because those who mind don’t matter and those who matter don’t mind
because those who mind don’t matter and those who matter don’t mind
All this is done to dissuade ppl to go all out in a specific build. Your build should reflect your playstyle… not to just blindly put every point in 66xxx for offense or xx66x for defense. A good mix of overall stats should be required for you to succeed alone and should you choose to specialize then find someone else that can balance out your build.
You do know that there is a lot more to a build than just your gear… Those “Zerkers” are using a good variety of skills (and traits) for various challenges. They DO more than just DPS…
Skills and traits are tied to you point allocation. As for them doing more… that is my point. When you go all out offense, all you should be doing is offense and other abilities should suffer for it
because those who mind don’t matter and those who matter don’t mind
No matter what you guys suggest, the meta will always be the fastest and most efficient way to beat something, which will always be the point where you no longer need more defense and can focus everything else into offense; Zerker gear falls into this category.
I can snap the ‘zerker meta’s neck in one step:
- All self-heals base value has been decreased by 15%. The contribution of healing power to these skill has been increased such that at 400 healing power you will see healing results equivalent to their current value with healing power zero. character with healing power greater than 550 will see a slight increase in the effectiveness of these abilities.
Done. Zerker for everyone from the hardest of the hard to the sloppiest of the sloppy is dead. After that it becomes a matter of skill and taste how you want to roll on the spectrum between offense and survivability, but glass cannons (which is a joke, there are NO glass cannons in this game because of the frequency of absolute invulnerability dodging) will actually have a risk great enough to consider backing off on pure DPS stats.
Don’t think for a moment it “can’t be done”. The question is actually does ArenaNet have the desire and the will to implement this or any of the half dozen other ways that come readily to mind to strangling the ‘lone wolf’ meta to death? For the most part they seem happy with a game that lets middling skill players think they are wildly expert through deliberate, deeply entrenched lack of challenge in most content.
So welcome to the new meta: full Clerics. Oh wait you can already go 5 people with full Clerics and faceroll through content, it will only take longer than zerker but it is doable (and easier). Your idea of “fixing” zerker is to nerf zerker so people run only Cleric now? So what, 1 year later we will get posts “Cleric meta”, each year add something new to swap the meta around but effectively solving nothing?
Change should come across all gears… not just Zerk. Glass cannon be made real “glass cannon” i.e. one that hits harder than now but cant heal whatsoever. Bunker can tank anything but cant kill anything. Mobs should be given greater number of weaker attacks to overwhelm dodge/vigor/aegis/blind/etc. Also tie in active defenses to your stats i.e. aegis thrown by zerker lasts one attack mitigating 25% damage with potential boosted retaliation at end or giver’s aegis will last 4 attacks mitigating 50% damage or knight’s aegis lasts 2 attacks mitigating 75% damage & so on. Your gear/point allocation should strengthen/weaken all that you do be it active or passive.
All this is done to dissuade ppl to go all out in a specific build. Your build should reflect your playstyle… not to just blindly put every point in 66xxx for offense or xx66x for defense. A good mix of overall stats should be required for you to succeed alone and should you choose to specialize then find someone else that can balance out your build.
Now that would be a true mix of GW1 build diversity with GW2 dynamic combat system
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
Gemstore armor is “stuff.” Disastrous NPE is “stuff.” Removing portions of the PS is “stuff.” Adding a few lines of code for colored commander tags and golem mastery is “stuff.”
To say they’re working on “stuff” is so little information it’s practically worthless.
But there’s so many different kinds of “stuff”. Like all that “stuff” you mentioned. And the “stuff” that no one remembers but was released (coz they said it would be released) = “stealth-ed stuff”. “stuff” that requires team change up to work on = “diversified stuff”. “stuff” that can just never be finished = “infinite stuff”.
LOL I’m getting Unreal Tournament flashbacks… announcements for killing sprees (double kill, triple kill, unstoppable, god-like etc). Imagine saying “infinite stuff” with that same voice-over.
