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How to make Racial Elites better without +dmg

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Posted by: NinjaEd.3946

NinjaEd.3946

The question is, how can you get around to making something that is intended to be worse than normal elites, better? Profession elites are supposed to be built around a role that profession can do well in although they lack some support for some builds on those professions. Regardless, they are useful in nearly all ways for that build (except for elixer X I think, as it is random). So instead of just increasing the damage or health or durations on Racial elites to be at par with Profession elites, how about they become more situational or team friendly? I see some races actually use their racial elite skills but the majority just use their profession elite. Some thoughts on how to approach various Racial elites could be:

Norn: Lower health gain from entering shapeshifting, but this becomes a seperate health bar. OR, you can move while attacking. Either way these elites would suit more beefy builds as extra health while still being able to harrass enemies. The skills are fine, and the extra health is quite handy but since this game is about dodging and being mobile, it is hard to accomplish this with the 3 shapeshifts that can’t and you get punished quite severaly for using them over profession elites atm.

Sylvari: Make turrets stronger with more around. So [Seed Turret] and [Take root] will strengthen in numbers and increase in range but have a cap to not get out of hand. Summons when on top of any regeneration field will regenerate much faster than normal so if one has troubles keeping them alive, they atleast have the option if they are attentive to do so.

Charr: Make Artillery barrage considred a Combo Finisher: blast for each strike. So combo fields are great to use with it, and increase the range you can cast it on slightly. Warband I have seen many people use so nothing wrong with it from the looks of it. I’m told Charrzooka is aweful simple because it has low damage and not that many charges. Perhaps allowing a few more shots(5) from it could help you blast your way to victory as many people seem to waste many charges on the basic attack. Due to the 60 seconds you can use it in and the cooldown on 2-5, this doesn’t do much but let you consume a few extra basic shots which arn’t that powerful.

Human: Grenth is actually pretty cool even though is lasts pretty short and you must stand still to channel it. Hounds have low damage and die very quickly, so perhaps to build off of that have them explode damaging foes and lighting them on fire when they die (could also leave behind a short lasting fire field but the explosion nor the fire should be long lasting since these arn’t profession elites, they are racial elites). Melandru is the one exception that I think just needs a complete rework. It is slow, probably because you become a giant tree, and it doesn’t fill a viable support or damage dealer. So instead of turning you into a useless tree for a mere 20 seconds it could become a summon. That way it can focus on support (weak but still) while you focus on the fight. It may not attract people that much towards it but atleast they can experiment without calling it off at the start.

Asuran: Golems, that are quite handy. The defence golem I see often used as a meat shield for bosses or just in general situations with a lot of enemies. The offensive one I also see every now and then as an obstacle for the enemy although it could use better offensive abilities. The Power suit however I hear that even with additional health and defences it kills your survivability. Perhaps when the machine dies with you inside you should be launched out of it (backwards) and momentarily stunned but with your own health bar and not that of the broken suit. This adds a little fun to the suit while not completely killing you for entering it. Again, this would suit more beefy builds who just wana be able to take some hits.

Any additional effects would have to be of low damage or duation but they become more beneficial without simply increasing the base stats of norn shapeshifts, or making charrzooka a gift from (oh wait, they killed their gods). I know some of the ideas are a bit “more damge” which contradicts the title but they are more situational and build off working with the elite rather than increasing the overall damage or range of the skills.

“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

The thing is, GW2 makes you choose a healing skill. In fact, you get a few options which help with different situations/builds. Guardians are already insanly hard to kill if they play it right and not to mention how powerful their heals can be, adding a “Main healer” would just be overkill. As TheDaibish posted, he can pull off a pretty powerful control build and so could a thief if they wanted (Stealth attack from SB, trap, Scorpion wire from you or thief summon). Want a “tank”? Warrior with shield or ranger with a build centered on a beefy pet or guardian, or thief with enough evades. The thing is, these are options for various professions which is what makes this game just so amazing. You are no longer bound to one set of rules when you make a profession, you can experiment and become w/e you want if you get creative enough or ask around. Down with holy trinity, up with creativity.

