Showing Posts For NinjaEd.3946:

Story Quests: Bugs

in Bugs: Game, Forum, Website

Posted by: NinjaEd.3946

NinjaEd.3946

Forging the Pact: The 2nd part, where you must find the 2nd priorty excavation team to escort them out, any grub that spawns in there keeps running back and fourth until you engauge them

Tower Down: Right after you exit the west side of the cave , the tower is invisible and if you accidently walk into it ,you get stuck

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Some Love for Conditon builds?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Well this comes from how many people notice a loss of damage when multiple condition builds are around. Direct damage isn’t capped to 1 person hitting 5k dps (just an example), but condition damage is capped in stacks, and duration. Condition removal completely removes either the stacks of a condition or the duration depending on the condition which is fine, although a bit powerful. Elementalists can easily remove conditions from traits/utility skills, guardian can as well, mesmer can as well, rangers can, almost all professions have very effective means to just make condition builds cry (if they try to atleast). Direct damage can be lowered by building more defensive stats such as toughness and vitality but they can still damage fairly well. Condition damage either does damage slowly, or it gets removed no matter how you wana look at it. I don’t think a set duration/stack effect is the best solution or the only solution, it would need to be expanded on for sure. But it needs to be addressed. The worst example of this is in large scale events where 25 stacks happens in a snap, look at all the damage the other condition builds are missing out on. Could just raise the stacks those bosses can have but that doesn’t address the pvp conflict for condition builds (specifically in wvw, 5v5 pvp isn’t too bad with this imo)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

crafted anvil

in Crafting

Posted by: NinjaEd.3946

NinjaEd.3946

Can weaponsmiths/armorsmiths make these please? Even if they require high end materials such as onyx, destroyer, orichalcum, and have 4 or 5 uses. Atleast I will be able to farm for them rather than buy at the ridiculous exchange rate from gold-gems for a repair canister. Not to mention I usually only need to repair a few items not “everything”. Not requesting “Hey, let’s just make all Gem store items craftable.” but this is the one thing I really want.

Additionally (don’t use this forum so sorry if it has been posted already) allow ~20 [Basic transmutation stones] + 5 [Piles of crysalline dust] + 40 [Crysals] = 5 [Fine Transmutation Stones] in mystic forge. I honestly have too many basic stones. Could even bump the 20 basics to 40 or 50 equaling still 5 fine stones.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Some Love for Conditon builds?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Well if condition damage converted to direct damage, you still lose damage. Direct damage can be lowered by defensive stats, condition damage has no counter other than condition removal. In the post, no where did I suggest changing condition removal, simply stated it is a problem for some. What I did suggest, is condition removal be more skilled and timed rather than just whenever you want to. Basically you must use cond removals wisely or risk that secondary effect taking place.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Need help with build, just hit 80.

in Ranger

Posted by: NinjaEd.3946

NinjaEd.3946

Wow, I thought the full duration was shared :/ Kinda bums me out. I still think them exiting my healing spring if I have fortifying bond is very useful as long as I stay in(some regeneration is better than none at all), but prayer to lyssa kinda seems pointless unless I got full Giver’s set. I’ve been wanting a stun break too but enjoyed prayer to lyssa for so long up until now. How are my other traits though?

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Some Love for Conditon builds?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

A very controversial topic, with not too many plans. From a forum moderator (couldn’t find the exact words or moderator name) it was stated that cond builds versus structures like turrets and walls was being worked on, and that they were working on a plan to help conditiion builds but there are two things that are difficult with enjoying them.

1- Conditions stacking intensity have a cap.
2- Condition removal is extremely OP, it removes the entire duration/stacks.

Simple raising the cap wouldn’t fully solve the issue, just push it away momentarily. And weakening cond removal to the ground would be very harmful to several professions who use traits/skills for it not to mention the numerous conditions that are highly effective as is. So now onto the suggestion. Either:

A. Effects upon placing 25 stacks on an enemy or a certain duration. After an enemy receives 25 stacks or set duration from a condition, they will have X seconds to remove that condition or a new effect will consume those stacks placing a un-removable condition on them. So to make things simpler:

-25 stacks of bleed/ if bleed is not removed in the next 3 seconds, you get [Deep wound] ; Unremovable/unblockable. 25 new stacks may be put on, deep wound deals X amount of damage for the next 6 seconds. (A proper formula to calculate an average damage of all the bleeds that added up to the 25 marker initiallly would be the idea. It isn’t pretty, especially if a non-cond build built up that 25 with a specialized cond build, but its something.) Basically those fighting a cond build will need to either stop the 25 stacks from reaching or wait till the 25 stacks are reached and remove the bleed. If someone under the effects of [Deep wound] gets 25 stacks again, same situation and if they don’t remove it another 6 seconds of [Deep Wound] are added (stacks in duration). If [Deep wound] is stopped by removing bleed, an immunity to [Deep wound] will be on that foe preventing them from gaining it again for 8 seconds.

- 30 seconds of poison, if not removed within 4 seconds, the foe will suffer from [Pestilence]. For the next 8 seconds, an unremovable poison will be on the foe. Since poison can stack in duration quite easily, once a foe recovers from [Pestilence] they gain immunity to it for the next 5 seconds (after it wears off, not on placement). Again like bleed, the damage will be the average of all the poisons adding up to the 30 seconds. Additionally, any ally of a target under the effects of [Pestilence] will get poisoned 2 seconds every second they are near the target. Range, perhaps 220 units. Make this a real plague

- 20 seconds of burn, if not removed within 3 seconds, the foe will be [Scorched]. For the next 4 seconds, they take the average of the burns durations stacking up to 20 seconds, and it is unremovable/unblockable, etc. (I’m not too familiar with burn so I’m not sure of an appropriate durations/limits to this. For burn, this is merely what I have knowledge of from watching others.) Upon being [Scorched], 20 seconds of burn are consumed and more burn can be placed. [Scorched] stacks in duration.

-Confusion I believe is fine because if you can actually reach 25 stacks over and over, they won’t really wana use a skill unless it is for condition removal (I bet a cond build stacking confusion can deal quite a lot if the enemy isn’t smart).