Hmm… well… my point with this post was not to troll (really) but to just lighten the mood a bit. If more content is released, great… enjoy. If not, oh well… move on. Either way, most of us really aren’t in any position to change anything and blaming anyone (even anet) with the little-to-no info that we have won’t do any good. Enjoy what is coz nothing lasts forever.
because those who mind don’t matter and those who matter don’t mind
8 X 80’s; 0 × 100% (not likely to change; not a fan of WvW)
because those who mind don’t matter and those who matter don’t mind
Yes plz only 1 race Human, 5 races is just to confusing to me.
Lets not even go to classes Warrior is just enough and only GS use.
Then how about removing humans as well. In place of the 5 races I propose one new race, the Elemental. The Elemental is a floating ball of light. The new player will have no worries about figuring out what race to be, what face or hairstyle at character creation. There is no armor clipping and no animations (you just float along). Everyone gets the same set of offensive and defensive skills and a talent tree to put points into.
At level 80 you get to choose to be a new color since by that time you should understand the game well enough to handle that level of choice.
erm… can we switch to choosing a different size instead? like a little bigger or smaller? I don’t do so well with excessive color options.
because those who mind don’t matter and those who matter don’t mind
You can never go wrong by being open and honest with your customers. Your customers will support you, even if it is “bad” news, if you are consistently open and honest with them.
I applaud your optimism. And it is well placed… provided everyone’s greatest priority is supporting Anet (Hmm…).
There can be more than one road to the destination… have a little faith. Things can always change. Just don’t hold your breath though coz… u know…
because those who mind don’t matter and those who matter don’t mind
That’s a lot of extra work for very little reward. And frankly, some threads they probably wouldn’t want sticking around too long and such wouldn’t be included in this thread. Since there (most likely) isn’t a clear-set rule as to what to include and what not, something like this would only serve to increase confusion (check this thread first then scroll as opposed to just scroll).
because those who mind don’t matter and those who matter don’t mind
I beg to differ… I don’t see anything amazing about Guild Wars 2.
Story
In Guild Wars 2 is not even that great. To even compare the two are like comparing Elder Scrolls Skyrim to Elder Scrolls Online… its not even close. GW1 story had so many depth and layers.Combat
This is debatable in terms of what people prefer. However, one thing is evidently clear. Guild Wars 1 combat system was much more diverse and fun. Look at all the people these days that ragequit due to balancing changes. How many players do you know quit Guild Wars 1 because of balancing? There were an infinite number of builds.. even if they nerfed your favorite build there were so many other ways to play your class it didn’t really matter.
There are many things (imho)GW2 has done better. To name a few off the top of my head: wardrobe system, dodging, jumping, underwater combat/exploration, BLTC, multi-toon support, etc. Granted, not all would give these high priority but they are there.
because those who mind don’t matter and those who matter don’t mind
As the title says… a single bag to store non-soulbound items that acts like invisible bag but shows up across all toons with its contents. Storage slots can remain as low as 4 or charge more for higher storage. And yes… I am aware that bank serves that function already; this is for greater convenience.
because those who mind don’t matter and those who matter don’t mind
Wow , really? People is so lazy? , even in games?
Whats next , a robot that plays the game for you with 3s per hour?
Gemstore addicts would actually buy that.
I’m amazingly lazy so yes i would buy this
because those who mind don’t matter and those who matter don’t mind
One man’s substance is another man’s trash.
You liked what was on offer there more than what is on offer here. You think that offering was more substantial.
But when I walked out into a zone in Guild Wars 1 I always knew exactly what I was going to face…where every drop down/pop up was. Every group of every creature. That to me is less depth…or a different kind of depth.
There are situations that occur in Guild Wars 2 that didn’t and couldn’t occur in Guild Wars 1. Yes, they’re different games.
And different people will like different things about each. The very things that made Guild Wars 1 a strong game were in my mind its biggest weaknesses.
GW2 environment can be predicted fairly well just by knowing the success/fail of local event and time of day/night cycle (both of which made obvious by looking). GW1 had greater surprise comparatively simply by mobs interacting with each other.
Regardless, things that made GW1 great for me are greater than what GW2 offers. I can say for a fact that if they released a campaign simultaneously for both games, i would happily ignore second for first. Guild Wars 2 is a very good game… but first did it better (my personal opinion which others may/may not share).
