i thought
A) Bifrost would randomly teleport either the user or the target,
B) Twilight would make the user sparkle in the sunlight
C) Quip would tell bad jokes like Mad King Thorn
D) The Moot would have the same effect as consuming too much alcohol
E) The Predator would change game music to the famous 2 note Jaws theme
F) Bolt would transform the user into a deceived canine who believes he has super powers
G) Rodgort would make the user’s hair blue
H) Eternity would transform the user into a pink marching band bunny
yeah i know, you rolled your eyes patiently tolerating all the bad jokes because you expect me to hand out bacon after the show…
quote from 28 Oct, 2014:
I saw the test of the new interface today and it looks solid to me. (I also happen to think it’s very attractive, but maybe that’s just me.
)
The interface and Custom option move into testing now, and the text is already headed to Localization.
The dev team is keenly aware that there are Halloween items available only during a specific period (through November 4) and therefore they intend to do their darnedest to offer the new options in the next few days but certainly in advance of November 4th if humanly possible. (I have confidence this will happen.)
Because I would like to walk with my different characters every now and then.
OP, please expound upon your vague statement and articulate your reasons for wanting “account bound map completion” in a way we can understand. because i am genuinely confused. (maybe it’s just my incurable bacon deficiency.)
how does map completion affect “walk” mode? you can toggle “walk” / “run” mode without map completion on a character.
or did you mean that you want XP from map completion to be account bound, essentially leveling up all your characters on your account by only playing one character…?
or did you mean that you simply want the map to unfog for all the characters on your account once you unfog that map with one character?
considering that DX12 is going to give developers direct control over thread management, and also considering that DX12 is releasing with Windows10 in the near future, wouldn’t it be better to add DX12 features first?
[suggestion] suggested for ALL event chains, and ALL events that spawn champs when scaled, and defense events, and multiphase world boss events.
since it’s an event chain… consisting of say, 5 consecutive events.
a) champs spawned from the event drop no loot.
b) succeeding event 1 grants 1-3 champ bags from a “bonus” chest, based on bronze, silver, or gold.
c) succeeding event 2 grants 1-3 champ bags based on bronze, silver, gold
d) etc for every event
e) final event in the chain rewards 1-3 champ bags, PLUS an additional “event bag” per event completed in the chain.
f) the event bags would be like Teq boss bags, for example, and would contain a set number of items, but would have a chance at ascended loot boxes, and zone specific rewards, and possibly even minis or new collections items as well.
g) failing any event in the chain automatically causes a 5-10 minute delay before the first event respawns.
[EDIT] to explain g) in a better light (including all the suggestion points). say there are 4 events in the chain, and each event in the chain basically takes 5 minutes to complete. the event chain would take 20 minutes to complete. so, if the first event fails, there would be a 10 minutes wait before the event would start again. this is to prevent people from fail-farming the first event. what is better? completing all four events in 20 minutes and obtaining 4 event rewards plus the meta event chain reward? or fail farming only the first event every 10-15 minutes for only a single event reward? [/EDIT]
so for example:
someone completes all 5 events in the chain at gold status. s/he would recieve:
a) 15 champ bags (3 for each gold medal)
b) 5 event bags (as a bonus reward for completing the final event, after also completing all 5 evetns.
someone completing the first 3 events at gold status, and failing the fourth event recieves:
a) 9 champ bags
b) no event bags
someone completing the last 3 events at bronze medal would receive:
a) 3 champ bags ( 1 for each bronze medal)
b) 3 event bags (for completing the final event, plus 2 other events in the chain)
additionally
h) all defense events should
~be treated as event chains, and follow the above event chain loot rules.
~every three waves would count as a single event in the chain for loot purposes. (if there was 12 waves, that would count as 4 events, the final wave granting the event bags)
i) all multi-phase world boss events would be treated as event chains
~each attack phase would count as an event
~each defense phase would count as an event
~if an attack phase and a defense phase occur simultaneously (for example, defending the artillery in Jormag fight at the same time as breaking the wall) they would count as separate events, and both events would need to succeed to reach the next phase.
~pre-events count as events in the event chain for world bosses, and participation in the pre-events would earn additional event bags upon completion of the final event.
(edited by Forgotten Legend.9281)
Fail-train farmers are more like street racers who block off a road for a drag race at 10pm, blocking all the other taxpayers from using the road.
Their intent is to exploit public resources for private gain. While their intent is gain, the side effect is to prevent the legitimate use of said public resources.