-Chill/vulnerability/fear/weakness/cripple/imobillized/ blind are fine as is. They simply don’t last long enough or stack to a point where it gets out of control for condition removal. Plus they are pretty effective anyways so…

B. ArenaNet, please share with us some of your ideas to fixing them. If the remaining condition builds see a light at the end of the tunnel maybe they will gain some hope and continue using them before they lose faith and get comfortable with direct damage.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Completely unfair physics

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Yeah really, think of how kitten stupid bosses would be. Just get a bunch of knockbacks and send them off spartan style. Sure would look cool the first few times, but now there is no challenge. Bad idea, I suggest you invest time into learning the battlefields around these ledges/bridges before running into them (I believe you dislike the dredge base in Frostgorge where they have landmines on bridges that send you off.)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Stealth mechanic suggestion

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I’ve only seen two possible stealth “fixes” for the whiners; Slightly longer cd between stealthing like 5 seconds instead of 3, and now this. It doesn’t nerf the stealth skill, it just requires more skill from stealth players. I think 160-180 range would be ideal so it is just before they are within attack range for melee. Would put little (but not too much) fear into my thief knowing people can seek me out without adding some OP stealth reveal. Besides, with how I see most people in groups they must not have good eye sight to begin with so I imagine they would still find it hard to “find us” by getting close, that camoflauge outline is quite hidden. But atleast the option is there for the kids who cry “nerf thief” in their sleep.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Raiding: Not like the other guys

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I made a much larger thread about this already here, but it got blocked. Large player cap dungeons that offer a actual challenge is all I ask.

Yeah idk why they blocked that post. It wasn’t getting off-topic, and had almost 100 posts. But I am 100% up for ArenaNet’s Form of raids or larger scale dungeons.

As for “Lorechief”, they never promised ascended gear yet we see that being a major part of end-game now. They never promised southsun cove or karka yet they released that. You saying ANet didn’t promise something to begin with is completely irrelevant and not asked for. They obviously listen to the players, you see a lot of things they suggest being added (eventually) like tp preview or changes to wvw, pvp, etc. Not all, probably not even 5% of suggestions get added but it isn’t impossible. Clearly you don’t belong in this sub-forum for disregarding suggestions.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Add rare pets for Rangers.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Well grow in size or change looks is one thing, but remember this is Guild Wars, not the normal MMO. Gaining extra stats or skills is not balanced towards other pets. Pet evolution would be nice, they already have a trait with this but aside from being slightly better the pet looks no diferent. I believe the OP is about pets being unique, just like skins are. You can look like your own ranger without actually being completely different or better in some cases.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Permanent Gathering Tools

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Dunno if it was suggested yet but I think a craftable and therefore repairable (dunno if thats a word but its my story and I’m sticking to it) tool would be awesome. It maintains the gold sink since it has to be repaired but atleast there are mobile ways of repairing items. Also it should have a higher use count to make it worthwhile. I really don’t enjoy buying extrenuous gathering tools, this isn’t a battle of the bag space. I’m just trying to get some mats instead of buying them :/

Additionally, I think some of the “Gem store” items should be craftable in a less efficient way. By this I mean a mobile anvil for weaponsmiths/armorsmiths. It should add up to about the costs of several silver or even 1g but it beats the heck out of buying gems at this rate for a repair canister. Most gem store items I think should stay exclusive but some of them just seem like the kinda thing one should be able to craft rather than by gems with money ($) or in game coin.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Add rare pets for Rangers.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

True about everyone going to get it eventually, but that’s how it can be with everything in the game.

Here’s an idea. How about they make those rare pets veteran or even champion, and when you choose to tame them, you must weaken them by bringing their health down to say…10% or so. That way, people who are skilled with the ranger can obtain them.

There would be the problem of other people helping the ranger, but they could possibly make it where others are not able to help. Only the person that chose to tame them can kill them.

I don’t know, that’s suggestion that probably wouldn’t or couldn’t be in the game. Just throwing things out there.

Thats how suggestions generally are, but I like the idea of weakening hte pet before taming it. I kinda felt disatisfied when I had to just run up, press F (default action button) and tamed it. No real sense of achievment other than looking on wiki and running. Rare pets don’t or should never be more powerful than normal pets (the game is about balance for all types of players) but just like weapon/armor skins, they should look pretty kitten awesome and be hard to find/capture. Not only that, but they should not have a set spawn point, maybe 1 for every zone appropriate for it that has a several hour respawn and spawn in various places you would not expect or have a large (VERY LARGE) roaming distance.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Roaming Champions and legendaries.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I see many around high level zones, like the Eye of Zhaitan in Malchor’s Leap, Champion Icebrood in Frostgorge (top left of map), and just in general. Aside from SOME of these being an event, they offer no incentive to put the time in to kill them. They are long, drawn out fights that usually only need 3-4 people with moderate skill to complete, and drop nothing satsifying… ever..

I suggest these long forgoteen baddies get a little flavour and (over time, as this would take a bit) make them a part of future legendary/exotic skin recipes. They would spawn, and once or if they are killed, have a chance to drop a account/soulbound crafting material used in the recipe. Since they spawn every couple hours/minutes it isn’t exlusive to those who have the time. Same can be done for various Elder dragon lietenants or other large events like the Great Destroyer, Ice maw, Giant jungle wurm, etc. Since loot is shared across all who participate, the constant stealing of items won’t be an issue. This can partially solve many issues like:

-Legendaries/cool exotic skins being bought… should be worked for
-Many empty zones, seeing people camp out a champion/legendary wouldn’t fully solve the problem but it would atleast bring activity.
-Make legendaries less of a grind, more of a scavenger hunt.

I see many bad-kitten bosses roaming around but people simply ignore them (mostly) because it just isn’t rewarding in any way to fight them. Additionally, new recipes for various skins could be released for these unique Champions that make the weapon they were holding, or a weapon relevant to their style (like an eye scepter/staff, or a flaming winged hammer). Again, not suggesting as a next month update, simply as a thought for future skins/content.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Add rare pets for Rangers.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I am definitly for this, as long as the balance still exists. Could add some new pet skills, which is also welcomed, and possibly add little activity in some dead zones.

I would enjoy seeing:
-Griffon
-Golden Moa

And various unique skins for the older pets like black striped arctodus, snow devourer, glowing jellyfish, war-hog (metal tusks and front armor), Tribal spider (various red tatoos around it), Pheonix colored eagle (just pheonix colors like various colors around its tail feathers)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Detailed New-Profession Suggestions

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

In response to OP, it is hard to put together all the details of a New profession. I have been working on one for couple months (may have seen my posts before, the “Magus Fighter”). Number values are hardly an issue, they can easily be adjusted but putting together mechanics that are new, balanced, and enjoyable is difficult. Hardest part imo is making the triats. Personally a “Build your profession” sub forum would be awesome but I like the initiative you took with making a thread for us ^^ Appreciate it

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Please raise the price of the commander icon.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Should be purchased with badges of honor, and remove badges of honor from those JP in wvw. So you actually have to be a dedicated participant in WvW to, dare I say, earn your right as a commander.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Mounts/Addons/ and an LFD

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Seriously, go back to World of Warcraft.

Also, where and when did anyone say anything about ANet wanting to compete with anyone?

