Showing Posts For Electro.4173:

Whirling Defense

in Ranger

Posted by: Electro.4173

Electro.4173

Just a quick tip – whirling defense reflects all kinds of projectiles, even from siege weapons, which, imho, is quite hilarious – bounce that 500 kilo stone right back to it’s source for some decent damage!

Haven’t tried this yet on the spvp map with the trebs, would be interesting to see if it works there as well – talk about surprise counter attack!

I would suggest either being able to move when using it, or reduce cooldown by at least 5 seconds.

:D

I’m sure Whirling Defense cannot reflect trebs, I’ve been in multiple defending situations where I still get knocked down and damaged while using Whirling Defense in WvW

I can confirm this. I have tested it myself and got knocked down in the process.

I believe it reflects the projectile if the projectile itself hits you directly.

If the projectile hits the ground, WD will not block the AoE caused by the impact and you will take damage.

Rich ori node - guesting

in Suggestions

Posted by: Electro.4173

Electro.4173

Problem with reducing the number of ore per hit is that its punishing everyone, not just the people who are going to try and abuse guesting. And punishing normal players for something that semi-exploiters are going to do is never a good thing.

Like you said, much better solution is to somehow transfer harvest data.

No longer able to ress in combat?

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

4) So, the game is supposed to be fun. Now tell me, how is lying dead, not being able to do anything and watching your team slowly dying fun ? Manifesto meant for players to actually PLAY the game and have death not too tragic an event.
With this, death will be a major threat and it removes fun of people learning mechanics.

That right there is the clincher to me. Lying around doing nothing is not fun, and restricting waypoint ressing is definately going to increase how much of that you’re going to be doing if you aren’t great at survival. And also as said, you won’t be learning much about the timing to dodge and such if you’re dead on the ground (at best you can watch your teammates who can dodge I guess, but its not the same as doing it yourself).

I do, however, think that telling players they cannot self-rez in a dungeon while their party fights for its life is a bad idea. It’s punishing players a bit too much for dying. It means your party is that much more likely to wipe. It means having to make a decision between fighting the boss with only four or severely cutting your group DPS to help your lost teammate up (all while hoping that the boss doesn’t go for you as you try to rez your teammate). And most of all, it means frustration will set in much sooner in most general PUGs, leading to the dungeon run being abandoned.

People claim this is all about “skill” but it really boils down to playability, and the proposed model decreases the playability of the dungeons, especially when there are so many ways to be OHKOed in dungeons. You may argue that zerg rushes from the waypoint are bad design, and that’s fair enough. But rendering 10 minutes of a party’s effort worthless because of one guy getting spiked at the wrong time thus leading to total party collapse….that’s hardly good design, either.

It’s okay to try and negotiate some middle ground here, and it’s already a mechanic that other games have done before: just set a hard cap on the time between resurrections, starting out low (say, 5-10 seconds) and steadily increasing if you die within X amount of time of your last waypoint rez. Poof, the waypoint zerg is basically DEAD, unless that solo party member left alive out of the five is awfully kitten good at avoiding death for a long period of time….and really, shouldn’t the idea be to REWARD that kind of success, rather than punish it?

Also that. With waypoint rezzing, if you die you hurt yourself (repair costs) and you do detriment your team to some degree during the time it takes you to you run back, but at least you’re able to get back to the fight on your own in a decent amount of time and without further hurting the team.

Without waypointing, you dying is a massive detriment to the team. You permanently lose 1/5 the damage and survivability of the team when someone dies, and the only way to restore that is to remove another 1/5 for a time as someone rezzes them.

The degree you hurt your team by dying is going to increase greatly with this change, which is only going to lead to more hostility towards people who aren’t great at staying alive. I’ve heard plenty of complaining from people about players who just die too much in dungeons and how irritating they are as it is, but with this its going to go beyond just irritation. Who knows how long people are going to put up with it before you just get thrown out.

Please don't nerf the AOE for all classes

in Suggestions

Posted by: Electro.4173

Electro.4173

Hmm… I’m seeing some conflicting thoughts here.

Anet has said that they don’t want people to “just spam 1” in combat situations, but now they don’t want you to use AoE special abilities against single targets, which for a fair number of weapons means almost every ability besides 1.

So do you want us to rely on only 1 for single targets, or do you want us to use specials which happen to be AoE’s?

Why not just charge more for a crafted item?

in Crafting

Posted by: Electro.4173

Electro.4173

because some people are dumb.

It’s the same reason why people post items on the outpost that would give less money than selling it to a vendor would.

Doesn’t nessicarily have anything to do with being “dumb”. Maybe people don’t care about profit and just want to provide loot to other people at the best possible price.

Though I’m sure there are people who don’t realize selling +1 above vendor value on the TP is actually worse due to the listing fee. Probably the same people who keep putting in buy orders for below vendor value.

