Showing Posts For Electro.4173:

Seriously...it's getting really annoying when...

in Ranger

Posted by: Electro.4173

Electro.4173

They don’t want players to kill NPCs when said NPCs have no chance of attacking back due to not being able to get onto the ledge the player is standing on. If you attack from high ground an enemy can actually get to (EG attack from the top of a ramp) then you’ll usually hit just fine.

While I don’t nessicarily agree with that stance (I’d personally say they should only let champions get invulnerability like this due to the fact that soloing champions just by standing on a rock would be cheap as heck, anything less than a champ is soloable anyway so who cares if you cheese it by standing on a cliff or something) I can see the reasoning behind it.

Its definately not a Ranger-specific issue. Its a game mechanic, not a Ranger mechanic, every profession and every ranged attack (even turrets and pets) are subject to it.

There are some oddities with the mechanic, like as someone mentioned occassionally even a slight hill will cause invulnerable to start popping up. But those aren’t too bad in my experience. My only real problem with it is the delay. The game can detect you’re on a ledge and set enemies to “Immune” after just 1-2 shots, and yet once you get off the ledge it takes 10+ seconds to realize you’re in a perfectly legit spot and turn it off again. Maybe they want to make sure the enemy recovers its health before making it vulnerable again to prevent you from doing damage, jumping off the rock to disable invuln, then jumping back on and doing more damage, but the amount of damage you can do in a couple shots really doesn’t support that sort of strategy anyway. So the delay just feels unessicary and annoying.

Randomize the requirements for the Daily

in Suggestions

Posted by: Electro.4173

Electro.4173

Ugh, no. Randomness is bad, getting stuck with hard daily requirements while the other guy gets all the easy stuff would suck. And forcing people into PvP for PvE related dailies would be no good at all as not everyone wants to do PvP (I never have and probably never will).

Maybe a seperate PvP daily bonus could be added, though what can PvP players really get since the levels and gear are free anyway? I guess it would work fine for WvW though.

Redeployable turrets for Engineer

in Suggestions

Posted by: Electro.4173

Electro.4173

So playing through Iron Legion storyline for a Charr character, I came across a situation where one of the NPCs builds some turrets and you pick them up, carry them to a desired location, then place them. But the really nice thing is that you can then pick them back up, carry them to a new location, and place them again. This is for the bits of the story where the Ash Legion is modifying your characters’ ghost killing gun into a turret, specifically, for those wondering what I’m referring to.

And it struck me that this type of thing would be really, really nice for Engineer characters. Rather than the “Pick Up” command for turrets making them disappear, then having to waiting for the respawn to count down before you can place it again, why not let the player pick the turret up, carry it around in their hands, then place it down again?

The turret could have 2 options while in your hands, you could either place it back on the ground with “1” or put it into your inventory with “2” (putting it into the inventory would have the same effect as the current pickup option). The turret health would be kept the same, so no refilling turret health by moving them or anything.

Would really help turret-heavy Engineers, aleviate some of the downtime between battles where you have to either go without your turret or wait a minute for cooldowns on some of the higher level turrets. Carry one of them with you and you can at least cut down some of the downtime.

I’d suggest it being a default option for turrets, but if it was determined that would be too advantagous for non-turret spec’d Engineers (just carry around a Rocket Turret for a pretty good damage boost) then it could be added to one of the existing Turret traits. Deployable Turrets seems the obvious choice.

Give underwater NPCs breathers

in Suggestions

Posted by: Electro.4173

Electro.4173

Agreed. Its pretty jarring that your character and other players are the only ones using them. And depending on how Anet handles NPC gear, possibly not that hard to change.

While we’re on the subject of NPCs doing things players do… can we make NPCs run like players do, especially Charr? Its wierd when my Charr is running alongside a group of NPCs and they’re all “fast-walking” on 2 legs while my Charr is running on all fours.

Lower the price of Character Slots

in Suggestions

Posted by: Electro.4173

Electro.4173

I have had every intention of buying more character slots in the future, but never realized how expensive they were, never really looked at the prices. That’s… disappointing, to say the least. $10 is a lot of money just to play a different profession. Of course, I wouldn’t be paying real money anyway, I’d be paying gold, but still.

I partly blame the people who buy character slots just for storage space, though. If the price of a character was too cheap people would just buy characters instead of bank space (even moreso than already anyway).

Level requirement for Lost Shore

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

If you find the video interview with one of the devs with some blogger chick, I beleive he said it will be an up scaled zone. So a level 80 zone, but all players would be scaled similarly to WvW.

