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More Weapon Skills

in Suggestions

Posted by: GameVeight.2745

GameVeight.2745

The idea is to allow the Weapon Skill slots to be customized in a manner similar to the Utility and Healing Skill slots(see pic1) with abilities being unlocked with skill points(pic2).

Two-hand Weapons would have a pool of twelve skills used across all five Weapon Skill slots.

Off-hand Weapons would have a pool of six skills used in the last two Weapon Skill slots.

Main-hand Weapons would have pool of nine skills used in the first three Weapon Skill slots.

Adding Weapon Skills shouldn’t affect players current builds other than giving them more room to customize and as the skills would be on the the character and not the weapon it shouldn’t conflict with ANETs design philosophy.

I could see pvp balancing being an issue but if the skills are fairly generic when they are first implemented then they can be “grown” into more profession specific skills while being tuned.

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License to mint gold

in Suggestions

Posted by: GameVeight.2745

GameVeight.2745

It’s always bugged me in Fantasy MMOs how gold and silver are used as currency yet their farmable forms are only used as mid level crafting mats. That said allowing players to mint gold would likely cause a major inflation spike and making it a super rare random drop would alienate a lot of casual players.

What I would like to see is counterfeiting in jewelcrafting where a counterfeit token can be made for silver and gold both with Fine, Master, and Rare, qualities and "laundered’ by some shady NPC in the Lion’s Arch sewers at a rate of .25 to 1, .50 to 1, and .75 to 1, respectively.

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TARDIS Blue Dye

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Posted by: GameVeight.2745

GameVeight.2745

Blue Rose Dye(HEX#004A65) is pretty close to the BBCs official TARDIS Blue(HEX#003B6F)

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More Weapon Skills

in Suggestions

Posted by: GameVeight.2745

GameVeight.2745

Now this is just a thought but what about treating Weapon skills like Utility and Healing skills? What you do is add a pool of nine main-hand and six off-hand skills for each weapon, the basic skills would unlock the same way they already do but the “pool” skills could start to be unlocked with skill points at or around level forty. I think that this would add a lot more play variety and would also stretch the practical uses of skill points a little farther.

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More Skimpy Armor Please? [Merged]

in Suggestions

Posted by: GameVeight.2745

GameVeight.2745

Seven bleeding pages of Opinion Pong and it’s gone completely off topic. Can we rest now?

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[March] Getting stuck in the map/seeing map art issues?

in Bugs: Game, Forum, Website

Posted by: GameVeight.2745

GameVeight.2745

I have been falling through the ground randomly while fighting on/near the crack(fig.1) in Frostgorge Sound:Trionic Lattice(fig.2). Occurs during Thief acrobatics/shadow stepping.
Pic of CoJ with my Thief under the map(fig.3).

Appears to be the same trouble spot reported back in January https://forum-en.gw2archive.eu/forum/support/bugs/January-Getting-stuck-in-the-map-seeing-map-art-issues-1/1187424

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Certain skills to reveal stealth

in Suggestions

Posted by: GameVeight.2745

GameVeight.2745

As a Thief I’m inclined to agree with the OP, I think that each profession should be able to “knock” a thief out of stealth with at least one ability.

What I’m thinking is that Revealed should become a duration stacking debuff applied by traps, knockdowns, combo fields, and by the thief attacking from stealth, each applying Revealed like any other condition and removable/diminishable by certain thief abilities/traits.
That being said the duration of the Revealed debuff should then be cut down to 1.5 seconds per stack with a max of 25 stacks or 35.5 seconds.

While I’m sure there are many possible pitfalls to this idea I believe it would be easier to balance both in pvp and pve than the current system and would add a more strategic aspect both to using stealth and defending against it.

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Destroy Shadow Trap

in Bugs: Game, Forum, Website

Posted by: GameVeight.2745

GameVeight.2745

When using Destroy Shadow Trap the five seconds of stealth indicated by the tooltip does not occur.