Cooking is bloated

in Crafting

Posted by: Electro.4173

Electro.4173

snip

The wiki is your friend when it comes to finding out what crucial ingredient you are missing. If you don’t like the act of discovery on your own, the wiki has a pretty exhaustive list, just search for what you think is the least commonly used ingredient that is a match.

Rather than selling everything, how about holding on to the items that are ingredients. These are easily identified by the presence of “Cooking (275)” or however it is worded.

Cooking is not as complicated as people want to make it seem. I would love to have the UI that lets me make component parts on the discovery tab work on the regular UI as well, but using the search and filter options, it is pretty easy to find the right ingredients to make and, best of all… if feels like real cooking in that regard.

I don’t have the space to hold onto everything. I only have 1 bank box and my Chef’s inventory is already half taken up by cooked food I’m gradually using in the field.

I guess maybe the problem is that I’m trying to level cooking before I hit level 80 and can make a bunch of gold to afford extra storage space, or the fact that I’m trying to do it in chunks and not just doing it all at once.

Underutilized Utility Skill Survey

in Mesmer

Posted by: Electro.4173

Electro.4173

My personal list of utilities I don’t use much…

~ All Mantras. I do not like the “front-loaded” style they have. Being limited to a few shots and then a really long cast time if I want to use them beyond that doesn’t appeal to me at all, even if Mesmer is the best profession to utilize such a strategy with all the clone distractions / stealth. I forget to charge them before battle half the time anyway when I do (very rarely) switch one in. And the traits for them don’t seem all that great either, one extra shot isn’t all that impressive and a power boost for NOT using them seems counter-productive, though I suppose it works alright for those ones that you only use situationally.

~ Veil. Decoy is a much better stealth skill for me personally, considering the fact that I don’t do PvP / WvW and I haven’t really reached the point where I do dungeons at all (waiting until I hit 80), which are the situations in which I assume Veil would be useful.

~ Signet of Illusions. More clone HP is completely contary to my build in which I basically want to throw out as many clones as possible and have them die as often as possible for the clone on-death traits I’m running. Shatter cooldown isn’t useful either as I rarely shatter, since that doesn’t trigger the on-death effects.

~ Signet of Midnight. Boon duration is… meh. I really don’t rely on boons much with my Mesmer. If it was condition duration I might strongly consider it since on-death shatters do output a lot of conditions, but its not, so no.

~ Illusion of Life. The situations in which this would be useful are few and far between. If an ally can get a kill during the “illusion” time, you’d probably be able to kill the enemy yourself and just let them rally off your kill, and against bosses (where most downs will probably happen) its actually detrimental since obviously there’s not going to be any killing done in that situation. I suppose technically having your ally get up and fight at full force to rally is better than letting them lie on the ground and rally, but not good enough for a slot. Maybe it’d be useful if a few people get downed in the same spot, but thats far too situational.

juvenile marsh drake

in Ranger

Posted by: Electro.4173

Electro.4173

Portrait is wrong. The portait is a picture of a Scaled Drake. All Marsh drakes (including enemys) use the appearence that the pet Marsh Drake has, so its definately not the model thats incorrect.

Believe someone in another thread said that it was changed sometime during beta, though he didn’t go into too much detail on what exactly that meant. Don’t know if all Marsh Drakes used to use the Scaled Drake model thus fitting the icon, or whether (as below) only the Juvenile Marsh Drake used to use a different model and they changed it to match the adult versions. Either way, they neglected to change the icon when they changed the model.

I too really like the Scaled Drake and would love to have one as a pet (its probably my favorite Drake model besides maybe the Frost Drake).

While on the subject of messed up drakes, the River Drake is screwed up too. The portrait and in-game model match, but it doesn’t match the enemy River Drake model at all. The pet actually uses the Rock Drake model instead of the actual River Drake model.

Mind you, the actual River Drake model is pretty much a recolor of the Marsh / Salamander drake (but blue) so the current model makes the pet more unique looking, which is good I suppose. But it also makes it really wierd when you find juveniles and normal enemy adults in the wild, because the two look nothing alike.

Swapping crafting professions

in Crafting

Posted by: Electro.4173

Electro.4173

If you don’t want to “double up” on buying karma inscription recipes, you could probably just craft the inscriptions with character A and then bank trade them to character B.

While the recipes themselves are tied to certain crafting professions (an inscription you buy for Weaponsmith can only be crafted with the Weaponsmith crafting interface), I believe that the actual items produced are shared. An imbued rare Knight’s inscription can be used by any of the 3 weapon crafting professions. So you can craft the inscriptions with your 400 Weaponsmith, then trade them over and use them for crafting Hunstman items on your other character.

Cooking is bloated

in Crafting

Posted by: Electro.4173

Electro.4173

Cooking is very, very tedious to level. So many spices, sauces, foods used to make other foods, ect… its just crazy the number of things you have to juggle and daisy-chain to make certain dishes, and while doing discovery you have to have EVERYTHING on hand (unless you’re using a list / guide). So much inventory space used on all the random stuff you have to have that by the time you start actuall crafting food you fill up your inventory in a couple minutes and have to either sell (for no profit) or eat all the stuff you made. Can’t even sell the stuff to normal vendors to at least make a few copper to cover the cost, or salvage to get ingredients back, if the item sells on the TP for 3 copper and already has 5000 available, then to waste it by eating it or deleting it is your only option.