Ah, now thats exactly what I wanted to hear. Sounds good to me. Thanks.

plzzz fix windborne dagger

in Elementalist

Posted by: Electro.4173

Electro.4173

They should “fix” it by making it completely different. I really can’t see a need for more move speed when Elementalist already has plenty of Swiftness options AND traits for passive speed boosts in Air attune as well.

How about some attack speed instead? Elementalists have no other method of increasing attack speed, so maybe a 10-15% attack speed buff for Daggers would be nice.

Please! option to disable the annoying swap talk!

in Elementalist

Posted by: Electro.4173

Electro.4173

I personally love the attunement-swap sayings. I think I actually wish they happened more often.

But I suppose an option to cut it down or disable it would be OK. As long as its an option, and not just a blanket elimination / reduction the devs implemented.

Level requirement for Lost Shore

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

The specific answer to your question is that they’re intending to make it more accessible to low-level characters than Halloween was.

The more general answer is that if you can’t get a character from 0-80 in the time between when they announced Lost Shores and when it goes live, then how on earth do you care enough about the game to be posting on forums and hyping yourself for the event?

I prefer to take my time and enjoy the levelling experience rather than just grinding in a blind rush to get to 80 ASAP. Though if I was actually levelling only 1 character I’d probably be at or near 80 by now anyway (if I’ve got 5 characters at lets say 30 average, then that means I’ve gained 150 levels, and if applied to one character that’d be 80 easily, assuming the levelling speed doesn’t massively drop at higher levels which I’ve heard it doesn’t). But as said, I’ve got 5 characters all working up.

I don’t see how my preferred playstyle disqualifies me from being excited about an event. Though the point of making this thread was that IF it was a high level event and I needed to hardcore grind to a higher level I would.

Doesn’t sound like it’ll be nessicary based on the responses thus far, though.

What does being a Ranger mean to you?

in Ranger

Posted by: Electro.4173

Electro.4173

Wow, this forum is getting insufferable. So much negativity in every single topic…

Personally, for me being a Ranger is all about the pet. Having an animal companion is what drew me to this profession above others. I’ve always been a fan of pet classes, and the Ranger in GW2 really focuses on the pet well, making it a vital part of the class. I really like the way its handled, the way the pet is so important.

And I truely hope it remains that way. I know the class has problems and balancing a class like that may be difficult, but I shudder every time someone makes a suggestion like removing the pets damage / tanking potential and just making them follow you to passively buff you or use the odd special ability, essentially turning them into a walking turret more than a companion. A change like that would completely remove what made me like the class to begin with.

Bow Projectile Finisher 20%?!?!

in Ranger

Posted by: Electro.4173

Electro.4173

Most auto-attack ranged finishers are 20% chance. Then you have specials which have 100% finisher.

If Warriors have a 100% ranged finisher on their auto attack, then it seems that needs to be nerfed, rather than Longbow autoattack needing to be boosted to 100% for Ranger.

Patch Notes & The Game The Shall Not Be Named

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I have no problem with patch notes being released only when the patch itself goes live. Knowing beforehand serves little practical purpose IMO.

Though there could be less delay between the patch being released and the notes being put up. It seems like sometimes it takes hours before the notes show up.

Losing track of cursor + terrible tab targeting

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

I lose my cursor consantly in combat, even solo, if I’m up against multiple enemies. I always just chalked it up to my own fault, my own lack of focus on keeping track of the cursor, but if its something that can be improved within the UI itself I’d certainly be in favor of that. Maybe its not entirely my fault (though I’m sure its at least partly).

Level requirement for Lost Shore

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

So the devs have released timing info about The Lost Shores to let players plan around the event. Which I think is fantastic. But there’s 1 more piece of info that I feel I’d like to be provided to properly plan for the event, and thats character level requirement for the event. It seems like its going to be a new world area (not an instance) which probably means no auto-scalling, so whatever level the enemies in the area are is probably going to determine who can do it.

I’m basically in a situation where every character I have is level 25 -40 (and my level 40 is only that high because I used him for most of the Halloween stuff). I’m mostly shuffling between all 5 characters levelling them up somewhat evenly.

This ended up messing me up just a bit for the Halloween event itself, because even my highest level character ended up underlevelled for the 2nd part of the Scavenger Hunt and the rest couldn’t even do the first part entirely. Thankfully the rest of the stuff was open to any level, but still.

So with regards to The Lost Shore, I’m really interested in getting some idea from the devs of what kind of level requirement might be attached to it. I’ve still got a week to go and if its a high-level event I can forget the multicharacter levelling, grab my highest level character and play only him for the week and hopefully get him high enough to do the event at least.

Does Tier 3 culture armour seems right to you?

