Showing Posts For Gulesave.5073:

suggestions for venoms

in Thief

Posted by: Gulesave.5073

Gulesave.5073

Thief being OP or UP doesn’t matter; this is about diversity. I love venoms, thematically, but they are underused for a reason.

Creating new debuffs seems unnecessary. I would rather see each venom deliver two conditions, one of them always stackable.

Change Residual Venom to increase the duration of all venom conditions.

Change Venomous Aura to give out only the stackable condition and trait benefits, (other conditions won’t be dealt by allies).

Replace Venomous Strength with Penetrating Venoms, granting a bonus to Precision and Ferocity for each recharging Venom skill.

Introduce new trait Shadow Venom, adding a second activation to Venom skills. If you you have unused stacks of a Venom skill and activate it again, you consume the stacks to briefly go into stealth.

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NPE Feedback [Merged] - Please read 1st post

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Posted by: Gulesave.5073

Gulesave.5073

I’m really tempted to stop referring to this as the NPE as and start referring to it as NCE (New Character Experience). What we’re talking about is leveling and character growth. The stuff to teach new players has been bundled into it so tightly that the vets can’t escape it, and yes, we dislike being treated like new players whenever we make an alt.

And the trait revamp always gets merged into this, because it is a big part of the NCE. From most of the accounts I’ve seen, the current NPE really is doing a better job than the old NPE for introducing the game to beginners. Of course, it still has a lot of room for improvement, but there always will be. The big down side has been the equation NPE=NCE.

To me, the mistake was in making the first 15-20 levels go the fastest. These are the levels most crucial to new players. These are the maps most able to teach them how the game works. Take your time here and use this as the real teaching space. Starter zones are starter zones for a reason. This is also the only level range we vets get to completely skip. So why not take as much of the NPE as possible and put it here? Let these levels take the longest to complete. Let new players move through the pseudo-tutorials at their own pace, instead of power-leveling them and pushing them forward. And then make the 21+ game more vet-friendly.

The VPE (Veteran Player Experience) shouldn’t be restricted to level 80. That’s not how we all play.

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NPE Feedback [Merged] - Please read 1st post

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Posted by: Gulesave.5073

Gulesave.5073

I would love it if the level cap were reduced to 20, but that might be an unnecessary amount of coding.

The problems currently are that not every level is genuinely rewarding, and we don’t really know when we will get each reward.

Firstly, “unlocking” aspects of the game such as BLTC and vistas should never take up a reward slot. We should never get nothing instead of something.

Secondly, divide up the real rewards in a sensible way. Instead of giving a huge chunk of all primary attributes every few levels, give a moderate bonus to just 1 attribute per level, and throw in skill and trait points in between where appropriate. Make the pattern repeat as neatly as possible, preferably every 10 levels.

Other rewards, unlocks, and reveals should only be stacked on top of these rewards, never replacing them.

Finally, add a tooltip on the experience bar showing the next few levels of rewards.

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Suggest a New Daily Task!

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Posted by: Gulesave.5073

Gulesave.5073

  • Bucket Dodger – Take lethal falling damage while wearing diving goggles.
  • Closed Deck Killer – Clicking on this achievement temporarily changes your entire build to a preset; clicking it again changes you back. The preset for each profession is semi-randomly selected every day this achievement comes up. You must get x kills using this preset build, after which you will automatically revert to your own build.
  • Riddle Solver – The description of the achievement will be a riddle, describing a task the player needs to perform. Not every player will get the same riddle.
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Bring Lion's Arch back to its former glory

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Posted by: Gulesave.5073

Gulesave.5073

For those who haven’t been paying close attention: the reconstruction has indeed been progressing, albeit slowly. Every time I run a character around the city, I notice something that wasn’t there a month or two ago.

It’s hard to notice unless you run around and look, and it would be a great help if there was a little more focus on cutting down the rubble and patching holes.