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

Allow Normal Skills in Elite Slot

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Posted by: NinjaEd.3946

NinjaEd.3946

I could go ether way however I would say maybe allow healing and elite to be optional or use them for normal skills. I mean healing is used often but theirs times depending on what I am doing I have no need to use it. Extra slot for normal skills would be nice. On the other hand so far its working out just fine the way it is for me anyways. However i would like more skill choices. Maybe allow to use skill points to purchase neutral skills that could work for any class or something. Dunno

I would like you to look at the idea of no healing skill and tell yourself you’d be better off replacing it. Unless you got amazing traits and sigils and runes that help you sustain you are defenceless if not uselss without some form of a dedicated heal. I’m sorry but I completely disagree with making the healing slot optional. Utility for elite slot, like stated, just needs to instead focus on making better if not more elite skills to better suit the various builds. I forget who stated it but making an elite skill a better utility skill is kinda lackluster. Like Thieves guild is just small buffs to Ambush (how long they stay, and you get 2 of them in exchange for a long cooldown).

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

The Defence of Claw Island.

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Posted by: NinjaEd.3946

NinjaEd.3946

Start of the Defence: Repel the invading Risen and keep the fort . After 2 minutes of the boat(s) arriving, a cutscene will start and you will see risen ships appear and risen attacking from the beach. Get to the fort to keep the invaders out by securing key locations such as the Main gate, the armory, and the 3 towers in that order. If one location fails, the next location becomes much harder to defend due to lack of defence. Lionguard will assist but the players must use fort seige weapons to defend the fort or fall in the hands of the Risen. Mini events such as:

-Jump over the walls or use the fort’s catapults to destroy the enemies catapults. Destroying them will remove any Risen waves from being launched over. Risen waves catapulted in start with a 5 second cripple. Catapult count depends on player count.

-Protect the rally points of the Lionguard. As long as the rally points are under your conrol, your supply of npc guards will continue. There are 5 total rally points which can be taken or lost throughout. Each will supply Lionguard if they are under your control.

-Use cannons to take out large waves of risen. Cannons will do a lot of damage but has a 5 second cooldown. You can switch between a large damage round or a burning oil round that sets the target area on fire for a couple seconds. Cannons can be destroyed and cannot be repaired.

-Chance of Occuring, Bone dragon will appear. Use 4 delayed lazers to bring down the dragon(hard to aim with delay). The lazers are auto aimed like ballistas in WvW but you must all hit the dragon within 5 seconds or it breaks free and you must wait for it to swoop by again. If all 4 hit the dragon you pull it to the ground and those around either on foot or using seige weapons can damage it. The dragon offers moral support to the risen increasing their stats by 5% as well as dropping risen waves into the fort so you want to take the dragon out quickly.

Very similar to last post, however an added twist for failing. If you fail to keep Claw Island secure, a cutscene of the lionguard ordering a retreat is made. You are teleported back to Macha’s Landing and think “well we failed guess we do something else”. However one will notice an angry bunch in map chat. If you fail, the Lionguard raise their taxes so they may rebuild and take claw island back. Taxes affect all npc’s in Lion’s Arch by 5% including the trade post. This does not however affect all TP merchants so you can use a personal one or go to another city/location but Lionguard npc’s will have a 5% increase in price/tax. Essentially the event keeps Lion’s Arch stable if you suceed and is something PVE will need to keep working on just like WvW. The wonderous Lion’s Arch is the meeting ground for the majority so it should impact them if they want to keep it that way. (Again, the taxes do not affect any npc outside of Lion’s Arch).

“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)

The Defence of Claw Island.

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Posted by: NinjaEd.3946

NinjaEd.3946

Hello there, I have posted an idea very similar to this long ago. But it felt like a dragon event where you simple had no punishment for failing other than to wait it out. Not to mention the idea was supposed to be more about Claw Island less about the trip to it. So I decided to revise it a little.

Start of Pre-event: A Lion Guard boat will appear in the distance of the harbour, and make it’s way towards Macha’s Landing. It will dock, and bells will be ringing. Those nearby in Lion’s Arch will get a world event notice saying “The Lionguard is requesting volunteers to help them strengthen the defences of Claw Island”. A bar will appear representing the time before the boat departs. Anyone can hop aboard as the event sync’s anyone who isn’t 80. After 5 minutes the boat will depart slowly and a waypoint will spawn on the boat incase anyone decides last minute to join. The boat leaves, enters “The Defence for Claw Island instance”.

Start of Event: “The Defence of Claw Island” will start with a short boat ride. Depending on the player count, you may or may not be spawned onto diferent ships to lessen the crowding. Each ship will have multiple features including:

-A health bar, which will be quite significant but the whole point is to keep your boat safe on the trip to Claw Island. The health of the boat can be taken down by risen attacking the masts, risen going below deck or underwater and attacking the hull, or bone ships using weapons to damage the boat.

-A waypoint incase you jump out of the boat or your boat sinks.