I’ve said my piece and counted to three. I’m also heading back to the song of angels, a.k.a. the sound of bacon frying in a pan in my kitchen, so don’t expect another response from me.
personally…
i think that all champ chests dropped from event champions should only be rewarded as bonus chest after the event has succeeded.
if the event fails, the most you get is a single blue loot chest.
if the event succeeds, you can get up to 3 exotic loot chests and an additional loot item that could be specific to the zone or event.
maybe that would fix the “fail train” attitude. i am so sick of the fail-train.
when should the cast time for 100b be reduced? i say after warriors stop bragging about 44k 100b channels.
how is a 15k rapid fire more OP than a 44k 100b?
[Quote] multiple responses [/quote]
hey, if the OP and everyone else complaining about rapid fire is allowed to exaggerate, so am i. i know kitten well that the 44k 100b hits are against NPCs that are fully debuffed by zergs, while the 100b warrior is fully booned.
guess what? the 15-18K rapid fires are the same thing! against NPCs that are fully debuffed by zergs while the ranger is bully booned!
NPCs never equate to real players. and that’s my point. NPCs are stupid and never move out of the way. players do. and if players are stupid enough to stay in 100b or rapid fire, they deserve to die. there’s thread after thread after thread discussing how easy it is to counter rapid fire
(edited by Forgotten Legend.9281)
when should the cast time for 100b be reduced? i say after warriors stop bragging about 44k 100b channels.
how is a 15k rapid fire more OP than a 44k 100b?
since the sept 16 patch went live, i’ve noticed all my framerates in world boss fights have dropped to 13fps or less if i’m within 1200 range of the zerg. before the patch, i was easily running 30-40fps in the middle of the zerg.
i ran with the train and fought ulgoth, shatterer, shadow behemoth, tequatl, jungle wurm, golem mk II, jormag, and frozen maw. not in that order of course.
the game also crashed several times throughout the train, including once at Ulgoth, and another atteq. i don’t remember where the other crash or two occured. i always send anet the report for their techies to peruse.
several guildmates also mentioned that thier framerates in dungeons have significantly dropped from 60fps before the patch, to 5 fps after the patch.
i also noticed that mini’s were still being displayed in the middle of the Zerg, so i’m curious if that has anything to do with. a guildmate suggested there may be some testing on anet’s end concerning performance issues at both extremes of when to cull the mini’s.
if mini’s are the culprit, and even if they’re not, may i offer a suggestion to have each player’s client render the mini’s based on user graphics settings. such as
[always display only my mini]
[always display everybody’s mini (subject to culling)]
[only render party mini’s]
i presume the mini’s are already part of the player side client (like how the images and descriptions for items on TP are on the player’s client) perhaps the same tech could be modified to enhance server performance by offloading mini rendering and physics to be handled by the player’s client? and then furhter performance improvements on the player’s client based on the graphic settings used above?
please forgive me for repeating myself. this thread seems to be the place i should have posted to begin with, so i’ll quote here:
[ suggestion for personal story ]
A) please restore chapter 7 of the personal story to how it was before the patch. ie, the personal “greatest fear” plot line.
B) please restore the “cleansing of orr” plotline to the END of chapter 8, the way is was pre 9/9
C) pleaase split chapter 8 into three chapters:
~Chapter 8: Crippling the Beast, (basically, story steps “Temple of the Forgotten God” through " A Grisly Shipment" / “Ossuary of Unquiet Dead” )
~Chapter 9: Further Into Orr (story steps “Further into Orr” through “Blast from the Past” / “Ships of the Line” / “The Steel Tide” )
~Chapter 10: Victory or Death (story steps “Against the Corruption” through “Victory or Death” )[Benefits of suggested structure]
~ retains the consistency of the story
~ cleansing of orr storyline is in a level 80 zone, and therefore should retain it’s level status
~ the extra chapters break up the story into more manageable bits for the player, retaining chapter length consistency (each chapter is roughly 3-5 story steps, except "The Battle of Claw Island, which is 7 steps)
in addition to the above, another reason for restoring the “greatest fear” plotline, is the how’s and why’s behind part of the defense of Fort Trinity.
a) the blue Orb… is explained in Lionguard Apatia’s story line. otherwise, the player has no clue why he/she is placing a blue orb into the device mid way through the mission. no clue as to what is does, and no clue as to how the Pact obtained it.
