As one half of a married GW2 couple; I approve of this idea. I would love to have the ability to use a lover-summon or lover-port skill with like a 10 minute cooldown or something.
This is the closest I’ve ever gotten to Reddit Gold! Thank you very much!
I speak from experience when I tell you, any idiot can run around and swing their sword while I’m trying to land a hit, and I’ll go into Stealth with 100% HP and come out with 50% or less. This is SPECIFICALLY because:
- Stealth does not reduce the damage I take
- Stealth does not make me invincible
- Stealth does not make the target a sitting duck
- Stealth does not disable the targets skill bar
- Stealth does not hurt the target on its own
- A Thief who Stealths and runs away, does almost no damage, every day!
- A Thief who Stealths and tries to land a hit, gets auto-dropped like a sack of… you know.
“But.. BUT.. What about all the ways a Thief can get into Stealth!? If I can’t see them frequently in a fight, how can I know they aren’t winning?” Here is how most Thieves get into stealth.
- We use Steal on you when traited (2-3s of Stealth after we Steal)
- We use Cloak & Dagger on you (
- We use Hide in Shadows (long cooldown, removes dot-conditions) – used primarily for backing out of combat
- Blinding Powder – used by ineffective Thieves when they’ve exhausted their Initiative too early in combat, and either need to try to backstab you again or run away.
- Shadow Refuge – “I REALLY need to run away bad, and need 15 seconds worth to confuse you so I can escape!”
Long story short, only 2, maybe 3 – of these common stealthing methods are used to keep biting your ankles, and thats Steal (long cooldown) and Cloak & Dagger. Everything about CnD is close range, making Thieves that rely on this method the most susceptible to the auto-attack-AoE method.
Now, here’s where I have to level with you. Thieves are really good at doing one specific thing; single target damage, out of nowhere, against unsuspecting prey. If you are a squishy character running around Eternal Battlegrounds, and a Thief comes up behind you and mauls you with a fully loaded backstab and a few heartseekers in short order, its because that is pretty much what it was designed to specifically do – and it does it well. I know, it sucks – that guy actually got to fulfill a role for once. You literally lost a game of rock-paper-scissors where you were by default paper, and the Glass-Cannon Thief is specifically designed as scissors. Do you really think that if you build, gear, and practice SPECIFICALLY to fill that role, that other players who do not understand your limitations should really just be able to complain about you and get you nerfed? Is that actually fair? I don’t think so. Targetting our only useful class mechanic is like saying;
- Warriors should have to choose between having large health/defense pools or high damage (currently they get both)
- Guardians lose their defensive abilities, or having all 3 of their virtues share a 90s cooldown?
- Engineers only get one toolbelt skill?
- Rangers have 25% more of their damage/utility shifted to the pet?
- Elementalists have 30s cooldown on attunements?
- Mesmers only get to have 2 clones out?
- Necromancers only get to use DS when they are at 25% health?
Steal is not our actual class mechanic. Stealth is. Neuter stealth, and what wrathful karma would you invite upon your own classes?
Thanks for reading if you made it this far!
-LoreChief
Now. I know what you’re thinking. “If this is really all that Stealth offers a Thief. How come they can kick my butt so kitten ed easily?” I know, it can be totally confusing, especially when you have never spent more than 2 seconds on a Thief in a PvP scenario before. Let’s go over that a bit.
There are effectively two kinds of Thieves you’ll encounter in WvW or SPvP. The “Glass cannon Thief”, which brandishes a shortbow, 2 daggers, and focuses entirely on setting you up for a wonderous backstabbing. And the “Runaway Thief”. This is a Thief that usually plays with 2 pistols and a shortbow, or 2 pistols and a dagger/pistol. It is designed to annoy you, do a bit of damage, and if things get dangerous – they high-tail it out and lick their wounds before coming back at you like an unsatisfied mosquito.
These two types are not to be confused with one another, but very often – they are. There is a HUGE fundamental difference between the two though; one is VERY easy to kill, and does a LOT of burst damage, the other is VERY hard to kill, and does PRETTY MUCH NO burst damage. Damage, and survivability – pick one.