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Speculation on 6th Ascended for Lum Armor

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Posted by: Gulesave.5073

Gulesave.5073

It could also be an unskinned backpiece, like the straps you get at low levels. Ascended sinister stats without a new skin would be perfectly in line with the other items.

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Speculation on 6th Ascended for Lum Armor

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Posted by: Gulesave.5073

Gulesave.5073

It could also be an aquabreather, or non-equipment item. Maybe an inventory doodad with double-click action, or something for the home instance. Or even another Mawdry-related item, or Caithe’s dagger skin.

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(edited by Gulesave.5073)

Rytlock - Secondary Profession?

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Posted by: Gulesave.5073

Gulesave.5073

Based on CDI discussions from earlier this year, I’d say we are much more likely to get subclasses (specializations) than secondary classes. Your race was intended to be your secondary in GW2, instead of mixing the arts.

Also, they didn’t seem very interested in creating a whole new profession at the time, saying they would prefer to add more options to the existing ones first. That doesn’t mean it won’t happen, though. They could have had some great idea for a profession after those discussions that they just loved and thought was worth introducing.

It seems more plausible to me that the iconic and b-iconic characters are becoming more and more distinct from players just for their own sakes. They’re more interesting if they can do something interesting. If Rytlock does have new skills, there’s no guarantee that he will (or can) teach them to us.

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Necromancer Greatsword

in Necromancer

Posted by: Gulesave.5073

Gulesave.5073

- each hit with GS consumes lifeforce

How are you ever supposed to drop into death shroud if your regular attacks burn more lifeforce than they generate?

If you want greatsword to burn some lifeforce, maybe the 5 skill can put your blade itself into death shroud. The weapon changes, and your 1-4 skills are temporarily replaced with a more defensive set that consumes lifeforce.

Shrouded Blade

  1. Cleaving combo w/life steal
  2. Coffin Guard: Block; chill attackers and transfer a condition whenever attacked
  3. Well of Bloodsucking: steals health
  4. Spectral Veil: whirl attack that leaves a spectral blade-trail to inflict fear and grant retribution
  5. Return blade to normal, recover half of lifeforce spent
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(edited by Gulesave.5073)

Necromancer Greatsword

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Posted by: Gulesave.5073

Gulesave.5073

Building on ideas above, and trying to give a slight ritualist feel to it:

  1. Cleave combo w/chill
  2. Chain of the Avenged: Pull w/protection & retaliation (projectile finisher)
  3. Well of Mourning: damage & build lifeforce; torment if lifeforce is full
  4. Out of the Grave: Leap retreat (stun break)
    1. Into the Mists: Apply fear & gain swiftness
  5. Poltergeist: Melee minion w/might-giving spectral trail; sacrifice to fuse w/weapon for fury & burning attacks
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(edited by Gulesave.5073)

Suggest your Plague form #4 and #5 skills!

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Posted by: Gulesave.5073

Gulesave.5073

4) Spitefly Plague. Sends out a large swarm of flies. Each enemy in the plague area is hit by a number of flies equal to the combined number of boons and conditions they have. (Good for vampiric builds.)

5) Plague of Spirits. Summon 2 random spirits with low health that inflict conditions when they attack. They can inflict vulnerability, poison, torment, weakness, or burning. These spirits all suffer from confusion, which cannot be removed from them. (Good for minion masters and conditionmancers.)

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Need tips/advice Vampiric Wells Build

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Posted by: Gulesave.5073

Gulesave.5073

I think siphons can be great, especially with wells. I can run around Silverwastes doing upscaled events and rarely need to drop a manual heal on myself. If I’m surrounded by enemies, virtually the only way I can die is to get juggled by a pack of teragriffs.

It’s important for me, though, that I use the right runes and sigils to maximize opportunities to steal life. My wells and other attacks trigger lifesteal several times per hit.

Also, I LOVE being able to fight on multiple fronts, and dropping wells around the field to maximize mob tagging and ambient healing feels great. Add in the base effects of the wells themselves to aid all my random allies, and I feel like a (vampiric) general commanding an entire field of battle.

