Showing Posts For MithranArkanere.8957:

About the common complains

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Oh, I don’t mind doing it once for each profession.

But I have 2-4 characters of each profession.

In GW1 you had skill trainers and skill tomes to get faster what you have already obtained before. But in GW2 that got removed.

So I would welcome having a way to speed up the process for additional characters.

For example, once a Berserker have been maxed and you get the Master acheivement, the other warriors could talk to a Trainer and spend quite some of several currencies like coin, karma and spirit shards to get an item that works like Notarized Scroll of Maguuma Heroics and gives no exp when used, speeding up the process at the expense of losing the exp from completing the hero challenges.

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Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

The change to Hero challenges has left the Krait Obelisk Shard hero challenge in the Home Instance unusable.

It can no longer be completed.

Using it changes the icon in the map, but it doesn’t give a hero point, and completion isn’t recorded, so it can be retried right away without having to re-enter the instance.

Multiple retries change nothing.

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(edited by MithranArkanere.8957)

Game changed for the worst

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Nah. It’s just cheaters thinking they can use ‘new stuff’ as an excuse, and that people will not know any better, and we don’t have any way to report them, other than the obscure “Botting” option you are supposed to use, but barely anyone uses because not everyone comes and reads the forums to know about it; or taking a screenshot and mailing it to support.

No freaking way a revenant can both deal 2K non-critical autoattack hits with a staff while still taking less than 2K total from eating a every single strike of a full burst attack without even having protection on, as if they had over 3K on every stat, and all traits active at the same time.

That’s not op. That’s someone exploiting some bug like a broken trait-skill combination or using some hack downloaded off one of those german and russian hacking sites.

Without proper reporting options, it takes ages until cheaters are weeded out and exploited unreported get fixed.

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Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Training a specialization in the Heart of the Mists will not unlock the corresponding achievement.

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Reminder from the Guild Halls Team

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Looks like the only thing work queuing if you have lots of merits is world events.

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Upcoming Global Change to Player Minions

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]
I distinctly remember fractional condition damage being added sometime after the big condition update. Am I wrong here?

You are not wrong. The ‘fraction’ is dealt as a final smaller packet of damage.

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The New Legendary Staff

in Necromancer

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

Avian shoulders!

I’m afraid those are way beyond any reasonable price range.

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(edited by MithranArkanere.8957)

Dont bring back old pvp rewards

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

What “PvP rewards”?

Other than a few armor sets, a few finishers you now earn for free when earning ranks, and a few alternate weapon skins, there was nothing unique to PVP.

And those skins MUST return. Because there’s people who actually earned then but do not have them anymore for whatever reasons.

The complete guild armors must be added to the guild armorers. You can only buy the chest pieces currently from them.

The other unobtainable sets are 2 light, 3 medium, and 1 heavy. So 1 light and 2 heavy should be added to have 3 of each, then added to karma vendors, WvW skin vendors, personal story character rewards that only offer loot bags now, and/or PvP tracks.

So what’s left?

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(edited by MithranArkanere.8957)

Just L2P right?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s too much spam of everything.

A burning guardian may spam too much burning. But then there’s others professions that can spam too many condition removals in too little time.

The pace of the game has gotten too fast. Strategy is gone. Now it’s about who can spam and stack the most of anything in the least time while running around aimlessly like a headless chicken.

Spam boons, spam CC, spam conditions, spam dodges. Spam, spam, spammity spam.

You miss with one heavy-hitting skill? It’ll recharge in no time, and there’s another right after that. Nothing is really lost. No energy pressure to save energy for other things like in GW1 in most professions. Practically only revenant has a decent pace thanks to the combination of energy and recharges. With revenants there’s choice, there’s order. There’s rythm.

Only recharges, people spam on recharge. Only a resource like initiative, and people can can just use the same skill repeatedly until they run out of the resource.

There’s no effect or mechanic that makes you choose between moving and standing still, like taking less damage or doing more damage when standing still than on the move.

And so builds naturally fall to whatever can spam the most and move around the most while doing it.

And this is no something you can fix with skill and attribute changes. You plug kitten in the dam, another opens. You shift a brick in the wall to cover kitten, there’s a new hole to the other side of the brick after moving it.

This is the kind of issue that needs an extra layer of measures. Like how in a decent fighting game you deal less and less damage in consecutive uninterrupted strikes , or how juggle break to prevent stunlocks, and that sort of thing that. Something that doesn’t kick in normally during gameplay, but will kick in when there’s an extreme case of something that shouldn’t really happen.

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Upcoming Global Change to Player Minions

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

If it works like that, how do world bosses target?

Do they target specific enemies like normal NPCs or they are like some scripted object that throw AoEs around?

