Showing Posts For Loboling.5293:

HOT - Jungle environment design

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

I agree it is a lot like an old dungeon crawler and that the mini map is less useful. However, I really really like the addition of distance and direction to targets on the map. (hero points, etc.) I don’t think this would be nearly as much fun without that information.

Shout out to HOT dev team and Colin

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

Here Here, I had so much fun this week-end and I can’t wait to get home and hopefully finish unlocking my daredevil dodges tonight. (I probably won’t finish the elite spec completely until next week-end) I’m only 130 hero points away now, with 40% old Tyria completed, so I have options.

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SPOILER WARNING

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I almost cried when that one member of Destiny’s Edge died. And I loved what they did with Faolin, so satisfying. Although a little confusing.

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I did my best to prevent spoilers here, and I haven’t even finished yet.

Great Work Devs, keep it up and please don’t forget to update base profession utilities and traits that are being underused. More diversity would be great. Otherwise, I’m having a blast.

HoT is Great

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

I’m having a great time so far. I get such a smirk when I watch a group of players getting rolled over and squashed by a giant dinosaur hero challenge when I beat it solo. (Died 2 times trying) I was laughing and getting teary eyed in parts of the story. I even got so panicked during one mission when I was being chased by a giant Modrem that I jumped off a cliff and died. Once I had respawned I remembered that I had a glider and was just being silly. Good times.

I really think they delivered exactly what they said they would. Challenging content. The old zones (Orr included) feel like a cakewalk now.

What really disappoints me.

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

I played the week-end, all week-end (maybe a total of 12 hours) and never did I end up repeating events over and over. I still haven’t made it to the last zone, but I’m on my way. I figure that by the time I get there, I’ll have unlocked what I need for the next part of the personal story. I even made a mistake and trained a mastery I didn’t want to level 2 before gliding. I was a little frustrated, but I’m already almost done gliding level 2.

My daredevil is only a short while away from getting the new dodges, and I can’t wait. I hate to say this, but if you don’t like the game that’s that, but I felt this expansion was a breath of fresh air for this game. I really am enjoying it.

This reminds me of people who considered leveling to 80 as a grind, if though I never once grinded and only did activities I love and have multiple 80s. (mostly though pvp fun) This game is so anti-grind, but it allows those who love to grind the option. In two months, I’ll have progressed as far as someone who grinded like a mad man for a week. But they will hit a plateau way ahead of me, but they won’t be any stronger than me. The game is still casual, but the enemies and challenges are more complex and interesting. I went back to the old zones and was having a lot of fun rolling over enemies. Honestly, now this game offers many playstyles, its great. HoT is for a challenge like an old rpg. If you don’t enjoy RPG’s then you probably won’t like this expansion. It reminds a bit of portal to be honest.

A few last things, as I wanted to point out some frustrations so far:

-Some classes still are lacking in many ways (underutilized utility skills and traits)

-The new action camera is too buggy to make good use of

-There should be an alternative to waypoints in these zones. It doesn’t make sense to have a lot of waypoints with Mordremoth lingering. So realistically, it would be fun to have another transport system. I enjoy gliding and bouncing mushrooms, but when I want to cross a map, they should’ve added something interesting using the lore of one of the newly encountered races. It just feels weird to use waypoints here, and then make them sparse.

-Lastly, pact soldiers carrying supplies shouldn’t die if they reach a supply camp that has been overrun. I get the idea, but as the pc, we have rallied whole armies to fight, and we couldn’t keep one soldier from dying of exhaustion. It seems out of place. Give us the option to carry survivors with our glider and rescue them.

My 2 cents.

I hope people are enjoying the expansion as much as I am. I was surprised that I wasn’t disappointed by this expac, since my hopes were so high. It has been great fun for me.

Staff condi thief?

in Thief

Posted by: Loboling.5293

Loboling.5293

Condi thief may well be viable, but I doubt any optimal build will run it with staff. I guess staff + p/d would be the closest thing and you use staff only in a defensive fashion. (It is a great defensive weapon)

Good luck.

So Squishy

in Thief

Posted by: Loboling.5293

Loboling.5293

Yes please make offhand dagger apply 1 torment on toss (skill 4) and blind on c&d (skill 5). With that, I’d be very satisfied with thief this expac.

Well..

in Thief

Posted by: Loboling.5293

Loboling.5293

d/p is one of my least favorite sets, but with all it has to offer, I’m sure you just need to try a bit more to make a viable build. So much has changed, old stuff just doesn’t work. I’m having a lot of success with a zerker amulet in pvp. That wouldn’t of been the case before the patch. Adapt, and then keep adapting until the meta settles down.

Good luck.