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(edited by Gulesave.5073)

[Suggestion] Currencies & The Wallet

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Posted by: Gulesave.5073

Gulesave.5073

Maybe the wallet could just be incorporated into the bank window as a tab, and then make the bank screen visible from anywhere. You would still need to go to an actual bank location to transfer items, just like the BLTC.

This could allow fluid integration between collectibles and currencies.

Better yet, merge the two into the same tab, with sub-tabs or toggles on the top for major categories, (instead of the long scroll-down we face in collections now).

The biggest technical difference is that currencies can’t be withdrawn into the inventory. A lot of things blur the lines between currency and collectible material, so maybe it’s time to let players handle them all through the same interface.

Heck, you could even make collectible items skip the inventory and automatically deposit. Then just move the whole new magic-sorting currencies/collectibles tab from the bank to the inventory window, and (huzzah!) we only need to go to a bank for items in our actual bank tabs.

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Need tips/advice Vampiric Wells Build

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Posted by: Gulesave.5073

Gulesave.5073

If this is for PvE, (which is how the editor is flagged), you usually don’t need so much boon removal. I use Well of Power instead of Corruption.

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Expansions: General story and lore ideas

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Posted by: Gulesave.5073

Gulesave.5073

What would you have named those sectors? We (mostly) went with cardinal directions to help players orient themselves.

Good question. First, I’d think about how often players actually need to reference area names when navigating, and under what circumstances. On this map, players mostly reference the four forts when navigating on the fly. It’s easier for people to navigate by landmarks than cardinal directions. The sector names are used more by NPC’s and achievement guides.

Secondly, consider whether ending each sector name with “Silverwastes” is beneficial. If you want to keep the directions for the sake of teaching players the map, you can change the second word instead and keep or modify the first.

The areas containing the forts could be named to keep the color coding, even if it’s done subtly. Alternately, they could take after the legendary bosses beneath them. This will help players remember where they are. Also, don’t forget to hint at some sort of lore and maybe a lost purpose for the site.

Central Silverwastes, for example, could become “Indika’s Gilded Heart.” This hints at the Indigo Cave, the boss Gold beneath it, and its central location. Plus, it makes you wonder how it got the name, and creates a storytelling naming pattern that can be used across the map. Players are already curious about the local lore of who built these structures and why – give them something to nibble on.

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Expansions: General story and lore ideas

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Posted by: Gulesave.5073

Gulesave.5073

I admit I was a little disappointed when mapping out SW. All the regions were just (Direction) Silverwastes. I was hoping for area naming with more flavor and lore in it.

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ruins in silverwasted jumping puzzle

in Living World

Posted by: Gulesave.5073

Gulesave.5073

You do know that GW2 is 250 years after GW1, right? Based on the geology of the current map, there has been some alteration to the landscape.

More importantly, remember that the maps of GW1 and GW2 were designed very differently, and don’t overlap perfectly, (or even very well).

I seem to remember the devs saying that neither game’s maps are to be considered canon, as they are both representations of Tyria designed around a specific game’s engine.

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Questions on Forum Reorganization

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Posted by: Gulesave.5073

Gulesave.5073

I really hope that the CDI subforum will be restricted to only devs being able to create new threads. People like trying to create their own CDI’s already, and it’s best to nip that in the bud.

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Giant vines appearing in Silverwastes

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Posted by: Gulesave.5073

Gulesave.5073

Have any mapbreakers been back into those big caverns under the Silverwastes since these started appearing? I wonder if they go all the way down…

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Currencies and Living Story

in Living World

Posted by: Gulesave.5073

Gulesave.5073

Because for some reason, they decided to make karma universal instead of per-map. Now they’re stuck making all these crazy currencies that are almost but not quite like karma, or dungeon tokens, or renown (hearts), just so that each new map’s rewards can’t be bought right on first entry with resources gained elsewhere.

It seemed like a good scheme at first, but we are all starting to see now that it’s going to get messy, and soon. This is far from the first thread I have seen on this topic in the last few weeks.