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
Too many things to change: personal story, skills, emotes, gear, etc. Their resources would probably be better off spent on numerous other issues. I’m all for it… just extremely unlikely.
because those who mind don’t matter and those who matter don’t mind
This is the very thing I hate in games like this.
why though? It can help you improve ur skills
No it doesn’t, there is no skill in blindly adhering to a system. That’s like saying filling out forms is a skill or obeying the traffic lights as you drive.
I have several builds I like on each of my characters, and only one build on one character out of all of them is a berserker build, the most ‘efficient’ build. But I am, good with all of them. I used to carry through CoE speed runs on a tanky condi glyph elementalist. I didn’t tell anyone that was my build, as it was none of their business, or yours. Because they would have likely made the same ill-informed snap judgments you and most players would make were they to be given the tools you are suggesting.
Yes, in a ‘play how you want’ casual party. In a zerker only party, I don’t think so. Ofc, if the other party members is unskilled, it wouldn’t be a good run regardless of gear anyways.
Also if your playing alone, in open world for example, I don’t care what build you use. But when start partying with other player, you’re no longer just responsible for your own. What build you use doesn’t just affect you, but also your party members.
It wasn’t always in a casual party, I joined plenty of the all zerker parties, and just lied about my build, and it made absolutely no difference, the clear times didn’t change and not once in the months it took me to get my CoE gear did anybody even notice. In fact I frequently got complimented and friended from my dungeon runs.
Why? No on plays perfect no matter how much they laud themselves as ‘leet’, I often saved those parties when one or multiple people missed a dodge against Subject Alpha. For the few unnoticeable seconds they lost on each run, every 3-4 runs I singlehandedly saved them minutes by averting a wipe. In fact I liked joining those parties, as it insured that I was to be the only condimancer in ANets laughably dysfunctional stat system.
You’re exactly the kind of person that we need filters and tools to keep away from our parties. Not because of your gear – but because of your attitude.
No idea what ‘attitude’ you’re talking about, I was a perfectly genteel dungeon runner. I never detracted from anyone’s play experience, and was not once reported, I can’t even recall an instance of anyone getting angry at me. Strictly speaking I didn’t even lie, I just joined the parties and didn’t say anything.
I was playing the game how I wanted, and it is no business of anyone else how I do so as long as I do not detract from their own way of playing the game, which I did not in any way, shape, or form.
Elitist players who make these type of groups on the other hand have abused and pushed players away from the dungeon content to the point that ANet considers dungeon content and updates a complete waste of development time. Such players are the reason we are probably never going to see another major dungeon update ever again. Thanks for that.
My attitude, in spite of my lying, did absolutely no harm to anyone at any time. While the attitude of those you are defending has completely destroyed a section of the game’s content to the point that even the developers themselves have openly abandoned all hope of repairing it.
If someone is asking for something specific in their party then have the decency to abide by it. When you click “join” for a party asking for zerkers without being zerk then you are lying by omission. Not to mention when someone asks for “something specific” in their party and you join then that “something specific” becomes their business. Just because some zerker somewhere wronged you doesn’t make being deceitful to someone else OK.
As for the thread, definite no to Recount. Tweaking LFG to keep people honest would be great though.
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
How about withholding rewards till successful event completion? If event fails you get nothing (other than usual xp, karma, gold) and if it succeeds you get the loot from all the champs that you tagged.
All players should always have every encouragement to join any event at any time for a share of the rewards. They should not be dissuaded by a lack of loot if it fails. We should not throw away this good design principle just to clean up the loot problems.
(Farmers should not prevent other players from having a nice game to play).
Look at it from the other perspective. Successful completion of events would grant comparatively greater rewards. Farmers still get the bags they wanted by tagging whosoever they target but because of restricted time, focus is shifted to completing event. Quicker event completion would yield greater reward from those bags they get and those not wanting to farm still get their event completed. As it stands now, its a compromise between scaling event higher to spawn champs and farm (at the cost of event completion) or finish quickly but get mediocre rewards.