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We Heal as One Feedback [merged]

in Ranger

Posted by: MithranArkanere.8957

MithranArkanere.8957

Building up stacks before a copy is fun, I’m glad that’s back.

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The New Legendary Staff

in Necromancer

Posted by: MithranArkanere.8957

MithranArkanere.8957

That staff and the raven mini are all I need to complete the appearance of my Raven necromancer norn.

Ooohh what else do you have making up the appearance?

I’ll tell you when it’s done.

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The New Legendary Staff

in Necromancer

Posted by: MithranArkanere.8957

MithranArkanere.8957

That staff and the raven mini are all I need to complete the appearance of my Raven necromancer norn.

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We want Zealot Amulet for HoT

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

These are the combinations I tend to miss the most when picking an amulet when trying out builds.

  • Forsaken : +Power, -Toughness, -Healing Power
  • Captain: +Precision, -Power, -Toughness
  • Sinister: +Condition damage, -Power, -Precision
  • Cultist: +Condition damage, -Power, -Toughness
  • Dire: +Condition Damage, -Toughness, -Vitality
  • Apothecary : +Healing Power, -Toughness, -Condition Damage
  • Mercenary: +Power + Precision, -Toughness, -Vitality

Or we could go wild on this thing, and replace the amulet with:

  • Amulet alone for celestial
  • Amulet + 2 rings for 3 combination stats.
  • 2 Accessories + 2 rings for 4 combination stats.
    And let people freely pick any stats, and see if things break.
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Final Countdown!

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

I can’t wait until it’s finally released.

Maybe then the guitar solo from Europe’s Final Countdown will stop looping in my head.

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[Suggestion] Small stuff for better PvP

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

We really need those report options for PvP:

  • AFK
  • Leeching
  • Intentionally feeding.

Even if they do nothing, if it’s just for show to scare people, it’ll be better than not having them.

And dishonorable needs to come back ASAP.

I can’t count how many times someone in the team refuses to wear armor and just run to the enemies to die, or runs to a corner and does nothing. Specially in Courtyard.

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Brutal Blade

in Revenant

Posted by: MithranArkanere.8957

MithranArkanere.8957

Could the same be made with the guardian’s Sword Wave? The thing is really counter-intuitive, as the description says its a ‘cone’, but it’s actually a ‘projectile volley’, and it gets reflected, and often fails to hit objects that cleave attacks and cones would hit.

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How will the chat API work?

in API Development

Posted by: MithranArkanere.8957

MithranArkanere.8957

The only thing I wonder is if it’ll be like a chat log, allowing access to previous lines for a period of time (e.g.: previous lines up to an hour, a certain amount of lines or a certain amount of bytes), or it’s just listen to lines as they come.

If it allowed to request previous lines, it’ll be a nice way to review things you heard but missed, or copy stuff pasted by people in chat (e.g: Roleplaying dialogs, URLs…)

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A new tool for balance: skill uses.

in Thief

Posted by: MithranArkanere.8957

MithranArkanere.8957

Someone who saw the idea somewhere else mentioned that they could be made to work like Mantras.

Use once to get the charges, then use the charges with a secondary sequence skill.

But I think that would not work well with thieves.

While mesmers have this “prepare the stage, then burst” deal going on, thieves are more about going with the flow of the battle, so charges coming slowly in the background passively would work better for them than leaving battle to charge the poisons.

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A new tool for balance: skill uses.

in Thief

Posted by: MithranArkanere.8957

MithranArkanere.8957

Right now, when you apply a venom you apply all charges of it instantly. And you have the long recharge after that. That is one of the reasons why they have become so undesirable for me. I can’t really choose when I want a venom effect to be applied. All the stacks are given in one go, and once I have them either I don’t use them or they get applied whether I want it or not.

This would be fixed with a neat balance tool that is not being used in GW2: Skill uses.

What does that mean? It’s a type of recharge in which a skill has charges or ‘skill uses’ and two recharges: A short recharge for the skill itself, and a longer recharge for the charges.

This creates a choice between using all charges withing a short time, or pacing yourself to spread their use over time, and adds new factors for balance: You can not only change how often the skill can be used, but also how many charges can be accumulated by changing the number of max charges, and how long would it take to accumulate all charges after using them all by changing the recharge rate of charges.

And I believe venoms are the perfect candidate for trying this kind of new mechanic. By making them a type of skill with charges and dual recharges, each single venom effect application could be made a bit better, since they can be spread in time by the skill recharge, while keeping multiple uses thanks to the skill charges, and preventing too much spam thanks to the charge recharges. Letting players decide when do they really want a venom stack to be applied instead getting them all in one go with a single skill use.