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Price should definately be cut on the Tier 3 cultural. The cost for a full suit is downright insane. It should be an investment, certainly, I’m not saying it should be 5g for a suit or anything, but its WAY too high right now. I’ve only glanced at the cost briefly since my highest level character is only 40 so I’ve got a ways to go before I start worrying about that, but I think its over 100g for the full suit.

Don’t care about the “flashy effects” personally. Different strokes for different folks and all that, personally I dislike a lot of ridiculous flash on my armor (Every time I see someone running around in the flaming armor from the CoF I groan). So I’m actually fond of the lack of effects.

best Skins for Charr Rangers.....

in Ranger

Posted by: Electro.4173

Electro.4173

I’m not high enough level to consider a “permanent” set of armor with my Charr Ranger (only level 45) but I’m definately going to be looking mostly at the cultural armors, since from what I hear those are about the only armors that really fit with a Charr without clipping. Though I haven’t actually looked at the cultural armor sets on preview or anything yet, so they may turn out to be hideous, regardless of the nice lack of clip.

Though I did pick up the Deathly Avian Shoulders skin from Halloween and intend on using that permanently. I think it fits the ranger theme relatively well, anything that has an animal theme to it. And it looks cool as well.

For my color scheme I’m running a Green / Dark Brown / Dark Blue scheme. Green as the primary (currently using Jalepeno starter color but I really want something less bright and more of a forest green, just haven’t gotten lucky with dyes), brown as secondary, and blue as the detail. Like someone mentioned above, I was mainly going for a camo kind of look, but I decided to throw in a little blue just for variety.

Think Lost Shore will give us a new pet?

in Ranger

Posted by: Electro.4173

Electro.4173

Sounds like Lost Shore is going to be a brand new area to the game, and I’ve been thinking maybe with a new area will also come a new pet or two. It’d be a shame to have an area with no juveniles at all (or just reuse old pets), and easier to introduce new pets in new areas than to add them into old areas and expect people to try and go back and find them in parts they’ve already explored. And the devs have somewhat hyped up Ranger changes for this particular patch, and while I’m sure most of that is bug fixes and mechanics improvements, a new pet or two could certainly fit into that as well.

Even the screenshots seem to show off a couple new animals. That drake looks new, though we hardly need more drakes (unless it turns out to not be a drake but another type of lizard). The third pic looks to be showing off some sort of different crab type enemy without a shell, though its a bit hard to tell since they’re so far off. I can’t say for certain whether they’re actually new, I’ve certainly not experienced the whole game so there are almost definately animals I haven’t seen. If I’m wrong on them being new, let me know.

I’d love to see a crab pet, was disappointed there were none by default.

What does everyone else think about this idea? Possible, or am I just getting my hopes up for nothing? I never played GW1 so I can’t even deduce a pattern from that, how often (if ever) were new pets given in GW1?

Evasive Purity, Immobilize, and Ranger Update

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Posted by: Electro.4173

Electro.4173

Lightning Reflexes should definately remove Immobilize. Similar skills that other professions have already do, so there’s precedent (and need) for such a utility. Its the Ranger’s primary escape move, so it needs to actually let you escape from anything, and that should certainly include immobilize. And it also looks absolutely rediculous when you use LR while immobilized and just roll in place, for what difference that makes.

Not sure about Evasive Purity, though. Having a “free” immobilize clear available at all times might be a bit much on the other side of the argument (being too powerful as opposed to being too weak). Though it does force you to use a trait tree that isn’t all that great otherwise, so maybe that would even it out, but I don’t think balancing based on a bad trait tree is a good idea really, since hopefully the tree won’t continue to be bad.

I’d have to say no for Stun suggestion on LR as mentioned in the second post, though (especially not in place of Vigor). Considering that LR is already a free evade, I don’t really see what the advantage of a Stun would be. You’re already out of harms way, so what would be the purpose of the stun? I guess you could use it to interrupt an attack that might hit other players or buy yourself a free ranged attack or two (though by the time the animation finishes thats about all you’d get), but… I’d much rather have Vigor than that personally.

Trap Detonation

in Ranger

Posted by: Electro.4173

Electro.4173

Traps are not mines, so detonating them “remotely” would be really strange IMO. Even the idea of just plain setting them off by your own character stepping on the trigger or whatever would be odd because you’d imagine that whoever triggers it is going to get hurt, as is the nature of a trap.

Would it be useful? Certainly. But it wouldn’t make much sense with them being traps, that you’d be able to trigger them like that. They’re supposed to be traps, not mobile combo field generators.

The multi-guild system & why guilds are pointless.

in Suggestions

Posted by: Electro.4173

Electro.4173

IF they make it so that guilds are not account-wide, then I wouldn’t mind losing the multi-guild system.