b) Tonn’s bombs… is explained by Tonn’s storyline, that they are the best kaboomers made in the pact. otherwise, who cares who made them
c) having the storylines mentioned in the fort trinity defense gives a larger sense of scale for players who have played through the multiple story lines., even so much as hinting there could possibly be mulitple “lieutenant commanders”, as both Tonn’s bombs and the blue orb are found within Fort Trinity. i personally pretend that my three main characters experienced three different storyline paths that intertwined, and the greatest fear storylines help reinforce / allow for that possibilty.
edit:
d) the “mistake” storyline also continues the theme started during the “battle of Claw Island” chapter and rescue at Rancor Ruins story step (starts at Fort Concordia), that Zhaitan and his army are actually intelligent and use advanced tactics and strategy against their foes.
(edited by Forgotten Legend.9281)
[ suggestion for personal story ]
A) please restore chapter 7 of the personal story to how it was before the patch. ie, the personal “greatest fear” plot line.
B) please restore the “cleansing of orr” plotline to the END of chapter 8, the way is was pre 9/9
C) pleaase split chapter 8 into three chapters:
~Chapter 8: Crippling the Beast, (basically, story steps “Temple of the Forgotten God” through " A Grisly Shipment" / “Ossuary of Unquiet Dead” )
~Chapter 9: Further Into Orr (story steps “Further into Orr” through “Blast from the Past” / “Ships of the Line” / “The Steel Tide” )
~Chapter 10: Victory or Death (story steps “Against the Corruption” through “Victory or Death” )
[Benefits of suggested structure]
~ retains the consistency of the story
~ cleansing of orr storyline is in a level 80 zone, and therefore should retain it’s level status
~ the extra chapters break up the story into more manageable bits for the player, retaining chapter length consistency (each chapter is roughly 3-5 story steps, except "The Battle of Claw Island, which is 7 steps)
one reason for using overlays on top of games is for monitoring personal hardware: like GPU temperature, VRAM usage and such. Overwolf expands on that by allowing you to see who is talking at the time in TeamSpeak (Overwolf is essentially Teamspeak’s overlay, after all)
knowing the name of a person who is talking in VOIP is the same as knowing who is talking to you in front of the TV playing multiplayer Goldeneye. it enhances the enjoyment of the company or community, without changing the actual gameplay at all.
well, if people can’t handle rapid fire builds… just wait til trapper-rune remorseless greatsword rangers start “mauling” everyone. /chuckle
Proposal
add another UI option:
[See all player names of fellow guild members only.]
a) player names in my represented guild will show gold text, same as they do now
b) player names belonging to guilds i joined, but am not representing at the moment, would show the default player name color
why?
reduces clutter of player names during large zerg events, but also still allows a player to recognize fellow guild members immediately in the environment.
as a player, i want to be able to see my guildmates’ names in the world, without having my screen cluttered with all player names from other gulds.
(edited by Forgotten Legend.9281)
it’s for supporting your allies…
[Guild Ranks and Permissions]
MUST HAVE: separate permissions for “guild invite” and “kick from guild”
for example: Guild leader can set it up so junior officers can have the permission to invite people to the guild, while only senior officers can kick people from the guild.
“admin lower ranks” would be reduced to promoting and demoting lower ranks.
Why?
prevents griefers from kicking everybody in the guild once they’ve jumped through the hoops to become officers
tl:dr
3 separate permissions:
1: invite to guild, 2: kick lower ranks from guild, 3: promote and demote lower ranks
(edited by Forgotten Legend.9281)
[proposals]
A: MUST HAVE: see all guild chats all the time in chat window. each person chatting would be preceded by their currently represented guild tag: for example: [XIII] Forgotten Legend: And bacon to you too!
1~ the guild i am currently representing must stay gold in colour, other guilds will show different colours. (the other four guilds could all show in the same color, say green, as long as it’s not the same color as the represented guild)
2~ the guild i am currently representing is the guild chat that i participate in. (being able to chat in all 5 guild chats isn’t necessarry at first, but would be really cool)
3~ guild chat no longer gets wiped from my chat log when i swap characters.
B: MUST HAVE: the guild i currently represent must show it’s message of the day in chat when i log in, and then when i switch representation, the new message of the day from the newly represented guild shows in my chat log, with the appropriate guild tag
C: MUST HAVE: every guild i am in receives a percentage of influence. i can be in 5 guilds. all five should get influence from everything i do, all the time, even if i’m representing a different guild.