Founder Mike O’Brien clearly states “We were number two to World of Warcraft with Guild Wars, now we want to beat them. We’ll be satisfied when the Guild Wars 2 is the most successful MMO”

http://www.forbes.com/sites/johngaudiosi/2012/04/23/arenanet-founder-mike-obrien-will-be-satisfied-when-guild-wars-2-is-the-most-successful-mmo-period/

What are you, a Cyberman? ANet will beat WoW by making Guild Wars 2 better, not the same.

yes

maybe better, but they should offer at least the same options, and more!!!

Normally, the whole “go back to wow” statement just makes me disregard those peoples’ opinions but here it is valid. You say you enjoy and keep playing WoW, so play WoW. If you don’t like Gw2, don’t play Gw2. ArenaNet has approached many common MMO elements very differently, most of them with great success, no need to copy and fix what isn’t broken. And for the millionth time, mounts serve no purpose in this game. The zones and lore simply do not support them in any way. If for w/e reason you still wana rant on about the necessity of mounts, type “Mounts” into the search bar of these forums and post there.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Allow Elementalists to swap between weapons

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I watch my brother play his ele, very closely. Plus I read up on the majority of their traits/weapon skills. It is how the profession is, unique. Maybe some look at 20 weapon skills of melee only as bad, but try fighting a d/d elementalists with d/d thief. I have, we couldn’t kill one another.

[Indent] Now I can’t say that 1 moment is valid across the game but still, I didn’t feel like either him/her or me were over powered or lacking any skill selection/mobility. I may not have made my own elementalists but I do pay attention to playstyles of many professions and I see nothing wrong with elementalists atm. You’re either horrifying burst damage or massive AoE. Thief is either small aoe, or high burst no matter how they try to build (speaking in direct damage). Not all professions are gana be the same, fact. Out-of-combat weapon sets would be awesome for all professions including engineer and elementalists but in combat, its fine as is.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Allow Elementalists to swap between weapons

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

First off, wrongly assumed I haven`t tried other weapons, it even says in my rant that I have used others.
Scroll up & read again, or better still, make an Ele` & try it out in pvp, pve or wtk you want.
Attunements have sod all to do with range & as for “you get 4 attunements which is already 2 more than any other profession.” What!? No other profession has attunements, let alone two less, so I`ve (just like you) no idea wtk you`re going on about here
“If you get stuck in combat, thats your problem and everyone has that same issue if they wana swap.”.
Lol no! The CD on weapon swap for every other profession is what, 8 seconds once in combat, Zero when out? That means it`s a mere 8 or so seconds kiting & that player can go range again, or melee, their choice.
So you`re saying that the fix for every Ele`, is that they MUST go S/F or S/D to make up for lack of range/melee? hahahahaha
“Combo fields and weapon swap? Ele can do the same, read the description on your some of your skills you jibbering kitten.”
I know that already, nowhere did I say Ele` couldn`t, again, I even posted about the fact that Ele` CAN do combo fields, but everyone & their muppet says it`ll make Ele` OP. It won`t due to attunement & skill CDs of which I also stated in my post.

Hmm, Jibbering kitten. I hope that pet becomes gem store item ;D

Seriously though (more so), anyone that hasn`t got an Ele`, make one, skills level fast, go into WvWs & run with the zerg or go roaming & you`ll see exactly why this is required.
Plus side, you`ve a bank alt, also you`ll learn how/what they run like & how to counter D/D easier, because Staff & S/Anything is a free road kill.

Attunements are the ele form of “weapon swap”, weapon swap sigils still work for changing attunements if I recall so it is the same mechanic with a different name. Stuck in combat we can’t swap out of our current weapon set. Lets say I run in a boss fight with d/d and sb. Well turns out it is a single target so if i want ranged I’d rather pick p/p or something since sb single target is laughable. If I enter combat, and try to switch that sb out its the same thing. Almost any profession out there will have atleast 1 extra set of weapons or extra weapon to adjust to various situations, and if they are “stuck in combat” its the same situation. If you really, really need both ranged and melee out-of-combat swapping for ele and engineer would be perfectly acceptable in pve or just pick 2 1hand weapons that offer that. and saying 40 skills wouldn’t be op, I don’t think you read that statement out loud to yourself. If you watch “good” or decent elementalists who use d/d or s/d you will see how powerful they can be by plating a combo field, swapping attuenments, then utilizing it… no penalty at all for ele unless your reaction time is just that slow.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Need help with build, just hit 80.

in Ranger

Posted by: NinjaEd.3946

NinjaEd.3946

Well currently I’m sticking to PVE because I believe if one cannot skillfully out-play a pve enviroment they will do horribly in pvp simply because players are a lot better at timing/placement than any boss ever will be. Since I’m not fully geared just yet and still buidling wvw isn’t of my concern atm. Empathic bond looks pretty nice for survival. Im still experimenting but is the 15 minor trait from nature magic worth it? I’m just wondering because combined with healing spring in the case that my pet leaves the circle, I can atleast continue applying it to him/her. Additionally I’m human so I use prayer to lyssa often which gives a random boon to me (and with the trait, to the pet as well).

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

More legendary skins

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I would love to see a new legendary pistol skin with a silencer and little rounds pop out the side when you shoot it. Also a purple/blue glowing dagger along the lines of the Moonshank skin. I really want a dark and sinister looking dagger, not something that looks MADE for elementalists.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Need help with build, just hit 80.

in Ranger

Posted by: NinjaEd.3946

NinjaEd.3946

I just recently hit 80 with my ranger, and I’ve been trying to think of a great survival build that focuses on supporting my pet and allies while mainting some damage on my end. What I have come up with is:

Cleric’s armor (Power, toughness, and healing power for those who didn’t know), sapphire accessories (same as cleric stats), weapons same as well but considering changing the stats on weapons.

Sword/warhorn and longbow for weapon sets although I’m not dead set on longbow or sword.

For utility/healing/elite skills I will swap them accoridng to the situation but generally I use healing spring and signet of stone as my 2 skills that stay.

Traits are 0/0/25/15/30 with [Vigorous Renewal], [Off-hand Training] in Wilderness survival; [Nature’s Bounty] in Nature magic; [Compassion training], [Commanding voice], and [Natural Healing] in Beastmastery.

Is this a decent build? I’m not asking soo much for yes or no as I am using this build and feel comfortable with it, I’m mainly asking is there a better build for what I’m looking for (first paragraph)? I’m having troubles mainly deciding on my weapon selection (I like off-hand however), and type of stats to focus on. I usually play thief and filled a more aggressive role in parties but rarely do I ever try supportive builds in MMOs.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

GW2 controller support

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Theres really no need for them to waste their time with this. This game was made for pc, which uses keyboard and mouse. If you want to use a controller, by all means use it, but that doesn’t mean Anet should break their backs implementing this for the .001% who actually use this. Can’t make everyone happy!