And on top of that, many of the regular ingredients are zone-specific (karma stuff usually) or rare as well, so unless you’ve been everywhere you probably don’t even have the raw ingredients you need either.

Right now my cooking is sitting at I think 250, and I’ve got probably 15 ingredients in my discovery list that aren’t greyed out. But none of them can combine to make anything. I’ll have 2-3 ingredients that’ll combine, but not make an actual dish, must be missing that crucial 4th. What am I missing? Who knows. Could be some random karma ingredient from a corner of a map I haven’t explored. Could be a random sauce or spice or other food item I missed making. With other combinations I’ll click on a couple ingredients and the level requirement will shoot up to 350 so I can’t make it anyway, even though both ingredients are shown not red or greyed out.

And even once you do get a successful discovery, then you have to check to make sure you didn’t use any of your component ingredients and if you did remake them so you can continue to use them for discovery.

Then when I get tired of clicking 50 ingredients trying to get one to work, I’ll have to delete / sell all the sauces and stuff to clear my inventory, which means the next time I want to do a little cooking I have to go down the list and remake every one all over again. Probably missing one or two, leading to the above problem of “What am I missing?!”.

Then there’s the problem of ingredients that are “done” as far as discoveries go. So I’ve discovered the 3 recipes based on this spice mix or that sauce, but how can I tell? I’ve got to make the ingredient first, then put it at the top of my inventory and check the discovery box. If it doesn’t appear at all (neither grey nor red) then I can safely say I’m done with that. But what, I have to write down a list of things I don’t need to make any more, so when I’m going down the list of things I still have to remake for discovery I have to cross-reference a list of things I don’t need and not make them?

Honestly, I think its the combination of the two systems that makes it so tedious. I don’t at all mind “chaining” different components together to make something if I just know what I need to make. Once I do get to 400 and don’t have to faff around with discovery any more I’ll be perfectly fine with having to make a bunch of components for a recipe. It makes sense and its really not a problem to me. And I also actually really like discovery-style crafting systems in general (as an example I loved Alchemy in Skyrim). But the combination of dozens of components / chaining and discovery together just makes it all too tedious and maddening.

IMO, of course. This topic makes it clear there are plenty who like the cooking as-is, and thats fine and means that it probably shouldn’t be changed.

Why is skin colour so limited?

in Asura

Posted by: Electro.4173

Electro.4173

I don’t think Asura should be nearly as bright and colorful as Sylvari are (plants are pretty much the most colorful things in nature aside from maybe fish), but some color options with just a bit more pigment to them would be nice, I agree. Maybe some very dark navy-blue / magenta colors (to go along with the dark greens), a few light green options to match the light blue / light pink options, and a light blue / light pink option that are just a bit darker than they are currently so they aren’t quite so “white with a faint tint”.

How come Asura got shafted on customization!?

in Asura

Posted by: Electro.4173

Electro.4173

Humans probably have more hairstyles than other races because its the only customization option they get. Every other race has other customization options in addition to hair. Asura have ears and skin pattern, Charr have horns and skin pattern, Sylvari have ears and skin pattern and glow (and a crapton of skin colors) and Norn have tatoos and for males, beards. With humans only having hair, it makese sense that they had more time to model more hairstyles (since they weren’t spending time making other options) and that more hair is nessicary to create more options, since they lack additional layers of customization.

Not to say that they shouldn’t add more choices for pretty much every race and every customization aspect. More hair, more skin patterns, more horns / ears, maybe even more skin tones. And they almost certainly will, it’d be a great way to generate sales of makeover kits if they added customizations to entice people to change their existing characters.

Harder jumping puzzle

in Suggestions

Posted by: Electro.4173

Electro.4173

so just curious… if they are optional how is one supposed to get 100% map completion without them?? this isn’t super mario brothers after all.

I don’t remember having to do a single JP to get my world complete, unless you are including vistas, which I really wouldn’t call jumping puzzles.

There are a couple jump puzzles tied to world completion.There’s a skill point and a vista at the end of a jumping puzzle in Diessa Plateau, for instance. But for the vast majority they’re purely extras, yes. And thats good, they aren’t everyone’s cup of tea.

I don’t mind harder jumping puzzles as long as they don’t kill you when you mess up, or provide a quick way to restart the puzzle if you do die (ala Griffonnook, where when you die you get a text box asking if you want to teleport back to the start). But if they make you run back from a waypoint, then thats tedious and annoying.