But as long as guilds are an account based thing, I simply cannot support a change like this. I do not want every character I have to be forced into one guild and only one guild, at some point I want at least one of my Charr characters to join a Warband RP guild, my Asura possibly to join a krewe RP guild, ect.

Why don't transmute stones allow us to look the way we want?

in Suggestions

Posted by: Electro.4173

Electro.4173

Its limiting the way it works now, sure, but some amount of limitation, some degree of structure, is good IMO. If you just let everyone go free-for-all on any sort of armor they want, then it’ll just be a cluster of random gear everywhere with no rhyme or reason to it. Mages wearing full plate armor while armored Warriors run around in flimsy cloth shirts just wouldn’t gel. The armor types are part of the identity of the classes IMO (not just talking stats, I’m talking appearence too), and I’d prefer it to remain that way.

Besides, weapons are set, you want a sword moveset you use a sword. Why should armor be treated any different just let you use whatever at will?

That said, I would certainly support a larger variety of armors, including some armors that might look a bit more like other armor classes. Add a set of Light armor that, while still looking light and manuverable, has some metal pieces and a bit more structure to it. Add some heavy armor that, while still looking like actual armor, maybe has some cloth pieces over the top of the plate mail or something. And definately some medium armor that actually looks like armor and not clothes.

Spirit Weapons need some love.

in Guardian

Posted by: Electro.4173

Electro.4173

One thing I’d really like to see added to Spirit Weapons is a timer. I want to know how long my weapons have left so I know if I should keep saving my active ability for later or just use it, and I’d just generally like to know when the weapons are going to go away.

The main across-the-board change I’d like to see for Spirit Weapons is longer duration. Even traited, most of the weapons only last 30 seconds. Thats really low for a summon ability, IMO. I’d say at least a 50% increase to every weapon (so make Hammer / Bow / Shield 30 seconds default, 45 traited, and sword 45 default, 67 traited). At least.

Though I suppose having the abilities start cooldown on summon and not wait until they disappear would also work. But that would go opposite of what all other summons in the game do (though they ALL ought to be changed perhaps).

As for specific changes for weapons… Sword should do a 3-hit combo instead of a single hit, like the Hammer does. Would work better with “A Fire Inside” that way. Could just split the damage between all 3 hits.

Hammer needs the delay between attacks reduced. It seems to spend far too long just sitting there doing nothing.

Bow should really only fire a shot when you actually need a status healed. I can’t count the number of times its fired on me when I’m clean, then a second later I get hit with poison or a burn and would really like some cleansing, but nope, it wasted its shot so now I’m out of luck. Like the Hammer I also think it should have its delay between shots shortened as well. Both of these changes would make it a lot more reliable. Also, I wonder if “A Fire Inside” actually does anything at all for the Bow, and if not, would suggest maybe an extra cleanse per shot or maybe a small regeneration so that the trait isn’t entirely wasted on the Bow.

Haven’t quite gotten the Shield just yet, so I can’t comment on specifics for it.

Ranger's worst pet

in Ranger

Posted by: Electro.4173

Electro.4173

Not counting any of the “special” pets like the White Raven / Black Widow that are bad just because of borked stats, I personally think the entire Moa family is the worst, and of those the White Moa is probably the worst of all.

They seem to attack really slow in general and don’t have the raw power to make up for the slow attack speed, their normal specials are subpar (2 stacks of vulnerability on a longish cooldown and a tiny amount of healing in a very small range? Yay?), and their specials are pretty lackluster. Especially the White Moa, a 1 second chill in a tiny cone when the Alpine Wolf has an AoE chill for 3 seconds? WTF is that?

Permanent Pet Stow Option

in Ranger

Posted by: Electro.4173

Electro.4173

Hugely disagree with making F3 stow the pet. Calling a pet back to your side is quite useful and I would not want to lose that functionality.

Making the current stow command permanent rather than just having the pet come right back out the second you make damage would do just fine.

What weapons does your Ranger carry?

in Ranger

Posted by: Electro.4173

Electro.4173

I like the Axe / Warhorn combo as my “primary” weapon set because I’m using a Beastmaster build and A/W is the best pet supporting weapon set available, IMO. Weakness from Winter’s Bite is very helpful to help your pet tank better and Warhorn provides buffs to pets as well (as long as you’re close enough, really wish the offhand trait would increase buff range). I also like the fact that Axe / Horn is full ranged, where Torch is at least partly melee due to Bonfire (I want to get enemies in the fire, not just use the fire for 20% combo chance).