A GC Thief, as I stated – is designed to do a lot of damage up front. This means berserker gear, berserker traits, and berserker utilities. Absolutely no actual defense. Also – unsurprisingly, very few stealth utilities. These are not the perma-stealth thieves you find yourself fighting, those are the Runaways.
How do I kill a GC Thief? Quite simple actually. A GC Thiefs goal is to land a backstab on you. Backstab, in order to be used effectively – requires them to be behind you, AND at close range! If you are playing anyone other than a D/D Thief, you have instant access to spammable close-range AoE. Simply auto attack around in circles until the Thief emerges in the distance. If they can’t get to your backside, they’ll opt to stay in stealth OR deliver a wimpy backstab. If they went with the latter option, you have a good couple of seconds to chomp off their measly 11k health pool while they try to find your sweet spot. Here’s a handy list of easy-access anti-thief tools you may not be aware of;
Warrior:
- Hammer auto-attack
- Greatsword auto-attack
- Axe auto-attack
- Sword auto-attack
- Mace auto-attack
Guardian:
- Hammer auto-attack
- Greatsword auto-attack
- Staff auto-attack
- Mace auto-attack
- Sword auto-attack
Thief:
- Sword auto-attack
Engineer:
- Grenades #1
- Flamethrower auto-attack
- Bombs #1
- Tool Kit auto-attack
Ranger:
- Greatsword auto-attack
- Sword auto-attack
Elementalist:
- Fire/Water/Air Dagger auto-attacks
- Fire/Water Staff auto-attacks
Mesmer:
- Sword auto-attacks
Necromancer:
- Staff auto-attack
- Axe auto-attack
- Dagger auto-attack
WOW! Look at all this Anti-Stealth you have going on AND THESE ARE JUST THE AUTO-ATTACKS!
(edited by LoreChief.8391)
Hi everyone!
Thief here. I also play Mesmer on occasion, as well as Engi.
There seems to be a bit of a misconception about what stealth is, what it does, and how effective it is. Specifically, people seem to think that a Thief in Stealth is the most absurdly OP thing in the game. This is understandable! But only if you don’t know what Stealth is, and what the difference between a mechanic and player skill is.
I’m here today to let you know all about it.
What is ‘Stealth’?
Stealth is the ability to become temporarily invisible. This is a Thief’s specialty, as they have kitten -poor health and defense in most builds that focus on it. It lasts for anywhere between 2-15 seconds depending on how you enter it, with 15 being achievable usually through standing in a highly visible Shadow Refuge pool for its full duration. As a Thief with stealth you can do some of the following (but not all):
- Blind nearby foes upon stealthing
- Move 50% faster (does not stack with Swiftness)
- Gain 2 stacks of might (does not stack if you multi-cast multiple stealths)
- Get a guaranteed critical strike
- Regenerate HP
- Gain 2 initiative (being nerfed on 10DEC)
- Regenerate Init faster
- Remove a condition every 3 seconds
- Regenerate more HP
Wow thats a lot of stuff! Keep in mind though, it is not possible to get all of these at once. 90% of these are in the same 2 trees even, and are not available at the same time. Just a quick glance, and I can get about 5 of these at the same time, but the build itself is functionally useless for anything other than hiding out in stealth for a bit…
Let’s go over these a bit more!
- Blind nearby foes upon stealthing. This serves a single purpose ultimately; to make it so that you don’t get gibbed going into stealth. After all, there isn’t a point of going into stealth if the second you did you got Stomp launched by a warrior. One could argue this should be an inherent capability of stealth in the first place! In SPvP/WvW a Thief will more likely have Shadow’s Embrace for the condition removal anyways.
- Move 50% faster in stealth. This is not that useful in combat to be honest. If you’re running away, sure. If you’re traveling across the map and Infiltrator’s Arrow isn’t fast enough for you, I suppose. Chasing an enemy? That’s half the point of our class mechanic (Steal). This usually isn’t traited for due to Vigorous Recovery or Power of Inertia.
- Gain 2 Stacks of Might. This is one of those rare situations where ANet has provided an appropriate mandatory-trait in the right tree for once. It not only encourages using stealth in combat, but it actually makes you stronger as the fight goes on so long as you keep applying it.