What I would love to see is a single currency, (i.e. “Favor”), that works the same everywhere, but is tracked individually per map, and is woven into a cohesive reward scheme alongside the map’s achievements. Merge together the best aspects of most of the non-gold currencies in a way that makes sense, and won’t explode into a noodly headache by this time next year.

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Shadowstep Traits?

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Posted by: Gulesave.5073

Gulesave.5073

Abduct; Grandmaster: if within melee range of your target and you use shadow return you will “abduct” your target, returning them to your return location with you.

Edit; does not work against targets with Stability.

No offense, but it would be stupid to implement a trait for just 1 utility (+1 weapon) skill.
Instead make it that everytime you shadowstep (using I.signet/shortbow #5/dp#3 etc etc on other targets) the enemy in melee range will stick to you. That way it works on every shadow step, not just 2 skills.

Ofcourse this would need an internal cooldown ^^ I like the idea tho!

There are plenty of traits in the game already that are based around one or two skills. And some of them are fairly popular. That said, how about a trait that adds a Return phase to SS skills that don’t already have it?

The general idea of abduction is neat, but I’m wondering what the tactical advantage would be. Generally, the point of SS is to move yourself in and out of range. Abducting an adjacent foe while shadowstepping toward another keeps you in melee, but now against two targets. Thieves don’t tend to deliberately surround themselves, and the same result could come from just using a pull on the ranged target.

With that in mind, it might be fun to do something like cripple, immobilize, or torment adjacent foes at your point of origin (so they can’t chase you down), or push away non-targeted foes at your destination (so you and the target are briefly alone).

(Also, please avoid using callings things stupid on these forums. If you dislike an aspect of something, show us why instead of how much you dislike it. That gives people something to work with in finding a solution, instead of throwing up a brick wall.)

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(edited by Gulesave.5073)

Shadowstep Traits?

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Posted by: Gulesave.5073

Gulesave.5073

Since there aren’t any traits that proc on SS, I’ve been trying to think of possibilities. For fun.

Brief protection and/or retaliation? One application stack of a random venom? Leave behind a trap or field?

I know the effect is strong as-is, but that won’t keep me from a little creative exercise

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Wintersday interfering with living story?

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Posted by: Gulesave.5073

Gulesave.5073

If they do it like they did last year, Wintersday will be released mid December (following the 2 week schedule it would be Dec 16th) with a month break for the holidays and the living story picked back up in mid January (Jan 13 following the 2 week schedule). But with only one episode left in this season after Wintersday, it doesn’t make sense to make us wait a month for the last episode.

Where did you get that there’s only one more left?

I left out apart of my response out. It was supposed to be only one left after Wintersday. But, there could be more than episode 7 and 8.

Wintersday isn’t part of the season’s story arc. Episodes 7 and 8 would occur whether there was a Wintersday or not. They may add Wintersday with episode 8 but it’s not replacing anything.

Still, you’re making a kittenumption about the specific number of episodes in the season. Your tally wouldn’t even be enough episodes to get all the carapace armor skins out.

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Time to refocus and clarify GW2's goals?

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Posted by: Gulesave.5073

Gulesave.5073

3 days and 4 pages with no reply have Gaile forsaken us?

It’s more likely that she just doesn’t have anything new to say, since most of the newer posts have been rehashing old points.

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[Suggestion] Currencies & The Wallet

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Posted by: Gulesave.5073

Gulesave.5073

Once again, I’m left wishing they had just made Karma map-specific instead of universal. That one little tweak could have made so many things easier, on top of encouraging players to spend time on each map to get its unique rewards.

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SPOILER from last ls update. New class?

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Posted by: Gulesave.5073

Gulesave.5073

Thinking on it a little more, it’s possible Rytlock becomes semi-ritualist to be able to control the Ascalonian ghosts. Why wipe them out, when you can summon them as your own horde?

Even if that were the case, I don’t think any of it would pass on to players.