Sword pairs with either Horn or Torch perfectly fine (heck, it pairs with pretty much any offhand weapon well really) but Torch is my favorite offhand for Sword because of the ability to throw down Bonfire, jump out with 2, use Torch Throw, then jump back in with 2 to activate a Fire Barrier. Its a really fun ability string to me.

What weapons does your Ranger carry?

in Ranger

Posted by: Electro.4173

Electro.4173

I carry all usable weapons on every character I have. I enjoy switching weapons with a certain degree of frequency, gives variety.

My favorite Ranger weapons are Axe / Warhorn, Sword / Torch, and Greatsword, with my favorite actual pair of weapon swaps being A/W and S/T, but as above I do use all of the weapons.

Question about melee pets

in Ranger

Posted by: Electro.4173

Electro.4173

I agree that Drakes only use Bite and not Chomp or Tail Swipe, but they do still hit AoE regardless. At least I know for 100% certain the Ice Drake does, because I used it for testing a couple weeks back. They hit a small melee AoE with their basic attack.

If the others don’t, then thats yet another bug with the Drake line, that only certain ones AoE with their basic. I’ve only got an Ice Drake and a River Drake and don’t have access to the game until Monday, but I’ll test it out if no one else does by that point.

Question about melee pets

in Ranger

Posted by: Electro.4173

Electro.4173

Drake pets have AoE basic attacks (and if their specials actually worked they’d also have an AoE whirl attack, but they don’t use it at all), as mentioned. Though nowhere in the game does it actually say the attacks are AoE, so its not suprising you don’t know about it.

What changes/buff would you like on Axes?

in Ranger

Posted by: Electro.4173

Electro.4173

They could add Scepter as a 1H ranged option based on the whole druid angle, but I really see no reason axes need to be melee anyway. Having them thrown makes them more unique compared to Warrior / Necro axes.

One simple question i can't understand

in Ranger

Posted by: Electro.4173

Electro.4173

Damage isn’t the only thing that matters. Other classes don’t get a second healthbar which can be instantly healed every 20 seconds (assuming you don’t let it go down all the way). Pets provide utility beyond pure damage.

Obviously there are major problems with the way pets function right now, but I don’t think the core class mechanic itself is bad. With some fixes and tweaks I think it could work.

Dont understand ranger greatsword abilities?

in Ranger

Posted by: Electro.4173

Electro.4173

Counterattack knockback is great. It doesn’t knock them back so far that they’re massively out of range or anything, but it knocks them out of their attack (useful for multi-hit attacks where blocking just one wouldn’t do much good) and gives you space if you want it, space to lay down a trap, heal, whatever. If you don’t want space, then use Swoop or Hilt Bash to get right back on them immedietly.

Crippling Throw is more useful in PvP where enemies might try to run away from you than it is in PvE, which I’m guessing is mostly what you play based on your post. But it can still be helpful in situations where your target decides not to attack (or switches target to your pet) so that you don’t just blow the cooldown for nothing. And its a physical projectile finisher, so thats nice.

My only problem with Counterattack is the inability to move while using it.

What changes/buff would you like on Axes?

in Ranger

Posted by: Electro.4173

Electro.4173

Main change I’d want to Axe would be to remove it bouncing off yellow enemies. Stuff like Mesmer’s staff basic, Elementalist Chain Lightning, or Mesmer’s Bouncing Blade don’t aggro yellow enemies, they only hit enemies which are already in combat with you or already aggressive to you, so why does Ranger Axe get stuck with this silly “aggros every enemy regardless” limitation when no one else does?

Not a fan of Splitblade personally, but I think thats mainly just personal preference and wanting to stay at range rather than being right in an enemy’s face. But even aside from personal preference, Shortbow already has a very similar attack, so for the sake of variety I’d still like to see one of them get changed. I’d be more inclined to say that Axe should be the one to get swapped, since Shortbow has an escape shot to allow you to get into melee range, fire off a shot, then quickly get out. And Shortbow already seems more inclined to short range because if you’re closer to your enemy, its easier to get behind them so you can apply bleed.

If Splitblade gets ditched, I think I came up with a pretty cool replacement attack. Inspired by what someone said above about having the basic attack bounce off the environment (which I think would probably be very difficult to implement) how about something like this?

The attack would be called Nature’s Bane. It would be a targetted attack which would involve your character throwing a spread of axes into the air which would fall down on the target location a moment later. Enemies at the location when the axes fell would naturally take damage. The falling axes would also cause a spirit tree to grow at the target location, which would create a poison field around it. The real treat, though, is that the tree would be targettable by the Ranger so that you could bounce your axes off the tree, gaining better damage against single targets (and a poison combo to boot). Tree could last for maybe 3-4 seconds

Winter’s Bite is great, its one of the reasons I like Axe so much. Chill is great and the synergy with pets is nice. I don’t quite understand why Winter’s Bite isn’t a physical projectile combo finisher though, doesn’t really make sense to me. It IS a projectile and it IS physical, so… why? Even a 20% chance would suffice, though a 100% certain finisher for mainhand axe would be nice, especially if they would change Splitblade as above.