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
How about scaling RNG in favor of those who repeat the event? Those that have killed him 100 times be 1% more likely to get something better than the new players or something along those lines.
because those who mind don’t matter and those who matter don’t mind
How about withholding rewards till successful event completion? If event fails you get nothing (other than usual xp, karma, gold) and if it succeeds you get the loot from all the champs that you tagged. Also, rewards can be scaled for time i.e. 1 champ killed in successful 2 minute event would drop a better reward than 20 champs killed in successful 30 minute event.
because those who mind don’t matter and those who matter don’t mind
I do and posted them in this CDI. It had to do with the barebones purchase of a guild hall being relatively trivial. What the difference was is this:
“Being a big guild with access to more resources because of size and numbers shouldn’t be a better way to acquire guild upgrades. I’d suggest a scaling upgrades system. For example, let’s say hypothetically that we will be able to add a Merchant to the guild hall. For guilds of 0-25 people this would cost 10 gold(just an example) and let’s say that two months later that guild recruits more people and now they are in the 25-100 person guild size range. In order to keep the merchant they then have to pay 20 more gold. 100-500 could cost 100g. This way it is a trivial sum for large guilds to pay to have a merchant and a trivial sum for small guilds. It’s just an example but I think something like this would work.”
Sorry, individual posts started bluring together 4 pages ago.
I’m not sure about sliding prices like that. It almost penalizes guilds just for being larger and forcing players to pay more or lose a feature feels like a tax for successfully growing the guild. Also, if we’re talking about using gold for buying guild things, how would this differ from buying influence to purchase guild features?
Think of it in a different way with different currency: it would be rather unfair for 500 members of a guild to pay 2000 influence to use a merchant’s services and have a smaller guild’s 5 members pay the same amount for similar service. Its more of a convenience thing; greater number of people should pay more because there are more of them that are using said feature. To help with prices skyrocketing with inactive members, leaders can declare certain members inactive and revoke their access (reversible)
because those who mind don’t matter and those who matter don’t mind
They can add additional rewards for speed-clears or leaders-boards (lol) so those seeking greater efficiency can reap greater rewards. Promoting certain play style this way instead of using tools to enforce it would work out better I think. This way, people would actually want to wear full zerk/skip mobs, etc. Rewards can be tailored to fit those specific competitive individuals so ez-going players don’t feel pressured.
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
Horizontal progression done right can can last a very long time.
They can introduce regional boosts that, when activated, give passive buffs to damage reduction or outgoing player damage (like the ones in eotn). Introduce a variety of them and add a decent amount of vertical progression to each (with noticeable difference between levels) and we will be kept busy for a while. These buffs can give specific bonuses against regional champs/world bosses for added incentive.
Map completion of an area can maybe reduce the waypoint cost for that area by a little, Merchants can grant more items for sale at reduced prices, passive speed boost for quicker movement, etc.
All these can come with more achievements and rewards of their own at completion.
Nearly everything can be modified for horizontal progression soul or accountbound. For example, consumables for exchanging dungeon tokens give boosted rewards inside or offer new waypoints or shortcuts, etc.
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
Only thing changing now is the price of commander’s compendium (raised to 300g+however many badges), tag being account-bound and 4 colors to choose from and change whenever for free. Existing commanders will get the other 3 colors for no extra charge
because those who mind don’t matter and those who matter don’t mind
Anyone who joins you doesn’t get anything for helping. Just because you CAN do it with other people, doesn’t mean it was really meant for other people to join you. Considering 90% of the PERSONAL story (see how I keep emphasizing personal? Cus it’s your own? i.e. single?) is small groups of summon mobs and going back and forth between talking to people.
Players following the same storyline who assist you in yours can choose to accept the same outcome or replay the mission to make their own choices.
As for the “personal” part… if tomorrow the name was changed to story journal part 1 for race arc then part 2 for order arc and so on, it will change nothing (game play wise). Its just a name. Whats meant or intended makes no difference whatsoever… its all about whats possible.
because those who mind don’t matter and those who matter don’t mind
Definite No. It is possible already to do it in a party; requiring a party to complete it is taking options away and restricting and annoying.
because those who mind don’t matter and those who matter don’t mind
Sadly as broken as it is, I don’t know how they can fix it, clearly when they designed this feature and it was “tested” everyone on the dev team got along, and they just imagined that everyone in game will get along.