1~ the guild i am representing at the time receives X influence for my activity
2~ the other guilds would receive say X/3 influence for my activity
[extra commentary:]
guilds should have to earn my loyalty, instead of demanding 100% rep from me. sure i get benefits from joining a guild, but i trade influence for those benefits. this is a game. i am no one’s slave. no one gets to be my boss, and that includes demanding 100% rep from me. no way no how. threats don’t foster community, helpfulness does. and if you only help me because i give you 100% of my guild influence, you’re not helping me at all.
if i want to be in one WvW and a different PvE guild and a different sPvP guild and a different guild for RP, i should be able to. every guild isn’t going to specialize in every game mode the same way. and if every guild of which i am a member gains a little influence from everything i do, i think they’ll be more forgiving if i’m representing another guild for a few days doing an activity that the main guild doesn’t really enjoy..
(edited by Forgotten Legend.9281)
first: we love the new “always show player minipet”
second: we hate the “miniatures have been hidden due to higher player population”
third: we understand that the server needs to stop rendering mini’s (and calculating mini’s movement and physics and such) in order to maintain higher performance under heavy player population load
suggestion: we suggest that the job task of rendering the player’s own minipet be transferred to the player’s own client, so that the player will always see the player’s own minipet. everybody else’s minipets would only display when the server was able to render them under high performance standards.
further commentary: the client (player’s own PC side) already has graphics options settings, such as show more players or less players. render high quality players or low quality players. it seems appropriate to add the player’s own minipet to the client side graphics rendering, since i as a player, want to see my own mini, but i don’t necessarily care about everyone else’s mini. however, i would like to see other peoples’ minis when it doesn’t hurt performance.
tl:dr
1) player’s client always renders player’s own minipet
2) server renders / hides everybody else’s minipets according to performance metrics
in my opinion, generally speaking… any guild that wants 100% rep is not worth joining.
Kasmeer will be wherever your current Living Story chapter places her. (at level 80 you can play and replay these chapters to your heart’s content.)
Kasmeer, Rox, Braham, Taimi, and Marjory do not have a static place in the world outside the living story chapters
Next level necro: Although there wasn’t a blog post, we did announce the new combat at Gamescom coming in Feature Pack 2. Some details are listed here: http://wiki.guildwars2.com/wiki/September_2014_Feature_Pack#Combat_log
I figured it’s worth spreading the word since I haven’t seen it listed on any feature pack summary threads.
thank you for OFFICIAL word on these forums concerning this. i was seeing mention of combat log changes but somehow failed my google-fooOOoo while looking for official source. i chalk it up to bacon deficiency, either mine or my PC’s
i’d at least like to have a season listed as a reference to when during the year the events happen. you know, like spring summer fall winter. but Tyria obviously doesn’t have seasons like that. i’m aiming for at LEAST a season name in addition to the year, or “Early 1327 AE”, “Mid 1327 AE”, “Late 1327 AE” would be acceptable, too.
background:
with the introduction on Living Story season 2, the story journal was updated to include the year for each chapter of the personal story and living story as listed in the story journal.
examples:
when you highlight “Forming the Pact” in your story journal, you see 1325 AE on the UI
when you highlight “The Dragon’s Reach, Part 2” in your story journal, you see 1327 AE
suggestions:
A) please update the UI to ALSO include the day and season as shown in the living world season 2 wiki page: http://wiki.guildwars2.com/wiki/Living_World_season_2
for example:
highlighting “The Dragon’s Reach, Part 2” would show “44 Season of the Scion, 1327 AE”
B) please add the day and season to the Personal Story chapters as well
C) please also split up personal story chapter 8: “Victory or Death” into 2 distinct chapters:
8: Preparations (or Crippling Zhaitan): story steps “Temple of the Forgotten God” through “Further Into Orr”
9: Cleansing Orr (or Victory or Death!): story steps “Hunters and Prey / Stealing Light / Marching Orders” through “Victory or Death”
D) UI improvement:
currently on the UI, when highlighing a chapter, say Gates of Maguuma, there is a large artwork on the right of the screen which shows the date in the bottom right corner (1327 AE) and then, underneath, there is a list of each story step, as follows:
Disturbance in Brisban Wildlands
Fallen Hopes
Tracking the master of Peace
Cornered
Prosperity’s Mystery
now, what i propose to to add the day and season to each story step, so that it would look more like this:
1. Gates of Maguuma 1327 AE
Disturbance in Brisban Wildlands 1 Season of the Scion
Fallen Hopes 1 Season of the Scion
Tracking the master of Peace 2 Season of the Scion
Cornered 3 Season of the Scion
Prosperity’s Mystery 5 Season of the Scion
now, i randomly picked numbers for the dates just to fill in the blanks, of course, actual canon for the dates are probably different, but it at least gives a better idea of timeflow in the game. the summary’s would still appear under each story step as they do now.