I doubt thats a true value, and more importantly I doubt implementing controller support is “back breaking” work. I had to buy an $80 multi button mouse just to deal with the numerous buttons and mobile fighting style for this game, some people don’t wana go that extra mile just to continue mouth gaping over a desk to play a game. Can’t say this is a priority for ArenaNet but I’m sure they have nothing against adding more ways to play a game, even if it is “worse than using a keyboard and mouse” (kitten oppinion if you ask me)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

GW2 controller support

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Posted by: NinjaEd.3946

NinjaEd.3946

what a waste of time…

Casual players are no waste of time. ArenaNet wants all types of gamers to enjoy Guild Wars 2, so I see nothing wrong with people who just wana sit back, and kill some dragons without leaning over a desk :/

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

dragon slaying must be more epic

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Posted by: NinjaEd.3946

NinjaEd.3946

Now where does that leave Dragons as a whole? Well Elder dragons are a completely different story and due to their size I simple cannot think of an acceptable approach to them (but I still hated Zhaitan fight). But these 3 dragons with harder mechanics, need a general change to all of them. First off, they should not spawn every 2-3 hours, that simply doesn’t make them feel like the force to be reckoned with. The spawn time should be along the lines of 2-3 times a day, giving plenty of oportunity to those who can’t play 24/7 but making them feel more unique and less spammable (but still technically spammable to some). Secondly, with harder mechanics a proper adjustment to drops and drop quality should be added. Being potentially failed and much more of a group effort than a bunch of swords and bows attacking, rewards should be much better. Nothing where exotics are common but 1 or 2 rares, better drop rate on a lodestone or some other rare crafting material, slightly better rate on exotics or even account bound exotic skins, but precursors should remain the same. There shouldn’t be a larger circulation of those in the TP and the fact that these events are repeatable and already have a chance to drop a precursor is enough as is.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

dragon slaying must be more epic

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Posted by: NinjaEd.3946

NinjaEd.3946

The Claw Of Jormag====
Weaknesses: sides, movement effects, dissapears after dieing, fail proof.
Solution(His sides): Pretty simple to approach this but first one must look at “why do people sit at his sides?”. It is because the least amount of skills hit there and if you have the right weapon you can sit there spamming 1 without moving. Solution? Two things can be done:
1. Part 1 of fight when he screams out the corrupted crystals some can land near the front of the ice wall so the minions target those nearby (like the sides). Additionally, increase the chilled ground to the sides and slightly lessen the chilled ground in front center of the ice wall. This will make people more likely to stay up front and move around, dodging skills and what not. Due to the wall being odd to target atm, they need to raise it a bit off the ground so you can hit it from the center region.
2. Part 2 of the fight, the chilled ground is quite far, so simply increasing it again is lazy. Instead, the pillars of ice that erupt out of the ground should erupt along the sides as well, and when they land the pillars launch foes back a short distance, or freeze them if it is right on top of them. To make it avoidable, red circles will appear 1 second before they land but essentially players will need to stay mobile or risk being launched off the sides or frozen.
Solution(Movement+dissapears): This is one dragon I enjoy the feel of it. It moves around, even though you don’t get to interact with it too much besides the 2 landing spots it still feels epic. However when he lifts off it should be a moment of panic. If you stay near the claws (radius of effect) while it lifts off you will be launched in the direction it flies quite far, like half way across the first battlefield while receiving slight falling damage and launched damage. The crash landing is awesome but I’m sure they can expand on this for a little more fun. Additionally, when it crash lands and hits the water slightly, it kinda screeches, gets back up, and no more. Invisible rocks fly up and vanish which is fine, no need to make flying debry land and kill everyone. But there is no water splash when it dies or when it hits the water with its back side after crash landing. Could add some cool flavour to its inevitable crash. Now when (or if) it dies, it falls back and just vanishes in the waters. I remember the bone ship in Sparkfly Fen that you can actually swim up next to and watch it sink. Wouldn’t it be fun to watch the beast you just slain tumble down the icy slopes into the deep waters of frostgorge? I don’t need to see a decay process as that is just wasted developer time but atleast watching it sink to the floor would be pretty neat.
Solution(Fail proof): The key to all dragon encounters, can it fail? Currently, no it cannot but how would something like The Claw Of Jormag be lost? Maybe make it a time limit before minions, no that isn’t epic enough for this dragon. It needs something new, something map changing and also something difficult. How about a storm that grows more brutal every time the Lietenant of Jormag screeches? Similar to the effects of “The Frozen Maw”, but the storm will appear to get more brutal each time it screeches out. Now instead of a time limit, it will intensify the storm with each screech (the thing that fears you and sends out corrupted crystals) and after X amount the weather will be too much for the kodan sanctuary (hotw) and they will declare the dungeon entrance unstable thereby contesting it (corrupted ice will form around the entrance blocking it off and the platform to the dungeon will break away).
To uncontest it, a mini event to defend a priory npc to settle the corruption around the sanctuary will start. He will start from near the Dragon fight and go towards the sanctuary. Once there, he will ask to be defended as corrupted icebrood attack you from the waters. Defend him until the ritual is done and the platform will respawn and the corrupted ice blocking the entrance will break away.
Of course killing the dragon quicker will lessen him screeching but you will also want to keep him stunned as much as possible through breaking the ice wall, but mainly the golem bombs. This will make defending them extremely important since phase 2, the Lietenant screeches often. The idea is already there but it isn’t that important when ranged players can just continue damaging it willy nilly. There should be important things during the event that either suceed or fail the event. If the event fails from X amount of screeches, HoTW becomes contested and the Claw of Jormag flies off into the distance while maintaining that storm effect. It really impacts the zone and the players will feel the corruption settleing in if they don’t suceed the event. Since so many people do the event however, I hardly see this becoming a problem.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

