Showing Posts For MarcusKilgannon.5048:

Guild System Improvements

in Suggestions

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Seen it mentioned a couple times in the thread already and I’ll say it again. We need to know when members last logged in… Also a “so and so has Logged In” would be nice.

I can’t believe this wasn’t added originally. Seems like something that would be impossible to overlook.

Guild System Improvements

in Suggestions

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

So many great suggestions in this thread, but honestly the game needs more things for guilds that make them worth while. My experience is that guilds nothing more than glorified LFG channel, more control is fine for those who run them, but it seems like all the perks only benefit those who run them. I made my own guild just so I could have perks, but honestly I could just scrub off banners planted by others.

Guild is in the title of the game, but has the least amount of features, perks, and things to do as a guild. Honestly the game should be called “Five man group wars” because that is the extent of the game.

At the very least this game needs instanced PvE and PvP scenarios that reward guilds who work together. For now I suppose “Oxymoron” is what we have.

I want to see a grouping option for guild members exclusively. You’re only allowed 5 members in a party, which is standard but if you’re trying to do PvE etc as a guild that caps quick.

I want to see a roster type interface (similar to WoW’s raid interface) that let’s you add more people in the party. Maybe called a ‘Guild Band’? and the make the cap 20, 30 or maybe even 40 players able to be in the system. You wouldn’t be able to be in a party separately but this would let guild members group up in large scales and actually see each other on the map! Most frustrating part if you can’t fit everyone in the party. Each section of the roster would break down into squads, 5 players in each squad and it should! give you a option to color code each squad so say Squad 1 is blue on the mini-map when Squad 2 is Green. Even a renaming option would be excellent like “Squad 1” called be edited to “Alpha”, you get the idea.

Another interesting feature would be to make only certain ranks of the guild manage a squad, so if you only have 2 players who have that rank online, you can only form 2 squads. But, with this idea, an additional say ‘GuildBand (/GB) chat system could be created giving the option to have both full guild communication or just communication to the players in the Band. What I think would be great about this is, if the squads are color coded, each player’s chat would be color coded as well, so if a member from Squad 2, Green, is speaking, his chat would be green as well, making sifting through chats a breeze. Especially if each Squad leader had a mark in the chat system, something as simple as a Star or Badge that followed the color coding. That way, the leaders could communicate effectively without ignoring the rest of the band and the members in the band could easily see which leader is speaking and what leader is directly running his squad.

Just an idea, but this would be a massive improvement to running a full guild in WvW or even large grouped PvE. Any thoughts?

Paid Tournaments-amazing yet Empty

in PvP

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Myself and friends are avoiding paid tournaments strictly because the majority of us play classes that absolutely suck. We have no reason to waste tickets on fights we know we are going to lose unless we run the standard comps and abuse the cheese builds/classes. So until then, I’m sure a lot of people playing the mediocre classes won’t bother. I’m still waiting for my ranger to even be at a disadvantage against other classes rather than the usual instant loss.

Trebuchet, Cannons & Explosions

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

That definitely could work as well. After you mentioned it I did think that maybe a -5 Score penalty for hitting a team mate could prevent people from purposely hitting their own team. And to balance to make sure friendly players aren’t getting hit on purpose (trolling back) they could suffer a -5 as well. Nothing huge but I’m sure people wouldn’t suffer the penalty. Again, just rough ideas though.

Trebuchet, Cannons & Explosions

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I love firing the cannon at guardians, first shot passive block or warriors in shield stance. Come on, if you can block a cannon of righteous justice with a shield then I’m sure you would have some kind of internal injuries, a broken arm at least.

Exactly. The worst is watching the trebuchet shot land on you and you just roll around in the explosion and are perfectly unharmed. The damage radius on siege weapons should be automatic hits on all players under the template (maybe even friendly targets?).

I’m trying to think through if friendly fire would solve a balance issue if siege weapons worked like this. I thought for one, it would make you team mates be more conscious of artillery but also I think it would promote more team work. The trebuchet player would have to co-ordinate with team mates and would stop constant spamming of the siege. It would also prevent a team standing on Point A while enemy players have to retreat out of the AoE to avoid damage, because the teammates themselves would be affected.

Any thoughts on this idea? Not sure how well it would run.

