Showing Posts For LunacyPolish.4602:

Stay on the pin

in WvW

Posted by: LunacyPolish.4602

LunacyPolish.4602

1) Maybe. If I’m playing my warrior and following the group, yeah I stay on the pin. Ditto for my Guardian. With other characters, I tend to stay on the pin initially but once the fight starts, it’s not always the best place for my survivability if you’re playing a profession without stability and/or plentiful condi cleanse.

2) Okay, killing something. Why the devil should I stand right in the melee meatgrinder if I am just as effective not standing in the place where the enemy wants me to stand so they can kill me? The other side runs trains too you know. I am just saying.

Now yes, some of my characters can, do and should stand in that madness because they are built for it. It’s their job. Others not so much.

3) Define actual contribution. I mean that’s a pretty low bar.

Look, you don’t send the artillery in ahead of the infantry or your artillery is useless and your infantry gets murdered because there’s no support or covering fire.

You don’t send the cavalry in first (usually), you put them in an entirely separate formation so they can ride in on a flank and cut the enemy off at the critical time.

Now does everyone need to watch the commander’s movement and listen? Yes, just because it’s not your best tactic to stay directly on the pin doesn’t mean you don’t move with the pin.

Final Event Rewards

in The Lost Shores

Posted by: LunacyPolish.4602

LunacyPolish.4602

lmao so they have jormag type events…ppl get blues and they cry…they add this in one time only….hand out a 20 slot box….fyi that is over 10g in a value and give out exotics and ppl still cry…you ppl are amazing

Let me break this down for you.

I can make a 20 slot box any time I want. Getting one box won’t do much for my account at all anyway, I’ve got adequate space already. I guess it’s great and all, but it doesn’t give me a piece of useable end game gear.

If the event had given me 30 chunks of Ori Orr, I’d be happy as a clam. I don’t even need to receive an exotic.

Random is random, but you can’t give one player an item so valuable he’ll never have to farm anything ever again, and give another player who did the same thing jack all.

Final Event Rewards

in The Lost Shores

Posted by: LunacyPolish.4602

LunacyPolish.4602

I am so mad at a video game right now.

I get a rare level 55 trident and a bunch of level 55-62 crap. My friends gets a Legendary Precursor. What. the.

So angry at ArenaNet right now.

Warrior Profession Mechanic Reworking

in Suggestions

Posted by: LunacyPolish.4602

LunacyPolish.4602

So here’s an idea for Warriors. While I realize players often think their own profession is lacking or weaker than it is, this isn’t so much about mechanical balance or asking for damage or whatever, rather I would appreciate it if we could consider a change in game mechanics to make playing Warriors more interesting, but not necessarily more powerful.

While I’m still playing my Warrior, I have to admit after a couple of months of it and enough WvW matches to learn how it goes out there, I find myself thinking I bring nothing unique in my profession choice, and that the Warrior is feeling very generic.

It just seems once you set your weapons and utilities, that’s it, you don’t have a cool mechanic like Stealth or Virtues or Elemental Attunement. A well played Thief, Elementalist or Guardian for example can use their profession mechanics to do stuff to set themselves apart from other players who might play the same profession because these mechanics are better designed, even if the effects they generate are sometimes overpowered or underpowered.

The lack of combo fields, boon manipulation and other stuff that’s a little deeper that makes for more interesting play is starting to present a problem for me. Burst skills are just extra weapon skills and it’s the only profession specific mechanic other players can negate on demand with universal abilities no one has to spend points for.

My idea is to add some pizazz, but no additional power, to the Warrior by reworking Stances. The Warrior is supposed to be a Master of Weapons but we have no more weapon skills per weapon than anyone else does.

Why not make things more interesting? Why not have different ways to use weapons?

The idea is simple. When you hit a Stance, your weapon skills enter an enhanced mode for a short period of time. For example you could have an offensive stance which added 5% damage and enhanced your moves with haste, knockdowns, vulnerability, etc. A defensive stance could add a block/parry, a riposte, swiftness, and general survival/escape utility. You could have a dirty fighting stance where opponents take on a condition if they try to block or dodge. A two handed weapon stance could focus on area effect. A dual weapon stance would be tough but I bet you could figure something out.

It would have to be short to be balanced of course, I don’t mean for this to be a permanent super mode. The idea is that you still have to decide weapon/stance combinations ahead of time, but other players will have no clue which stances you’re going with or what your swap out weapon is. The individual effects will be stronger than normal attacks but you won’t be able to spam them.

I would suggest the Stances not have many weapon specific effects to not drive the developers crazy. What I might suggest is the Stance, being short lived, doesn’t need an autoattack, so you can replace the auto attack with a special move particular to that weapon/stance combination and let the other 4 be “generic” enhancements. That means they can be balanced to be effective but not OP.

If you think about what this means, it means you can create all sorts of Warriors without creating a bunch of new time intensive mechanics. Warriors could chain weapon swaps and stances together to create elaborate skill based combos. Discipline could be retuned to reduce the cooldown times involved, and if desire, current Burst skills could be folded into the stances.

Also the mechanics are already in the game. You could essentially borrow elements from every other profession and mix them into the Warrior class, so you don’t have to produce many new ideas. You can keep the same animations, etc. for each weapon skill. You still have the visual predictability, but you don’t know what you’re dealing with until it executes. Engineer kits already provide a model to follow for how to implement it on the interface.

Developers could do one stance at a time and patch them in as they are finished, no need to do all the work at once because even my stripped down version would take a while.

This could be an easy fix to general class problems as well, it’d be a great way to add combo fields, boon stripping, Protection, etc. This makes the Profession stronger without buffing it.