dragon slaying must be more epic

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Tequiti The Sunless===(refering to as a He for simplicity sake)
Weaknesses: Stationary, low direct damage, WP right next to fight, easily killed, fail proof, minions’ logic.
Solution(Stationary+Minions): Again, it isn’t easy to make such massive enemies mobile without it looking awefully funny or coming across many bugs/glitches. This fight will be more concentrated on the Mega Lazer which will have to aim. Tequiti notices the lazer from the start but regardless he stays in the center the first time. His bone walls will prevent the mega lazer from hitting him so the group must take the right wall down for the lazer to hit Tequiti. Once it does, he will move to one of the sides damaging any foe he comes into contact with or any near his landing spot and continue his rampage. Now the eastern seige weapons will be easily destroyed by Tequiti from his breath as well as his minions. Again, after the lazer charges you must take the correct bone wall(s) down so the lazer can hit him. Then he flies to last side and you must repeat once more however there are somethings that will make this more challenging.
1. Lazer can be killed during the event. If it is, your only source of damage will be from players and any remaining (if any) seige weapons.
2. Reason? Lazer will do the most damage to the dragon (20% health). The health pool of tequiti is significantly raised to compensate so player damage is still effective but very hard to manage. Seige weapons do more than player damage but still not as much as the lazer.
3. Lazer starts charging from the start. Ideally, you will use the lazer 3 times during the fight assuming you don’t miss by hitting the bone wall. Hitting a bone wall will destroy it but consume the lazer strike. The dragon will only switch sides upon being hit by the lazer.
4. Minion waves come in larger packs as time progresses making the event much harder. The waves come from the waters behind the dragon and attack foes near the dragon trying to back it up.
Solution(Low direct damage+easily killed): The poison is great, as it makes people want to get the kitten out of the affected area or quickly melt away. However him stomping his feet seems to do nothing but look like a tantrum. It should do damage, and knock foes back so they don’t just get to sit there and slash away. Additionally, Tequiti’s flying up and landing should do damage just like the shatterer or maybe just knockdown instead of launch. As part of the Solution with the lazer damage, Tequiti should have a significant increase in health and a small buff to defence so the event can actually last the ideal 3 laser strikes.
Solution(Fail proof): This is the key part, a chance to fail the event. I believe mimicing the Temple Of Balthazar would be perfect here, where you have a time limit to kill it before it calls upon or summons a large wave of minions. If your group does fail the event, Tequiti jumps back into the water and risen storm the beach taking over the vast majority of it (not that important since there isn’t anything worth protecting but still the idea of the dragon winning should reflect the aftermath of the battle field). The laser will be the tool that makes this event very successful or drastically difficult, and seige weapons will definitly help. Basically this event shifts away from everyone staying up front and swinging at the beast and promotes more to stay back, and defend the various weapons at your disposal. The time limit could be along the lines of 9 minutes with the lazer charging up every 2 minutes (so throughout the fight you can use the laser 4 times if the event spans that time. To make the laser a bit less of an overkill, the timing in which bone walls appear should be right before the Mega Laser becomes availible, and the defence of the bone wall should be quite significant so it becomes a group effort to prepare the laser and not just a small squad dealing with it. The event should center around the Mega Laser so you atleast have a secondary objective to work towards rather than just smashing 1 till it’s dead. The laser won’t be the only sorce of damage but it should be enough where you need atleast 2 shots from it to kill Tequiti in time.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

dragon slaying must be more epic

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Shatterer====
Weaknesses: Stationary, WP is right next to fight,minions’ logic, fail proof.
Solution(Stationary+ Fail proof): With the large field of destruction beind the shatterer fight, why not make this a slightly mobile fight? It seems a little strange that the dragon’s don’t progress forward but adding something like movement to these massively sized bosses would be near impossible without a million glitches. So something small like it moving forward 1 step at a time could be doable. The shatterer will start towards the back, and if you (the players) don’t various mini events to keep the dragon away it will move forward, damaging each player near its footsteps. Throughout the fight you can’t push the shatterer back, you can only prevent it from moving forward by doing mini events such as:
-Fire multiple (3 or more) net shots from the cannons to pull the Shatterer back onto the ground (when it flies up). To compensate and make it worthwhile, The Shatterer stays up in the air much longer releasing more exploding crystals as time goes on. Failing to bring The Shatterer back down before it goes down by itself will make it move forward.
-Deal enough damage while staying in front of The Shatterer(doing damage to the head which is only targetable while in the front area of the Shatterer). The Lieutenant that spawns has a knockback move and will try clearing the area in front of the Shatterer. Kill the lietenant to stop it from making room or the Shatterer will progress (it doesnt litterly make room but it guards the front area where you are supposed to be and knocks back delaying your dmg output). This discourages everyone from staying at the paws and pushes more people to get up front.
-Grab explosive charges from the vigil base and plant them on recharging crystals. These will explode and deal high damage to The Shatterer shortly after being planted and destroy that crystal. Planting the charge takes a few seconds and requires you to not be hit during the process. Additionally, crystals are made harder to kill so for groups who want to plant charges, they arn’t so easily turned down from fools smashing the 1 button.
If The Shatterer gets close enough to the seige weapons he will start breaking them with his screech. If all seige weapons are destroyed you fail the event and he flies back into the sky. Additionally, branded creatures in the dragon brand get a buff until the shatterer event starts again that grants them increased damage and health. This applies to all of the dragon brand in any zone.
Solution(WP): The waypoint currently is super close to the fight and you can just die, respawn and continue fighting. The solution to stationary could definitly help but one more mechanic that could excite those participating that I think would be really difficult. When killed by the Shatterer or any of its minions during the event(including the normal spawns around the event zone) you turn into an uncontrollable branded. This is similar to the beta event where you could turn into the branded but instead you can’t control yourself. You are stuck in branded form until someone kills you or after 45 seconds. The only thing the branded do is seek a target and basic attack them with your stats (precision, vitality, toughness, power). After being killed again or after 45 seconds you can spawn once more. Players trapped in crystals also will be turned into a branded if they do not escape in 10 seconds. With more add-ons to deal with and more time spent away from the shatterer it could actually turn into a difficult fight.
*Solution(Minions): *There are many minions in the fight, but only at certain parts and mostly at the seige weapons not where all the people stay. Minions should really be more of an issue for both those on the seige weapons and those up front. Nothing super annoying to just lag up peoples screen but the little spawns that roam around seem to have little to no affect on those up front, but the players at the seige weapons see numerous waves just eliminate the seige weapons in a matter of seconds. Maybe along with stationary, they would make the mortars a necessity to help keep back the shatterer and if not enough people stayed to defend the mortars they would reach closer to losing the event each time it went up into the sky. Additionally, the rate at which branded get lightning bolted out of the sky to the field should increase around the area and deal damage to players (1 second delay from red circle so it is avoidable).

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

To Raid or Not to Raid

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Why is it so hard to understand?

People who are posting about wanting raids—for lack of a better word, since mission, quest, dungeon, and instance already mean something else—in GW2 simply want encounters which are higher-level coordination and higher player-cap. That’s it. Period.

They’re not asking for better gear (for the most part), not asking for better titles, or anything other than a new challenge with an ANet twist.

Please stop posting about how “traditional” raids don’t belong in GW2. It’s paranoid behavior, it’s annoying, and it’s not even what anyone is asking for. Crikey.

I still maintain that players like yourself (people who enjoy raiding for simply for the challenge and coordinated play) are the minority, so Anet will be focusing on development to appease maybe 5% (a generous estimate, IMO) of their player base at best?

Beyond that there will be endless QQ about how raiding rewards need to be more “worth it”. So, again, we’re back to raiders ending up having the “best” everything and anyone who doesn’t like to raid just being at a loss.

.