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Living Story S2E5: Echoes of the Past

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Posted by: Gulesave.5073

Gulesave.5073

As for DSD, my penny is on Illusion or Chaos. Lyssa may be referred to as the goddess of Illusion and Beauty, but I’m pretty sure that the Beauty is just a result of Illusion. Remember that mesmers use Chaos magic, and are connected to Lyssa. Also that Chaos magic is confirmed to flowing through Tyria in a leyline. I’m pretty sure Chaos is actually her second aspect, but it’s cleverly masked by illusions.

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Living Story S2E5: Echoes of the Past

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Posted by: Gulesave.5073

Gulesave.5073

It could be a coincidence, but the Asura seem to have an affinity for Air (note the floating cities) and Light (per the aforementioned connection between the colleges, holomagic, and the facet of Light)…

The asura much prefer being underground, actually. There just isn’t enough room for them down there anymore. It’s been pointed out that they strongly dislike the surface itself, and all the uncontrollable things that live on it. If they can’t dig under that chaos, then they will hover above it.

If you’re looking for a connection to air, it would be the tengu. Why assume the races have to follow the pattern of six units matching twelves spheres, when we have an overabundance of races? Don’t forget the jotun, dwarves, dredge, skritt, quaggan, and so on.

It’s also interesting to note that there could be more controllable elements than there are spheres to manipulate them. The spheres could be a junction between a god and a dragon, who filter the magic back and forth between them via the sphere. A god and dragon would only need to fully share one aspect for the binding to work, with the other aspect of each being determined by their personal attributes.

Take Death for example. Zhaitan has held this aspect and Shadow for a long, long time. On the other side of the sphere, we’ve seen two gods of Death. Grenth’s second aspect is cold, but it’s not shared with Dhuum or Zhaitan. When Grenth took over from Dhuum, he connected easily with the Death aspect Zhaitan was reflecting, but the attribute he held closest to that was Cold, so that became his second to ensure compatibility with Zhaitan. If Zhaitan gets replaced with another dragon, it might adopt Cold as its primary to link with Grenth, but then something like Rebirth or Plague or Silence in place of Death.

Then if Grenth gets replaced, we might have a goddess of Silence and Night, and the sphere itself has been almost completely changed.

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[Suggestion] Currencies & The Wallet

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Posted by: Gulesave.5073

Gulesave.5073

Mark me down as a vote for not adding more currencies in the first place.

I’ve posted elsewhere before about adding a Favor system to maps, and have thought about it since.

Here’s the basics:

  • All merchants on the map take coins or karma.
  • Your Favor level on the map determines what items are available
  • Favor is tied to the map’s achievements.
    • Add achievements – some repeatable – for completing events, slaying enemies, and the types of little tasks that would fill hearts on older maps.
    • Similar to meta-achievement tracking, the number of achievements accomplished advances you toward the next tier of Favor.
  • Favor tiers can not only unlock items at merchants, but also give the player other rewards, such as permanents buffs while on the map, unique items, and titles.
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Time to refocus and clarify GW2's goals?

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Posted by: Gulesave.5073

Gulesave.5073

Correct me if I’m wrong dlonie, but this isn’t really about what we as players want, this is about what we can expect from ANet. There are dozens of threads asking for dozens of different things. There are communities that exist in every area of game play. But, what is being asked here is what is ANets plan for the future? What kind of content should we actually expect? Is it going to be more open world stuff that melds in with the living story? Are we going to see more than a few little updates and bug fixes to the other areas of the game?

I’d just like to see this train get back on the tracks. ANet, what do you have coming for us?

You are correct. This thread is discussing the disparity between what the devs have planned for us and our knowledge thereof, and discussing the merits and pitfalls of that disparity.

More to the point, I would say it has become about players knowing that there is content in the pipeline, but not knowing where or even whether the types of content they personally get excited about fit into that.

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Time to refocus and clarify GW2's goals?