Like when I was doing Behem’s Gauntlet. I failed it many times and died before realizing the “proper” solution, and every time I had to warp to the waypoint and fight my way back through a gauntlet of Canyon Spiders (can’t just run past them because they immobilize you). That was by far the worst experience I’ve had with a jumping puzzle because of that run back to the puzzle every single time. And I’m sure I wasted a fair bit of money doing that as well, needing to pay the waypoint cost every time, though at least no armor repairs since armor doesn’t decay if you die from a fall.

I also hope future jumping puzzles are skill-based and not luck-based. That was my main complaint about Griffonnook, is that it was all at the whim of the enemy AI. Sometimes you could get past just fine, the griffons would notice you at a reasonable distance and take a moment before the started attacking (using their lunge attack with the yell at the start as a tell) so that you could run past or dodge their attack. Other times the griffons would aggro you from further away and immedietly charge you with a normal attack (which is quicker and has no tell), making it extremely difficult to avoid them.

Tweak mail spam restrictions please

in Suggestions

Posted by: Electro.4173

Electro.4173

Sounds like a good change to me. If its disrupting legit players it should be changed, even if it does happen to benefit gold sell spammers as well. Better to indirectly “benefit” gold sellers (who are going to get banned anyway) than to do something to slightly disrupt spammers at the expense of legit players.

Armor Glow

in Sylvari

Posted by: Electro.4173

Electro.4173

Does the T1 light glow? I am dying to get my sylvari to 35 and get her that set.

It definately doesn’t glow on a male character. But then again, the T2 light glows on females but does not glow on males, so… I dunno. It could be the same case with the T1.

What staff to use?

in Asura

Posted by: Electro.4173

Electro.4173

Are we talking a ‘holstered’ staff? Or just the staff in general clipping the head regardless of positioning?

I haven’t noticed any of my staffs clipping while in combat stance. They’re held pretty far out from the body, and Asura’s ears tend to stick up in the air when they’re in combat as well.

So most likely holstered on the back (and when the ears are more limp), which most definately clips through my ears on some larger staffs.

Exactly how much it clips probably depends on ear size / shape, though. I haven’t noticed too much clipping on my Asura as long as its a relatively compact staff, and not one with a large ornament on top that spreads out horizontally (I’m using the Ebon Vanguard staff right now and even that only clips the edge of the wing of the staff). Based on the thread through, I imagine maybe your Asura has bigger ears that hang back further, which would make clipping more of an issue for all staffs and not just the big ones.

I’m hardly an expert on all staffs, but off the top of my head you might give the Kryta Staff or Lionguard Staff a look. I recall those being pretty compact.

The Albino Charr Phenomenon

in Charr

Posted by: Electro.4173

Electro.4173

All white seems to be a very popular color scheme in general. I’m more bothered by the plethora of all-white Sylvari (usually wearing white clothing as well) than white Charr, personally. Charr only really have a handful of color options anyway, but Sylvari have so many different color options and I dislike seeing that go to waste on white.

That said, while it may bug me personally, its not really any of my business what other people want to do with their characters. A lot of people really like white apparently, and far be it for me to hate on that.

My 2 Charr characters are orangish brown with light grey stripes, and very light grey with dark grey leopard pattern. I suppose the later could fall into the realm of this topic, since though she’s not technically white, its light enough that you could probably consider it white. I’m actually not sure I like her color scheme, thinking of possibly grabbing a makover kit and switching it up once I get some extra gold.

Scratching male sylvari

in Sylvari

Posted by: Electro.4173

Electro.4173

Its even worse for my Sylvari, who has the mushroom “hair”. His hand clips straight through the mushroom every time that animation happens. Very annoying.

I agree that male Sylvari need some better animations. The females have the great “looking around in wonder” idle animation, and males just get a “durr, what am I doing” scratching animation.

Post a picture of your Elementalist [Merged]

in Elementalist

Posted by: Electro.4173

Electro.4173

When I have finally found this one http://wiki.guildwars2.com/images/thumb/1/1d/Stately_Armor_Front.jpg/376px-Stately_Armor_Front.jpg I thought I was saved. But then I realised that I have to put this set on my sylvari…http://www.gw2armor.com/sylvari/male/k4/light/front.jpg facepalm

Oh my. Thats horrible. I always kind of shrugged off the “sylvari make pants too wide” thing as I’ve never really seen it on my male Sylvari at all, but that is… yah. Wow.

Realign Order (Priory, Whispers, Vigil)

in Suggestions

Posted by: Electro.4173

Electro.4173

Being able to buy other orders’ armors would be silly. The armors are essentially the “uniform” of the order, why would they ever want to sell it to other people? Do armies go around selling their uniforms to random citizens? The armor / weapons are pretty much the only thing about the order that “matter” once the storyline is done, so I definately don’t agree with just throwing all point of the choice away and letting you grab everything.

I really don’t see how you could be unaware the decision was final, considering your mentor flat-out tells you “Choose carefully, because whichever you pick to work with will be the one you permanently join”. If you don’t pay attention to what the game tells you (or assume its just an exaggeration and you’ll be able to switch anyway) then you can’t really complain about that.