Path of Scars, as already mentioned, needs some pathing work, it gets too easily blocked by obstacles. Think they should probably just make it pass through obstacles regardless as long as the attack isn’t “obstructed”.

I’d also like to see Whirling Defense benefit from combo fields (start launching projectiles of the field type) rather than how it is now, where it will only apply the combo field to reflected projectiles. Having the thing only work when reflecting projectiles makes it exeptionally situational and not even worth using as a finisher most of the time. And I dont’ play a warrior so I don’t know for certain, but I believe Warrior has a similar attack that DOES get combo field benefits at all times, so again as above why does Ranger draw the short end of the stick?

Halloween Event Feedback

in Halloween Event

Posted by: Electro.4173

Electro.4173

I thought the Halloween event as rubbish personally. Limited special events, those special events that were on were focused only on the US player base. They should have repeated these events at other times.

Way to much candy corn, and limited uses for it. Limited enhancements to the BLC that did nothing except drive gem prices to stupid levels.

I am looking forward to playing again now that this event is over.

If aNet want to take anything from my comments, don’t just have the “major world event” for Nov at a time that only suits the yanks. Give everyone else a go.

Every single event was repeated many times except for the single one-time event on Sunday at 12 PST. And that “event” was nothing more than seeing the Mad King break the statue in Lion’s Arch, it lasted all of 20 seconds and could easily be watched on YouTube or whatever if you want to see it (or you could have seen the Mad King himself in-game reaching out of the portal occassionally, the statue breaking and cinematic camera angles would be the only things missing).

Clocktower, I'll miss you

in Halloween Event

Posted by: Electro.4173

Electro.4173

I will sorely miss the Clock Tower. It was amazing visually, and a ton of fun (for me, anyway). While I didn’t do any rediculous challenges like you did TC, I sure as heck enjoyed running it occassionally over the duration of the event on 4 different characters (didn’t do the 5th because she’s a Charr and I decided I’d spare all the whiners :p).

And today I ran it constantly and repeatedly over 3-4 hours (as an Asura) as my “send off” to my favorite part of the Halloween event. I didn’t actually intend to run it that long, I started running it expecting the patch to come and take it out, but the patch didn’t come as early as I expected and I never got bored of it so I just kept going.

I think I had probably 40+ successful runs of it by the end of it all. And like I said, still fun even then, and was still getting faster and learning new little tricks (like the fact that you can jump around that stupid block at the beginning and you can run from the platform to the small cog without jumping).

What saddens me perhaps even more than having the Clock Tower gone is the fact that with all the complaining about it, I fear we’ll never get another jumping event quite as intense and satisfying.

What was the point of the 2 PvP events?

in Halloween Event

Posted by: Electro.4173

Electro.4173

Events just for fun is all well and good, but I think the main issue is something the TC brought up.

Being a limited-time event, you have to weigh loot vs plain fun more carefully.

If it was something you could do any time, then sure, just playing a minigame for the sake of nothing more than fun is nice. Change of pace, a way to unwind, that sort of thing.

But if you’ve only got 7 days to do everything the event entails and you’ve already got a laundry list of other things to do which get you items, then choosing to do something for nothing is a bit more of a problem.

Normal loot (ala what you’d get from doing the dungeon / labyrinth) would do, I think. I’d hesistate to include any exclusive loot for the games, because then it forces people to play them for the items, which moves it from “fun game with little rewards” to “you have to do it to get this item”.

Mad King Says vs Mad King Says?

in Halloween Event

Posted by: Electro.4173

Electro.4173

Emotes. I’d rather type a command than have to try and locate the correct skill on the skill bar while the skills shuffle / randomize.

Who thinks the Greatsaw Greatsword skin got too much attention?

in Halloween Event

Posted by: Electro.4173

Electro.4173

Greatsaw and Ghastly Shield definately got a lot more attention than the other weapons. Especially obvious when you look at the 1H chainsaw sword, which has no animation and no sound effects. Its the same type of weapon, they could have at least put the same amount of effort into them.

How much money did you spend on BL keys...

in Halloween Event

Posted by: Electro.4173

Electro.4173

Spent absolutely nothing. Opened about 10 chests between a few keys I had lying around from story missions, and using all my spare Mystery Tonics / boosts to make Mad King Chests. Got no skins out of those.