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

I also want to play with my elite spec. However, the farther I progress, the more fun I’m having. I’ve unlocked gliding and bouncing mushrooms, and I’m working towards tolerance to poison vines, which will let me get some hero points that seemed impossible when I started. I have not repeated anything or “grinded”. Instead, I am simply exploring the new zones and when I discover something (mastery) I try and go back to get some of the things I couldn’t when I passed the first time.

Since, I haven’t made it to the end yet (I still have a long way to go, as I’m only about 20% done with my spec). So maybe playing the expac will get boring, but I find the new zones fun.

Also, I’m pretty sure mastery is account wide, so we really only have to “grind” once. In two months time, exploring this zone for hero points on any other character will be no harder than other zones. (endgame) This is our endgame progression. Enjoy it. Don’t assume it’s not fun, because of other assumptions. (Elite were easy to get) When I get my elite spec unlocked in a week or two, I will probably be really happy. I’m also playing one of the most affected elite specs (daredevil), which doesn’t get it’s profession mechanikittenil the end of the trait line.

I hope players give it a shot, and play a profession they enjoy in the jungle for the mastery grind. You can come back on another character later with all mastery already unlocked and easily get your less fun characters their elite specs to try them out. I know some people (like myself on chrono) want to try the elite specs and didn’t really enjoy the base class as much. I gave up almost right away on my mesmer. Doing the new zone on my thief is much more fun for me. So bring your favorite class and explore the new zones, you’ll progress in time. Also, at the rate I’m unlocking masteries, I can’t believe I’ll have to finish the new zones to get my hero points. (As I’ll probably start playing my elite spec when I’m still missing some of the upper tier stuff… A daredevil who can’t dodge in any special way, but then it will feel great to unlock my special dodges)

Good luck all, and for those who really hate PvE, A-Net will probably adjust the requirements soonish. The complaints are volumous, but I’m glad I’m getting to experience “hard mode” before its simplified.

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

Correct me if I’m wrong, but Masteries are account bound. Meaning any character after the first should go much faster.

Thank you for the new Daredevil animations.

in Thief

Posted by: Loboling.5293

Loboling.5293

Agreed! Awesome work. I do find dash a little funny looking, but I guess its fine for now. XD Was super excited about chronomancer, but the animations and feel of daredevil have me unable to play anything else lately.

Focus pull is broken now...

in Mesmer

Posted by: Loboling.5293

Loboling.5293

I agree, I preferred the old pull mechanic. I found it more interesting and fun.

Are there really only 9 new sets of armor?

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

I really hope people are proven wrong and there will be a lot of content coming with HoT. I want to get new looks. I love the game, but if I start to feel cheated, I’ll turn away from this game. I’ve done it with friends, I can easily do it with a video game. Hopefully, in our journey in the heart of Maguma we will discover tons of unique skins and when you see a player walk by, you may be able to tell how much he explored the jungle based on his armor. I have already seen some proof of this, so I’m optimistic. At this point, this expac will determine if I buy another in the future. Like I stopped playing blizzard games. (Most have really sucked as of late. I enjoy them, but they are big rip-offs.)

Only unranked??

in PvP

Posted by: Loboling.5293

Loboling.5293

Removing Ranked is silly. I’m very surprised. Please give us back a mode that offers some good competition. Or allow us to choose exactly what maps in our queue. Thank you.

Leveling Elite Spec In PvP Rewards No Weapon

in Bugs: Game, Forum, Website

Posted by: Loboling.5293

Loboling.5293

Wish I had read the bug section before even trying to unlock my elite specs. I lost my shield and staff for druid and mes. So sad. I really don’t want to have to buy another exotic just for it to be given to me by support… I almost feel like I can’t play with chrono outside of pvp because of it. Please fix this soon. Like Today. If this goes for the whole week-end, I might just die… or you know, spend more time with my nephew. But still, he can be more dangerous than the Maguma Jungle.

Leveling Elite Spec In PvP Rewards No Weapon

in Bugs: Game, Forum, Website

Posted by: Loboling.5293

Loboling.5293

Wish I had read the bug section before even trying to unlock my elite specs. I lost my shield and staff for druid and mes. So sad. I really don’t want to have to buy another exotic just for it to be given to me by support… I almost feel like I can’t play with chrono outside of pvp because of it. Please fix this soon. Like Today. If this goes for the whole week-end, I might just die… or you know, spend more time with my nephew. But still, he can be more dangerous than the Maguma Jungle.

PvP elite unlock.

in Bugs: Game, Forum, Website

Posted by: Loboling.5293

Loboling.5293

Same here. Although I think I might of unlocked my chrono in the silverwastes. Did not realize it came with a weapon until I unlocked my daredevil and scrapper. Then I unlocked my druid in pvp and lost out on the staff… so sad.