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Posted by: Gulesave.5073

Gulesave.5073

I’d like to remind people that the LW isn’t just content, it’s a content-delivery mechanism. It can be used to introduce absolutely anything you want in the game. There is no reason to assume that the only things in the LW pipeline are PvE maps and instances.

The only part of the Living World you need to pay for if you take a break is the story instances themselves, and they are entirely optional.

Gaile was not asking whether the promise of more LW is sufficient to sate our desires for intel, just whether it counts.

I know some of you want regular content and expansions and for everyone at Anet to report to you on everything they’re doing like you’re personally their boss, but the secret is that you will always be disappointed if you go in with a sense of entitlement.

ArenaNet is not your employee. They do not answer to you. They are a team of artists and technicians working together to make the kind of game they want to play, and they would very much like all of us to play it with them, so long as we help make it a positive experience. It is a very expensive project to undertake and maintain, and certain decisions have to be made with financial solubility in mind.

Minimizing disappoint is a big part of that last item, but I will say that I believe they have over-corrected after their initial post-release openness turned back and bit them. They are so afraid of disappointing veteran players that they’ve forgotten promises are what bring new players in.

We here on the forums are already invested in the game. Potential new players, however, need to see an exciting road ahead of them if they’re going to join us. Promises are what brought a lot of us into GW2, but the current silence has little to offer newcomers. They need to be told something more than “content is coming,” and the media certainly need more than that if they’re going to keep talking about the game in ways that lets people hear about it in the first place.

We need a middle ground. It’s okay for information to be vague, but not nebulous. Give us some bait. Hook us in. We aren’t geese eager to blindly follow breadcrumbs. You have to snag us and drag us with tantalizing visions of the future. They don’t have to be detail-laden promises like the pre-release days, but for Pete’s sake, ArenaNet, have enough confidence in what you’re doing to let us get excited about it.

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Time to refocus and clarify GW2's goals?

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Posted by: Gulesave.5073

Gulesave.5073

Personally, I’m less concerned with learning what is coming, so much as how much and approximately when. LW episodes through the next quarter? Fine. Huge chunk of content coming after a possible break later in the year? Great. Something of undetermined size coming at some undetermined point? Less great.

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carapace / luminescent Jerkin

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Posted by: Gulesave.5073

Gulesave.5073

I think it’s supposed to be a gorget. A very dangerous gorget that should only be worn for ceremony, and even then with great care.

This one is not secured properly, and the spade shape creates a weapon that can only be used against your own face. It would quickly maim you the moment it took a blow, or if your head suddenly tilted forward for some reason, (such as tucking and rolling to dodge, for example). I hope you weren’t planning on keeping your teeth and/or nose.

But don’t worry, those mordrem wolves will probably go for the arteries in your exposed thighs and armpits first.

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Mordrem Wolves-not so scary anymore.

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Posted by: Gulesave.5073

Gulesave.5073

What’s a mechanic in the game that controls the rate of use on an aspect of defense, but isn’t used by mobs? Endurance.

Give enemies a hidden endurance gauge (just one segment), and bind their defensive abilities to it. Retaliation, healing, mobility, invulnerability – whatever they use. Now mobs can make use of vigor and feel the full penalty from weakness, and we have a universal pivot point to balance all mobs’ defensive skills against.

Triggering the wolves’ retaliation would cost them their bar of endurance, and its duration could be set accordingly. Make sure they don’t get vigor from anything, keep weakness on them, use boon stripping when the retal does come up, et voila, you can strategically minimize their retaliation uptime using under-employed mechanisms that were already in the game.

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Suggestion-add LW currency to wallet

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Posted by: Gulesave.5073

Gulesave.5073

In the future, I would rather see a localized and permanent favor system than these obscure currencies. Let a player earn points of Favor that work toward increasing a tier with various rewards. Events, achievements, slaying, donations, and such could all reward the player with Favor.

Instead of charging weird currencies for items, unlock their vendor availability at tiers and charge standard currencies like gold or karma.