Intensely Aggravating PvE creature re-spawns

in Suggestions

Posted by: Electro.4173

Electro.4173

Rather than “suppressing” spawn rates based on players being present (which would definately have room for griefing) would it be possible to rather raise the current respawn timers, but then lower the timer based on number of players in the nearby area?

For example, lets say you increase the respawn to, I dunno, 5 minutes (just a random number, the actual number would be subject to testing and adjustment). But then with each additional person in the area, the time between spawns would be lowered down by X seconds. So that the more people are in the area, the faster things would respawn. Of course, there’d be a “lower limit” to keep respawns from becomming instant with a large enough group.

This would better allow solo players to progress through areas without getting overwhelmed by respawns, while allowing speeding up the spawns when more people are in the area to keep it from feeling “empty” for too long.

The game already does this sort of thing for DE’s, keeping track of how many players are in the area while adjusting the number of enemies accordingly, so at the very least it shouldn’t be too hard to implement. This would be the same concept, except instead of adjusting enemy count you’re adjusting respawn timers.

Not sure how much of an effect it would have on the server load, though. That might be the main problem.

How do I get to Sea Of Sorrows map?

in Players Helping Players

Posted by: Electro.4173

Electro.4173

You get there via boat from Lion’s Arch. Talk to the guy with the icon above his head on the docks near the Sanctum Harbor waypoint / Macka’s Landing POI.

Verdant vs. Warden vs. Nightmare

in Sylvari

Posted by: Electro.4173

Electro.4173

verdant weapons are karma weapons in the grove and rata sum
Gotta be less than 20k karma imo
and nightmare weapons show up correctly, they are more of a purple and sinister version of the other two, but there aren’t really any palette swaps or nothing. It’s a different design (unlike the CoE and SE weapons which are just red versions of existing weapons)

Tier 2 weapons are actually 35k karma from the cultural vendors. Which is way overpriced. Like you said, should have been under 20k (which would be roughly double the cost of the T1 karma vendors).

Swappable weapon skills

in Suggestions

Posted by: Electro.4173

Electro.4173

I’d rather have more new weapons added than have them do nothing but add a bunch of new skills to existing weapons. Personally, anyway.

Any torch skins that are exciting?

in Crafting

Posted by: Electro.4173

Electro.4173

Interesting, huh?

Hmm… the Lionguard Brand is kind of neat. The head of it is a candle encased in glass, and the glass is actually transparent (and also doesn’t preview properly, have to actually equip it or look at screenshots). The only problem is that the flame is kind of wierd and at certain angles doesn’t appear to actually be on the candle, but rather will appear off to the side. Probably not really noticable in actual use, but if you do a lot of rotating around your character at close range for screenshots or just to look at your character it might bug you.

The Ebon Vanguard torch is similar, with the candle in glass, but the flame on it is even worse at appearing off to the side (and its pretty difficult to see at all most of the time, really). Kind of looks more like a glass on a stick because of how hard the flame is to see.

Both of those also have the normal torch sound effect to them, which is kind of silly. Hearing a roaring flame from a little candle. Again, something that may or may not bug you.

6th playable race, what's your top 3 pick?

in Lore

Posted by: Electro.4173

Electro.4173

1.) Tengu. I love the way they look in general and that look seems like it would lend itself well to customization. I like the few glimpses of their culture you get. And they seem the most set-up of all the races to become playable (no doubt partially because they were going to be playable at some point). They’ve got a currently inaccessible home area that sits right in with the current world to the point where it literally borders some current zones, and the population of the race and somewhat decent frequency they appear within the current game means that that them suddenly showing up everywhere as playable characters wouldn’t be THAT odd.

2.) Largos. I love the way these things look, they could be another vibrantly colorful race which the game is somewhat lacking ATM, with only Sylvari really filling that niche. I really like the concept of a water-dwelling race as well, would be a nice change IMO anyway, though I know a lot of people seem to hate the water content in this game, personally I enjoy it. These guys aren’t nearly as set-up as the Tengu are (I’ve only seen 2 Largos in the game, the one tied to the Karka event and the “Unseen Hunter” boss in the Brisban Wildlands, though I’m by no means claiming to have experienced everything so I’m sure there are others) so having them playable would be less natural, but all the same I still hope it happens.

I don’t really have a 3rd that I’m really dying to play. Kodan would be alright, not really too amazed with them but wouldn’t mind them certainly. Centaur would be a big stretch with how they’re currently portrayed in-game, but would be interesting for their body type if nothing else. I don’t have much GW lore knowledge, haven’t really studied any outside lore and never even played GW1, but I did notice a few people mentioning Naga being peaceful serpentine people, that would be really cool to have as a playable character, though probably quite difficult to implement with gear.

Definately don’t want to see any of the “lesser races” playable. They really don’t fit well as playable characters IMO, they don’t typically wear armor (and if they do its scattered tribal stuff, not actual armor suits), some of the weapon types would be odd with some of them (stuff like Grawl using guns or Skritt using magic), and as a whole they just have a general lack of sophistication to do some of the stuff players do on a constant basis.