Not receiving elite spec weapon

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

Anyone else not receiving their elite spec weapons? I specced for the weapon on my thief and engineer and got the weapons, but my ranger and mesmer did not get any weapons for unlocking the spec. Now, I feel unsure if the bug is that I got an exotic hammer (toolkit looking hammer) on my scrapper (with only 120 hero points spent) and staff on my daredevil (for only ~80 points) or that my other characters aren’t getting their respective weapons.

I’ve already submitted a ticket, so this is just to discuss and what different people are experiencing.

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

i will farm heropoints in hot, and if there is an interresting mission/quest i will just skip it.

thats what anets wants me to do, and i do it

Edit: how many heropoints does this maguuma thingy have? i hope enough so that i dont have to farm the rest of tyria

As far as I understood. The jungle alone would have enough points for the entire specialisation reward track. You might want to check the red posts in this thread though.

The way I read it, Colin did say the core HP are not needed, but if you have them, your already boosted towards the goal. 200hp more or less in core, means 60 for elite unlock plus what ever else is needed after that towards the other unlocks.

Ah yeah. Thanks. I think having prepared already is definitely not a bad thing if you want to be able to unlock a great deal of the elite spec from the get go. Obviously, you might see it as putting in alot of unnescesary effort. But I believe that anyone who does want to be as prepared as possible have some sort of a headstart this way.

For those who didn’t do any preparation (like me) it also doesn’t mean you need to grind all the old content because you didn’t prepare. (Though at least my main character has done everything a year ago regardless. Plus I intend to play through everything at least once either way and don’t feel I need the elite spec for that anyway. But then my characters always grow as I play the game as opposed to seeing the elite spec as something I must have unlocked right away. As long as it comes on naturally and it’s an RPG style adventure where my character gets more abilities as I go through the jungle then I don’t really see how ArenaNet dropped the ball here.

But hey. That’s just how I see it. I just love character progression. And I thought that after unlocking all the masteries once there would be none at all. But it doesn’t seem to be the case, so I’m happy.

This really. I don’t see the problem with progressing the elite specs as you explore. Did those complaining ignore the whole game world when they made their characters to hunt skill points? (assuming leveling in the open world) You probably get excited when you earned enough skill points to get a new skill. You also probably explored in whatever way made you happy. This new system is just like that. It is a fine system. I think I will be happy whenever I unlock something new with this current system. Although, I am not against immediate unlocks, I don’t think this will be unfun.

Reminder from the Guild Halls Team

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

What will be happening to architecture upgrades(art of war, economy, politics, etc.) ? Upgrades you need to complete to unlock real upgrades, like deep cave. Will they still be a thing in HoT? Or will spending influence on architecture upgrades be wasted?

Mesmers, Burns, and Celestial.

in PvP

Posted by: Loboling.5293

Loboling.5293

OP is kind of cluesless about mesmer, but I think burns could still use a 20% shave to their damage.

Otherwise, what is the point of this thread? Cele is not OP, mesmer are not OP (they aren’t crap though) and burn damage is a little too high. /thread

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

I’m really excited to train in the jungle to become a chronomancer. I won’t be rushing through the content since I don’t think its possible. You need mastery points to reach some locations, meaning you have to do events and play the game until you can access enough hero challenges. I enjoy the mesmer, which is why I chose to enter the jungle as one. I plan on turning back time and reversing some of the damage that the pact suffered. Play to have fun, and control your life.

“Aww man, someone put a peanut butter and jelly sandwich in front of me, now I have to eat it, even though I’m allergic.” Sounds a bit like the OP.

Just play the game and have fun with the revenant. If you are only playing the rev for the herald, you are playing the wrong class.

Super Adventure Box [merged]

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

My prediction is that SAB will come shortly after the new year.

I really hope at this point it doesn’t show up anytime before mid-november. I don’t want to feel like I can’t enjoy HoT without missing out on SAB for the third time… I missed both other releases cause I was caught up in leveling/living world. Bring back world 1/2 and leave them permanent. Then add world 3 before the summer of 2016.

SAB looked so awesome, I thought for sure it would come back. It was only after world 2 was gone that I realized that world 2 was different than world 1 and that it wasn’t coming back. I almost cried, cause I joined this game for the jumping puzzles. (metaphorical tears)

Hopefully we see an announcement soon. (mid-nov) As I am pretty sure they are already putting clues for its return in the game.

[Suggestion] Male Staff Stance

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

This isn’t a huge priority for me, but I agree it looks funny.

Build Saving - Stronghold, Deathmatch..

in PvP

Posted by: Loboling.5293

Loboling.5293

Just popping in to give my support. This is my number 1 most desired change for all game modes. It needs to also cover gear swapping.

After 3 betas, thoughts on Tempest in new PvE

in Elementalist

Posted by: Loboling.5293

Loboling.5293

I also agree with much of what you said.

Things I don’t agree with:
1) Fire overload should keep its radius limitation. But I like the idea of doubling its damage and might.

This overload is high risk/reward. The air one offers less reward, but with less risk of your opponent escaping.