-4 Cannons on the top deck on each side totaling to 8 cannons per ship. Each cannon can only use 1 ammo type which is to deal high damage to structures and have a max range of 5000 with a large circle for ground targeting.

The boat ride will take 6 minutes to sail to Claw Island during which various events may occur such as:

-Bone ships have appeared. Use the cannons to
destroy them before they board your ship. The ships will slowly ride up next to the Lionguard Ships and once close enough will sail adjacent to them and risen will start boarding that ship. They are essentially regular risen from Orr with moderate health and some veterans who will rush to the masts, and below deck to try and destroy the ship.

-Bone ship ambush has been spotted! Use the cannons on board to eliminate them. These ships will not board but instead will use their claws on board to send their projectiles at the boat dealing high damage to the ship it hits and launching players back a bit.

Either of those 2 events can occur but not both. If 1 lionguard ship survives, you succed and start to see claw island in the distance. Once you make it, you can hop off the ship on deck and start making your way to the fort.

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

Allow Normal Skills in Elite Slot

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Posted by: NinjaEd.3946

NinjaEd.3946

Id agree with the perspective that elite skills need more work rather than giving the option to scrapping them all together.

However, if players want to do it and it wouldnt cause ridiculous balance issues, more customisation and player choice never hurts IMO.

Given enough time, anyone who doesn’t care would spend their nights looking for the special match where they just become unstoppable. The idea of adding more options for skill slots would easily lead to more angry posts asking to then remove the optional elite slot. It is inevitable with how the generation of gamers are today…

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

Allow Normal Skills in Elite Slot

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Posted by: NinjaEd.3946

NinjaEd.3946

Elite skills being lackluster is a reason to improve Elite skills, not to allow other skills be used in the slot.

Design consistency > The crazy combo/build you’re thinking of cooking up by having 4 utilities.

This, this, and more of this. There comes a whole new aspect of balance if we were allowed 4 utility skills. As for the OP, those are racial elite skills not profession elite skills. Racial elite skills are supposed to not be as attractive so in no way are races better than profession. I do believe, however, that some racial skills need to be looked at since they simply lack the “boom” most people are looking for from choosing that race.

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

Waypoints ruin the game.

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Posted by: NinjaEd.3946

NinjaEd.3946

Hidden mount posts? MY god they are getting craftier. NTY mounts. WP are optional, so is using movement speed skills/traits. You arn’t required to wp to a zone for an event, that’s you’re own decision.

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

My opinion of Orr: why I haven't been logging in

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Posted by: NinjaEd.3946

NinjaEd.3946

With how people just want to get karma/rewards asap, Orr is quite embaressing after such a huge spike of interest from the beginning for high levels. People only do Cursed shore and do the easiest events that offer the most and then they get the kitten out of there. It’s quite sad seeing as how many cool events are there but they get no attention. Orr is missing a large population simple because it is a pain to do anything and the rewards don’t make up for it unless you spam those easy things like plinx, the gladiator, tars, drake, or failing Grenth. I think the “mine field” aspect should be lowered and just have concentrated groups but further apart. That way you can walk by if careful without running into dozens of CC orrians. The events that seem useless should get remade or simple buffed so they are worth the effort to complete. I mean, who even kills Captain Rotbeard anymore? It’s not worth it, since it is one event that offers soo little. Some events in Orr really need to be looked at and be worth their troubles because it seems like no one gives a kitten about the temples anymore…. its just plinx and tar, gladiator, abomonation, zzzzzzzzzzzz….

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

Bleed Stack Plan?

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Posted by: NinjaEd.3946

NinjaEd.3946

After fighting a dual dagger elementalists with my dual dagger cond thief, I can say 1v1 is quite shaky with condition builds. We could not kill one another. (s)he ran to his veteran guards in WvW when reaching low health but aside from that (s)he would simply switch to water, heal to full health and remove all the conditions I was working hard on to stack. I see where attention is needed versus weaker targets for condition builds as it was simple a draw for how strong cond removal worked. Something along the lines of removing durations/intensity could definitly help condition builds work a bit better in pvp since current condition removal skills/traits are a tad bit too effective.

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

More/New weapons

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Posted by: NinjaEd.3946

NinjaEd.3946

I am too awating new weapon options for various professions. However, you have you ask yourself if they (ArenaNet) could just plop some weapons and call it content. They take time, to balance and also fit the style of the profession. New weapons sort of extend those boundries since they are new, and can be distrubted amoungst various professions but simply asking to add more weapon options to the professions is a bit kitten. They need a reason other than to add more options to them. (Like adding a 2h heavy weapon to thief. it wouldn’t fit nor would it be likable since they are more face paced.)