Any torch skins that are exciting?

in Crafting

Posted by: Electro.4173

Electro.4173

What are you looking for, exactly? Something besides “a stick on fire” obviously, but do you have any ideas more specific than that? Something with a mystical flame (instead of a normal colored flame)? A mechanical “torch”? Are you fine with a normal torch as long as its decorated beyond just a stick?

I tend to prefer the mechanical torches personally. Steam Brand is my favorite low-level torch, and I recently picked up a Dredge Lamp which is pretty nice.

Need help with a lvl 15 Charr quest!

in Charr

Posted by: Electro.4173

Electro.4173

That quest seems buggy. Sometimes it works (I had it work once where I could actually plant the banners, it was just an action prompt in certain locations) but most of the time nothing.

Verdant vs. Warden vs. Nightmare

in Sylvari

Posted by: Electro.4173

Electro.4173

I prefer Warden simply because of the transparency on the “glass”. Its a cooler effect than the solid crystal look of the Verdant, IMO. They also tend to look a bit more weapon-like, a bit more sturdy, which is also nice since using plants as weapons is already a bit of a stretch.

Verdant is still nice looking though. I just wish they were a bit more readily available, I’m still in the middle of the levelling process on all my characters (highest level character is 70 and all 4 others are around 50) and I typically don’t buy rare weapons. Too much extra money spent, when you can get a masterwork weapon for 1-2s and then rare weapons are usually 20s. But Verdant weapons require you to spend that much if you want to see them at all.

I haven’t really looked at the Nightmare weapons yet. I’ll have to give them a look at some point. Do the nightmare weapons have the same nuance as the Verdant / Warden weapons, where they don’t show up in previews correctly and need to be viewed in screenshots?

City music

in Suggestions

Posted by: Electro.4173

Electro.4173

I’d really like to see it changed so that each cities’ specific music plays throughout the entire city, and not just when you’re in certain areas of said city.

The biggest one being the Grove, where the music is excellent but only plays if you’re in fairly small spot in the center of the area. Though the complaint applies to pretty much every city.

I like most of the city music tracks, but it seems you barely hear them at all because the locations that seem to play the city specific music are limited, so even when you’re in the city you’re mostly hearing the normal exploration music. Don’t get me wrong, the exploration music is really nice too, but I hear that all the time, it’d be nice if for a change of pace I could actually hear the city music during the times when I’m in the city.

(edited by Electro.4173)

Stoning and Shockwave.. switch up?

in Elementalist

Posted by: Electro.4173

Electro.4173

Having a couple non-AoE options (water auto attack is non-AoE as well, except for healing being applied around the target) is a good thing, IMO. Sometimes I don’t want to AoE.

No cut-scenes

in Suggestions

Posted by: Electro.4173

Electro.4173

I find it funny that you say that you want cutscenes to be skippable (which they are now) and then suggest having the dialogue display in “real time”, which is NOT skippable.

Midnight Ice/Abyss on T1 female armor?

in Sylvari

Posted by: Electro.4173

Electro.4173

Its because the preview window has no lightning effects whatsoever, its just the plain model viewed at its basic.

In the world you’re always going to have more dynamic lighting making things look lighter (or darker depending on the lighting itself), changing hues, ect.

Pets you'd like in the future...

in Ranger

Posted by: Electro.4173

Electro.4173

Owl Griffon
Minotaur
Karka

And there was some thing in a cave that looked like a cross between a spider and a grub and Gollum. It was disgusting, I want one of those.

Think you’re thinking of a Cave Scutter. I’d be down with one of those.

Transmutation stone/ Fusion stone

in Suggestions

Posted by: Electro.4173

Electro.4173

Would either end up looking like crap if they tried to just standardize the process so it worked the same with every item, or would take ages to do if they actually went through and properly meshed every 2 items together.

Thoughts about the new update?

in Mesmer

Posted by: Electro.4173

Electro.4173

No other class has global cooldowns, its not a global cooldown built game, dont start adding this now.

Elementalist attunements have a global cooldown, and I believe Engineer kit swaps do as well, though I could be mistaken on that (my Engineer runs turret build, so I rarely have more than 1 kit).

Let's talk... Greatsword

in Mesmer

Posted by: Electro.4173

Electro.4173

Maybe a moderate AoE decrease along with cooldown reduction.

The cooldown is the problem? You are already using it on cooldown, and want to use it even more frequently?

If using it to remove boons, yes. Boons are probably going to come up more often than every 12 seconds, so faster cooldown would let you keep a handle on enemy boons better.

Just wondering what spirit shield does

in Guardian

Posted by: Electro.4173

Electro.4173

Shield is the best spirit weapon, IMO. It massively reduces the damage any ranged attacker can do to you by blocking for fairly signifigant periods of time (there’s more block time than there is downtime between blocks), to the point where it even makes most ranged champions relatively unthreatening.