- Get a guaranteed critical strike. This trait is negligible. Guaranteed crits are nice and all, but most Thieves that would take this already have somewhere around 50-65% passive crit WITHOUT Fury applied. The only logical application for this is a D/D Thief anyways, and with our inherent love of Heartseeker, we’ll usually end up taking Executioner for the +20% damage since it is more synergetic with our off-set weapons as well as Heartseeker. This is mostly a PvE trait as a result.
- Gain 2 Init upon entering Stealth. WOW! A whole 2 init? This is scheduled for nerf on 10DEC anyways. Right now you get 2 init everytime you cast a stealth skill, after the nerf it will only happen when you initially enter stealth. Also, this trait is in the adept tier of Shadow Arts alongside Shadow’s Embrace and Cloaked in Shadow… Pick 1.
- Regenerate initiative faster. This is a laughable trait if ever there was one! It is a single initiative every 10 seconds. More specifically, this is currently equal to about 7.7% faster init regen, since most stealth does not last for 10 seconds. As of 10DEC, it will be the same as +10% additional init, again – only actually 10% if your stealth lasts that long. If you’re fighting a glass-cannon Thief (which is why you would be complaining about Thieves in the first place!) they have Hidden Thief instead, which lets them go stealth when they use Steal on you.
- Remove a condition every 3 seconds. This is ultimately the best reason to go into stealth aside from prepping for a Backstab. It is also the only real defensive ability that Stealth provides other than running away.
- Regenerate more HP. CONGRATULATIONS! You went all the way down the Shadow Arts traitline WITHOUT the intention of getting AoE-applied poisons for your team! WOO! This is a great trait to have while you’re licking your wounds for a few seconds in stealth. Do high damage, or be good at running away after getting your kitty-butt handed to you. Pick one.
Grubs are actually Wurm Larvae.
Another anti thief QQ thread? We have many threads about stealth already.
This isnt about any specific class, just stealth in general and those few classes that have it.
there, answered your question.
BULLKITTEN. You can’t claim this isn’t a Thief-Hate thread when OP is specifically referring to the repeated ability to get into stealth. That is a Thief mechanic. The other “stealth-able” classes have no ability to spam it.
Talking about Stealth like its invulnerability is ridiculous. Thieves die in just a few hits, if you’re not a scrub, then swing your weapon around and you’re mostly guaranteed to take out half their life in the few seconds they aren’t visible.
There is not a single class that doesn’t do a condition damage or crits either, so it only makes sense that the dummies can do that. Otherwise, whats the point of even having dummies!? +1’d.
None of them can be dyed. Backpieces don’t have any dye slots to begin with.
The water breather wasn’t dyeable until this last update so they can add dye slots to whatever they want. Why not the back slot?
Nice catch.
I would like to see all cosmetic items dye-able as well, including weapons. I think we’ll get them later though, certainly not never.
I have my ideas posted in the Engi forum here; https://forum-en.gw2archive.eu/forum/professions/engineer/My-Hammer-skills-Idea-for-engi-s/first#post3194095
It should be known that this is how it worked in the beta. Kristen Perry even said at one point that she was fighting to make sure it stayed that way. At some point after BWE2 and before launch, they said “no make it character bound” and thus we have the current crappy system.
I will support every thread that ever says it wants account bound dyes though.
The game goes on sale pretty much every other week. Check GreenmanGaming.
I make no assumptions in regards to whether we’ll get Greataxes in the future or not.
http://www.reddit.com/r/gaming/comments/uodjr/im_a_guild_wars_2_developer_ama_about_the_next/c4x4g9v
Thanks.
How did the game run before you upgraded to Win8.1?
What directory do you have it installed in? Have you tried right click → Run As Administrator?
Can you upload a video of the behavior?
Try this;
1. Turn off Windows Firewall
2. Turn off any 3rd party Firewalls you have (McAfee, Norton, whatever)
3. Reboot your computer
4. Try the download again.
I didn’t say anything otherwise, other than all the #1 auto attacks for Ele are cool.. But since you’re asking;
- Guardian & Warrior Greatsword attacks are pretty much identical.
- Engineer & Thief Pistol attacks are the same.
- Necro & Thief Dagger attacks are the same
- Warrior and Engineer Rifle attacks are almost the same, and are pretty much the exact same with traits.