“Your favor in Bloodstone Fen has reached Tier 1. New items are available at local merchants.”

“Your favor in Dry Top has reached Tier 5. The locals have given you a Blessing of Luck that increases your Magic Find only on this map.”

“Your favor in the Silverwastes has reached Tier 10. An ascended item is now available at local merchants. You have earned the title ‘Last Blade of the Silverwood.’”

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(edited by Gulesave.5073)

So That West of Silverwastes Reminded Me...

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Posted by: Gulesave.5073

Gulesave.5073

Maybe the new lane boss will open up whenever all 5 underground champs are defeated? (thus pushing back the next defense cycle until after the fight’s over)

I would like that a lot more than just tacking it onto the schedule.

Also, I feel confident that some of that huge underground space that’s been discovered by intrepid explorers will become properly playable. Especially the skritt-looking section.

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Tangled Paths

in Lore

Posted by: Gulesave.5073

Gulesave.5073

Mostly good points. However, the size increase for vets and above merely brought Orr in line with newer content. I notice it a lot in Dry Top, where the upscaled inquest enemies are bigger than my sylvari.

It doesn’t seem to be a lore thing, as they’re applying it to every type of enemy.

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ummm Are we back with bi-weekly releases?

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Posted by: Gulesave.5073

Gulesave.5073

Given the long breaks, I would totally okay with them switching to a release every third week, instead of every two. It would at least feel more even.

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Issue with zerg shoveling

in Living World

Posted by: Gulesave.5073

Gulesave.5073

Nerfed now, close thread, EOS. Those of us who did events, farmed chests, thank you for your help in going back to the rest of Tyria.

Not nerfed, but fixed. The patch notes clarify that it was a bug. The high loot level at Amber was never intentional.

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SPOILER from last ls update. New class?

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Posted by: Gulesave.5073

Gulesave.5073

I agree with a couple points made here. Ritualist isn’t likely to return as a unique profession, since most of its components have been pulled into others. But as a necro altclass? Yeah, been I’ve hoping for that for a long while.

Swap out the fleshy minions for spirits, replace death shroud with a spirit weapon mode (still fueled by life force; effect spreads to some allies). Let them expand on the necro’s natural talent for fighting on multiple fronts simultaneously. I’d also like to see the rit necro brought up to medium armor, with everything tweaked accordingly. (Of course some more non-trenchcoat armors will be needed.)

To round it out, a heavy necro could could go into a reaper mode on F1, using PBAoE scythe skills like a dervish. Change the function of their minions a bit, add traits with bonuses whenever you lose a boon or condition, make staff skills short ranged but teleporty, and you have a menace on the field.

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Will level cap raise?

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

I feel there are just enough major rewards for a 20-level system, like GW1. Level 80 would become 20, 76 would become the new 19, etc. That’s all we need. Minor rewards can be at tighter intervals if you divide the experience bar up a little.

Less is more.

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Can we make leveling less frustrating?

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

In short, the new version of leveling is aimed at new players (and thus potential new players). However, it has unintentionally upset a lot of alt-happy veterans, who are used to having more freedom in low-level play, (among other things).

Results from vets who’ve gone all the way through the new system are mixed. Several of the changes are surprisingly good, once you get used to them. Others, not so much. A few feel downright unpleasant.

For now, I recommend continuing the leveling process with an open mind, treating it as a brand new experience. Holding onto expectations from the old system aren’t going to help you enjoy what’s there currently.

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Living World new video!

in Living World

Posted by: Gulesave.5073

Gulesave.5073

If we are going back in time, it might be to when the dragons were last sent back to slumber. Maybe Abby’s temple played a part in it?

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new Nomad gear at world boss events

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

Runes alone don’t make a whole build. If your traits, other equipment stats, and skills are all strictly offensive, Nomad’s runes might be a nice counterbalance to keep you alive.