The only problem with it is that it tends to get lost a bit if you move around too much. You kind of have to work to stay in it or summon it at melee range so you can stay mostly stationary.

In PvE anyways, I imagine players would have a lot more tools to deal with it so probably not quite as good in PvP situations (not to mention PvP requiring more movement as well).

Princess Doll Tonic - where is the SCREAM?!

in Suggestions

Posted by: Electro.4173

Electro.4173

If I had to hazard a guess, I’d say they probably excluded the scream because it would be very easy to annoy people with it.

Imagine 2-3 players sitting around in tonic form just spamming that scream over and over. I’d probably have to mute the game if that happened.

Inequality between swords and staffs

in Suggestions

Posted by: Electro.4173

Electro.4173

I actually like the overall look of staffs in this game a lot, and don’t find them lackluster at all. I actually like the overall simplicity and “compact” aspects of the staffs, which you mention specifically as things you dislike. To me, it makes sense that the staffs would be thin and light, considering they’re only being used to focus magic, and not to attack directly. No reason to make a casting tool big and bulky.

Not to say that every staff is amazing or anything, there are good ones and some that aren’t so good, but overall I’m happy with them.

I think my only compaint about the staff skins in general is that there aren’t as many staffs with particle effects attached to them as I personally would prefer. I tend to associate magic with glowy particle effects. They don’t all have to be giant glowing balls or anything, but even some faint glow effects would be nice. Just as a random example, I think the basic staff skin (the wood staff with the yellow crystal) would look a lot better if the crystal glowed.

But thats my opinion, and you’re of course entitled to your own opinion. If you don’t like the designs there’s nothing wrong with that. But implying that greatswords get “more attention” and the staffs are just just thrown together is a bit far, I think.

I also have to say that I actually think I notice staffs on peoples’ backs a bit more than greatswords, personally. I think its because the staff head sits up higher and visible from both sides (where greatswords are only really visible from behind).

Compassion training trait is not working

in Ranger

Posted by: Electro.4173

Electro.4173

There was another thread where someone was doing some testing and determined that the “training” skills only actually work in combat, for some bizarre reason.

Are you trying it while your pet is in combat?

Clipping issues with T3 helm

in Charr

Posted by: Electro.4173

Electro.4173

If it clips in the preview, it will clip outside the preview. That’s pretty much universal. I’ve seen other people on the forums with the same issue, and it apparently has to do with choice of head shape. The cultural helm, despite being designed specifically for charr, just isn’t made for muzzles that wide.

It’s possible that Anet will fix the issue in the future. They already adjusted the shoulders. For now, though, you’ll either have to use a different helmet or buy a makeover.

Mostly universal. I have noticed the shields tend to clip rather badly in previews but usually don’t in actual use.

Don’t think helmets do anything like that, though. What you see is what you get.

Bleed Stack Plan?

in Suggestions

Posted by: Electro.4173

Electro.4173

So here is another side of the coin look.

What happens when you allow condition damage to be stacked indefinitely, or independently by each player?

You now have outgoing player damage fluctuating on a very large scale depending on if there are lots of condition or very little.

Now think about encounter balances.

Do you adjust the encounters to anticipate very high damage or low damage? In order to not trivialize encounters and keep things challenging and not having overpowered players, game developers often err on the side of harder encounters.

Now think about the build diversity, everyone must go condition damage because the encounters are developed with higher damage output in mind.

With a condition cap ANet can have hard control over the encounters and balances can be made that account for a smaller diversity of outgoing player damage.

Is this right though? Should we be limited so everyone can be the same so that balance is easier? Or will giving us free reign cause us to limit ourselves and only one build is good.

For sure a middle ground must be found.

Its not really like that at all, though. If you build for condition damage, you usually sacrifice raw power to do so. So you’re outputting less up-front damage, in exchange getting damage over time from conditions. Either way, you’re outputting roughly the same damage (average anyway, though I’m sure there are some power builds that win out over condition builds and likewise some crit builds that beat other power builds), just in a different form.

Having per-person conditions would not increase the amount of damage a single player would do, and it wouldn’t cause “fluctuations” based on the number of condition builds. Condition damage wouldn’t (on average) be doing more damage than straight up power attacks.

There would be more damage output than there is now on enemies, but only because conditions right now are hard-capped and very limited. And the damage only increases overall if you factor in a bunch of condition damage characters, if you consider only 1-2 condition damage players and a bunch of power-based characters, the damage would remain the same overall.

Mounts...

in Suggestions

Posted by: Electro.4173

Electro.4173

You may call it a treat, though I don’t get why. When I’m in a town, I don’t want anyone to shove a Dolyaks behind on my face while I’m doing my BLTC business.