There can be a possible solution be removing the idea of “instance owner” completely and implementing AI to take control over disconnected player’s characters. Here’s a scenario showcasing the suggestion:
Player 1 opened instance and invited others but gets kicked out for whatever reason. Rather than everyone getting ejected, player 1’s instance is simply separated from the rest of the party. Player 1’s party now consists of 4 other characters… controlled by AI…signified by their names changing from xyz to (AI)xyz in party log with gear/skills/traits etc remaining identical. Same thing in the other instance… player 1’s character will have a name change and be controlled by computer.
This way, both parties can either choose to continue on with their new robotic companion or have it replaced with someone else. Additionally, characters wont just stop and stay still anymore whenever connection is interrupted; party can continue moving forward and player experiencing problems can join back in utilizing re-connect feature. Name change will alert others to what transpired and from there they can either wait or continue or replace. AI companions can be programmed to follow a single person (something like a ranger’s pet or henchmen from GW1).
I’m sure someone somewhere already did suggest this earlier. Nor is this some perfect or original idea. It can still be abused by joining someone much farther into instance and force/kick but considering whats currently happening, its a little better. Potential griefing can be hindered somewhat by requiring more votes. Dungeon runners can invite players one at a time to safely accept payment or pay before join.
It will not alienate the community as only way to acquire non-human party members will be via disconnect and since their attributes cannot be changed/controlled, it will be somewhat of a disadvantage.
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
Value of sprockets is completely irrelevant. Its the actual ability that I am after.
That’s not a very genuine statement. Obviously collecting sprockets has some value to you, whether you want to use them or sell them. having the ability to get them ‘just because’ isn’t really a strong position to justify getting a refund on older picks or an upgrade.
And why not? I like collecting things. I have all the nodes in my home instance but almost never mine any. The point is to have the option. What i do with my possessions is for me to decide. Just because I have it doesn’t mean I have to use it. It needs to be there accessible and ready for use whenever.
because those who mind don’t matter and those who matter don’t mind
MikeyGrey, the Gift of Sprockets Sprocket Generator node is a mining node. This means, technically, its possible to mine sprockets with any pickaxe, including MAMP.
You missed the point. I want the pick to be capable of mining sprockets from any/all nodes. Isn’t that what the newest pick is capable of? (could be wrong; i didn’t buy one yet)
It is the last pick you will ever need because the purpose of the pick is to get ore and it does that. If you did the cost benefit analysis, you would realize that 1K gems would buy you thousands of sprockets … if you are buying the pick for sprockets because you NEED them, you haven’t put that much thought into it in terms of time or cost.
Value of sprockets is completely irrelevant. Its the actual ability that I am after.
because those who mind don’t matter and those who matter don’t mind
No the were not advertised as BiS. They were advertised as infinite and able to mine all ores.
“last pick you will ever need” were the words used or something very close to it (do correct me if i am wrong; my memory isn’t the greatest)
I have a molten pick (8 of em). I need it to get me some sprockets. Is it possible for a mining pick to get you sprockets? Yes. Is my pick capable of doing that? No. Do I need a different mining pick for it to be possible? Yes. Hmm…
because those who mind don’t matter and those who matter don’t mind
They took a skin that only humans could have and gave it to every race. Even if you don’t buy into the cost of everything there is still that.
^ That. Price of armor is an issue yes but the most important reason is something human-exclusive could be utilized by all. The old flamekissed version must not return or remove race requirements from all armors if it does
because those who mind don’t matter and those who matter don’t mind
If you and everyone are so sure sprockets will rise in price, why isnt there already rampant speculation, driving up the price?
Hint: Sprockets aren’t that useful.Not only that, but these picks will insure that the market is flooded with them so the price will never amount to much.
Sprocket value was never the major issue. Its a step in a different direction. Also thanks to this, earlier version of picks are no longer BiS and they were advertised as such.
because those who mind don’t matter and those who matter don’t mind
How about semi-private? Remove the ability to see other players ap in game but keep them viewable on leaderboards via search
because those who mind don’t matter and those who matter don’t mind
t3 can be turned into skin or have the stats boosted to exotic. t1 & t2 are fine as they are imho; the armor stats are the best you can get (for lvl 35 & 60). As for anyone using them for stats, I did (wore random stuff upto 35 then t1 & switched to t2 at 60 and stayed with it till 80).