2)Air overload does enough damage. No change.

Otherwise, I really like your suggestions. I really think overloads are a great concept, and could really change a tempest from an elementalist, but the payoff is still poor most of the time. The weakest ones are water and earth, and fire doesn’t deal enough damage. It is so easy to avoid that it should be really dangerous. If you want a more secure overload that will deal good damage we have air.

I also agree with all your trait suggestions. I think the goal with protection and stability on earth overload should leave you protected during the overload and not afterwards. I like the idea of 18 stacks of stability, but the effect should ware off when you leave the overload.

Something else to mention is that swapping attunements during an overload is essential currently. Since the overloads are just another ability to cycle through presently. However, if you take the route of making overloads AWESOME, as described in the OP. I think the current limitations would need to stay. Force a player to stay in fire to place his super deadly fire field, or stay in earth to escape almost anything. They could even add superspeed to earth overload.

The shouts need to be instant cast. (except heal and elite) I also really think that wash the pain away should cleanse 1 condition per pulse for a total of 3. This will open a lot more build diversity than you might expect.

Summary:
Make overloads powerful skills with counterplay. Leave air as an additional pressure source. and fire the get out or die overload. Fix water to heal for more and become a water field. Make earth your get out of jail card. (with careful planning of course/5second wait time)

Shouts utilities need to become instant cast, and the heal shout should cleanse conditions.

Warhorn is solid (minus some tweaks)

Traits need some work, but I think the OP covers that best.

Anyone else having Overload withdrawals?

in Elementalist

Posted by: Loboling.5293

Loboling.5293

I had the same experience on my engineer. I tried to rez someone and did, and I thought: “Where is that useless drone that shows up when I rez another player, stands around and disappears?”

In all seriousness, overcharge is a cool mechanic compared to rez/stomp bot (30 second cooldown). I’m seriously considering coming back to ele because I like the concept. Also, I’m really jelly about the tempest class icon. I use that same icon for my guild. I love the Tomoe symbol. This is what I miss most about the tempest.

Glint Elite skill drops fps by a ton

in Revenant

Posted by: Loboling.5293

Loboling.5293

I was having the same issue, with my settings on low.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Loboling.5293

Loboling.5293

a few things:

1) Gyros don’t follow well. Find a way to improve this.
2) Gyro’s have the same problem as many pets, tanky enough for 1v1, but crumble in team fights. Make them invulnerable, but keep the duration. We don’t need two drawbacks on our gyros. If not invulnerable, make them take 0 direct damage, so they can still be cced and condi bombed. This should make them viable in team fights.
3)Purge gyro needs to aoe cleanse like healing gyro. The healing gyro is interesting, and could use a slight bump, or change to its cooldown interaction, but it is worth using at times, I can’t say the same for purge gyro. Make it aoe cleanse, give it a bigger radius, or something. (this is on top of all gyros sticking better and being immune to direct damage)
4) Hammer 1: Increase damage by about 15-20%. I doubt it will be worth using otherwise.
5) Hammer 2: Make this skill activate more rapidly. The reflect needs a better response time.
6) Hammer 3: I don’t have a suggestion, but it needs to be less buggy. So all three hits connect unless a person moves out of range (400 yards) or dodges. This needs to be more reliable for triggering leap finishers as well. I find I often only get 1 finisher on a field where it looks like I should get 2.
7) Hammer 4: Again, better response time. The skill should block instantly. Maybe change the skill to block right away, and release a single massive burst after the block. This would make it less affected by retal (which is a problem for most engie builds) and easier to counterplay. On the plus side, the skill will be better defensively, and can surprise someone better with burst.
8) Shredder gyro should return to its initial position if it gets cced. Knocking it ot of a field is too easy. Perhaps also reduce its active time, but keep the same number of whirls.
9) Bulwark needs about 2k more hp and 500-800 more toughness.
10) kamikaze gyro (I’ll call it) needs another mechanic. I suggest that it knock aside any foes it encounters on its way to its target. Like a focused bull. Just a small sideway knockback. Also, shorten the delay between reaching a target and detonating. (this seems like a possible bug though, as it can varry a lot in its response time)
11) Superspeed needs to stack.

These are the things that stood out most to me.

(edited by Loboling.5293)

Only few changes left

in Engineer

Posted by: Loboling.5293

Loboling.5293

I really like your list. I think it covers a broad range of changes that are generally accepted and needed.

Pistol buffs are a great idea, and seem inline with the recent change to the auto-attack.

Mortar 1 projectile finisher is a big problem. Engies would have so much extra utility if the projectile finisher only had to go through an ally when it gives a positive effect. (cleansing conditions, granting regen) It won’t break us in pvp, but give us some extra tools for large group content.

Thermobatic detonation would really benefit from this change. However, in accordance with the theme of the trait/traits, soothing detonation needs a number increase.