For example, Basilisk Venom could change from a single target 1s stun effect that affects your next 2 damage packets, to an effect that affects all targets of the next attack (up to 5) dealing 2s stun to the main target and 2s daze to the rest, the skill recharge decreased to let’s say 3 seconds, while the recharge of each charge keeps the skills old recharge: 40 seconds.

So you could use apply the petrification again after only 3 seconds. But since you ran out of charges, you can’t use it again until after 40 seconds from the first use, and then you can either wait for the second charge to be accumulated or use it just as it recharges.

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Cheesy GW2 jokes here!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

  • Why did the Charr cross the Great Northern wall? To burn the other side.
  • How many asura does it take to change a bulb? A dynamics krewe to design a better bulb, a statics krewe to design better lamp, a synergetics krewe to design a better power source, and one Council member to get some bookah to change the bulb for them for no pay.
  • How many Inquest do you need to screw a bulb? It depends on how many captives they have in their holding pens.
  • How many dredge do you need to paint a wall red? It depends in the Strength of your norn.
  • Why does Palawa Joko have a permanent frown? Because his defeat against Turai Ossa left him in pieces.
  • Why don’t you ever see dwarfs smoking their pipes anymore? Because they are all already stoned.
  • Why do charr have so many cubs? Because they are always horny.
  • What does the pact tengu do when they don’t have enough information about the enemy? They wing it.
  • How do you reinoculate a retrocumbulative distributor without initiating an pervasive coaxial feedback loop? Push the button.
  • Ever heard about the iron legion comedian who got covered in oil? He was slick but crude.
  • Why don’t you ever see the Zhaishen in the PvP hubs anymore? The Miststed the invitation.
  • What do you call a Quaggan in Mount Maelstrom? Roasted meat.
  • A ranger walks into a tavern with a parrot following them. The Barkeeper asks: “Oh, that’s cool! Where’d you get it?” “In Southsun Cove”, replies the parrot.
  • An asura, a sylvari and a norn are walk into a dirty tavern and ask for drinks, all of them get flies in their drinks.
    • The asura picks the fly with pincers and deposits in a petry dish. Saying “I’ll study it later”, then keeps drinking after applying a filter to the glass.
    • The sylvari gently picks the fly, looks a it with curiosity for a little bit and says “All things have a right to grow”, then keeps drinking after saying “Live life well and fully, and waste nothing.”.
    • The norn grabs the fly, tosses it against the counter and starts punching the counter and yelling “Spit my drink back, you son of a grawl!”
  • Two asura walk into a bar. A human following them just walks over it.
  • Why so many norn grow beards? To balance the weight of their back hair.
  • How many norn blacksmiths does it take to sharpen a sword? One to hold the sword in place, one move the grindstone over the sword.
  • How many charr do you need to sharpen a sword? 1. Well, just the horns.
  • A mesmer walks into a tavern… but did they…?
  • Why did all giants in the world suddenly turned into cyclops? So they’ll have just a chance to drop just 1 eye instead two chances to drop tusks.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Enhanced Squad UI Feedback

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Here’s what I want:

  • More shapes for Commander badges, at least some of them being symbols of tasks such as “guarding dolyak route”, “defending this location”, “roaming”, and some of them orders such as “stop”, “attack”, “follow me”, “wait here” or “defend”. Instead picking the color along the badge, the four colors would be picked with 4 square buttons, then the shape from a grid of icons that change colors to the one you selected.
  • The ability to assign ‘subcommanders’ as leaders of squad subgroups, and select badges for them. The other players in the subgroup would share the same minimap dot color as the badge selected for their subsquad leader.
  • Make the squad broadcast box collapsible, or move that functionality to the chat panel with a /squadbroadcast or /sb command.
  • Add a button that toggles a little movable and resizable panel with buttons for all squad tools, such as /squadinfo. It’ll also allow quickly changing your badge to give signals and orders, and it could also also get voiced orders for the squad that also appear as a broadcast and over your character.
  • Add a /inviteall command that sends an invite to squad to anyone within a large area of at least 2000 radius. This command would have a long cooldown, and there would be an option to automatically ignore such invites. Blocking someone would also block these invites from them, as well as hide their commander tag from the map and minimap.
  • Change the permissions options to:
    • All
    • Guild only
    • Alliance only (if only we had those…)
    • Friends only
    • Invite only (anyone in the squad can invite)
    • Closed (only the commander can invite)
  • When a subgroup has 5 players or less, they will be considered a party, and will appear to other members of the subgroup over the rest of the squad with the usual party UI, showing boons, conditions and other effects, and they’ll be given preference for allied effects as with the usual 5 player parties.
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(edited by MithranArkanere.8957)

Damage is Way Too High

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Damage isn’t that high for most skills. The problem is the pace. Too many skills can be used within too little time without even having alacrity and swiftness on. With the most used builds there’s no openings to interrupt any key damage skill because there isn’t any key damage skills to interrupt. You interrupt their highest damage skill, they just use it again because it doesn’t have a recharge, or just spam all the other skills and do more damage anyways.