Trebuchet, Cannons & Explosions

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Albane, I get your point, it would need a change. Honestly I think even friendly fire if your team mates sit under the trebuchet blast would fix it since your team couldn’t just sit on the point but that’s just a thought.

And I’m not talking skill. I’m saying it ruins the feel and game play of siege weapons. I don’t care if its balanced or if evade wise it makes sense. The act of evading into a siege weapon and taking no damage is just not a good system. I prefer games that follow basic physics and real scenarios and no, I’m not saying the game has to be realistic. Imagine hiding behind a pole in battlefield 3 and a tank fires at you and the pole somehow absorbs the entire blast or say a grenade is under your feet in halo but jumping negates all the damage.

It is the little things that separates a game from an experience and if siege weapons don’t hurt someone directly under their blast radius, I won’t even bother using them.

Mounts [Merged]

in Suggestions

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I never did like mounts of WoW. It just made players rush through the map without actually running into obstacles or fights. I don’t think they are a good idea, but a extended swiftness based skill for each class would be nice

Thiefs Discussion Thread [Merged]

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

How do you know they were random pugs? Round 2 was a 4 man guild group vs us and we still beat them. Don’t make assumptions.

Thiefs Discussion Thread [Merged]

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

You people need to run some tpvp from time to time if you complain about thieves being op or being played by everyone. end of line

I ran Tpvp, with two friends. We were all thieves and made it too the final round. Really? It was all of our first time playing a thief and we did that well. There is no excuse for that. All you do is hit Steal, backstab and spam heartseeker til their dead.

Trebuchet, Cannons & Explosions

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

This is a fairly minor issue to me. It’s not like it fully disrupts gameplay or even causes an annoying issue, but it would be a easy fix . It’s the little things that make a game great, and this truly upsets me everytime I see this.

My problem with the trebuchet, cannon, mortar etc, anything that is a siege/artillery type equipment that preforms AoE bombardment, is the fact you can evade it. Now I don’t mean if you evade out of the blast radious you should be hit, no that’s ridiculous. But when a player evades into or evades but doesn’t actually leave the blast of the artillery you should be hit! I know evades are suppose to be a 100% chance but vs siege weaponry it is horrible to see a player blow up in flames from a trebuchet blast but take no damage because they just evaded into it. I think it takes away from the gameplay and the feel of siege weaponry. A player or character (if you really get into the game) should have to fully evade or run out of the artillery bombardment to avoid being hit, if they are still in it’s radius, it’s a hit. This needs to be a exception to the evade rule because frankly, it makes no sense otherwise.

Does this bug anyone else as much as me?

We need Outward Scaling, not just Upward.

in Dynamic Events

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Good Idea. I would love to see a difficulty increase on top of this. PvE is far too simple for my liking. I particularly like the idea with mini-bosses, leaders and the siege weaponry being brought in on the larger scale fights.

Guild System Improvements

in Suggestions

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Perfect Biohazard. That is exactly what I mean. I miss the alliance chat system and being able to combine with multiple guilds. That is a much better idea than multiple characters being in different guilds.

A change to weapons, an increase to diversity

in Suggestions

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

To add, I would also like to see elite skills from Guild Wars 1 being brought forward as well. Many of the elites now are lacking and there isn’t too many to actually choose from. Hopefully – we can start seeing some GW1 skill influence into the game.

Guild System Improvements

in Suggestions

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I love this. All these points are 100% NEEDED for the guild system. I don’t mind the multi-guilds but I would much rather the Alliance system from Guild Wars 1 system to be brought forward than this. I really hope Arenanet addresses this because with the name being “Guild Wars” the guild system feels more just like a organized chat room.

Thiefs Discussion Thread [Merged]

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

there must be a reason so many people are rolling thief.

Because they’re the faceroll class, essentially.

Total faceroll. I made one and was easily destroying people by spamming 3 skills that I didn’t even bother to read what the other 2 fully did. It makes me hate to play my….less than ok ranger.

Soloing Group events when no one is around to help.

in Dynamic Events

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Me and one friend managed this. We are actually a little disappointing in how simple PvE can be. I made a post in this section about it. I would love to see an option for a “Harder” mode in regions for players looking for a harder challenge & be more dependent on teamwork.