So make mounts wildnerness-area only. Unusable in any of the major cities (though some like Ebonhawk that are technically in wilderness areas would be out of luck). There’s little reason to need them in towns, considering free WP travel, abundant speed buff NPCs around most towns, and the fact that towns usually aren’t that large anyway (compared to open-world areas). And I do agree it’d be annoying for players to have a bunch of mounts out trampling around banks and the like.

I’m all for mounts. On the gameplay side, they would stabilize movement speed for all professions (as opposed to now, where some professions have perma-swiftness but only if you build for it, others have signets that are readily available, and some don’t have either), which would be a very good thing IMO. And its not like it’d be free movement speed increase with no cost, you’d have to dismount to fight, harvest, ect so you’d be losing some convenience of just running and being able to do anything without any extra commands.

On the more RP / visual side, They’d be interesting to look at and give another layer of character customization. They give a more immersive method of faster travel than waypointing (which even if they’ve tried to build it into the lore, still makes little sense how you can just poof any time).

'Pin' Achievement Progress to UI

in Suggestions

Posted by: Electro.4173

Electro.4173

Would be a nice feature to keep track a little more easily.

One of the patches fixed Drake Pets (NM)

in Ranger

Posted by: Electro.4173

Electro.4173

Any word on this? I have a Juvenile Ice Drake and the blast finisher is never used. I’m going for a melee trap based ranger with combo fields and finishers and drakes seem ideal if they worked as advertised. Has there been a bug submitted on this.

I’ve submitted a report on it personally (as I’m sure others have), its been in the Ranger bug list for a while, then there’s this…

https://forum-en.gw2archive.eu/forum/professions/ranger/Any-News-on-the-Ranger-Pet-being-Fixed/first#post980636

Pretty sure its known about and from the sounds of that post even being actively looked at.

Let's talk... Greatsword

in Mesmer

Posted by: Electro.4173

Electro.4173

Mind Stab is one of my favorite attacks in the game animation-wise, so any buffs to it would be A-OK in my book.

More boon stripping definately sounds good. 1 boon removed just isn’t very impressive, at least not on the moderate cooldown the skill currently has. 2 would be better but still reasonable. Or they could reduce the cooldown on the skill to around 8 seconds so that, while it still wouldn’t remove many boons at once, it could be used to repeatedly strip away boons at a decent pace. Not an in-mass boon counter (which Mesmer already has a few of), but rather something to keep a single boon at bay over time.

Damage increase / AoE increase would also be helpful, though I don’t think that those alone are the way to go. Maybe a moderate AoE decrease along with cooldown reduction.

Blast finisher would be nice in theory, but… 3 different finishers on a single weapon (considering that Berserker is a whirl finisher) seems like it might be too much. I can’t think of a single weapon off the top of my head that has that many different finishers, and only a couple very specific mainhand/offhand combos (Ranger Sword / Axe comes to mind). Number of finishers isn’t nessicarily a balance problem, but it could be something to devs consider and try to limit.

Sigil of Hydromancy activates when I RTL

in Elementalist

Posted by: Electro.4173

Electro.4173

I’ve noticed that my character keeps shouting his Air attunement sayings after Ride the Lightning ends, so it makes sense that sigils would activate too. Seems like its removing your attune temporarily or something, and when it ends you automatically “switch” back to air attune. The fact that its removing your attune is probably what was causing that whole “attune reset” thing that was fixed not too long ago as well.

No idea why they changed it in the first place. Why does it need to play with your attunement at all?

Asura Gates need their names on the Mini-Map

in Suggestions

Posted by: Electro.4173

Electro.4173

Massive agreement. Asura gates need to be marked with their destination on the map. The game obviously already has names for the gates, that you can see as you walk up close to the gate, so why not put those same things on the map where they’d be very useful in saving you from running around?

Are the Sylvari a missed design opportunity?

in Sylvari

Posted by: Electro.4173

Electro.4173

The idea of more plant-like Sylvari is cool. I’ve always been a huge fan of stuff like ents and similar fantasy creatures.

But, the fact that this is a playable race in an MMO means it would mostly be impossible. Races need to fit with a number of criteria, including stuff like wearing fairly standard armor, using weapons, size limitations, mostly humanoid bodyshape, and so forth. I can’t really picture ents walking around swinging swords and wearing plate mail, nor can I really picture them jumping around in jumping puzzles and such.

As NPCs, or in a non-MMO where you could custom-fit the game around the characters, then more drastically plant-like being could definately work. But as a playable MMO race, I think the Sylvari are pretty good at being quite plant-like without stepping outside of any reasonable bounds.

I guess they could have played around a bit more with body proportions. Maybe longer limbs to capture a feel of branches, maybe a less defined head / neck, going instead for the whole body (including head) being a semi-continous trunk. Could have hunched them over like Charr, or even had them lean backwards a bit. I have a feeling that kind of look would appeal to less people overall, though, and maybe thats the main reason the Sylvari look like they do.

At the very least though, current Sylvari >>> early Sylvari. At least they’re actually plantlike now, humanoid in shape but made of plant material. Earlier drafts seem to be more elfs in plant clothing.