There’s no room for strategy and tactical play with the most used builds. It’s all spammity spam.

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All thief's attacks should evade

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I always thought more leaps should also be evades.

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On Shadowsteps and No Valid Path

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

All I want for AI navigation is jumps. AI should learn to jump and do things like skipping over small obstacles. If you can get there by jumping, shadow-stepping and enemy creatures that can jump should be able to get there too.

That includes every single pet and summoned creature. All of them should be able to jump and reach any place players can reach with simple jumps.

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Courtyard

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

What courtyard needs is a separate filter.

It’s Team Deathmatch with “Kill count” rules. It is NOT Conquest. It should NOT go with the Conquest queue, it should have a separate filter.

We have three game modes: Conquest, Team Deathmatch and Stronghold. And so each should have its own filter.

If Team Deathmatch can’t have its own filter, it should be removed from the Conquest map pool anyways until it can have it.

Also, there should be more rules for Team Dathmatch maps. Like the “Annhiilation” and “Annihilation with priest” rules seen in GW1. Courtyard already has nice spots to put the priests.

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(edited by MithranArkanere.8957)

DD Ele is fine now, stop this QQ train please

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

It will NEVER be fine until they take more than 3 seconds to activate 5 skills that deal damage.

The overall pace of the game has gotten too fast. It must go slower.

Skills with less than 1s activation can’t have all that damage, specially when half of them can stun.

No player should look like freaking Kermit mashing a Typerwriter. They should look like Kasparov against Deep Blue. What should count is making the right move at the right time, not mashing more skills than the opponent in less time.

SUGGEST-A-TRON says:
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Shout UTILITY thread remade

in Ranger

Posted by: MithranArkanere.8957

MithranArkanere.8957

1. “We heal as one!”. I have no complaints against this one. Short recharge, cedent health. Not a bad effect even after the last change that capped it.

2. Guard. If this can’t capture points or prevent point capture, it’s pointless. The pet alone is easily defeated, and enemies can also just ignore it. So it can’t be used to keep the attention from enemies while the ranger is away, and to order the pet around, you can just use F1 instead.
3a. Protect me has a shorter recharge than Signet of Stone, but it’s unreliable. It takes too long to start, so by the time the pet actually protects you, you may be down already.

I’d unite those two into a single “Protect!” shout that works in a similar way to Phantasmal Defender. Still ground-targeted, the pet would run to the location, and take reduced damage while the effect lasts, but it will take part of the damage from up to 5 allies within the radius of the effect.

With two skills rolled into one, there’s room for another one.

3b. I’d make this another offensive one. Since “Sick’em!” is a single-target attack, so it should be an AoE one. Either something with CC (“Trip’em!”, knocksdow up to 5 enemies around the pet) or something with conditions (“Go for the Jugular!”, AoE bleed).

4. “Search and Rescue!” only revives, and rather slowly. And skills that only do that are kind of boring to bring. They are useful, but boring, and they have long recharges, so they feel like a waste of space in your skill bar even if they really aren’t. If increasing the revive speed or decreasing the recharge are not possible, an additional effect would be something nice to have. For example, while the effect lasts it could transfer conditions from allies to itself. Or maybe it could apply revealed for 3s in an area when it starts to revive, so the ranger can kick away any cloaked enemy that may be trying to take out the ally before the pet starts to revive it.

5. “Sick’Em” no complains about this one either. Nice 1-target damage boost. Not too long recharge. The recharge isn’t too long when traited considering the effect.

6. “Strength of the Pack!” is good, but not elite good. Since each profession has several incomplete sets of skills, missing 1 healing and 2 elites, I’d move the effects of Strength of the Pack to the ‘missing’ ranger elite signet so it can also have a passive effect, and make the elite shout something different. For example, a shout that fully heals your current pet if it’s defeated, and calls forward the ranger’s second pet for a little while, and that switches into the pet’s skill while it’s up to give the order separately to the other pet’s F2. It would have to be a short time, though, as it’ll be very powerful. This would also fit better with shouting “Strength of the Pack!”, as 2 isn’t much of a pack, but 3 starts getting there.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

PVP League Badges.

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’m hearing arguments for not showing badges during a match, but what about just standing around in the lobby?

Those should appear at the end of the match and in the Heart of the mists. But not during matches. Some players may avoid or gang up on other characters based on the badges they have. That’s not the kind of info that should factor in battle. Only enemy actions should.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

This is (almost) Halloween!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

You should save some development time to turn the festival stories into replayable Journal stories that are get a few per-character rewards, and really nice challenging account achievements with bonus rewards that reset every year. Kind of like the GW1’s festival quests.