A change to weapons, an increase to diversity

in Suggestions

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I have talked to many people about how with each weapon comes 5 sets of skills. I myself think this idea is very good, a lot of others do but I find the players who loved Guild Wars 1 in particular are having issues with this. I’m even having some problems with how customizable your fighting was in guild wars 1 was compared to now. I’m starting to notice each class is very predictable in PvP. You see the weapon set and get that awareness of the five standard skills. Now what I’m posing isn’t to change the system by any means, just expanding it slightly to offer more customizable options, uniqueness and control over your character. I’m going to focus on the Ranger to fully show what I mean.

Slot 1 – Long Range Shot – Further the arrow flies, more damage it does

Instead of only allowing the player this option, why not have a drop down arrow (exactly like utilities) to allow a selection of one-three other skill types similar to the action it performs. For this I will choose two just demonstrate the idea. I am literally taking skills from Guild Wars 1 so the development is already there, it would just need to be implemented and balanced.

So default would be Long Range Shot but the other two options could be

2. Power Shot – A regular attack with extra power – would not be affected by distance. Does more damage than Long Range Shot up close but at further distances Long Range Shot would be stronger.

3. Called Shot – An attack that deals no extra damage but flies twice as quickly. Hitting targets more frequently and faster.

This is the framework of how the idea would play out. For the last 4 skills I will show the default first, then the two secondary options.

Slot 2- Rapid Fire – Fire multiple arrows at your target. 10-sec Cooldown

Option 2 – Dual-Shot – Fire two arrows at one target. 5-Sec Cooldown

Option 3 – Splinter Shot – Fire an arrow at enemy target, if hits adjacent foes also are hit. 10-sec Cooldown. This skill would give that multiple target damage but as an AoE affect.

Slot 3 – Hunter’s Shot – Causes 10 stacks of Vulnerability. 12 sec-Cooldown

Option 2. Sundering Shot – Deals slightly extra power and ignores 10% armor. 10 sec-Cooldown. This is the same concept as Vulnerability but doesn’t apply a condition.

Option 3. Precision Shot – An Unblockable attack. 8-Sec Cooldown. Similar again but no extra damage, rather a counter to blocking foes.

Slot 4 – Point Blank Shot – A knockback that sends foes further closer you are. 15-Sec Cooldown

Option 2. Pin Down – A shot that cripples target for 5 seconds. 15-Sec Cooldown. This would give the longbow a great cripple affect.

Option 3. Concussion Shot – Interrupts foes current action and Dazes for 2 seconds. 20-sec Cooldown. Similar to the crowd control style of the other two but has uniqueness

Slot 5 – Barrage – AoE affect that cripples and damages foes in target area 30-Sec Cooldown.

Option 2 – Multi-Shot – Fire three arrows in a spread arc for extra damage. 20-Sec Cooldown. Has that AoE affect but focuses more on smaller groups and maximizing damage.

Option 3 – Glass Arrow – An arrow that deals extra damage and shatters on impact. The foe and surrounding foes are stricken with 5 stacks of Bleeding. 30-Sec Cooldown. This still would give the AoE affect but finally offer more to condition based-players.

This is basically what I mean. It didn’t take long for me to plan this out, I just references the Guild Wars 1 Ranger skill list. I think even three alternative skills would be great, but I used two to try to condense the post. It would add a great amount of variety and open up a world of build expansion with skill keeping the weapon set skills mechanics.

Curious to what others think of this as I thought it was a quite intriguing idea.

Thanks

The PvE Environment; Maybe Too Casual/Easy?

in Dynamic Events

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I would have to agree with that too Takatsu. The dynamics aren’t quite as long-lasting changes as I’d hoped but the regions are definitely more entertaining than the other MMO’s I’ve played. I have the same feeling at the moment, I am only level forty but I don’t feel like I’ve helped much since a portion of people can do most of the entire region. I’ve taken a long break from PvE just from the sheer lack of skill needed to play. And I should of posted this in the main thread because I knew dungeons were going to be mentioned. I’m going to be perfectly honest, I have not attempted one yet. My group of friends and I haven’t been able to set a time yet when we all can do this (but it will be soon).