- Thief, Warrior, Guardian and Mesmer Sword attacks are all the same
I think the point presented by the OP is that skills 4-5 are all pretty cool and unique, whereas #1 is always pretty generic. “These are all skills where I do something cool. This skill is the one I see my character do 90% of the time and they pretty much just take the weapon and swing it around. Oh, they also have a nifty little secondary effect sometimes like a stack of vuln or a bleed.”
I want to keep this short and simple. Right now we have a few close combat 2h weapons in the game;
- Greatsword
- Hammer
Of these, it can easily be said;
- Greatswords look awesome, and have a lot of effort put into their design
- Hammers look pitiful, and have no effort put into their design
I say this because the main feature of the Greatsword is the blade, and they do a very good job designing them. The main feature of the Hammer is the Head, and in this game they are usually verrrry tiny and non-detailed. I realize this is “historically accurate” to our mundane human existence – but people LOVE the fantasy element that comes into play with weapon design, especially in a game that features giant cat people and massive barbarians.
Greataxes will be out eventually, as evidenced by the first Reddit AMA from ANet. I ask only that when the Greataxe is being designed, that there be as much emphasis on the design of the Axe blades as there are on the Greatsword blades. I don’t think anyone wants to see another generation of 2h weapons where looks are provided the back seat while Greatswords reign in the aesthetic department.
TL;DR: Greataxes with big, fancy, cool looking blades = good. Greataxes with long handles and teeny-tiny bades = bad.
I’m not sure if you are saying Ele has the worst auto attacks or the best.
I’m hoping its best though, because they really are pretty awesome. I do wish other classes had awesome #1’s too though.
I think we’ll see the tables turn when Greataxes are released. Nothing but awesome skills and skins possible for that.
Well, I take that back – they COULD go the Hammer route and take what was potentially an entire weapon set of kitten skins and turn them into tiny little hammer heads… Except we’lll see Greataxes with blades the same size as the current 1h axes
I’ve brought this armor up before. This is shown in the concept art for one of our loading screens…
Welcome to the world of Engineers :T
I just wish they’d spend at least half the time working on skins for the other weapons as they do the greatswords. Greatswords always look awesome…
Do pistols, torches, shields, maces and staves get the same attention? Hell on. Torches all look like kitten, pistols are all slight modifications, shields always look tiny and awkward, and the staves only see appearance changes in the head of the staff, which is usually super tiny and not even noticeable.
What OS are you running Snowshadow?
I’d love to see focus on talking about what the players of that region are concerned about. After having been told by a community manager that the first community discussions was about Living Story because other regions found that more important than EN GW2’s issues, it felt a bit disingenuous.
If EN gw2’s primary focus is rewards and drop rates and DR, don’t tell them that FR’s concern with living story is more important, even if it is more convenient.
Pushing hard work and difficult issues to the back just means it never gets done.
Hi Bravoart,
The topics were chosen from the global feedback we got from all of our forums. Therefore the first topics were inclusive of all suggestions for discussion from the global community.
Chris
Hi Chris! I get what you’re saying, and though it is no fault of ANet’s – from an insider perspective this is how the topics appeared to have been chosen.
ANET: Hey everyone! Give us a prioritized list of 3 things you would like to see improvements on.
Players: Ok, can you give us some examples?
ANET: Sure! Things like Living Story, Rewards, Game modes – stuff like that.
Players: Oh, ok, I think I get it.
ANET: So what kind of things would you like to see detail and improvement on?
Player1: Living Story, Rewards, Game Modes
Player2: Living Story, Game Modes, Rewards
Player3: GOD GUYS! Be more creative! Game Modes, Living Story AND Rewards!
ANET: … …well ok then, guess we’ll go with that!
So yeah, player-base kind of sheeped through the whole point of CDI, and now we’re reaping what we sow by getting vague information about features we don’t care about hand-fed to us, instead of insightful input/response. I know that I personally would have liked to see very specific information, input and feedback on a number of things outside of those 3 categories, but obviously when everyone regurgitates the words they hear, you get outnumbered instantly.
I have to say though, I love the way you guys are coming to us for feedback about balance changes. As someone who submits a lot of suggestions for ways that I can see to possibly improve the experience of the game, it is good to feel like you are contributing to the development of your own game/class.