reasoning:
when people keep a journal, they tend to include a date, not just a year. there are other things that happen on those dates as well, and just looking at the journal will remind us of things that we didn’t write down, just because of the date recorded. and remembering those other things about that day brings everything into context.
for a hypothetical example:
Tracking the Master of Peace: 2 season of the scion 1327 AE. i didn’t write it down, but i ran into my old friend from Divinity’s reach: Riot Alice. it felt good to see her moving on with her life after Two Blade Pete almost ruined it. seeing her raised my spirits and renewed my vigor in the search for the Master of Peace. Amidst the muliple crash sites of the Zephyr Sanctum, she reminded me that i really am making a difference in this world, one person at a time.
PS: this felt like the appropriate place to post this…
IMO:
rescue zephrytes from the the asura cave needs better notification. people OUTSIDE the cave anywhere in PROSPECT VALLEY need to be able to see the notification. typically, i see people race the inquest to gather all the “flags” in that field near the quicksand river, and then everybody leaves the area because the rescue event waits 5 minutes before it triggers. it needs to trigger immediately after winning the race to gather “flags” (crystals or whatever that you place into the barrels)
Champion Sand Giant and Dust Monster in their current state are essentially Mega-World-Bosses-Events with basic [Group Event] loot.
~i agree the loot needs to be upgraded to Mega-World-Boss loot.
~adding 4 or 5 achievements each wouldn’t hurt either.
~other option is to nerf the fights down to standard [group event] levels.
considering the new feature for “standard enemy models” for PvP…. outfits isn’t an issue in PvP anymore…
the punishment for taking a long time to defeat a world boss for a reward would be missing out on the OTHER world bosses
the issue my guild has with the current mega server system:
we show up at the guild puzzle, after another guild has activated it, and there is a 15-20 minute remainder on the timer. sure, the puzzle is complete-able in that amount of time, but it doesn’t leave room for errors. so we end up wasting 15-10 minutes waiting for the timer to reset just so we get the full alotted time.
[suggestion] make it so multiple guilds can enter the puzzle, but each guild has it’s OWN SEPARATE TIMER to complete the puzzle, based on when the guild clicks on the flag.
though i imagine that could be a coding nightmare…
IMO fire fields should never have done damage to begin with… they are combo fields. meaning to get the most out of them they need to have combo finishers applied. so then if some idiot decided to make a smaller fire field by rolling into a wall, there would be a smaller fire field to make combos out of.
ANET already said that it was being used NOT AS INTENDED. and when unintentional gameplay trivializes boss fights to the point where speed clear groups demand the unintended “i win” button or be kicked, and THEN complain about the content being too easy… and then threaten to leave the game because the bug was fixed, let’s just say they’re lucky the door isn’t locked behind them.
ANET was being classy in this regard. other MMO’s i’ve played would have banned everyone using the exploit at least 3 days, and then patched the game right away to prevent any further abuse of the unintended cheese.
air GM buff was a buff to the new GM air trait that strikes foe with lightning on interrupt… it will strike any foe that is disabled. so it will synergize with earthquake now and other like skills.
the glyph of storms: fire storm will proc a second of burning for every foe it strikes, air storm will proc 2 stacks of vulnerability for 4seconds for each foe it strikes.
thank you for SUB-categorizing PvE into general, dungeon, and world boss. it’s such a pet peeve of mine when people post on the forums about “PvE” when they mean “speed-clear dungeon runs”
you’ll shoot your eye out, Kid!
i would gladly fill my elite slot with another signet, because signets are more valuable to me than any of our elites. let that sink in for a minute.
i wouldn’t say “flirty” as much as hinting that there’s a LOT more to Countess Anise than we’ve been told. especially with his comment about her power of illusion and wondering about her… Not allowing him to finish that sentence
problem:
a) shortest asura heights make telegraph animations difficult to see.
b) tallest norn and charr heights makes telegraph animations very easy to see.
solution:
a) rescale every character in sPvP to max human male height, regardless of race or gender.