Here is the problem with leaving dungeons as the main challenge. There are Eight Dungeons and 25 regions scaling in levels (I’m getting this information from Guild Wars Wiki so hopefully all is accurate). If we ignore sizes of dungeons compared to regions, Dungeons make up 32% of the world. A fair size that I am pretty pleased with. But, that leaves 68% of the world just explorable regions, great! But, if these regions are all simple to the point were group events realistically mean 2 or 3 then that’s 68% of the world that many of the competitive players won’t fully or have fun experiencing. To me, that is a sad percentage of the map I’m sure won’t challenge me nearly enough when I love exploring the regions. And I’m sure the size of the 25 regions greatly outsize the dungeons so I would guess that percent is even higher. But for now, that is just straight comparison and easy to relate too.

The PvE Environment; Maybe Too Casual/Easy?

in Dynamic Events

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Even the Champions & Group events we have done thorough the world itself are still not challenging and most we finished with under five people. I’ve been reading quite a bit of complaints about players hitting 80 then having nothing to do. Which in theory, with the mechanics of the game shouldn’t happen. Since the world changes and the landscapes are filled with hidden zones and dynamics, I’d like to think its a never ending exploration. I think its the issue that the world is too simple for the above casual player (Which should be the majority of players at level 80 right now). We did think about the server issue, lowering the populations of players in a given region. But I think if it was that much harder the casual players would keep their attention held and the competitive players would be much more abundant in a Heroic Mode, Advanced mode etc server.

The PvE Environment; Maybe Too Casual/Easy?

in Dynamic Events

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I’m posting my topic here because it directly relates to Dynamic events but also refers to just the mass world itself (Non-PvP/WvW). After quite a lengthy discussion with a close friend of mine we came to an idea that could solve our PvE blues. Being both avid lovers of games, MMO’s in particular, we get pretty into the lore, gameplay etc. Now to be very clear, I love the regions, the dynamic events are very entertaining, combat system is action packed and the exploration keeps me very into the game. But we noticed this entertainment starts to drain quickly, very quickly. The reason, we believe, is the difficultly. For me, the harder the game the better, I love challenges and if my team wipes when trying to do something tricky then that just means the developers did a great job. I can relate back all the way to Vanilla World of Warcraft and even BC when high end raids were something you only dreamed of accomplishing. Once Blizzard turned the game to a more casual audience we quit.

Now, Arenanet does a great job on capturing both the MMO lover and casual player into their game. I love seeing the different types of players and conquering a region feels like you are in one giant party with everyone else. And its seamless. I’ve never seen so many people cooperate and help each other in a MMO than I have in Guild Wars. But after continuing to the higher regions, we found the dynamics and the regular environment are still simple. I was hoping difficulty would spike, but it seems nothing has changed except the landscapes & events are more elaborate. Realistically, we are auto-attacking our way through the world, including the Dragon from the west side region (I’m sorry I forget the name). For a non-casual gamer, this poses a problem.

How can a problem like that be fixed? Without ruining content for casuals at the same time. After brainstorming, we thought why not make an addition similar to the overflow frame work. Give a player two options when exploring the world, a Standard server and say an “Advanced” (just a random name) server. The standard would be the game as you know it, the “Advanced” server would be the game but the enemies, dynamics AI etc are harder. In very simple terms, double the statistics of the enemies with exception to maybe health. The AI is clever, they just don’t have the stats. This would instantly create a game that is twice as hard and give that challenging edge to players wanting more than the casual experience. This concept is like what many MMO’s have for dungeons, World of Warcraft in particular with their Normal & Heroic dungeon modes. But why stop at a dungeon when the entire world could be challenging and skill testing for little development, especially with Guild War’s ever-changing and beautiful environment.

This would cause less players to be in a region at a given time but the challenge should drive the competitive players to keep exploring PvE, especially if the statistics of enemies multiply again depending on how down-scaled the player is. Even with this posed issue I think it would still benefit. With so many people participating in dynamics, many times the enemy will hardly notice you through the fight. With less players, the casual players still can enjoy the game but have a challenge and the players wanting a teeth-gritting fight can do so without beating the enemy with just sheer numbers.