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Did they remove the "3 Fears" Quest arc?

in Lore

Posted by: Gulesave.5073

Gulesave.5073

I think they were trying to evenly balance how many story events you do at each 10-level interval. Why they didn’t leave it in, and have 9 arcs instead of 8, I can’t quite grok. They could have either kept the story starting at Lv2 as before, or nudged the interval to 9 levels instead of 10.

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CDI- Guilds- Guild Halls

in CDI

Posted by: Gulesave.5073

Gulesave.5073

  1. Scaling: Small guilds get in easy, but there’s a lot to work toward for large guilds.
  2. Centrality: Make the guild hall the center of guild activities, tying in a lot of existing functions.
  3. Connection: Bridge the introduction of guild halls in with the Living Story, bring in the Zaishen to help organize construction (and competition), and regardless of whether halls are instanced or public, make sure they somehow feel like they actually belong in the world, wherever they are.
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CDI- Guilds- Guild Halls

in CDI

Posted by: Gulesave.5073

Gulesave.5073

I agree with people saying we should utilize the existing upgrade categories, but I think the whole system could be reworked. Many of the options could be removed from the guild panel UI, and added into the hall, as NPC’s and other points of interaction.

Yes, it’s less efficient than doing everything from the panel, but it’s also a lot more interesting.

Continuing with that, remove access to deeper levels of the guild bank unless you’re visiting it in person. Make it so banners, banquets, and similar items have to be picked up from the hall. It seems annoying at first, but things like this will keep people flowing in and out of the guild hall regularly, helping to keep it feeling alive at odd hours.

Critical to this, however, would be having the big “Go to the Guild Hall” button in the panel UI, and a similar big button when in the hall to take you right back where you were. I don’t really seen any version of guild halls being consistently populated without that function in place, as I think others here have pointed out.

And while having a guild hall wouldn’t necessarily be automatic and free upon guild creation, the first upgrade that’s bought becomes your first structure – you have a guild hall from then on. Which isn’t to say that the structures you get for simply purchasing the existing upgrades should be in any way “expansive” or “nice,” mind you. I’m picturing the equivalent of a run-down shack in the ghetto – or the disintegrating wreck of an abandoned airship scattered across a field.

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CDI- Guilds- Guild Halls

in CDI

Posted by: Gulesave.5073

Gulesave.5073

Hi Gulesave,

There has been a ton of discussion and brainstorming on Guild Hall Content in the thread. Maybe once Jon gets some time he an summarize some of it.

Chris

Chris,

Let me take this from a different angle: What are the things guilds like to do together, and how can the guild hall and its various spaces makes these things easier and more enjoyable?

For example, how can the hall serve as a superior launching pad for jumping en mass into PvE or WvW content? How can the space itself benefit PvP’ers in practicing and testing builds, or organizing and running tournaments? How can it be laid out to enable roleplaying? What incentive is there to visiting other guilds’ halls other than gawking? How are a guilds’ accomplishments demonstrated in the hall, and how can that be interacted with? How can guild members interact with each other in ways they can’t do elsewhere?

How might the spaces and objects and rules specific to the guild hall improve the overall experience of being in a guild?

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CDI- Guilds- Guild Halls

in CDI

Posted by: Gulesave.5073

Gulesave.5073

With all this talk of how to build and manage the halls, and where to put them, and who can see them and go in them, I’m not seeing any mention of what you would want to do once you’re in there.

The desired functions of the hall and its constituent upgrades should be considered from as early a point as possible, to inform the design from the legs up.

Preferably, I think, it should be a place to do things we can’t do anywhere else. Otherwise why build it? Unless you really just want your guild hall to be nothing but an elaborate meeting hall with a few crafting tables…

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(edited by Gulesave.5073)

Chris Whiteside's Dog

in Guild Wars 2 Discussion

Posted by: Gulesave.5073

Gulesave.5073

Hmm. What if the memorial wall in LA could be updated to include the names of those lost to the community in real life? Not just pets and loved ones, but even players and staff themselves that we lose. It could tightly controlled, with nominations vetted and analyzed for appropriateness.

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