Med-kit is in a worse state than before the trait update. I think sadly, another update for it is necessary. Increase the resistance up-time. Increase the healing for the one skill in both scaling and base healing. (like 50% increase)

Super speed stackable needs to happen before the expac. This one change makes the elite spec either interesting or only a hammer with some extra utility in pvp. (functional gyro)

I also want to mention in this thread that many gyros are crap. They need 2 changes baseline before even looking at how to improve some of the worse ones. First, they need to become immune to conditions and direct damage, they can still be cced, but can’t be killed before their timer runs out. Second, they need to follow the player better. Make them try and stick to your butt if you have to, but having the gyros fall behind in the same way players kite ranger pets is silly. If I am running from a pet while fighting a ranger, his pet will do almost nothing to me, but neither will the gyro as the same movement style (constant jarring movements) leaves the gyros in the dust. If buffing their speed is impossible, than double their effect range.

I won’t go into specifics about each gyro, as I’d like to see how these changes play out, and many players have already suggested ways to improve the whirl gyro, heal gyro, bulwark gyro and exploding gyro. The cleanse gyro and elite gyro would be strong enough with the previous changes.

Thanks Irenio, and I wish you luck getting all these changes in before the expansion launches. We engineers and future scrappers really appreciate your work and time.

lost 8 in a row

in PvP

Posted by: Loboling.5293

Loboling.5293

lol my highest winrate (outside of guardian who I only played 60 games on) is on my ranger. I find that funny, but I have to owe it to my old build, before the trait update. I used a crazy sustain build that just couldn’t be killed. I’d die maybe once per 4-5 games. I could fight 4 players and get away and 3 players without retreating. It was good fun.

Provide Destroy effects for Gyros

in Engineer

Posted by: Loboling.5293

Loboling.5293

I agree that specific effects on destruction for each gyro is a great idea. Although, I have my doubts it would be implemented as there is so little time left before release. I guess a solid suggestion like this will give us some idea if we were right assume there was insufficient time for testing for druid and scrapper.

So angry at the state of thief

in Thief

Posted by: Loboling.5293

Loboling.5293

Thief is almost okay in my opinion. I wish they would buff our base hp from 11k to 15k. I think that alone would help greatly. Otherwise, I’d like to see some small buffs to certain signets.

I mean the devs need to take a look at burning scaling. And bring down some easy might stacking (which they are buffing with the new scrapper). If they could realize that under normal conditions might should be either a burst buff or something you need your allies to help you maintain. Also burning needs toning down hard. However, in terms on changes FOR thief, I’d only increase his base hp, and restore shadow’s embrace.

We have fun traits (outside of pistol), and I like the variety.

Instead of new awesome ideas

in Thief

Posted by: Loboling.5293

Loboling.5293

He means that the goal is to have a balanced game. However, I do feel thieves are pretty weak right now in most ways. I won’t deny that thieves can find a role in pvp, but they are the lest liked class for stacking. I would love to see some buffs to base thief. However, bringing back some old traits could do some harm with the upcoming daredevil.

My solution for thief weakness would be to buff their base hp. I think bringing thieves up to ranger and engineer levels of hp would change a lot.

Top player at end of game

in PvP

Posted by: Loboling.5293

Loboling.5293

Thank you for clarifying. I see newer players constantly referring to the personal score. I lost a game the other day, and I said gg. A player on the other team is tells his team that he was the mvp and tells them “your welcome” to them. I was so annoyed with his poor sportsmanship, I had to respond, but the game ended before I could fully type my response.

I really think abolishing personal score is the way to go. You don’t get much time at the end of a match to check your stats from the game. But I think only showing stats would be better than confusing players like the one I encountered into thinking they are better than other players on the team, when they actually contributed little. Here are some relevant stats that are worth seeing:

-Damage Done
-Healing Done
-Time fighting on Point in combat
-Kills
-Deaths
-Assists
-Decaps
-Rez
-Rallies
-How many times you got rezed or rallied
-Team score participation (This counts how many points can be connected to you. So if you down a boss mob for 25 points you get that, if you cap a point, you get all those points for while you control it, helping kill a boss gives you 150 points/number of players that got kill, etc)

And probably many more.

Basicly, I hope you expand on the stats system and get rid of the personal score system. It tells us nothing.

Druid has been removed?

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

Druid specialization has been renamed Swordmaster. The sword master will be able to use the 1H-Sword. The new class mechanic will be a mobile auto attack that moves your character without having to press your movement keys. The movement will be based on the position between you and your target, and whether they decide to dodge or not. So predicting your opponent and positioning will be key to playing the swordmaster well.

Ranger notes: Ranger can no longer use the 1 handed sword.