Not mad. Wasn’t really expecting to get anything out of the few I could get. And I managed to buy a Grinning Gourd Rifle skin and Deathly Avian Shoulderpads skin off the TP so that I’d at least have some halloween items (really wanted the shield but way too expensive for me, I got those 2 because they were the ones that looked decent and weren’t insanely expensive). Thankfully I made my purchases before all the “market players” came and bought all the cheap skins to jack up the prices, ended up spending around 3g total for those two (which was still almost all of my money), but if I tried to buy them today I’d probably have to spend 15g >.>.

Now if we want to talk about what I AM mad about, then that’d be the Mad King dungeon. I spent all 3 days it was up running it almost non-stop (as much as my playtime would allow anyway) just hoping to get one single halloween weapon, and got practically nothing. A ton of greens, 4 exotics including one Mad King item, and crafting materials. No recipes, no weapons, and thanks to having a generic model the one rare item I did get is worth nothing either. A boring grind for nothing.

Halloween Event Feedback

in Halloween Event

Posted by: Electro.4173

Electro.4173

Event overall was great fun. I love Halloween, its my favorite holiday, so having all the festive Halloween stuff in-game was great, and most of the events were enjoyable (Especially the Clock Tower, I LOVE the clock tower).

A few criticisms, though.

The main one being randomness. I really, really hate it, especially for a limited-time event. Having to grind forever hoping that 1% chance of a drop pops for you is not enjoyable as it is, but its even worse when that 1% chance will disappear altogether after a few days, because it means “hardcore” grinding is practically a requirement rather than allowing you to at least spread it out over time. I ran the Mad King dungeon pretty much non-stop for the 3 days it was available (at least non-stop as far as my game playtime goes, obviously I couldn’t play the game 24 hours a day or anything) just hoping for one single Halloween Weapon drop or even a recipe for one of the gifts to craft one. I just wanted one. I got nothing. A bunch of green items, 4 exotics including one Mad King item (which would be nice if it was actually unique and thus worth even near what the weapons are, could have at least traded it for one maybe, but since its a generic model its lackluster), and crafting materials.

Doing the dungeon over and over again isn’t fun after the first few times, and for all the tedium I have nothing to show for it except for time used grinding when I could have been doing something actually enjoayble. I would have much rather done the book quest on a few other characters, done some more in the labyrinth, run the Clock Tower a bit more, whatever. But I wanted the items, tried my hardest to get them, and left empty-handed. If it was spread out over a few months it wouldn’t be quite so bad, but again, limited time so you gotta grind like a beast.

Why not a “token” system like the normal dungeons (in addition to random drops). The prices would no doubt have to be adjusted to fit a limited-time event, but still. That way you’re at least guaranteed something for your time, and with random drops maybe you’ll get more, rather than just “hope you’re lucky or you get nothing!”. If the items becomming too common is a problem, just make the token reward a 1-time thing, get your tokens and you can get 1 item of your choice and only 1.

The other criticism I mentioned up a bit, but Mad King armor. What could possibly be considered the penultimate halloween trophy item. And it uses a generic model, really? Its rare loot thats not fitting at all of the rarity of it because the only thing thats unique about it is the rune (and I believe you can craft those anyway if you get insanely lucky to get the recipe). If its going to be generic, make it more common or a guaranteed drop (we got a guaranteed boot item, why not the rest of it?). If its going to be super rare, make it fitting of that. That way people like me who only get “lucky” enough to get a Mad King item or two can at least use those to trade for other rare things.

So, there's no way to finish the achievements now?

in Halloween Event

Posted by: Electro.4173

Electro.4173

Achievement archive, yes. Would be nice to have the actual events still viewable, I dont’ just want the points / titles, I want to see the achievements as well.

Could still remove (or not include) any incomplete achievements so as to not provide players with a bunch of stuff they can never do, but leave the completed ones in an archive section so those who did finish them can look back on them fondly.

My Asura Pumpkin for Halloween

in Halloween Event

Posted by: Electro.4173

Electro.4173

I was considering carving my pumpkin like the Mad Moon, but I’m not very good at adapting things into pumpkin patterns so I decided against it on the premise that it probably would have looked like crap.

Thats a really nice design though, kudos.

what are you going to do with your Halloween leftovers?

in Halloween Event

Posted by: Electro.4173

Electro.4173

I bought around 40 skins… it’s going to be a good 2013.

