to “choose which achievements appeal to you” in regards to daily / monthly means that I can choose not to do WvW stuff, because thats whats been keeping me from getting monthlys thus far.

If you want ranger to be buffed.....

in Ranger

Posted by: Electro.4173

Electro.4173

I fail to see how not playing the class would make the devs more likely to buff it. Its like a boycott, but with no actual consequence caused by the act. Its not like the devs make money off Ranger being played or something. It doesn’t have any direct effect on the developers if people are playing Ranger or not.

To me that actually gives them less incentive to buff the class. If the players don’t care about the profession as evidenced by the fact that they aren’t playing it, why should the devs care enough to buff it?