Mechanic denial

in Thief

Posted by: Loboling.5293

Loboling.5293

Imagine if steal removed the enemies weapon for 5 seconds. No skills 1-5. However you get no extra skill. That would be fun. XD

UI fluff?

in Thief

Posted by: Loboling.5293

Loboling.5293

I’d like a cool glow for each profession. Then they could add a setting for disabling profession based glow.

However, if we are looking to glow, before we start adding effects, I think we need to remove a lot of skill effects in PvE, so that it is more easy to make sense of boss movements. So, this is to the graphics and art team. Fix skill spam effects in pve, it will make raiding way less fun. When you finish with that. Please give us all cool glow effects. Thanks.

Is there even a point in thief anymore?

in Thief

Posted by: Loboling.5293

Loboling.5293

The staff wasn’t perfect, but I found it to be the funnest pve weapon for thief. I am not ecstatic about the auto attack, which I think would work better if the final part of the chain came first, so when you haven’t hit anyone with it it can be used readily to reflect projectiles. I also don’t like the staff 4 blind, it sucks as is, and no reduced cast time will make it good, unless they lower the ini cost to something like 1. It does too little for too much cost.

Profession Difficulty

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Posted by: Loboling.5293

Loboling.5293

I really find thief to be one of the hardest characters for pvp lately. It is really strong when played right, but has some of the least margin for error amongst meta builds. I’ve played engineer and elementalist (mesmer, warrior, ranger), which also have high skill caps, but I find it easier to respond to mistakes. I won’t deny that engineer is high skill cap, but I can find a suitable build with engie that works fairly well in pvp when I’m half asleep. I can’t do that as thief, I’ll die if I’m not playing 100% perfectly.

Here are my rankings to achieve the highest level of play:
Hard: Thief, Engineer, Elementalist
Medium: Necro, Mes, Ranger
Easy: War, Guard

Here are my rankings to achieve playability:
Hard: Thief, Necro
Medium: Engineer, Mes, Ele, War
Easy: Ele, Ranger, Guard.

So in my opinion, some classes are easy to reach a level at which you can compete, but are much harder to master. I do think that it takes more to master an engineer than a thief, but not by too much. I do however think, classes like necro and thief can be rekt if they don’t know how to fully utilize their mechanics. I even think warrior is harder to achieve an acceptable level than elementalist (cele).

I am being specific to pvp, and only looking at viable/semi viable builds.

Is there even a point in thief anymore?

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Posted by: Loboling.5293

Loboling.5293

Sorry but an extra dodge doesn’t suck, neither does DD. I have never laughed so hard while playing gw2 as I did during BW2. Maybe the novelty will wear off eventually, but I found the staff and spec to be really fun in pve.

The worst part of the new spec is the limited diversity of builds (hello super important traits vs mediocre ones) and lastly the staff number 4. Even with the upcoming changes, staff 4 will suck. It needs to be made into a smoke field that lasts 1 second. Just enough time for one vault. Then the spec will truly shine.

BWE 3 Daredevil Specialization Changes

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Posted by: Loboling.5293

Loboling.5293

For now I don’t have time for a long comment, so I’ll leave that to the other thief enthusiasts. But on the topic of vault. I think it should remain 6 ini (please make thief have extra ini baseline!!!) and that the evade frame should be at the end. The reason for this is that the animation looks nearly identical to bound, which evades for the duration of the animation. With the evade being on the end, it should protect you better than at the beginning if you are running bound, due to the hesitation from your opponents in interrupting. An evade at the beginning would just make it very easy to interupt due to the long cast animation. Once players had seen you flying for a second, they would just interrupt with confidence. Too easy.

Lastly, please look at increasing the block time on bandits defense if you plan on increasing the cooldown. I really liked BW2 implementation of the skill and don’t want to see it changed, but if you really don’t want thieves getting out of stuns easily as a daredevil, then at least make the precasting the skill more beneficial. Again, I prefer the cooldown to be brought back to 10 seconds.

Is there even a point in thief anymore?

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Posted by: Loboling.5293

Loboling.5293

I still prefer thief gameplay to mesmer. I don’t think it would take much to boost thief. It is still a strong profession, but offers very little room for mistakes. It is probably the highest risk meta pvp build out there. Sure if you are focused you can stay up and run from anyone, but if you want to get involved with the fight, you have to be on your toes and focused. I find any day I’m a little sleepy, I can’t pvp well on thief. It is the only profession that has my skill so directly connected to my state of mind. It reminds of counter strike.

So the thief is a fun profession, but it is hard to play well, and play consistently well.

I’m also looking forward to flipping all over the place as a daredevil. So I say it’s still worth playing. Still hoping for a few changes though.

Bandit's Defense 15 sec --> 10sec

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Posted by: Loboling.5293

Loboling.5293

I think if they really don’t want thieves to have a short stunbreak on daredevil (which I think fits perfectly imo). They should definitely increase the block time on the skill from 1 second to 2 seconds.

