I rarely do PvP or Hard PvE, unless it’s organized.
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yeah the animations were probably better before but this is a minor detail compared to the fact that YOU CAN FINALLY MOVE.
Still it’s animations are quite awful as Warrior’s Hamstring, which is a over head strike instead of leg stab or leg sweep…
Or Necromancer’s Ghastly Claws auto-attack with Axe, kitten the old one had more ferocity…
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Now only if they changed AFK rules to ignore auto-attack…
Which will not happen. Unless something more sinister comes out in the future with ingame functions.
Even then, this weapon might have an extra utility, to let us trade its last 2 skills to equip an offhand in their place (shield for example.)
Liek a hoblite? As far as I know they’re Shield and Spear.
Yep, doesn’t make sense to turn easily spammable bleeding into “easily spammable burning”.
As far as I know and in my experience (though mostly just PvE), burning elementalist would require quite the investment in offensive power (signet, arcane power, so that itself can achieve 4k-5k burning DoT. And that burning ability diminishes if there are more targets, as it’s mostly just single target stuff.
I’d say more serious issue with open world PvE for Necros, is the complete lack of mobs utilizing boons that can be stripped or converted into conditions, they’ve been updated with an kitten nal of skills that converts boons into conditions, but boons are strictly limited to raids and PvP modes…
Hmm, perhaps ANet should implement mechanic with prompt that is asked every time player enters a jumping puzzle area: “Do you want to complete this jumping puzzle for the reward, gliding will be disabled for the time spent on doing it.”
This way it’ll disable achievement progression and doesn’t offer rewards at all, but allows players to use glider in the jumping puzzle.
But then again it might not make much sense othervise, since jumping puzzles rarely have any kind of followup paths into some area, to which players would want to get access… :/
They should, as far as I know.
Change name into “Pyromaniac” and make characters to laugh maniacally when ever using skills, or when ever setting a foe on fire.
Perhaps make that Inscriptions gives another boon, the said boon to nearby allies (and make glyphs that don’t have a boon by attunement, to have one), while granting the Elementalist itself Fury.
All glyphs would give a boon like Glyph of Elemental harmony un-traited?
Fire attunement with inscriptions could grant fury (5 seconds on all glyphs) and AoE quickness (2 seconds)
Water attunement with inscriptions could grant fury and AoE resistance (2-4 seconds)
Air attunement with inscriptions could grant fury and AoE stability (5 seconds)
Earth attunement with inscriptions could grant fury and AoE retaliation (5 seconds)
I just threw boons abit random with this example…
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Would be nice way to construct an elementalist’s look.
I have the best armour and stats at the moment, and i’m happy with everything. But I just sat back in horror as I watched a level 15 icebrood elemental in a low-level region remove half my health in a few seconds.
If they ever decide to make a gw3 I hope they get rid of that stupid scaling system, because it really makes the game look like child’s play.
Even if my health suddenly drops from 20k to 1.5k, I would expect a low level enemy to struggle against a level 80. My suspicion is that levels are actually meaningless in this game.
I’ve posted on this topic before, and I’m posting again because this is something that is still bugging me.
ADDENDUM: some of these mobs are actually killing me quicker than level 80 mobs.
No
That would remove all the very little replayability in lower lvl areas.
While also ruining the whole game for low lvl players, with all lvl 80 going around one-shotting every mob, making event progression impossible for low lvl.
Although ANet would be forced to nerf all rewards in the lower lvl areas, just to prevent lvl 80s from going around one-shotting mobs and events, and probably add “high lvl griefing” as another banning rule.
I would say lvls in GW2 are about “broader proficiency with tactics and skills”, rather than a “power up until powercreep”.
Since you’d still have all those % based bonuses and special modifiers while downscaled, while low lvl characters literally “don’t know about those”.
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Depending on your Gliding mastery, you can accelerate (hold forward movement button while gliding) and decelerate (hold backward movement button while gliding, or tap backward movement once to activate constant deceleration).
These can improve your gliding precision.
And previous posts already tell you about how to undeploy your glider.
Such thing is in GW1, it would be useful to have in GW2.
Especially if trying to play open world PvE events that results in map getting maxed and a single disconnect means No return to that map copy…
Would work pretty much same such mechanic.
Reserve the spot if player disconnects, ask player if they want to reconnect to last map and do so if player accepts.
Well, just my opinion, as I’m mostly a open world PvE player.
I think the Auras visual should have been included into the new and improved “Effect LOD”. Few times I’m having doubts about “what if I missed the aura”, since I can’t spot them on allies and waste my time trying to confirm I managed to land it on them.