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

Bleed Stack Plan?

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Posted by: NinjaEd.3946

NinjaEd.3946

If condition damage is the same as direct damage, there is no need for any kind of cap. Let’s imagine that there is no cap and that the highest bleed stack count that can be achieved by one player is 30 stacks. Now if the damage output of this build is equal to the damage output of the best crit build, why do we need a cap? They deal the same damage, just in different ways.

If one can be built with better defense than the other, then this is a build balancing issue, not an issue from having no cap.

But like I said, so long as both builds output the same amount of damage in all situations, I don’t mind what they do. But as it stands now, condition builds suffer severally when in groups. This includes WvW. Let’s say you have 3 condition builds running around and the majority of their damage comes from bleeds, which if uncapped they could achieve 60 stacks of bleeding. Now any foe they attack will only ever take 25 stacks of bleed damage. Now picture the same situation with 3 uncapped crit builds. Which group do you think would defeat their foe fastest in most situations?

Whenever you have 3 or more condition builds running around together, you will have lost damage potential, while crit builds do not suffer from this at all.

@CMF – Defense against direct damage is armor, protection and evades/blocks. Defense against condition damage is condition removal skills (which removes almost all of your damage output) and condition duration reduction. If this is not equal then these things need to be balanced. Using the cap as a means of balancing things is very unbalanced in groups and not very efficient..

Makes sense but as you pointed out simple raising the cap wouldn’t solve much. Removing the cap would probably just get out of control though. In the sense of lost damage, they should rework condition removal skills rather than just let you stack more because what is the point of stacking 30+ bleeds if 1 skill/trait can remove it. Perhaps they could make condition removal work a set amount on stacks/duration rather than completely removing it like:

Bleed- removes 10 stacks.
Vulnerability- removes 10 stacks
Poison- removes 20 seconds
Confusion- I do not have a profession that uses this so I couldn’t speak for those who do use it.
Burn- remove 10 seconds
Stun/daze/knockdown/fear- simply removes.

Thats just an example btw. I’m sure there could be a better approach but still, I don’t believe increasing the cap of bleed or w/e will solve much for smaller targets. Champions and legendaries are easily approached by raising the limit since they don’t normally remove any conditions.

“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

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Posted by: NinjaEd.3946

NinjaEd.3946

Many people seem to have the idea that comon “raids” would mean some dull drawn out instance that leads to gear progession. Guild wars 2 is not about giving the best stats to an exclusive few who have the time to put out for such things. As of legendaries not being cool enough, that is entirely an opinion (although idc for the shortbow tbh). But thats why they have announced that they will release more legendaries and work on the current existing legendaries. Remember Legendaries are purely cosmetic. For raid rewards, just like any other dungeon, it would offer some exclusive skin that people either want or they don’t want. The whole idea behind raids for GW2 would be something for guilds to do together in PVE since there isn’t much currently. It would be nice to merge all “raid” discussions into one post so more can be contributed as it seems these posts usualy fall off after a couple weeks for some reason…

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

Bleed Stack Plan?

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Posted by: NinjaEd.3946

NinjaEd.3946

Could you explain the reasoning of removing the bleed/poison/burn cap on everything?
I completeley agree removing the bleed/posion/burn cap for big bosses is needed, thats a lot of damage the cond builds miss out on but for smaller targets? 1 good build can maintain 25 stacks alone, who knows maybe more. That is about equal to a full power build and you’re asking to allow multiple people to drain a targets health beyond control. WvW would become very annoying very fast if everyone could stack max conditions on entire groups. As a condition thief, I see no problem with the cap in small scale enviroments. It’s only for large scale events.

And then i ask you, if you could explain the resoning behind capping condition damage, when DD is left uncapped and as outlined earlier in this threat the 2 damage forms deal about equal damage?

Burning, bleeding and most importantly CONFUSION must be completely reworked for pve. When i hear someone saying “spend some points in power for your shatter confusion build to deal higher damage” makes me sad because confusion scales 100% with cond damage not power. Anet, come on now! You did increase its damage since beta but that is FAR from being enough, so, do something. Hopefully in the next two moths these tree conditions will work as they should have since day one.

tbh even if you increase confusin dmg in pve by 100000 times it still wont be enough for bad people, the problem is not really the damage, but that mobs uses skills way too slowly so you need extreme good timing and some luck to get 2 hits on a stack, even 1 hit can be hard at times even