Hi Aeden,
This is not the fault of ANet. As I stated above, my job involves a lot of driver Q&A for multiple companies (NVidia, AMD, Intel). I can confirm that both NVidia and AMD have not provided completely compatible drivers for Windows 8.1 – and that is why your game is often crashing or your system is experiencing other issues.
If you are having issues with this, such as the OP – please provide a copy of your dxdiag, as well as the listed driver version showing in your Device Manager → Display Adapters.
Hi Zombiechoc,
Can you upload a copy of your dxdiag to Pastebin and link it here so I can take a look? I can tell you right now that the latest released drivers from Nvidia are not 100% Win8.1 compatible, but there are some workarounds you can try.
Source: I do graphics driver Q&A as a profession.
Thanks!
-LoreChief
Hello again everyone!
I have presented several concepts for Engineer before, including but not limited to;
- Sniper Kit: https://forum-en.gw2archive.eu/forum/professions/engineer/Idea-Sniper-Kit/first#post3099007
- Turret Rework (including Turret Custom Shop): https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Redesign-Idea-Contribute/first#post1594601
- Hammer Skill Ideas: https://forum-en.gw2archive.eu/forum/professions/engineer/My-Hammer-skills-Idea-for-engi-s/first#post3194095
Today I have a new idea I would like to present, one which I’ve partially touched on before. It is a new Skill Type for the Engineer class called Golemtech. To sum up some of my previous complaints, there is a lot of Charr technology involved with Engineers as a whole, but no representation from the Asura. As an Asuran Engineer, I have a problem with that. Thus I have created the idea of “Golemtech”, the fusion of Engineer & Golemancy, for use by innovative and intelligent Engineers, Tyria over!
The concept is simple; Engineers need something like a signet, without it being boring like a signet. As such, I have come up with these non-finished ideas on what the potential Golemtech pieces can do. In addition, I have added some 3D models I designed (I am a complete NOOB with 3D modeling, please be nice!). I have just the one model complete so far for the Golemtech Helm, and will add more in the future.
Golemtech is simple. You put the item on your bar, and you will be equipped with the associated piece. This will show up as an overlay on your existing armor, mostly floating off of it as to not weigh down the owner. The floating is achieved through a mental link with the neural-crystals embedded within the components of the Golemtech. The advantages are thus; a passive bonus that remains active even when the active skill is on cooldown, a neat visual effect, an active effect that is triggered by the Toolbelt skill.
DISCLAIMER: Some of these effects might be similar to those provided by traits. They are intended to be supplemental in addition to the traits themselves though, and in no way replace those provided by the traits.
1. Golemtech Helm. (Utility) http://i.imgur.com/OMIJwSJ.png
Passive: Increases long-range weapon range by 300 (rifle, pistol, grenades, elixir gun, flamethrower)
Active: “Threat Detected”. Self-cast, instant, 25s cooldown. Your next attack grants 8s of weakness and adds 5 stacks of bleeding to the enemy. You have 8 seconds to use this buff before it expires.
2. Golemtech Arm. (Utility)
Passive: Every 10 attacks with a melee weapon (hammer, tool kit, bomb kit) launch on enemies (range 450).
Active: “Mental Flex.”: Self-cast, instant, 30s cooldown. Your next 2 attacks are guaranteed criticals.
3. Golemtech Belt. (Utility)
Passive: Every 4 seconds outside of combat, the Engineer gains +5% movement speed (caps at +25%)
Active: “Engage Thrusters.” Range 1200, Cooldown 40s. Thrusters on the Golemtech Belt are activated, sending the Engineer hurdling towards their target, dealing damage and knocking down the enemy player for 2s.
4. Microgolem Sentry. (Healing)
Passive: Microgolems electrical presence allows you to leech small amounts of HP from the attacks you deal (small amount, less so than most similar signets would allow for).
Active: “Initiate Repairs”. 30s cooldown. Your Microgolem creates creates a statis shield over you (blocks incoming attacks) for 3s, but you cannot move. At the end of the shields duration, you are instantly healed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Keep in mind these are just concepts, and I have not designed them with much particular though into the overall balance of them.