Raids don’t gata offer better stats, I think the “minority” you speak of understands this game is more about cosmetics less about endless gear tredmills. Dungeons already offer exclusive skins, same can be applied to raids. And to answer about Tequtiti, shatterer, jormag, and balthzar temple, those are large scaled Dynamic events with usually mindless sword swingers and bow shooters. Rarely do you see coordination because the events don’t really ask for it. Its a boss, you wiggle down it’s health and its over. Dungeons usually offer some twist to these bosses that actually requires coordination but for guilds, it is very limiting with only 5 people max. 100 people dungeons would be unnecessary but even 12 or 20 man dungeons with a hard boss, that made you feel glad you actually killed it is what would be welcomed. And ofcourse, some sort of tokens or drop chance at skins exclusive to that large scale dungeon.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Allow Elementalists to swap between weapons

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Here we go again….(prepare for a rant & a half

;p)

First off, yes Anet said they were going to keep

an eye on this, but this was during beta & that

was what, eight or so months ago?
Not heard a dicky bird since then.

Zoooooooooom _@/ (<— that`s a snail, just fyi

;p)

Anyway, here goes deep breath

No, conjured weapons are not even close

enough to decent to count. Having to use up a

valuable skill slot for an extremely short

timed/cast weapon is not acceptable. Their

damage, even after last buff, is still laughable.

Oh, Frost bow you say? Cast/travel time that is

as bad as Longbow on Rangers (circle strafing

that still makes me cackle!), with a 900 Range.

MEH!

Ele` would be OP with 40 skills you say? What

40 skills. Attunement swapping has a lengthy

enough CD already that would prevent

anything silly/OP, along with GCDs making

this a null point.

Ah, but what about combo fields you say?
So? Mesmer can do combo fields & swap

weapons & utilise them.
Fairly sure others can do so also…
Also the fact that it`d be both short & easily

avoidable & again, Attunement swapping

would stop majority of anything strong.

Elementalist is THE ONLY profession that is

forced into either melee or range.
Loads of times I`ve been stuck on/below some

WvWs wall or the WvWs puzzle as D/D &

stood /twiddling. Same in Arah story,, got on

the zep, tried to switch to staff & got hit, one

dagger is insta-death.

Fair few times I`ve used staff (which I tend to

refuse to nowadays), gone to switch back to

D/D, been hit half way through swapping & am

either left with sod all or just one dagger

equipped.

(This game needs a huge fix re:stuck in

combat. Plenty of times I & the enemy haven`t

hit or been hit for mintues on end, but just

because we`re in the vicinity after having been

hit, we`re screwed over.)

Weapon swap out of combat is acceptable, but

only IF/WHEN they fix stuck in combat.

The solution is easy.

Give Ele` weapon spaces just like everyone

else has.
Placement 1: D/D or S/F or S/D.
Placement 2: Staff (nothing else fits here).
Put a lengthy CD on it, anything from 30-60

seconds (& that is pushing extremes!)
Even use this CD when out of combat.

See how easy that was?

If they want to keep sPvP/tPvP the way it is,

they already have that in game where things in

there aren`t affected by things in the rest of

Tyria.

Anet, feel free to employ me ;p
kitten I need alcohol!!
See y`all in the pub..,.hic!

Before you rant like a little child, ele can have both, you just don’t like to try. Scepter is ranged, dagger is close up, you can have both on you at same time. Asking for in-combat swapping is unfair as hell, you get 4 attunements which is already 2 more than any other profession. Out-of combat I can see as fair but that should apply to all professions. If you get stuck in combat, thats your problem and everyone has that same issue if they wana swap. Combo fields and weapon swap? Ele can do the same, read the description on your some of your skills you jibbering kitten. No secondary weapon no matter the cooldown on ele would be fair, thats just giving them way more options than a profession should be allowed (60 seconds really isn’t that long in combat)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

To Raid or Not to Raid

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

OP: We do not need closed raids, which is what you are refering to. This game has open raids now which people need to start organizing. Most DEs in Orr need to have core raid groups that will stay together and work through the various lines of the DE webs.

Do we need CLOSED raid? No!

Do we need people to organize core raid group to go through the DEs? Yes

Too bad that’s never going to happen. World events such as dragons are always going to be zerg and offer no challenge, because anyone can just walk in and join in—same with Orr events.

If you have a core group though they can figure out the web of event. So some parts get zerged. Maybe not all though. How will we know if no one steps up to do it. Only 77post on main so it cant be me

Maybe you don’t need a closed raid, but DEs just don’t satisfy everyone. Sure some are actually fun and challenging, (some rewarding) but like its been stated, anyone can hop in and join the fight. If they suck, then w/e but when you get dozens of people who just don’t know much about being mobile during a fight you start to see how annyoing such a simple event can become. Some guilds and commanders do focus on Orr and actually do a great job of accomplishing the temples proving how easy little coordination can lead to success, but when they arn’t around it can be quite disapointing at times. Raids don’t have to be for better gear, or exclusive stat groups, or even a dull grind. Its about a challenge for organized groups, like guilds, to do something other than WvW. DE could get revamped all they want but raids will still be asked for until something large scale, for guilds (as in same party and not just following each other), outside of WvW, and is drastically challenging is introduced. DE will never be super challenging unless they introduce mini events during them, it simply isn’t made for tight coordination like instances and dungeons are.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Allow Elementalists to swap between weapons

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

As long as it is only out of combat, but then the same logic should apply to all professions really. We all get a second weapon set that can swap when out of combat, so we don’t have to carry various weapons in our bags and swap to them quickly before a boss or something. I would love a questline to get these bags though, and not just buy them :/ we need more adventure. (Same for traits, mobile trait swapping for even the same price would be awesome as a quest line item for level 80’s.)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Weather is wasted

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Yes yes yes! If there’s a thunderstorm, there’s a 0.0001 chance that you’ll get hit by lightning. And for your troubles, you’re rewarded a precursor.