Or Auras could have friendly and hostile appearances (friendly being more easy to spot on an ally, while hostile would be those transparent eggshields that are hard to spot).
I’ve just noticed that Asuras ears stop animating and freeze to the position that would be seen if the character is loaded with a model editing program.
Noted during HoT story instances, when characters talk.
Happened with player asura character and Taimi.
I play female sylvari ranger, and the first skill of the chain looks like it was ripped out of Asuras sword auto-attack, that of Warrior, Guardian and Thief.
Rest looks like a buffoon swinging around, thinking it looks good on others point of view.
Though, my opinion on my female Sylvari ranger:
The animations look like they’re ones that Asuras would use, which don’t make sense to for human-like Sylvari (the first skill of the Auto-attack chain looks exactly like how Asura would swing a sword, rest abit seem like swinging around the air of the character), atleast to me.
It seems like a person attempting to impress someone by swinging the sword around themselves, but making themselves look like a utter buffoon doing so.
So unfortunately, I think the standard animations that are used by sword guardians (and was used by warrior, until the swap of Final Thrust and Hamstring, though in that case, a stab at the leg would have looked nice in my opinion, than a overhead strike), would look much better in my opinion, since they have more feel of strength in the swings, while the new ones unfortunately just look like buffoon swinging sword around themselves, atleast on female sylvari…
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As with the lvl 80 boost, it uses a shared inventory slot, so far I have found no way to toggle it to be positioned at the bottom of my inventory.
I keep the “show bags” off, so that I have full inventory grid, right now the lvl 80 boost is always placed as first item in the inventory, with only 1 slot that can’t be moved at all, which is quite annoying as it “moves” items in my inventory while “show bags” is off.
Problem is that I already have lvl 80 characters and I wish to save the boost for a future character. I can’t place it in storage or other inventory slots, and it can only be consumed…
I really hope the inventory slot to be placed at the bottom of everything, as I would do if I ever got actual shared inventory slots, which I would prefer to have on the bottom of the whole inventory grid…
But that’s just my opinion regarding it.
“ArenaColin
Just wanted to quickly pass along we asked the skills team to hold off on making any more FX changes until a system was in place to allow people to toggle them on/off as a selection. They’ve been continuing to work on the project of making combat less visually noisy, while also ensuring there will be options for players to pick from.
More info on this with the spring update but I did want to say you’ll see the old FX restored soon along with some visibility options for those who want to use them.”
Well, nice that they’re actually working on something that is an option, rather than forced upon players…
I agree on some fixing related to Solo gameplay in HoT, but reducing mobs to that of vanilla PvE mobs, is not good idea, since you can simply just “AFK ranger with attack button under weight and allow your pet to slaughter the mobs that spawn near you” and this is an allowed exploit of the game while getting quite ok amounts of loot.
In my opinion, the Vanilla content should be fixed to match more closely to that of HoT, mobs that can kill you, if you just resort on “Stand-Spam-DPS-passivedefense”, which is against the game design ANet wanted for GW2: active defense and every profession must be viable in any role (DPS, Support or Control).
Vanilla content (or “zhaitan campaign”) punishes heavily every other build, but favors full berserker DPS builds with passive defense.
Mobs in vanilla PvE have very high HP which is used to counter conditions, low armor which increases direct dmg, weak and/or bugged abilities which renders Control useless and use no boons/conditions which renders boon/condition manipulations useless.
Good example where ANet going lazy with mob design: “Echoes of the Past”, mobs have insane amounts of HP, even for Berserker builds to deal with, while retain their abilities that don’t function, a complete kitten up by ANet’s part.
Also the mentality of “9 billion HP = harder” should be dropped, since it goes against the GW2 gameplay design…
Or ANet should split mobs into two groups or something: Solo mobs (retains the power to kill “stand-spam-DPS-passivedefense” buitds within few seconds) and Horde mobs (relies on the horde for DPS and are less powerful due to the huge numbers), as an example.
The very idea that vanilla mobs are easier is one of the many reasons, why players don’t play on HoT, when they can get same rewards easier in the vanilla maps, without putting as much effort in it.
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Since staff Elementalists no longer throw fireballs, just Flares like the ones in GW1, which are considered the worst possible skill in whole GW franchise.
Why not change the name into Flare and be dealt with it, as it seems Fireball isn’t gonna come back (Ruining the Fireball, didn’t really fix the visual obstruction issues it was thought to do so, Guardians and Mesmers are the most visual obstructing, last time I checked)…
Hi,
So, a few hours ago I finished the main storyline for my Sylvari mesmer character. After defeating Zhaitan and taking part in celebrations I received an email inviting me to a history lesson in Lion’s Arch.