Highly unlikely that it’ll happen but if it does, expect a lotta threads demanding a refund of transmutation crystals
because those who mind don’t matter and those who matter don’t mind
skills interrupted by fear do not count towards daily skill interrupter. it has been like this for a while now but earlier they used to. was this change intentional?
because those who mind don’t matter and those who matter don’t mind
+1; sounds fair and reasonable
because those who mind don’t matter and those who matter don’t mind
+1 as well. time limit was too short on this
because those who mind don’t matter and those who matter don’t mind
in all honesty, this most likely wont happen. although if it did, i might just end up purchasing all skins just to have them all.
+1 to the idea even if it is unlikely
because those who mind don’t matter and those who matter don’t mind
+1 to op’s suggestion; completely agree. to add to that a little:
they can introduce a cap on daily accrual of ap. lets say… 5 per day. anet can compensate for lost points by adding weeklies (which will also have a cap). furthermore, a cap can be added to monthlies also. doing any more than required # of categories will give boosted xp, karma, and gold. this way, ppl can accrue ap at a more relaxed pace. those who wanna do different categories for dailies will be able to do whichever ones they want. this way, adding more daily categories will be beneficial to all. by spreading the ap load across the month into 3 different slots (daily, weekly, monthly), it gives everyone more time and a chance to make extra cash by going beyond the necessary
because those who mind don’t matter and those who matter don’t mind
1. Conversion of living story to personal story+ and have it end with an expansion to cantha/elona (say every 1.5-2 years); living story replayable for those that miss it
2. Greater variety of skills/traits and a separate pool of weapon skills; trait points/skills changeable out-of-combat
3. Increased availability of ascended gear (via drops or currency; overall acquisition to be about 2-3x harder than exotic) and stat-changing; legendaries account-bound.
4. Guild halls/ player-owned-houses with upgrades tied to influence/ crafting
5. Heroes for instanced content; hard mode with a sidekick option/stat boost solo for regular pve
6. trading without tp/mail
7. party size to max out at 8; dungeons scaling to party size (solo-friendly)
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
they can introduce a cap on daily accrual of ap. lets say… 5 per day. anet can compensate for lost points by adding weeklies (which will also have a cap). furthermore, a cap can be added to monthlies also. doing any more than required # of categories will give boosted xp, karma, and gold. this way, ppl can accrue ap at a more relaxed pace. those who wanna do different categories for dailies will be able to do whichever ones they want. this way, adding more daily categories will be beneficial to all. by spreading the ap load across the month into 3 different slots (daily, weekly, monthly), it gives everyone more time and a chance to make extra cash by going beyond the necessary. this further promotes permanant content gameplay i.e. those wishing to advance above others will have to do something other than the repetitive stuff like dailies
p.s. i know weeks dont fit exactly in a month. we can have quad-monthly or something
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
imho it would be better if, instead of adding more dailies, we could have greater # of monthlies or even introduce weeklys. the current loadout of ap when comparing total possible # of dailies compared to monthlies is just too disproportionate
because those who mind don’t matter and those who matter don’t mind
This again? Seriously?
Im going to buy this chest piece now, combine it with viper medium ( last thread was trashing that design also), put it on a bow ranger with bear pet using non-zerk stats and post the image here. Fortunately I have a human female ranger so it is possible to me.
Please don’t force (or try to) your opinions on others. World is a big place full of people with differing preferences. If you don’t like it then don’t buy it; want something else than what’s available then request it. You can even request a completely different t3 medium human cultural chest piece or complete set (unlikely that it’ll happen but its worth asking if you feel so strongly about it). But to change what exists? effectively barring past, preset and future players from using it? insulting those who do? those that designed it? simply because its “too far of what you expect a game should present to you”? no
edit: added image
p.s. i actually like this armor combo lol
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
Hmm, we’ll see. It’s a matter of opinion anyway, and mine is that they shouldn’t just trash the whole thing coz I like it, and will really want to get it again somehow and I’m sure others do as well.