Bring back ricochet trait!

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Posted by: Loboling.5293

Loboling.5293

I enjoyed ricochet, but it did have its problems. I’m glad to see that the devs are looking into boosting p/p. It is a fun set, and it looks even more fun for HoT. I just hope they come up with a good solution to the weapons problems. I rather likes the suggestion a player made to make unload an aoe cone and boost the auto attack’s direct damage.

GG 5 Mordrem Blooms missing

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Posted by: Loboling.5293

Loboling.5293

I’ll use this thread to mention, that I’m very surprised and disappointed with this recent event. I told my irl friends who play that it was almost certain they would extend the event so that players who can only hop on for a couple hours a day could earn their rewards. I was wrong. I only mad it to 95 blooms, mostly due to not wanting to waste my efforts if the event wasn’t extended. I probably could of earned close to 200 with some good effort. However, more than the event being a failure, pulling it quick so items that cost 450 blooms are unattainable to 99% of gw2 players, makes this event worse than a failure, but also a pointless failure.

Today is monday

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Posted by: Loboling.5293

Loboling.5293

Yesterday was Sunday!

Traps visible in PvP?

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Posted by: Loboling.5293

Loboling.5293

You are probably just a newb. XD

Unless there is a bug I’m not aware of, traps cannot be seen by other players.
However, enemy players have brains, and can use them to predict things, such as that a trap thief has already lay his traps on point. Also, they might actually see you place them by your animations. Since traps only appear at your feet, if you see a thief placing traps, well you know exactly where they are.

I hope you don’t take offense to my comment earlier, its just being a newbie comes with being new. Hope that helped.

Can we make trickery not mandatory?

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Posted by: Loboling.5293

Loboling.5293

Here is my suggestion:

Give +3 initative baseline

Replace the trait with this:
Upon casting steal, leave behind a shadow of yourself. This shadow looks exactly like you, but does not move and cannot be interacted with. Duration 2 seconds.

Summary: The goal here is to avoid power creep. Trickery doesn’t get any stronger really, but it gets a fun way to trick some players. While all thieves now are not required to run trickery to get such a nice quality of life trait such as 3 extra initiative. Outside of the extra initiative, nothing else should be mad baseline.

Alternative: Move uncatchable trait into its (3 ini) location, and add back richochet.

[Daredevil] - Feedback

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Posted by: Loboling.5293

Loboling.5293

Dodges

  • This is actually the one thing Karl did comment on, and yeah I think it goes without saying the way the new dodges function is fine except for the obvious delay before and after the dodge itself.

I agree. Make the dodges more fluid.

Auto chain

  • It’s too slow for a start, I actually felt the Revs staff auto was quicker. On top of that the damage was very lackluster, I would like to see every attack apply vulnerability or something to make it worth using. I didn’t use it much in PvP.

I liked the auto functionality, but I agree its damage is a little lackluster. What I’d suggest is rather than buffing its damage, increase the amount of time the skill reflects. Maybe switch it to reflect on skill 1. So a daredevil can always reflect from the front (if skill 1 doesn’t connect to anything) if you spam it. First spin the staff, then strike. This gives our auto the purpose of being a defensive tool, allowing us an easier time getting into melee.

Weakening Charge

  • The damage is fine, the condi application and whirl finisher is fine, basically everything about it is fine except the way it behaves…sending you charging to whichever direction you’re facing rather than towards your target. It needs to function similar to Heartseeker in that it sticks to your opponent.

I really enjoyed this skill. I’m not completely against trying a new version, but I found this to be a very skillful and fun skill. I wouldn’t want to see the skill bring you in front of your enemy though. (like heart seeker) I like confusing foes by moving through them. It gives the skill a new form of mobility in combat that also deals great damage. I like it as is.

Debilitating Arc

  • Aside from the evade and the immob cleanse I really don’t understand the purpose of this ability. The whole point of the DD from what we were shown in the reveal is to be constantly in your opponents face dishing out hurt, so why do we have an ability that send us away from our foe? we have shortbow #3 doing the exact same thing why would be want it on our staff?

Again, I like this skill when combined with bounding dodger. You move back and dodge back in. The only thing I might want to change with this skill is to slightly increase the distance traveled when you don’t hit a target. I find that would be when I would want to move farther to escape a bad situation.

Dust Strike

  • Again, why do we have an ability designed to be used at range with our staff? I didn’t use this, at all. It does measly damage and send a 5 sec blind to my opponent IF I hit them with it, big whoop. Not to mention how slow the skill is to cast.

This skill could use some work. I found it lackluster in almost every situation. Make it into a short duration smoke field, so that the staff has access to stealth, but make the duration short enough to only get one leap through. So it can’t be used for stacking stealth, but rather a quick entry into it so you can knockdown your opponent. Maybe 1 second duration smoke field. Also, please improve the tracking, as this skill rarely connects.