If this ability was not meant to trigger stealth then “Stealth Duration 5s” should really be removed from the tooltip as it is a bit misleading.

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The 1millionth Thief needs a nerf thread.

in Suggestions

Posted by: GameVeight.2745

GameVeight.2745

Players who hate thieves seem to think that every thief they see is the exact same thief and that they all have these super damage/survival powers.

You seem to be upset about two very different types of thief, namely the Glass Cannon thief and the Stealth Regeneration thief.

The glass cannon thief you described has the survivability of a lemming, they can deal with exactly one opponent at a time and are usually just griefers looking to make people rage quit WvW, If they encounter any resistance they ether run away or die, yes they are over powered but also squishy as heck and not even remotely unstoppable.

The Stealth Regen thief you went after with your guildies was about as dangerous in WvW as a bunny, they mostly run around looking for low HP players to finish off, In a one on one fight they will simply outlast you until you make a mistake, annoying yes but hardly over powered.

Nobody remember facing a Balance thief in WvW because balance thieves don’t annoy them, they just fight and die like any other profession.

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RAPIER and other fencing swords

in Suggestions

Posted by: GameVeight.2745

GameVeight.2745

I think this would be an awesome replacement/alternative for the sword main hand on thief.

With skills like this maybe.

Rapier/(No Offhand)
Slice combo (same as sword but with a bleed and lower strike damage)
Lunge (like Heartseeker without the leaping bit)
Retreat (same as Shadow Strike with increased sword damage and no follow up shot)

Rapier/Dagger
Slice combo
Lunge
Riposte (something similar to Nine Tailed Strike from spear)

Rapier/Pistol
Slice combo
Lunge
Feint (like Flanking Strike with a Headshot instead of the two stabs)

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Interim LFG

in Suggestions

Posted by: GameVeight.2745

GameVeight.2745

I think adding the option to insert a short comment on a players Looking for Group status would help ease PUG pain until a full LFG tool can be implemented, especially for new players who don’t know about gw2lfg.net/com.

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Yet another WvW Idea

in Suggestions

Posted by: GameVeight.2745

GameVeight.2745

First things first, This is my first post and I don’t expect anyone to like this idea but no pinching or biting please.

The Problem as the losing sides see it:
The server with the highest night WvW pop wins and it’s more productive and more fun to attack the co-losers BL than to face “The Endless Zergfest” in the EB.

The Problem as the winning side sees it(if they’re not just trolls):
The excessive night capping leaves players from the other servers without much hope of claiming ANY of the EB and this can lead to having nobody to fight.

The Problem with The Solutions some people post:
Most solutions to these problems tend to end up as people complaining about the unfairness of how servers with more players at night can dominate the EB, but the problem isn’t the players it’s the rewards.
Currently the server with the most control gets the rewards.
This would be fine if there was an end to the fight but it’s the “Eternal” Battlegrounds, well the week at a time battlegrounds. Anyway because the fight is endless, simple land control mechanics don’t work particularly well and can lead to the above mentioned problems.

A Solution(not necessarily The Solution):
Keep the current mechanics but alter the EB to be a fight for Stonemist Castle and the routes to and from “Your Server Name Here”-Hill as long as your server maintains control of the castle and all of its trade routes your server gets “The Big Points”

Now before I get a bunch of “Thats kinda how it is now.” let me make an important point.

Currently the castle takes more to get than its worth at a paltry 35 points it’s equivalent to all the supply camps in the EB, but because its almost impossible to breach without the maximum players allowed for your server it doesn’t change hands that often, also there is no penalty for losing control of nodes in your own little corner of the EB other than their point values.

The Long story short(Too late):
By increasing the castles point value to 100 points or 50ish% of the EB total value you increase its importance enough to make night capping all of the EB almost pointless.

By making the castles point value at least partially dependent on keeping your own servers land under control you make tactical battle more viable thus making the zerg less mandatory.
——————————————

Now and I’m being earnest here, tell me why it won’t work.

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You’re so vain, You probably think this post is about you.