They can give it as an upgrade to the already existing t3 armor sets; maybe add some for every t3 armor also. but it (and every other t1-3 armor set) needs to stay exclusive… they are cultural armor pieces after all.
because those who mind don’t matter and those who matter don’t mind
Having a soldier class that was highly mobile on the battle field dealing aoe damage would be different from the guardians who sit there tanking for days or defending an ally or a warrior that for the most part singles out a target and puts it down.
says it all really. limit their aoe damage to close range and magical abilities to primarily offensive to distinguish them from elementalist/guardian and we’ve got yet another fairly unique class
because those who mind don’t matter and those who matter don’t mind
any/all instanced content should be solo-friendly. as for heroes, i would certainly welcome such an option.
because those who mind don’t matter and those who matter don’t mind
yea a non-random non-crafting method of obtaining ascended gear would be welcome. boosted token prices and additional purchasable items via laurels/badges seem viable enough
because those who mind don’t matter and those who matter don’t mind
every other heal skill returns to 100% efficiency post-cooldown and yet nearly dead fiend will remain the same. but then its heal efficiency is independent of healing power so maybe this is a tradeoff? is it also independent of poison? minions that can be killed instantly cannot heal ooc perhaps to somewhat offset their benefit in death but then death nova spreads that benefit to all minions anyway.
either way, a trait skill should be able to fix that. vampiric master trait seems to allow other minions to heal master just fine. it makes sense in the fact that its name is blood fiend and not “drain health and selflessly give to master only fiend”. its design is to be summoned to aid master and hinder foes; specifics is whats being discussed in this thread to change
because those who mind don’t matter and those who matter don’t mind
Yea ideas kept popping midway while I was typing and I was distracted before I could get in depth with skill changes; had a long list for each profession. Hopefully will continue later on when I have more time.
because those who mind don’t matter and those who matter don’t mind
there may be (probably are) a lot of suggestions that have already been suggested earlier by someone else and if so i apologize beforehand; if needed i can edit/remove them later
general:
-exchangeable infinite use gathering tools i.e. turn in a skin & get another one (maybe added price for exchange)
-unlimited use salvage kit with efficiency comparable to master salvage kit
-projected profit at bltc to take into account both tax and listing fee
-ability to initiate trade with individual players
-saved & loadable builds (switch trait skills and maybe equipment so long as its in inventory and character out of combat)
-instances to be host free
-selectable weapon skills from a limited pool
-independent rearrangement of skills on the bar i.e. elite skill in the first slot and heal skill in second, etc.
-guild halls
-auto essence of luck consumption
-boon duration on celestial equipment & certain runes like divinity, traveler, etc.
-dungeon gear of ascended quality for boosted token price
-exceedingly rare chance of ascended drop from any mob (not sure if that’s already in place)
-25% IMS signets for all professions
-add pristine fractal relics to wallet
-account bound and karma purchased items trade able to merchants for gold or karma
-increase max storage per slot in bank/inventory (main focus being crafting materials) to beyond 250
-max condition stacks to 25 or bonus condition/damage when stacks hit 25
-fix potions to correctly negate damage or fix their description
profession specific:
-ranger: stow pets in combat; outgoing damage to scale inversely to point investment in beast mastery (so total damage output remains the same regardless of pet); selectable pet skill from a limited pool of skills (pet appropriate)
-engineer: mobile (comparatively weaker) turret trait skill; auto cast first grenade and bomb kit skill (so long as instant cast on mouse position option is selected)
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
probably another achievement tracker labeled “dungeon grandmaster” like the crafting
because those who mind don’t matter and those who matter don’t mind
How does the Bone Pick compare to the Molten Alliance Mining Pick (apart from both having their own differing skin, animation and infinite charges)?
Bone Pick – https://www.guildwars2.com/en/news/grisly-items-in-the-gem-store/
edit
I didn’t realize that the picks are already out; thought they were coming with the twilight assault release. For opening this thread in the wrong section, I apologize.
because those who mind don’t matter and those who matter don’t mind
(edited by MikeyGrey.2496)
There is no ascended gear in pvp so I’m still confused by what you mean.
this is the second time with just my responses that you blatantly disregarded the larger meaning of the post and picked a somewhat-related tangent to start off. you are trolling and I’m done replying.
i realize this very post is off topic & a possible trolling effort on my part and for that i apologize.
because those who mind don’t matter and those who matter don’t mind