Myself and friends thought of this concept when only two of us fought a “Group” event that lasted a good 15 minutes of survival, team work and focus. It was the most fun I’ve had in PvE but for a Group event, I was expecting a greater fight and we knew if more people were at that dynamic, we would of never experienced the fight to its fullest.

Would love to know what others think! We spent along time brainstorming, thinking and for me, writing this post. I know it’s very long but hopefully you will take the time to read it.

Thank you,

Especially you Arenanet!

Incorrect information, delete thread

in PvP

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Really? Losing to a backstab thief is all because of reaction time, are you kidding. I got the first attack on one in a final round of Tpvp – for once. Had the fight going semi-well until he of course just stealthed and then 1 hit from backstab, 1 heartseeker and I’m dead. There is no reaction time to that. You can’t even see him to avoid a half your health skill then heartseeker just locks on anyway to finish me off. Unless I pop a invulnerability skill HOPING the thief backstabs me at that moment then I might be ok, but what player would ever do that? My only other option is run away when he stealths, but of course, the thieves mobility is unbelievable compared to my weak – at best- escape skills on my ranger – let alone I get only 1 invun that I’d have to go fully into marksmanship just to debate about taking.

Why not just give the Thief’s permanent stealth at this point? Make them like old school WoW rogues, unlimited stealth and a one shot ambush. We’re basically there already.

You know there's an issue when this is your first game of the day:

in PvP

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

@tOss I kind of assumed that was sarcastic. I only just wanted to chime in how bad rangers can be lol.

Downed State - A constructive assessment

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

This is a very helpful assessment. I agree with quite a bit of this and myself being a ranger, Quickening revives/finishes NEED TO GO! They are so cheesy and just break the gameplay. I use it still because I’m forced to in Tpvp but it is brutal. As well as “immune” stomps like engineers and the ridiculous stealth revive/finishes. That is were I think the downed system is broken. For the most part it’s great these three times of revives/finishes drive me insane. I hate them and I play a class that gets to abuse quickening finishes even.

You know there's an issue when this is your first game of the day:

in PvP

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I played a team, all but one , of rangers too..rangers must be op.

You’re joking. Rangers are not overpowered as a group and are barely good on their own. I have to be on the top of my game all the time in Tpvp to even stand a chance against most thief spammers.

You know there's an issue when this is your first game of the day:

in PvP

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Merciless, I especially like the kill report on the right.
Thief kills mesmer.
Same thief kills ranger.
Warrior kills elementalist.
Again the same thief kills necro.

Hilarious. And that 10k backstab isn’t even close to the highest backstab I’ve seen. Just wish I had a picture to share.

Haha that is hilarious, I didn’t see that first time either.

You know there's an issue when this is your first game of the day:

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Are you serious?! What the hell kind of damage is that. I hate how cheesy thieves are, it is ridiculous. Warriors I don’t mind, I usually can kite them and hundred blade builds are hilarious. But I finally see why mesmers take skill and they’re not as cheesy when a thief can use one skill and basically kill you. I’m sick of the stupid shortbow thieves as well who somehow get like an unlimited amount of rolls & evade moves. We could even cripple him he just flopped around so much. I haven’t played one personally but my friend does and like two skills does more than I ever could do planning out the fight. You’d think thieves would be one of the harder classes to play but nope.

(edited by MarcusKilgannon.5048)

Why is there only one type of sPvP?

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Well, in their PvP article way back in Beta Dev’s mentioned a map with a dragon controlled by whatever team manages to get it to work for them and even this map isn’t anywhere. So I’m assuming it’s all in the process and we’ll keep getting stuff added as time goes on. I would love to see Capture the Flag. I also thought a interesting idea would be a “Deathmatch” style like you get one life so you really have to be careful as a team. They’d be quicker games too I think would be fun.
But King of the Hill would be an extremely! easy add. Just take existing maps with Objective Nodes and make it so they are the “hill” and just form it around a crazy king type style so it will change between the nodes. Take the forest as example, Keep/Henge & Mine would all be points and maybe even add two other nodes for in that middle ground below the keep and one in the back of the map near the water.

ANet, What is Being Done to Fix This Broken Class?

in Ranger

Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

They’re not going to say anything because the ranger is fine. I’m placing a large guess around you aren’t playing you character well. I’m running Shortbow and Longbow combo, screw the combat weapons and I am running great in tournament as a power build.