I will be adding pictures of the other kits as I design them. Feel free to add your own ideas Don’t be a jerk.
Thanks!
-LoreChief
Doesn’t human or norn get Corn-rows? They should definitely add the corn-rows with pony tail thing that the Giants have.
I only play the warrior as a physical dominance. I don’t like banners, and signets/shouts are kind of boring.
So, I run as a control physical build. I have hammer on one set, and rifle on the other (longbow for WvW). I always have Bull Rush and Stomp for utilities, because knockdown, AoE launch ftw. Healing skill is Healing Surge, Elite is the Signet (the others aren’t useful to me), and the last elite varies between the might shout and the immunity shout.
I agree though, all classes need more skills – including the warrior. 3 of their skill lines are passives or castable-passives.
Weakness is a direct counter to berserkers. I for one think this is a good thing. If more berserkers were cut off at the nuts, maybe we’d see less of them.
Hmm.. I have to agree, this would in fact take care of zergs. I don’t know if its the best idea, but I can’t agrue that 20 people standing in close proximity getting hit with a few arrow carts and cannonballs would quickly turn into a pile of corpses.
Mine is Arrietti La Munition (translates to Arrietti The Ammunition).
Hmm.. I think there is a lot of potential in this idea. Let me extrapolate;
New Gear slot; “Weapon Stowage”
- Includes checkbox for those who prefer the traditional “weapons hangin out” look
- Shows up in the Character Equipment interface next to the Weapon Set 1 & Weapon Set 2 locations
- Unlock the Weapon Stowage for each of your weapons by reaching a certain achievement. At, say, 500 kills with a type of weapon, you unlock the stowage for that type of weapon.
- You are provided a very basic holder to start with
- You can purchase “stowage” skins from the Gem Shop. Basic holder only has one dye-able setting, gem shop skins have 4.
- Weapon Stowage can manifest in one of two ways; as a special stat bonus for the weapon type, or no bonus at all, purely cosmetic.
- Special stat bonus could replace the current implementations of our “god class traits”, the ones that usually include 20% CDR. “I am this proficient with this weapon, and therefore have earned the right to reduce CDR on skills inherently.”
- The traits above are removed from the actual trait pool as a result, and replaced with other trait options.
- The interface allows you to choose the skin you want to apply to your stowage in the same way you choose healing/utility/elites that you have unlocked, via a little arrow.
- Consuming a Gem Shop skin unlocks the holster for your entire account.
EDIT: Missed some stuff.
(edited by LoreChief.8391)
So you want to take a game that specifically does not allow for add-ons for mostly this very purpose, and a games mentality which is to not play entirely based on numbers – but on skill/fun, and you want to suggest throwing that all away for every new player and every future #-bullied player, because “it’s not enough anymore” for you?
You are literally suggesting they cater to your sense of “enough”, even though it is detrimental to the manifesto of the game?
wat is this i dun even..
I play female sylvari warrior. I can confirm that Bull’s Charge, Rush, Stomp and #3 & #5 Greatsword cause my character to scream/moan as well. I used to experience this on my Charr Engineer just milling about in the world.
I would also like to see an option to throw these in the MF for a chance at making larger bags.
Glad to see this one necro’d to be honest. Though I find it absolutely ridiculous that the game has been out over a year and there hasn’t been a peep on making it more accessible for something as common as color-blind folks.
We don’t need a DPS meter – in fact it would be detrimental to the game itself if we had one.
Players should not be emphasizing something as simple as numbers. They should be focusing on playstyle, creativity, originality and fun, regardless of what the numbers are.
You might be in the wrong game if this is something you think you need.
Wow that’s pretty bad. I would report this in the bug section as well. It’s like they didn’t even try this stuff on before they released it!
No!
If you want to trade with people you cant trust you should use the TP. The TP is designed for secure and safe transactions. Transactions through email are only used amongst friends (based on mutual trust) or by scammers. The answer is to use the TP.The answer is NOT the TP. The Black Lion Trade Post, while awesome for what it does, COMPLETELY LACKS the feature im asking for.
I’m asking for a secure way to trade directly with other players.
This whole thread must be trolling..