All that time invested doing the stories and stuff, never to be seen again. Anyone remembers the mad King’s dungeon?

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Togonn Windmane reset mote missing

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Togonn Windmane’s encounters is missing the reset mote, forcing players to do the whole instance over and over every time the achievement is lost, which happens fairly often due to his habit of popping Sand Vortexes right under the player even when they are clocked by Second Shadow and well far from any Earth Elemental dying.

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Legendary Aura - Kits

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’d go bananas on this thing, and make the legendary aura into an unlocked effect.

You go to the wardrobe, and there would be a section with additional visual effects you can unlock.

There you’d get things like the selfless halo, the cuthroat politics buttons, the hive bee effects, legendary weapon auras, hand effects and footprints, whole body colorizes, etc… and you’d be able to pick up to 6 of different types and combine them any way you want.

When an effect from a legendary weapon is equipped, it’ll be always applied with any weapon, bundle in your hands, and equipped legendary effects would replace the legendary effects of other equipped legendary weapons while enabled.

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3 years since Zena Coinmaker's been disabled.

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

She was supposed to sell the bets for the cow race. But they disabled it like they disabled the harpy gambler.

They brought back the harpy gambler, but her dialog remains completely disabled.

That includes her post-event shop.

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All the plants on Tyria screaming at once?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Well, other than scenery, the only plants you see around that are not corrupted or nightmare court are treants.

Aloes, thorns, ibogas, jaracandas, drake plants, walking bushes, guardians…

http://wiki.guildwars.com/wiki/Guild_Wars_Wiki:Projects/NPC_models/Plants

You don’t see any of those sentient plants anymore. Not much of anything to cry.

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[Suggestion]Plague Redesign

in Necromancer

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

In a week every player will know and run far from us before the skill ends. So predictable, and useless. All skills/effects must be activated, so you can choose the momment you use specific option. Same as it is at the moment. The existing concept is pretty good, it just need buff in damage and some additional advantages/side effects.

If running away was so easy, Tempest overloads and any skill with more than 3 second activation would be useless too.

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[Suggestion]Plague Redesign

in Necromancer

Posted by: MithranArkanere.8957

MithranArkanere.8957

This one and Tornado always felt wrong to me. Getting just 3 skills that change the nature of a passive pulsing effect is rather boring. And necromancer already has Lich form as a transformation.

So I’d go crazy on this thing. Complete redesign. Rather than keeping it a transformation, I’d change it into an effect that lasts little and has a lower recharge but it’s very powerful in that little time. Something like 7 seconds every 90 seconds.

Instead a skill bar change, it’ll have three effects:

  • On activation: The necromancer gains 0.5 seconds of resistance for every condition on self.
  • During the effect:
    • No longer transforms the necromancer, nor replaces the skill bar, instead they get a shadowy effect similar to Reaper of Grenth, but darker and with a dark green mist flowing from the necromancer to indicate the range.
    • Toughness and vitality are still increased during the duration, but not nearly as much, instead, part of the increase is a fixed amount based on level, and the rest scales with the number of different conditions on self. Even with every conditions on self, it’ll be still less increase than the current version. With no conditions it’ll be just about 10% of the base vitality and toughness or so.
    • Attacking the necromancer will spread one of the the conditions the necromancer is suffering onto the attacker. This can only happen once per second per attacker.
  • On pulse:
    • No longer pulses stability.
    • Still deals poison to up to 5 enemies.
    • Still causes self-bleeding; and self-poison with master of corruption.
    • Now extends the duration of all conditions on self by 1 second.
    • Now transfers 1 condition from up to 5 allies to yourself, then gives them the corresponding converted boon (bleeding->vigor, burning->aegis, crippled->swiftness). If at least one ally loses a condition this way, the pulse also gives you 1s of resistance.
    • The radius would be decreased to 180, to leave breathing room in capture points.
  • On end: The final pulse will be a blast finisher that will send up to a whooping 7 conditions to each of up to 5 enemies, then remove any remaining conditions from self, gaining life force for each of those remaining conditions removed that way, up to 25% of your life force bar.
  • If downed: Getting downed would remove the effect without triggering the final effect.

I believe something like this would make it feel more like a ‘corruption plague’, a risky double edged sword that can turn the tides or be turned against you.

This basically builds up a critical mass of conditions that will explode on enemies when it ends unless they push you away or take you down. Best used under heavy condition pressure and with at least a nearby ally. With a deadly payload if enemies dilly-dally and stay around when it ends, and a little bit of support to move some condition pressure from allies to self.