You get a poison, cripple and stun shot plus a knockback, 10 stack vulnerability, rapid fire and an AoE cripple, what else could you ask for. Certainly viable. I have tested many builds, they all work well but in my opinion, both bow combo is the most fun for me.

What kind of mentality is "Just don't fight the Guardians"

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Bunkers really aren’t that big of an issue. I’m usually only running a team of two friends on vent and we get two randoms as our group too. Most of them will still die, though it will take a while but they have almost no dps so it’s not like they’re going to kill you. Besides, I think the idea here is, if the guardian is watching say Graveyard and he’s by himself, rather waste 2 vs 1 to kill him, just split into a 3 & 2 combo and cap outside points. The enemy team can’t stop you because they’re down a player. And if their hulking bunker guardian (I always picture bunker guardians as the trolls from lord of the rings haha) comes into the fight, one of your mobile players can sneak in and grab the point he left. It’s a pretty solid solution.

New Executions

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

haha to the Super Mario punch. I was trying to think of what it reminded my of and that’s very close. The more I play PvP too the more disappointed I am with the animations. Even Halo Reach had a randomized amount of assassinations and they were the best feeling just because of how you finished off the enemy.

@Tom I really like the axe & Sword idea. I would be ecstatic if they added execution “combos” even. Like if you’re dual-wielding an sword & shield a random finish could be say your Heart lunge but a back hand smash with the shield to send the enemy off the sword. So many possibilities here!

Do you dislike team colors?

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

No way, Red vs Blue. Classic halo, I love it haha.

New Executions

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Aw even class specifics would be a great add. I get what you’re saying too tOss but I don’t think it’d be too problematic.

New Executions

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Ah yes, I know the banners are unique. I was focusing more on the actual animations of how the character finishes the enemy.

New Executions

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I love the idea of the executions or “Finishes” as the game calls them. I’ve always liked this in other games and I’m a big fan of them in Guild Wars 2. My issue with them is the animation. The reason I enjoyed them so much in the past is usually the animations are randomized and an epic display of your character really finishing off their opponent. I don’t get that feel by the jump into the air and punch their body animation.

It would be fairly easy to add, such as each weapon equipped would create a random effect. Say a warrior is wielding a Mace & Shield. Randomly, the execution could be a heavy hit from the mace, or a powerfully shield smash to finish him off. In comparison, if he had a hammer, he could build a strong hammer smash from behind the head into the enemy. Just examples but little fixes like that just to make the PvP feel more epic. Bows could have an aimed shot while standing over the enemy, or a rapid fire into them. Staffs & Scepters could be a standard club hit or a charged blast of the Classes first skill (Like a charged fireball into the enemy). Thieves with the standard knife to the enemies throat etc.

You get my idea, to clarify every execution would still be base contact with the downed player. Just would have an array of different execution combos based on drawn weapons and maybe a standard set of executions using a blade (being something standard a character might carry) that would happen upon finishing.

Hopefully I’m not the only one thinking this, and even better if Arenanet already has made plans to improve Finishes. I just haven’t seen anything about this so I thought I’d give my 2 cents.

Thanks.

Please nerf quickness

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I think it’s a fine utility because it can be easy to counter and usually if a player makes one good defensive move, the enemies quickness is wasted and that’s one less Utility slot for nothing. However, it needs! to be fixed to not effect Finishes and Revives. Quickened finishes (even revives) are the lamest thing in Spvp, it’s not even a talented way to beat someone or a team by using it to stop their team mate. I’m a ranger and I use Zephyr and I’ve used this tactic. I know its cheesy and a brutal way to play to gain an edge in tournaments, but after getting sick of rangers doing it to me, I’m now doing it back.

That’s my issue with Quickening, if Arenanet wants PvP to be competitive team fights, get rid of the basically instant finishes/revives.

The MOA skill- my point of view

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

In my opinion, it is a ridiculous skill. It needs one easy simple update to fix the entire issue though. It’s just like Fear in the very original World of Warcraft. Put a damage break on it. When a player takes say, 35% of his health in damage while in Moa bird transformation, the skill breaks. Easy enough and then you can’t kill someone before they even have a chance to fight back.