~asura will no longer have the distinct advantage
~norn and charr will no longer have the distinct disadvantage.
counterargument:
but it’s not realistic to have asura as tall as norn!
rebuttal:
it’s not realistic that a 3 foot tall asura can run as fast as a 15 foot tall norn, but that concession needed to be made for gameplay balance. further, if asura are to maintain the advantage of hardly visible animations, than maybe they should be forced to trade off landspeed for it in sPvP.
additional commentary
a) the races seem to have been designed to provide for PvE flavor:
~different sizes,
~different personal stories,
~different additional PvE healing, utility, and elite skills.
b) of the PvE flavor, only race size made it into sPvP, and should therefore be removed from the format for consistency
apologies if this has already been discussed to death.
Brawler’s Recovery removes a random condition in addition to removing blind
well… the adrenaline change is relevent to mobility discussion methinks, due to how adrenaline will be consumed whether the burst skill hits or misses, and also adrenaline starts degenerating as soon as combat ends with the update. the mobility is still there, but the burst potential as an opener is drastically reduced. warriors will have to build up adrenaline during battle now, and then use the burst skill later in the fight
also, skill bar preview revealed nerfs to hundred blades and whirling attack (about 5%), but buffed the F1 skill to a 5 target AoE with bonus damage against low HP targets
Are you running pvt?
yup
toughness, while it reduces incoming damage, is also a threat mechanic. the more toughness you have, the more aggro you naturally generate. IE, whoever has the most toughness is most likely to be the mobs target. (it’s more complicated than that, obvously, when you include damage dealt, but since you as the PC will do more damage than any friendly NPC, toughness by itself is enough to aggro)
perhaps a new warning could be added to the dialogue option , to specifically state in big bold yellow world announcement letters. “IF YOU CLICK YES IT WILL DERAIL YOUR OWN PERSONAL STORY” and the big bold yellow world announcement letter warning show up again during the confirmation dialogue: “ARE YOU SURE YOU WANT TO DERAIL YOUR OWN PERSONAL STORY”
while i appreciate the offer of credit for playing together with other people on story steps, this seems to be confusing enough for players that every week someone posts about how their personal story is derailed. i would personally prefer to NOT have the option to accept progress if it’s not the exact same storyline.
a compromise could be to reward “helpers” of PS instances with half XP credit, as though it were a dungeon or something.
skill bar is the name ANET gave to a new pre-recorded segment they run in Ready Up. the segment covers previews for upcoming class changes. Ready Up is their PvP livestream on Twitch.
predators onslaught will synergize with Axe, longbow, with control traps, entangle, and definitely will benefit the ranger in a Champ train or EotM Karma train. Get a big enough zerg, and high HP mobs will certainly have movement impeding conditions on them at least 50% of the slaughter time. +10% damage against high HP mobs is mobs isn’t exactly meaningless. especially considering how 2% damage buff or nerf is the difference between OP and worthless according to posters on these very forums.
from engineer Elixer S notes: Tornado has been changed to a lightning field and now you can launch whirling bolts as it is also a whirlwind combo.
i hope / presume this change also affects Elemanalist elite skill: Tornado…
-bear family f2’s now strike the enemy
-entangle duration also reduced w/ the reduced cooldown 60s cd, 5s duration
and
-axe auto attack applies might for every enemy hit
-axe 4 is 25% faster
-the old signet mastery GM trait is replaced with (do +10% damage against foes with cripple / chill / immobilized)
(edited by Forgotten Legend.9281)
this would have been my elementalist’s first choice in armour stats if it would have been available at launch. i would probably still swap out half my gear for it, or at least consider it for new squishies i make
Brady Bunch, Hollywood Squares, even the Muppett’s opening walk…
here is the issue: consistency
all exotics need to be acquirable the same way… all crafted without timegates… or all crafted with timegates. period. regardless of the stat spread.
either all exotic gear is tradeable, or none of it is. period.
to bring celestial exotic gear in line with the rest of exotic gear, it needs to have the timegate removed and be made tradeable.