I would laugh if that actually got added, think of how many more botters would sit in thunderstorms just waititng to be hit XD. But seriously the weather system is lacking, aside from a few events that weather up a storm you just don’t feel like Tyria is a world as much as an enclosed sandbox. Events and npcs sure do bring life to Tyria but it needs to be breathing and feel more alive imo.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Additional PvP Modes: Ideas

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

https://forum-en.gw2archive.eu/forum/game/suggestions/More-casual-PVP-modes/first#post1176674
Are my ideas, I like your ideas but the no boundarie ring would be awefully annyoing against some professions that have fear or various knockback skills. I am definitly awatiing some Guild arena though, afterall this is Guild Wars.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

To Raid or Not to Raid

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

The only hope I have if they do raids, is that they are challenging. Not one shot mechanic challenging, or 1-2 second window for multiple switches challenging, I mean a boss that just gets out of control like the Champion Risen Obomination in Cursed Shore, or something like the End boss for Sorrow’s Embrace story mode but more difficult(that boss is still and continues to be my favorite regardless of it being a piece of cake). We have seen some interesting bosses already so there is no doubt they can’t expand on them to make something truely mind blowing.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

More legendary skins

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

http://wiki.guildwars2.com/wiki/Upcoming_changes_and_features

They are already working on it according to wiki, and they usually get these things from the developer notes so, we gata just wait it out. I really hope they add a cool dagger skin that is more stealthy looking less bright flame.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Weather is wasted

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

It’s a rather normal and common feature in most games, and older ones as well. When I played GW1 I always found it silly how there were random sun rays that were there regardless of the light source or scripted weather. It saddened me to see it’s the same in GW2. There should be snow, rain, hail, sandstorms and wind occurring randomly anywhere in any zone, not just in bits of certain zones. For example, walk down 1 path in Sylvari starter zone, sun. Take 2 steps up one hill, suddenly sky turns gray and starts raining, the whole color scheme changes. Walk 2 steps back and poof, sun again.
I’m not gonna lie it’s extremely stupid. Even ancient games like baldur’s gate have random weather effects

Even FFXI had weather effects, and some were quite impressive for their time. Like snow storms in Fauregandi that literlly made moving very scary (before they raised the 75 cap). Mount zhaylom (would be basically our Mount Maelstrom) heat waves that made mirages of enemies and made you feel the heat in it’s own little way. Sand storms in Valkurm dunes that blurred vision. It wasn’t super detailed, and graphics were no where near what they are today and yet it made zones feel alive (the zone itself not the events/enemies in the zone). It’s sad to see that so little has been done here in terms of weather except for Dredghaunt cliffs and some places in lornar’s pass which were awesome.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Elite skills not elite at all

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I miss the Battle Of The Immortals / War Of The Immortals XP Attack And Bounty Hunter. Anyone played it?

Horrible game, hands down aweful. You know there was a guy who spent $600,000+ on that game’s item mall? Atleast thats what it was before I quit, could be more now :/

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Change the play-style of thief.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Then don’t spam stealth every 2 seconds. Its called build differently. I use a cond with D/D, SB, and signet of malice and the only time you see me in stealth is to heal up a bit from that awesome trait in the shadow arts(Rejuvenating stealth I think it’s called). Your acting like stealth is the only thing thieves have to work off of.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

To Raid or Not to Raid

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Anet’s version of raids are on landscape content. and WvW.

I see no problem with this as long as they keep building and improving on both systems.

Anet’s doing something a little different, if you’re looking for something else go play another game. Don’t try to change this one, cause for the most part it’s great.

This game is easy. In fact, thats why the people are asking for challenging content that tests a group cooperation and not just random people running in blind to a temple. If you honestly think the temples are hard, do it with a group who knows what to do and you’ll see. It is easy to spot fools who don’t know what they’re doing and those who actually have a clue and the people who do have a clue, want to be tested. FoTM doesnt cut it for most of us since it’s just mostly 1 shot mechanics.

For wvw, not all of us like the clashing of dozens of people for hours on end. It really isn’t challenging unless you count who can survive longer than the other. THis post is about organized group events in an instance for guilds to have fun and challenge themselves, not about changing any of the currently existing dynamic events.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Change the play-style of thief.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Thieves do not need to be entirely reworked… Learn the build, then build a counter. Really isn’t that hard to adapt and if you still find it impossible, ask thieves what counters them well or ask around town for an effective thief counter for their various builds. The only thing thief may need is a longer time between stealthing, but thats it. No shorter stealth, its short as kitten already, and no only out-of-combat stealth as that is just ridiculous. (Culling issue too but Anet is aware of it so no need to repeat it a million times)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Disappointments: PvE Trait Management

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I agree with 2 and 3, but I see no problem with 1. Like you said the fee is minimal and its sort of a barrier so lower levels arn’t so easily equipped with the best of the best gear while maintaining good traits. (although if it is an alt, you really should have no problem affording both)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

To Raid or Not to Raid

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Maybe a bit of grind is what’s missing. It is pretty lame having eight dungeons (excluding Fractals) available at 80 that you can do, and not one of them gives better gear than the other. Depending on what stats you want you might have to do a different dungeons, but that’s about it.

I kind of miss the constant upgrading other games have. What is annoying is how those games are nothing but gear based and there is no skill involved with your class. All you needed to know was how to gear them and what rotation to use to get the most dps. I am glad ANet went down the path of making a game not all about gear and more about skill. But now I feel the game need something more.

In response to your first part, thats how Guild Wars is, there is no significant gear treadmill anymore. You work on skins which I used to be in the same boat as you are, but have learned to move on as it is much more inviting. I did sort of enjoy the weeks if not months I spent trying to get good stats or unique stats on various gear pieces but it also meant that people thought less of me until I had those things. Few people actually pay attention to skill and jump straight to “what are you wearing?” (For PVE atleast). Making new skins for us players isn’t something they can do overnight or over the course of a month because they want to release a kitten load of them to satisfy our needs and also release some hidden recipes for them to make getting them last a bit longer. Tokens are pretty good at that, which is exactly what raids could do. Provide you with tokens towards exclusive “dungeon” skins. Maybe to lengthen the process they could release “dungeon recipes” that you must find from a specific boss which you trade in to the token merchant to unlock more variety in either looks or stat groups(meaning Berserker, Carrion, Traveler, etc)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

No love for condition builds?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I dunno if it was already said here, too many posts, but the issue I have with enjoying my condition build in pvp is how effective cond removal is. It isn’t too bad in PVE except Veteran Karka which transfer conditions on basic attacks but in pvp, Elementalists simply make condition builds roll over and respawn. Same for guardian, condition removal is way to effective currently. Something along the lines of removing stacks and intensity rather than the entire condition should be looked into so condition builds don’t suffer so deeply. Would take a ton of testing I imagine so condition builds don’t suddenly become TOO good but it does need attention.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Overflow Popup

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Posted by: NinjaEd.3946

NinjaEd.3946

+1. I’d rather just have an icon near mini map that enters you into the queue to leave overflow, and not be bothered by it anymore.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Please rethink Class Roles - Long Post