Vault

  • The bread & butter of the Daredevil, pretty much the only ability that does noticeable damage. It hits like a truck if you manage to successfully land it, and it looks awesome when you perform it, cool! However I have one issue with Vault, it’s soooooo kittening SLOW! I had such a hard time in PvP trying to land this without the aid of an immobilize or using the Vault/Steal combo.

I liked this skill. However, I’m not sure it can be sped up too much without nerfing it elsewhere. The skill seems meant to be playing with bounding dodger again, as the skills look very similar, so you can bait interrupts on your dodge, and confuse your foe into downplaying the severity of vault. It seems a bit like a mind game, where you dodge around and occasionally one is a vault for 3x the damage. I liked it. Just make sure the skill animates at the same speed as bounding dodge and I’m happy regardless.

  • Vault needs a faster animation, simple as that. Either that or at the very least add a 1/2 sec evade to it whilst vaulting. Most of the guys I fought had so much time to react to it to the point where a dodge wasn’t even necessary…they just needed to move out of the way :\

I wouldn’t mind a 1/4 or 1/2 second evade on the skill. But I’d rather not see other parts of this skill nerfed.

Channelled Vigor

  • I didn’t use this. The heal and endurance gain was great, the 20 sec CD was great, being a channelled heal on a class that relies on mobility was not great. The only situation I found it safe to use was when I was stealthed, but I don’t really have much access to stealth as a Daredevil. Myeh! too easily interruptible, not a fan.

Not sure on this skill, I didn’t use it much.

Impairing Daggers

  • My favourite skill, LOVED it! The animation was awesome, it felt awesome, it does great damage and applies slow and only has a base 25 sec CD..what’s not to like!? I don’t want to be negative but considering this is literally the only skill people haven’t complained about, wouldn’t surprise me if it actually gets nerfed -_- (but hopefully not, leave it be)

Never played condi, or much with this skill, can’t comment.

Distracting Daggers

  • Coupled with Impacting Disruption I can see this doing some good, but ultimately I hated this skill. The 15 second window you have to cast these daggers is pointless and makes it difficult to use. When you consider that 15 sec window, you basically have to cast it while in the middle of a fight, problem is who has the time to cast for 1 second, THEN start throwing just to pull off some potential interrupts? The only good thing about this skill is the fast projectile speed, that’s it. If it functioned more like a Mantra, then we’ll talk.

Mantra treatment is needed. I completely agree. Otherwise, the skill could be fun in some builds.

Bandit’s Defence

  • I didn’t mind it! a block and stun breaker on a 10 second CD is pretty baller (despite hearing Karl mention in the POI he plans to increase it to 15 seconds). I’ll probably be using this, I found it handy in most situations. Only quarry with BD was the inability to cancel the block by any means.

I love this skill. I don’t think it should be brought to 15 second cooldown. The 10 seconds gave the feeling that its hard to pin down a daredevil. I really enjoyed it, and I think nerfing this skill would hurt the gameplay a lot more than the devs may realize. Keep it as it, do not nerf it.

Fist Flurry

  • I didn’t have much luck with this. Most of the time landing that 5th fist was a pain, and then I was left having used a skill slot for a 17,90 damage ability, not very worth it if you don’t land all hits, which you’ll only do 40% of the time. Palm strike was obviously VERY nice, but again…a lot of effort for a moderate amount of damage. Wasn’t a huge fan of watching my weapon mystically disappear either.

Change this skill to activate its chain with 3+ hits connected rather than 5. It is a fun skill in pve, but lackluster in pvp. This skill will only get worse as players learn to fight the daredevil, and will go unused in pvp. The damage of the proc lungs strike or whatever would be allowed to crit or made to hit harder. That could balance the skill with kittens needed to connect.

Impact Strike

  • No reason to take any other elite over this, I liked it. The damage of all three chains is great, and works perfectly to secure a kill, assuming you don’t get interrupted and have it go on cooldown, which seemed to happen to me a lot. Only thing I’d like to add is seeing my own finisher at the end of the chain rather than the default flag.

i enjoyed this skill. Very fun. I’m not against adding another spin to the finisher part, to make the animation look more daredevilly. XD Fun skill, don’t change, unless to improve the animation.

Comments above.

Daredevil Animation Fix!

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Posted by: Loboling.5293

Loboling.5293

I have to say, I really enjoyed flipping around as a daredevil. But that WoW trailer is so awesome. I really hope they smooth out some of the animations for thief.

One thing I want to point out, is I don’t like some peoples suggestion to make skill 2 on staff stop at the target. I like that it turns you, I like that it moves me through my target. It feels like an awesome fluid move that combos well with skill 3. It spins you behind your target, and then evades and leaps a short distance behind your target, when you combine these skills. Very nice.