although, to keep exclusivity for it’s unique nature of full stat spread, a reasonable compromise could be to remove the soulbound-on-use requirement, to allow the owner to use the gear among all relevant characters. but then that’s treating exotic gear as though it were ascended gear, and then those who acquired the celestial ascended gear would complain about the exotic versions. so the best way is to bring celestial exotic in line with the rest of exotic gear as mentioned in the above “paragraph”
(edited by Forgotten Legend.9281)
[BRAINSTORM ABOUT DEFIANT STACKS: DIMINISHING RETURNS]
(a) a more script intensive idea would be to give diminishing returns to successive uses of successful control effects with specific time periods.
examples: once you knockback a boss, the next knockback within 10 seconds is only half the distance, et cetera… until the full 10 seconds expires without knockbock. another example would be immobilize the boss for 4 seconds, but then if any other immobilize skill is used against the boss within 10 seconds, whatever the immobilize would have been, is cut in half. if immobilized a 3rd time before resetting, then halved, and the result would be halved again.
(b) there would have to be an additional rule that any effect lasting less than 1/4 second is just plain ignored.
example: boss gets stunned for 4 seconds, 5 seconds later, a 2 second stun hits the boss, so it’s halved, so it’s a 1 second stun. 3 seconds later, a 3 second stun hits the boss, but it’s halved, and then halved again (diminishing returns diminish per stack), so 3/4 second stun. 9 seconds later a 2 second stun hits boss. gets halved, halved and then halved again, so it’s a 1/4 second stun. 4 seconds later a 4 second stun hits the boss, gets halved 4 times. so 1/4 second stun. if the diminishing returns aren’t reset at this point, the stun duration will be less than 1/4 second and won’t stun the boss.
(3) now, the diminishing returns would be exclusive and independent to each control effect, not a global diminishing return for ALL control effects.
examples: so if diminishing returns affected stun duration, and nobody dazed the boss yet, then diminishing returns would not apply to daze yet. and since each control effect has it’s own independent diminishing return, daze could be at level 3, stun could be at level 6, knockback could be at level 2, immobilize could be at level 9, all at the same time.
but that would require a LOT more scripting than simple defiant stacks. and this doesn’t address any of the “build up to large attack at x stacks of y” mechanics
[RELATED UI SUGGESTION]
as a side note: UI could be better customizable for me to relocate my target’s healthbar to a place on my screen where i can actually pay attention to defiant stacks and such. i have a 30 inch monitor. my target’s healthbar is always at the top of the screen, where i never look during combat. allow me to move it somewhere i can monitor it better please.
if players can’t even see the target’s buffs / debuffs during combat due to UI restrictions, of course they won’t be actively thinking about things like defiant. and if they’re new to the game, they won’t even KNOW about defiant unless tutored on it.
[TUTORIALS BOOKS AND IMMERSION]
i agree that in game tutorials would be a huge benefit. the most frustrating thing about GW2 is that outside resources are practically required. open world boss fight timers (not in game), mystic forge recipes (have to look in wiki because there’s no MF recipes in game in books or anything), combo effects (have to look up on wiki what a blast finisher does in a smoke field, because there is no in-game mention of combos, not even in books)
one way to add immersion and help solve this issue, is to add more BOOKS into the world. books that talk about combo fields, mystic forge recipes, and mob bestieries. could possibly even be added to the Hero panel as additional journals. like:
a~ bestiery journal, including notes on every mob encountered by the player in game, including bosses. journal entries would also be added by reading about mobs / bosses in books. would include more detailed info about strengths and weaknesses of mobs and bosses. the boss section would also include information about defiant stacks and big attack stacks
b~ mystic forge journal: including recipes discovered by using the mystic forge, and recipes taught to the player by NPCs or by reading books in Tyria
c~ combat journal: mainly to list combo results, learned by reading books or discovering on the battlefield, but should also contain entries about conditions and control effects.
these extra journals could be added as new tabs in the hero panel
(edited by Forgotten Legend.9281)
i bought the mistforged hero’s sword, ‘cause it’s the best out of all of them, in my own opinion of course. and it matched my charr warrior’s t3 armour quite well.
then i bought the hero’s mace because i don’t need the white flame on it. i’m happy with the chrome spiked ball as it is. and it also matched my charr warrior’s t3 armour quite well.
the other 150 tickets bought 450 dragonite ore. because ascended…. because i have less dragonite than empyreal. and i’m debating which ascended weapons to make next. or if i want to wait 23 more laurels for the light armour recipes…
though i will admit i also like the axe and shield. but the shield clips too badly with my charr warrior’s armour :/
yes, i’m rambling again. it’s a common side effect of bacon deficiency :/ my bad
(edited by Forgotten Legend.9281)