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Posted by: NinjaEd.3946

NinjaEd.3946

Played many MMOs over the years (FFXI mainly, and some crappy “f2p” on the side because I don’t use my partents money) and I have to say I prefer carrying my own weight versus expecting someone to keep me alive or worrying about grabbing too much “hate” or aggro. Lets say they added the monk despite the lore not accepting it, some might feel that they can run a glass cannon build safer and try it for most things when they got a monk around. Now if they die, the glass cannons will kitten talk the monk down for not full filling their role. Lets say they make guardian have a sort of “aggro pull” skill. If the guardian loses hate and the enemy starts attacking someone and they die, they complain that the guardian has no idea what they’re doing. The way things are now, pushing anyone into a more static “role” would be very difficult and drive many players away. The fact that almost every fight requires you to stay attentive and not mindlessly drop a heal on someone or pull the aggro is a lot more exciting and leaves less room for group drama. I hated being yelled at because I missed a heal or stun by a second or two or pulled too much hate, it isn’t fun nor inviting when I’m there to play a game not build some empire with random people I could care a kitten about. I can see how the 1 shot mechanics are pretty lame and they should be more group centered and not just an easy death but the game is still fairly fresh and I’m sure they are looking into new ways to approach boss mechanics.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

dragon slaying must be more epic

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Posted by: NinjaEd.3946

NinjaEd.3946

The problem is, gold and silver medals are soo easily achieved during these fights, and with how many people like to try their luck with loot, you can never fail this event. It isn’t hard enough, and thats not to say start adding 1 shot mechanics either. There should be some core objective during these events or even mini events during which you gata work on, the mega lazer is a good example of this. Essentially it shouldn’t just be some hack and slash, dodge this spell breck player out of prison. Those things should be a part but not what succeeds the event. I think they have to rethink these fights a bit and provide some potential fail to it so if you do suceed you actually feel like you achieved something good and not just killed some random, oversized enemy for blues and greens. The challenge should compliment the rewards and currently, there is no challenge unless your eatting some good meal while playing like a boss.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

More casual PVP modes

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Posted by: NinjaEd.3946

NinjaEd.3946

Thank you, i’m glad you like it ^^ The problem I have with pvp is, I don’t always want to play so aggressivily. I dont mind pvp, but when I played that Halloween pvp mode with the powerful rifle and bringing back items to your tombs to spawn more skeles, I just didn’t have a single momenet where i wanted to leave(except being sleep deprived). Ofcourse the theme of it was spooky and it was from a halloween event so I didn’t expect it to stay afterwards but I would love more casual fun style pvp modes just for people to kitten around and not worry about getting harrassed to play better for a game mode that is just too plain.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

More casual PVP modes

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Posted by: NinjaEd.3946

NinjaEd.3946

Not necessarily for Tpvp but if some people want to play pvp for more fun based games than strategy why not. Some game ideas such as:

Defend the Doylak======
Location: Normal lighted area at each team’s starting spot, but the field is a dark forest with brush, tall grass, and a few holes to make travel very bitter to the clumsy eye.
Game Rules: One team must escort a Doylak through a dark forest. The forest, will be similar to the Snowblind Fractal where it is really kitten dark. Throughout the forest, there will be brush where similar to the event during Halloween, you would temporarily become invisible running through it (attacking while in brush will reveal you). The goal is to lead the Doylak to a marker safely and to make things even, it cannot be affected by any movement speed bonuses or debuffs (cannot be stealthed either and it has stability). Every round the sides switch. Defenders must plan on the safest route and also “scout ahead” while the attackers must spread out to find where the Doylak pack is so they can ambush it.

Dredge Bomb:
Location: a Dredge factory with various machines doing work that can make movement quite interesting (arms and buckets moving about) or harm if you decide to swim in molten metal. Mostly metal bridges and platforms with a rock bottom with various lava pits around. Generaly symetrical map due to the game mode.
Game Rules: Each team must find materials to make a bomb and plant it at the other teams base to break their device (teleporter for example). Each team must find various components to make a bomb by retreiving materials and bringing them back to base. The materials are scattered around and must be brought back to each base (not the spawn pool, but right outside the spawn pool) and added to the golem. Once made, that team must have a player carry the bomb to the enemy base with some restrictions as being hte bomb carrier:
-no access to any utility, healing, or weapon skills.
-Once you start carrying a bomb, every so often red circles will echo over your location on everyone’s mini map.
-While carrying the bomb, no movement speed bonuses can affect you nor can you use any teleports. This is to prevent mobile professions from excelling. You may still dodge but endurance regeneration is normal with the bomb and not affected by boons/traits.
-If you are downed while carrying the bomb, the bomb is broken and another one must be made.
-You may drop the bomb down safely without it breaking before you get downed, however, the other team can target that bomb which has a set health bar (the bomb is only targetable while it is placed down). If they break the bomb, they break it and your team must make another one.
To sum it all up, you want to be extra careful and not give the bomb to any glass cannons. Your defences may be better but your mobility with the bomb is the same no matter which profession or build you are. Once you make it, using your action button you can plant the bomb fairly quickly and the enemy team will have 30 seconds to defuse the bomb. Being damaged will not interupt planting/defusing the bomb but you will be given 25 stacks of vulnerability for the duration so be cautious. Bomb takes 10 seconds to plant and defuse. Ofcourse first to blow the enemy base up wins.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Please rethink Class Roles - Long Post

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Posted by: NinjaEd.3946

NinjaEd.3946

i dont agree with your logic but i do agree that its a problem with the trinity..
it basicly means that without it in something like fractal at higher lvls you will only need healing classes since the amount of overall constant dps gets so high that its simply just a most that every one have healing+tank and some dps.
instead of allowing diversity by removing the “forced roles” that the trinity provides they have forced every one to become the exact same thereby instead of having a 3 types of roles you could basicly provide you now only have ONE and that one every one will have to follow…

its too late to change such things in gw2 since it would require a complete rethink of all balance and skills maybe even skill system which will never happend. but i do agree that its an issue

edit:
actually the clearest and best argument for the trinity right now is that with that model you have control over who can do what and how many it needs to take “x healer, x dps, x tanks” while with gw2 system its impossible to do such a thing without super lame 1 shot none avoidable mechanic’s (which results in people being able to solo stuff which is designed for full groups, very impressive, but something which clearly wasnt intended and you can see in trinity model games is not happening due to that model preventing 1 person from doing dps,healing and tanking at the same time to the amount which is needed.)

First off, at higher fractals, most people learn to utilize dodge/escape skills so they don’t have to worry soo much about healing. At level 20 Fotm I was using Signet of Malice on my cond thief and doing fine, suriviving better isn’t necessarily stronger heals otherwise only guardians with full healing power vitality would be doing them.

Secondly, we arn’t forced into the same role, maybe you just have bad luck forming groups but how we build is entirely our choice, its just no one likes to put on full healing power or toughness if they don’t have to. The Holy trinity does force you into a role and thats restrictive as kitten, something GW2 did a fantastic job of avoiding. Sure some professions are better at roles than others but they are supposed to otherwise there would really be no reason to pick X profession. The one shot mechanic is kinda bad but I’m sure ArenaNet’s logic behind it was “save your endurance for that”. But it also comes down to your build, you can’t run glass cannons in fotm thats just that, if you struggle soo much in higher levels of fotm reroll your build and focus on defencive stats a little more but from experience, you don’t have to go full guardian with your build.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”