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(edited by MithranArkanere.8957)

Sanctum Sprint Lightening Pull

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

This is still happening.

Even with a ping well under 100ms, Santum Spring races are nothing but an exercise of frustration lately. Rather than ’who’s faster’ is about who can jump more times without being screwed by the skills.

If these jumps can’t be fixed in some way, those preset lightning jumps to Lightning Tethers should at least be replaced by something else until it can be fixed. For example, direct teleports using Lightning Flash’s animation and visuals to still fit the theme, with a longer casting so it takes the same time and it can still be interrupted.

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No enemy drops lately

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

Drops are fun, but there’s lots of enemies for that. Like in instances, dungeons, fractals and roaming open world, and of course when defeating the enemy is a specific event objective like events for killing an enemy or events for defeating waves of enemies without other objectives.

But when you add other objectives to the mix like defending an NPC or structure, or using bundles and other interactive objects, killing enemies should not be more rewarding than defending.

And when there’s a timer, drops should not happen during the event, to stop people from dilly dallying and going after pointless enemies just because they are easier to kill than the annoying elite that will break the battery of left alone but drops next to nothing.

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[Suggestion] New Combos

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

IMO fix the existing combos first. Most of them are useless and sometimes detrimental if say an Ethereal field overwrites a Fire field.

The problem is that practically only fire and water are wanted, leaving no room for others.

This is something that will not change. Water works too well, and people value might way too much.

One possible solution would be giving a cooldown to each combination. For example, a blast would get a 3s cooldown, a projectile a 0.5s cooldown, and a whirl or a leap kitten cooldown.

So, if you put several fields together, instead all finishers triggering with the lowest one, while one combination is on cooldown, the finisher triggers the next field, then the next.

So stacking different kinds fields would not be counter-productive. The more fields you stack, the more combos can be done.

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I need a Luck Essence eater. We all do.

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

No I don’t. 203/300.

Still a long time until I hit the cap.

But I wouldn’t mind of one was added, as long as you can’t use it until you max your luck.

It could be the reward from an achievement:

  • Achievement: “Lucked Out”. Earned by maxing your account’s base Luck.
    • Title: Lucky
    • Points: 300.
    • Tiers: 6, same as Lucky in GW1, yay for references. Reached at 10, 50, 100, 150, 200, and 300 base luck.
    • Reward: Gaki’s Head. The head of a Luck Eater Gaki brought from Cantha by a a poor soul that was found washed ashore somewhere in the coasts of Tyria. Looks like he ran out of luck.
      • Consumes Legendary Essences of luck returning 5 reward bags for each essence. No daily limits for consuming legendary ones.
      • Consumes 3 to 6 exotic essences of luck daily for the same type of reward bags. For exotics there’s a daily limit like with the other ‘stuff-eating’ gizmos.
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(edited by MithranArkanere.8957)

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Let’s see…

  • Give a bit of lore or introduction to this other than a mail. For example, you have to visit your order’s headquarters and talk with a pact liason who gives you a stack of 25 blooms for talking with them for the first time with any character of the account. They give you the blooms as a sample to show you what the pact [remnant] researchers want you to find for their research. People has lost touch with their orders. Give reasons to go visit the base once in a while. Not just for events like these. Each order could have a vendor that each week offers a limited stock of group support items like the limited stock from the Canthan new Year vendors. You could once a week buy something like a a tray of food for a neat karma + coin cost to pop at your guild events.
  • It’s not like everyone should be able to get everything in the vendor, but getting at least one or two of the skins or one of the potions should be possible even if you can only play one hour a day.
  • Maybe It could be better if all events could go happen within 1 hour. Making each shorter. Something like 15 min, pause of 5 min, another 15 min, another pause of 5, then another 15 min. Then repeat every 2 hours. That’ll give people more chances to do them all, even if they can only have a window of 2 hours to play.
  • Something should have discouraged leaving events. For example, each vine could give an effect that is only removed by being near the same vine when it dies or after 2 min, what happens first. If you get too many stacks of that effect because you jump from vine to vine without ever being on the event when it finishes, and get 3 stacks of that effect, the stack of 3 is replaced by a second 2-min penalty effect that prevents earning more stacks, with a warning in the effect’s description telling you that if you keep jumping events like that you won’t earn more stacks, so stick to one event, in a lore way like : “Spore overdose: Being near too many different vines before destroying them is dangerous and we can’t condone that risky behavior, try to finish them off one by one!” or something..
  • Needless to say at this point, the stacks should not go away from a character if it didn’t leave the map, even if they disconnect or switch copies of the map.
  • I mostly like when events do not have drops on enemies spawned by the event. Some people may disagree, but wit drops, people may focus too much on kills instead event objectives. But that doesn’t mean there should not be drops at all. Don’t give drops on the enemies, but give something after each event. It doesn’t have to be karma, gold or anything expensive, just something good enough so each event doesn’t feel so empty on their own.
  • I’d recommend giving the meta-event tiers, and give more blooms per event based on the tier, like how geodes are given per tier in Dry Top. Each event starts with one bloom, get to tier 5, each event gives 5 blooms. Splitting would be easier if there was either more shapes or more colors for commander badges, so we can have more squads. At least 8 or 12 would be nice. They could be the same 4 colors with 2-3 different shapes.
  • If there was tiers, the final reward would be given to all based on the total tier of the map for those who got at least 5 stacks. We all work together, we win together.
  • Participation calculation is unreliable and there’s many things that do not count (supporting allies, repairing catapults, controlling enemies without doing as many damage as higher damage builds yet still preventing them from touching the guys at the catapults…), if it wasn’t for that I would have given 1,2 or 5 blooms based on participation per event at the end of the event, but only for those who where within the event when finished. Without a better participation calculation, rewards per event can’t be given properly based on participation level, so it’ll have to be the same for all.
  • I really, really like how the event included skins that were previously gemstore only. I think that could really work for the future. A ‘life cycle’ for things that start as gemstore exclusives. They start gemstore only and stay like that for years. And as new things are introduced, some skins return to gemstore every now and then and for sales, others become available as rare drops from content of a similar theme (e.g.: aetherized from aetherblades) or limited special event rewards (e.g.: One Wintersday skin per year) that may also tempt people into getting the rest of the set after they get the one for free. Oh, and remember the bunny ears? They could return on an easter weekend event in some way.
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(edited by MithranArkanere.8957)