What it did not tell me is that I was about to embark on one of the most useless tasks in the world and lore of the game.
Who the hell is Scarlet Briar? Why is it necessary to remember a dead psychopath who looks like a hippie to continue on my journey?
This is one moment where I personally felt cheated. Surely, they could have come up with something better post main-story?
Oh, and while I’m at it I’d like to take this opportunity to issue a formal complaint about the rewards I received after defeating the dragon. Where is my reward? The stuff I received have already been salvaged and sold. I’m still looking for my prize…
Oh, and why don’t the dragons attack with fire from their mouths? This is half-complaint, half-observation.
Just saying
Since it was living story updates.
I think you’d take a psychopath who looks abit like a jester more seriously. :P
Your reward, not exactly winning the story, since you still have stuff to do in the game…
Why not breath fire? Because not every single dragon in mythology breathe fire.
They already did, and I despise the “New game experience” updates the most. Everything is lvl gated, instead of “play and you unlock the most basics immedietely without needing to lvl up like mad”.
Every character pretty much start with a melee weapon now (or a short range weapon).
Sounds like the mobs need abit of updating, if a pet set to defend is enough to kill them…
Where exactly does it happen?
ANet designs Hawk Wings, but the poor Juvenile Hawk that Rangers can use, still has broken wing folding animations (They don’t fold their wings properly, which then drag on the ground when standing or walking, unlike other bird pets, I recall same issue is on other bird NPC using the same skeleton).
Pretty much only applies to PvP and raids.
Darn ANet…
Had a long pause from GW2, and now I notice that Necromancers have got updates to convert even more boons into conditions.
Is the open world PvE also updated to make use of these changes, as in monsters would use spammable boons more often and some would use powerful boons during some special skill?
Or is it still strictly limited to PvP and Raids?
You know, it may be that they’re silent because they don’t know how to proceed at this point. Because they’re still planning out how they want to effectively address this issue. If that’s the case, please just post something here(not Reddit) to that effect. How hard would it be to type up something like:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
“We’re sorry that the measures we took to address the visual noise issue were pretty much ineffective and had a negative impact on enjoyment of the game for many of you. We’re carefully examining our options and looking for a way to move forward on this with minimal negative impact. And once again, we’re sorry for the negative impact this has had. It was not our intent to make players angry. We were only trying to improve the game, and we will address this issue when we’re sure we have a good solution.”
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
And post it.(here, not on Reddit)
Well, I’ll give my opinion too: I think ANet should keep the forums as the primary communication location, why set up one up under their domains and then proceed to use something outsider website with higher likelyhood of containing less than 100% of their player base?
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Maxtar Rapidstep is the owner of a ranch where you can capture baby Dolyaks for a heart quest. However, as you try to capture the baby Dolly’s the mommy will attack you in order to prevent you from capturing her babies. Isn’t it cruel that you are basically doing the equivalent of smashing baby seals heads in as their mothers are watching and you don’t even get a choice to support this awful practice in game or not?
I suggest a simple change where either the mommy Dolyaks no longer attack you when you try to capture their babies or that the mommy is already at the farm and it will be changed into a retrieving mission where you capture the babies to return them to the mommy.
Well, starting up farms will always result in suffering of said animals, adults and their babies.
And not to forget that nature in real life is even crueler, predator will attack it’s prey, regardless if it’s a baby or adult, hunger gives no easy way out…
I’d say it’s more like: Kill the mother to herd their children, than the opposite…
In a way, if Anet does change it, perhaps it forces players to capture the mother instead and the calves will then follow obediently.
Well, I dunno if the Adrenaline Mushrooms can help bypassing the cooldown, but problem is that I can’t get to it in a short notice, with only lvl4 itzel mastery…
The toxic bacon skill challenge feels extremely unreasonable, it feels as if it’s all about less than a second window of success…
Got mine too, still stored in bank.
I guess nothing hasn’t been restored yet…
It’s the usual stuff: Powercreep.
I clearly remember GW1 with the expansions.
Dunno when they’re gonna be fixed tho.
Already pointed out by another person’s post in here tho.
Old concepts of scrapped content, especially from GW1 expansion “Utopia” and GW2 that were cut, were re-designed and made into actual content.
And that ANet scrapped all other damage types long time ago, exceptions being Direct Damage and Condition Damage.
Well, some type of elemental damage does exist, but it’s primarily kill animations (fire skill/weapon causes enemies killed with it to be set on fire and they scream in agony until they fall to the ground and remain motionless, every other element with their own)
I was already expecting this to contain stuff from a whiny idiot, like:
“I spent money on goId seIIer site and they screwed me, reset my account plz!”