Z

Oh, so you’re the reason the prices jumped from 2g for something like a Grinning Gourd rifle skin to 12g.

what are you going to do with your Halloween leftovers?

in Halloween Event

Posted by: Electro.4173

Electro.4173

I’ll keep the candy corn for future food / recipe crafting. I bought all the Halloween recipes from the vendors around Lion’s Arch (Why couldn’t the gift / rune recipes have been purchasable and not random drops? Urgh!) and I believe every single one of them takes candy corn, so… yah. No selling that for me.

I’ve got about 300 ToT bags from running the Clock Tower for a few hours straight this afternoon (for fun because I love Clock Tower, not just grinding bags), not sure what I’ll do with those. Maybe save them until I get short on candy corn or need more crafting materials, assuming I can find someone willing to craft a halloween weapon gift for me at some point.

Engineers get backpacks, where are our quivers?

in Ranger

Posted by: Electro.4173

Electro.4173

Don’t see why this is a Ranger-specific issue when other classes can use bows as well…

But anyway, I’d like to see quivers. But, they’d have to be actual equippable back items, not just “auto-appear when you have a bow equipped”. If they were auto-appear like that, they would clip with any other back gear you happened to have equipped at the time.

And I’d rather have a quiver equipped at all times then have one magically appear when putting a bow on.

[Q] One time event?

in Halloween Event

Posted by: Electro.4173

Electro.4173

I never played Guild Wars 1, but I believe I overheard a conversation in map chat that said that with GW1 the event was different each year and little or none of the stuff from the previous year returns, it was all new.

It would make sense that GW2 would follow suit, if that is indeed the case.

That, and as mentioned it would be a lot less interesting if you just repeated the same event from the last year again.

When Does the Event end

in Halloween Event

Posted by: Electro.4173

Electro.4173

What I’d like to know is WHEN on November 1st its going to end.

Is it going to be right away at midnight as the date turns over to the 1st, meaning you have to get everything you want to do done on Halloween or miss out, or is it going to run through part or all of Thursday the 1st, giving you a bit of a buffer?

I do a lot of decorating around the house on Halloween (move all the indoor decorations outside so the house is really decked out for trick or treaters) not to mention standing around answering the door and such in the evening of course, which is going to leave me pretty short on time tomorrow. But if I have to I’ll make time, put up less stuff or whatever I need to in order to at least get some time with the Act 4 content.

But if I’ll actually have time to do stuff on Nov. 1, then I wouldn’t need to worry about it, and could just make sure to get some quality time on Thursday.

Reviewing all of the Traits: Analysis and suggested changes.

in Elementalist

Posted by: Electro.4173

Electro.4173

I’d really like to see something besides a speed boost for daggers even if the trait worked and it stacked with swiftness. Dual daggers already has plenty of distance closing skills AND swiftness all over the place, more move speed just seems unimpressive to me in any capacity.

Maybe something as simple as an AoE increase. Works for Staff, why not Daggers? I could get behind bigger AoE’s on Ring of Fire, Chilling Burst, Ride the Lightning, Churning Earth, ect.

Or if you really want to play on daggers being fast weapons, how about a boost to attack speed instead of movement speed? That would be interesting and not redundant, and its not like Elementalists have any other attack speed boosts. Nothing major, maybe 10-15%.

Good Bye Special Event, Anet hates my timezone.

in Halloween Event

Posted by: Electro.4173

Electro.4173

Oh good grief, people will call anything hate these days.

It nothing to do with hating the timezone. You make an event at one specific time, someone is going to get screwed with an inconvenient time. Thats just a fact, as long as you have a worldwide playerbase its impossible not to inconvenience someone.

They timed the event based on peak player time. The majority of the playerbase is in the US, which means peak player time is based on the US, ergo the event itself is based on the US timezones. Majority rules.

Could they have done a recurring event that allowed everyone to attend? Yes, and I would prefer that too. But they wanted a 1-time event for whatever reason, and the timing certainly has nothing to do with “hating” anyone. If they hated you, they’d ban you from the event altogether, not just make you come at an inconvenient time of day.

Can you loot those chests at clock tower?

in Halloween Event

Posted by: Electro.4173

Electro.4173

You can. But they don’t have anything good (I think justTrick or Treat bags, at least thats all I and a couple others I talked to ever got) and you’re very likely to die in the process unless you’re crazy fast.

In my view, Clock Tower is not fun [Merged]

in Halloween Event

Posted by: Electro.4173

Electro.4173

“How will they lose players over this OPTIONAL puzzle that will only be here for FOUR more days.”

They already have, and not to mention its not OPTIONAL for those who love achievements. No where as a developer stated it is not part of the Halloween title achievement.

Actually, they have. The Clock Tower and Pumpkin Carving are NOT included in the overall Halloween achievement grouping. They are their own seperate achievements and nothing more.