Mordrem Invasion Broken [merged]

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

The funny thing is, they already created effects that won’t disappear unless you actually leave the area, even if you switch instances, change characters or log out, like the ones from the puzzle in Silverwastes.

And the description of these effects in the mordrem invasions suggest they should work the same way.

They just don’t.

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Way too little blooms (even after fix patch)

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I think the low bloom rate is good. Makes sure not everyone unlocks all the rewards and stops them from being devalued.

Some of them were available for gems for a short while. When something can be bought with gems there isn’t real merit of having it other than the value it has for the owner. But if it can’t be owned, there’s no such value. It’ll be just files everyone downloads and not everyone can use.

On the other hand you have things like the title for enemy kills in WvW, or the miniature from defeating Liadri, or records in solo adventures. You can’t pay someone else to get those for you like with dungeons or story achievements. And they are not available for gems. So getting them is not just something for the owner, it’s also something to show off to others.

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Any class that resembles a swordsman?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

  • A warrior with swords catches and wounds the enemy, running away will only hurt more.
  • A guardian with a sword has a bit more range, and can blind and block projectiles. And for some reason the autoattack ends in a projectile that can be reflected that doesn’t look like projectiles.
  • A ranger with a sword chases the enemy relentlessly, jumping and dodging.
  • A thief with a sword varies depending on the offhand:
    • With a dagger, they are more offensive and snare, move behind the target, steal boons and use more stealth.
    • With a pistol, they are more defensive. They stun and damage the enemy while evading hits and blinding them.
  • A mesmer with a sword uses misdirection to avoid damage, removes buffs while giving vulnerability.
  • A revenant with a sword works best by singling out enemies to take them down, by pulling them away from their allies and chilling them so they can’t run back before unleashing a nearly unavoidable flurry of hits at them.
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[Event] How to get high stacks?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Think of all the good things you could do during the event. Every time you could have helped somebody. Every time you could have cooperated and work together…

Got that in your mind…? Ok. Now, do the very opposite!

  • See anyone downved in the event with the explosive pods? Leave them be. If you revive them they’ll take the pods. The enemies do not count towards the event, only damaging the vine with pods. After a couple of explosions that hit the vine, leave.
  • Do not pick the hammer to repair the siege machines. The enemies do not count for the event either, and if you repair the siege machines you’ll have a short time after removing the hammer before you can use the siege. So instead run to someone else repairing, and steal the siege from them, shot a couple of shots at the vine, then leave.
  • On the events with the shields, save all your skills to do damage to the vine after the shields are down after others take down the shields, then leave.

By that kind of son of a grawl all over the place, and you’ll get lots of stacks of the effect and increase your rewards.

It’s puzzling how this event could end like this.

They have made events that felt rewarding. They have made changes to encourage people to work together. They have made events that scaled well. They created effects that will not be removed if you disconnect as long as you don’t leave the area.

It’s as if they had noted down everything they learned over all these years, and did the exact opposite.

What were they thinking?