Especially with a thread name like that. But it isn’t, thank goodness.
Well, technically the OP did whine abit though…
Hmm, could do it this way: You unlock the slots with Gems, which then unlocks by default on character it was bought, then you need to make some consumable with mystic forge and/or crafting for every else character (since they already added side quest related gem store stuff, like woolly glider and angry wintersday present). Something to do as extra.
Hello? Anything new on this issue?
I’m also hoping that there’s some news about restoring these, and adding graphics options for “visual noise”, but I haven’t heard anything so far.
Even after however many weeks its been since Anet screwed up their own visuals, I still don’t get how they could be so ignorant and shortsighted to not see how these nerfs haven’t done anything to help. How can someone like me whom doesn’t work in game development manage to see that the impact particles rather than the projectile is the real culprit for cluttered visuals, but the people at Arenanet who actually make games weren’t able to realize this. It just baffles me.
And make them optional by adding graphics options that players can choose if they want to use the gutted graphics…
kitten Anet also removed the cloud from Tempest Air overload, now lightnings come from thin air, instead out of the sky…
I’ve also wished if it would happen, but as far as I know, there’s been negative response from ANet on giving spears land based use.
Artistically, Spear weapon skins do contain Halberds (spear+axe, probably your “Great Axe” here), Glaives (single edged blade affixed on the polearm), Spears, Pikes and etc.
And as said before: Polearms.
The new system needs only unlocking, then you’re free to do almost anything after that.
Skill points are now “Spirit Shards”, which you get from completing daily and killing mobs.
Trait points are gone and you now have Mastery System that allows you to choose up to 3 trait lines from which you then adjust the major traits.
To unlock skills and traits, you need Hero points, which you get enough to unlock all skills and traits at lvl 80. If you buy HoT, there will be elite specialization that then requires you to do hero point challenges to gain the needed 250 hero points to unlock those elite specialization per profession.
Naah, no explanation will justify these screw ups/butchering. They just need to restore what was screwed up/butchered. Total imbecilic decision…
Well, according to one post in this topic (and by my experience), mobs are still all hidden under all the impact effects created by projectiles hitting the target, which the “fix” didn’t address at all.
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How about create graphics variables for PvE, in regard of Culling.
The current settings of “Character Model Limit” and “Character Model Quality” still prioritize players over mobs, which is extremely annoying in open world PvE, invisible mobs, if there are too many players nearby.
More viable one for PvE would be:
I’d say that every vanilla world boss at the moment are too easy to kill and don’t use any kind of unique mechanics, allowing players to just use the Glass Cannon Berserker and get rewarded by simply spamming 1111 the whole battle, for most of them.
Iirc, trolls live off of attention, unfortunately I see only way is to block every single one of them as you discover them…
Comon ANet, where are the brains left at???
My opinion: Restore the originals and code Graphics options that actually work, Graphics options allow flexibility for players to optimize the game.
We only have “Effect LOD”, which doesn’t work, it doesn’t reduce effect detail at distance, I’ve seen no differences so far.
Fireball: Cat farts (type of very low power fireworks that makes loud whistle sound and small pop, a unique name given in finland).
Eruption: Fart bubble pops in sand.
Auras: Eggshields which are extremely invisible.
Since you did break the Ele Staff skills, atleast in PvP Ele’s now have bigger stealth than before.
But still, the Fireball, Eruption and Auras are invisible most of the time (What you can’t spot, you can’t evade), since GW2 isn’t like it was in GW1, we don’t have the time to completely stare at our effect bars, we cannot dodge attacks or place attacks if we have to stare at our effect bars and so on...
How about restore them back to their TRUE GLORY, Staff is supposed to be flashy heavy spell weapon. Current nerfed effects are simply: impotent, weak and erectile dysfunctional.
Fireball: Impotent cat farts, allows Eles to rain 4k damage while being mostly undetectable.
Eruption: Fart pops in sand
Auras: Boons that can’t be detected, unless you target them.
ALSO THAT IF YOU HAD TO MAKE EFFECT NERFS, WHY NOT MAKE A DARN GRAPHICS OPTIONS!? WE HAVE THIS “EFFECT LOD” WHICH HASN’T WORKED SINCE GW2 WAS RELEASED.
Well, it gets abit boring to me, due to HoT, Dry Top, Silverwastes and Southsun Cove mobs being more of a threat than what is everywhere else in GW2: Impotent, easy to “Stand-Spam-DPS-passivedefense” and just plain node farm maps…
Probably because Smokescales use their own version of Unrelenting Assault, without being affected by game balance changes, like what most teleports and shadowsteps got hit on them.
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