You DO NOT NEED the ability to directly trade with other players. THERE IS NO REASON FOR IT. If you want to trade an item for a price, THAT IS EXACTLY WHAT TP IS FOR.
If you want to just trade an item to a player at no cost THAT IS WHAT MAIL IS FOR.
Let me restate this again in case you missed it.
WE
DO
NOT
NEED
PERSONAL
TRADES
AT
ALL
PERIOD
Hey what does the thumbs up icon up there mean? I’m used to seeing either the thumbs up, or the thumbs up with a star in the middle. Right now its a thumbs up with a red line underneath. What is that?
What is wrong with using guild chat, or changing the guild message?
I’m not going to be a party pooper, but I will look at it in a realistic way. First of all let us look at what we currently have in this game. We have a bank that is account bounded. (There are several games MMORPG out there, that has Bank per character). We can access the bank by going to major towns or hopefully find the bank tag in open PvE map (Crafting stations, Bank NPC in mount maelstorm etc).
When we look at gemstore we can find a bank golem which we have access for two weeks of the price of 500 gems. It does the same purpose which an account bag would do + a little bit more because its your bank.
Then if we do open tons of Black Lion Chests or are willing to put a thousands of gold on the trading post for it. We can get aPermanent Bank Access which then again serve the same purpose as an account bag + more. Again you can Buy/ farm key till you get it.
Again I don’t say its a bad design to include an account bag. I’m all for it, but looking at it in a realistic way that we already have an account bag which is called a bank and can be upgraded to 12 bag slots. That’s 12 × 20 = 240 slots of bag space.
So any words?
The personal bank cash shop item is not the same thing as what is being proposed. One does not make the other obsolete either. Having a small space in your inventory where you can keep items you don’t want to throw in/out of the bank just to get to another character is a huge benefit, and original idea that we don’t currently have.
It is also not being proposed that this is an alternative to having the bank or personal banking golem either. They serve completely different needs. I know that with the salvage-o-matic and my infinite harvesting items (as well as MF Conduit) – the last thing I want to have to do is;
- run back to town
- throw items in the bank
- log in on my other character
- get them to town
- grab item from the bank
- make my way back to where I actually want to be.
Its this mentality and implementation that we currently have that keeps people stuck in the towns all the time, instead of out in the world actually playing the game.
Additionally, this item should be limited to one per account, have a decent cost (say, 600 gems), and should really only have enough space for the super essential stuff that people don’t want to waste their time running to town for all the time. Maybe a 10 slot bag, so you can store the 3 infinite tools, salvage-o-matic, MF conduit, black lion contracts, and maybe your potion/food. It could also be a good place to store a pet or two since it shouldn’t auto-deposit items preferably.
I only know a few people that have ever purchased the bank golem cash shop item too. They also said they wouldn’t do it ever again because it isn’t worth it. It is simply not what people are looking for when it comes to inventory convenience. This proposal fills a different need.
I have a feeling we’ll see more of it in the future. I think part of it is not only that it can make content more difficult (after all the NPC’s usually have another one running to res it). It could potentially be a direct counter to people zerging dungeons like CoF P1 too!
I think also in a small way it is an attempt at making the permanent finisher items more popular in the cash shop. People wouldn’t buy them before unless they were doing SPvP or WvW because they would never see them.
I would simply take away Time Warp from Mesmer. It’s not that I’m against the mechanic, but it really chaps my kitten when people say that Chronomancer isn’t a valid potential class “because we already have a class that manipulates time”. BULL KITTENS! It’s a single skill, and it in no way invalidates the ideas that many of us have come up with for justifying the Chronomancer.
Removing that skill, or changing the name, would simply take away that stupid stepping stone people use to trying to debunk good ideas.
To be completely honest, I hate that we even have a skill like Blunderbuss on the Rifle. It is not a condition weapon, and even moreso it is not a close range weapon. I have much disdain for #5 as well, except for how amazing it is in JP’s.
That being said, in order to actually make Blunderbuss worthwhile they need to change it around completely, and make it non-condition.
My recommendation;
- Blunderbuss; Range 900, cone, 10 second cooldown. All enemies within the cone (limit 5 of course) take damage, with more damage being at the front of the cone. All enemies hit though will suffer blindness 5s.