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[Suggestion] New Combos

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I can only think of 2 types of combo parts missing:

  • Crystal field – Tied to earth and crystal/shattering themes.
    • Projectile – Adds bleeding.
    • Whirl – Creates bleeding shards.
    • Leap – Magnetic aura.
    • Blast – Short 1-2s Protection.
  • Spray- This effect is both a field and a finisher, and is created from skills that create a pulsing cone like like Flame Jet, Drake’s Breath, Cone of Cold and “Receive the Light!”, and it’s both a field and a finisher.
    • As a field, it works like any other: Fire, Water, Ice, Light, etc…
    • As a finisher, it lengthens the related effect: With a fire field it’ll add duration to existing burning, with a water field it’ll add duration to regeneration, with a darkness field, it’ll add duration to blind, and so on. If the related effect is not present on the affected creatures, this finisher does nothing.
      So, with two players firing a drake’s breath at the same target while their cones overlap, they’ll finish each other’s fields and deals a bit longer burning, and someone using cone of cold on a healing rain will increase the regeneration of players standing where the cone and the rain overlap.
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Way too little blooms (even after fix patch)

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The numbers I’m getting makes me feel like the rewards in the vendor are nothing but some sort of cruel joke. Something that would be done by the kind of cheesy movie villain that would approach a little orphan kid with an icecream and go: “Do you want sooooome icecreeeeaaaam…?” and when the kid shyly responds “Yes, sir, I would very much like some icecream if you would be so kind” in a British accent while holding his cap in his hands and a crutch under one arm, he would yell “No icecream for you!”, throw it on the ground and step on it, and laugh manically while twirling his handlebar mustache.

Not just that. The events are not giving any participation. I’ve been in countless events and none is counting. Enemies are killed instantly by zergs, building catapults doesn’t count for participation and when you build one, there’s always someone spamming F to take it from you, getting one of those pods to throw is next to impossible, unless you let people die and don’t revive them to remove some competition…

It’s as if the whole event was designed to frustrate and put players against each other. kitten homini lupus.

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(edited by MithranArkanere.8957)

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The answer to this is not “why should GW2 have mounts” or “gw2 should not have mounts”.

The answer to this is:

GW2 already has mounts.

There’s two kinds to boot:

  • Travel items are cosmetic mounts. They just change how you look when running around without speed boosts.
  • And then there’s combat mounts like siege golems, the mecha sieve devourer in the edge of the mist and silverwastes, and the buggy in the desert borderlands.

You want mounts that will give you speed boosts and can be used anywhere? Not gonna happen. They will be either just a replacement for your movement skills out of combat, or a transformation that gives you different skills for a specific purpose in a specific area, so they can control what you can do with it.

At most, travel items could be put in the wardrobe and when a checkbox is checked, the selected travel would automatically replace your movement animations while out of combat when your weapons are stowed away or a key is pressed to toggle the selected mounts, so you don’t have to constantly open the inventory and use an item to put them out.

“But… but… I want a horse!”

No. There’s no more horses. Charr ate them all.

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(edited by MithranArkanere.8957)

No enemy drops lately

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

Drops from events should happen at the end of the event. They should happen, but they must be delayed to the end of the event, and given only upon success.

Otherwise people will focus more on tagging enemies than the event.

Not having drops at all is bad. But failing events on purpose to farm drops is worse. The Mad King’s labyrinth, the Orr event chains and the Scarlet assault in LA are the the worse offenders, often getting people harassed by farmers for actually wanting to do the events as they encounter them, and getting people used to mindlessly follow some commander tag spamming 1.

Having bad rewards is bad too. Like the ones we are having lately, often limiting anything decent to those who play non-stop without sleeping. Just did a ton of events, got lots of stacks, and I had to do the impossible to actually get participation because the events do not count anything like giving allies support, only kills and interactions with event objects. Still, I got so little blooms that I would need 2 weeks of these events to actually get one of those skins.

You are a medic in TF2, you just press 1 to heal a Heavy, and you get assists from his kills.

You are the sole responsible of Jonez being alive because everyone else outright ignored him, and without you the event would have failed, and you’ll get dolyak manure compared to a guardian that merely spamming staff 1 while running around the whole event, not even looking at the screen, watching some movies instead.

This game NEEDS to count assists and support for participation. You give someone quite some stacks of might? You keep them alive? You revive them? You deserve a cut of anything they earn for a while, from sharing event participation, to sharing some of their kills in WvW and getting bags from them too, to getting also some personal score in PvP when they get points themselves.

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Mordrem Invasion Rewards

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

Not only you may get nothing at the end, these stacks are not like the ones in Silverwastest that remain as long as you don’t leave the area. If you disconnect, you will lose all stacks,

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