DD isn’t capped. infact many people cry that some professions (thief Q.Q posts) should have lowered damage since they can hit so hard. I bet the reasoning behind this is since if you want high DD you gata sacrafise some defences such as vitality or toughness. Condition builds however can build quite beefy and if good enough maintain high DoT on an enemy. Its a trade off. Conditions have a cap (although it could be raised slightly to some extent) but it should still be there. Just because a few people can’t put their bleeds/confusion/burn etc on a target in WvW or pvp doesn’t mean they should just throw out old ideas and give everyone complete freedom. You generally don’t see a dozen condition builds argeuing over who gets to put their stacks on a veteran or normal enemy as it usually dies before anything of the sort can come up. Champions and Legendaries however…

“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)

Suggestions that don't seem to be looked into

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Posted by: NinjaEd.3946

NinjaEd.3946

Well if you wana be a —--head, that’s fine. I’m not asking for an email every 10 minutes to make sure the Devs are working on the game and not on break. I’m only asking because they don’t even hint a category of things they fix. They just list a few minor imporvements in short detail and then we wait. And FYI, you would make a horrible news caster, go back to bringing the Anchorman some coffee.

“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)

Bleed Stack Plan?

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Posted by: NinjaEd.3946

NinjaEd.3946

@NinjaEd – I do not agree with this. The cap should be removed for everything, not just bosses.

@Taril – This idea could work, though I’m still not sure why you would want to hard cap it anyway, it already has a cap as it is (as in you cannot maintain this level of bleeds anyway). If they capped each player individually, then they should cap how much direct damage a player can produce to even it out, even if that cap is unreachable. Though 25 stacks is more then enough, I still feel the cap is unnecessary.

Providing both forms of damage dealing are equal, I see no reason to limit one of them.

Could you explain the reasoning of removing the bleed/poison/burn cap on everything?
I completeley agree removing the bleed/posion/burn cap for big bosses is needed, thats a lot of damage the cond builds miss out on but for smaller targets? 1 good build can maintain 25 stacks alone, who knows maybe more. That is about equal to a full power build and you’re asking to allow multiple people to drain a targets health beyond control. WvW would become very annoying very fast if everyone could stack max conditions on entire groups. As a condition thief, I see no problem with the cap in small scale enviroments. It’s only for large scale 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)

Suggestions that don't seem to be looked into

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Posted by: NinjaEd.3946

NinjaEd.3946

-Right click targeting. I have seen no indication that it will be changed or allowed as an “option” but it really is a problem from pve to pvp.

-Talking to NPC’s during combat. Now normally this is hardly an issue but for the numerous events in PVE that grant you NPC allies, it is really obnoxious to click them. Again, should not be allowed to talk to npc’s during combat.

-Finding groups. Most peole use GW2.LFG.com which is extremely useful. However you arn’t likely to find a bunch of willing participants from there for uncommon events such as CoF path 3, or Orr temples, dragons, etc. So then we usually resort to good ol’ map chat. However due to the random kitten talk in Lion’s Arch we sometimes can’t get our message out there long enough so we have to reword our message hopeing we don’t accidently repeat ourselves and run into the “Excessive Messenging” notice. There are numerous ways to address this but since GW2LFG isn’t run by ArenaNet (atleast not that I’m aware of) a lfg channel would be awesome. That way we can seperate the political drama and conspiracy theories from those who just want to do some events.

-Bleed/poison/burn stacks. I have tried looking to see if anything is being looked into about this. Have come up empty. I’m not sure if they just don’t feel inclined to announce any news on the matter but it is a serious flaw for condition builds in world events involving Champion and Legendary enemies. For weaker targets like players, veterans, trash mobs it really isn’t an issue.

-More custimization. By this it is along the lines of being able to dye weapons, back armor, or changing the glow on various armor/weapon pieces. Also guild capes, and town clothing that isn’t Gem store exclusive. (ofcourse, leaving the really cool town clothing to the Gem store but various shirts, pants, etc would be nice)

-I know that joining people on various FotM levels will be up and coming but how about joining them to begin with? By that I mean through being in the same server such as overflow. Explorer mode of all dungeons can be done regardless of your server but fotm remains exclusive to being in the same zone and server which depending on the server can become really iritating.

-various dailys. Not the same old boring deal that people breeze through just to get over with. I’m talking about something that’ll ask you to do the kinds of things you wouldn’t expect like participate in one of the 3 dragon events. Kill X amount of champions. Harvest X plant/ore/log instead of just general harvest. More variety so we maybe will go out of our way to explore the old zones we have seem to of forgotten. We arn’t expected or required to do dailys so I see no reason not to add some flavor to them similar to how monthly’s are done.

-Account bound legendaries when made. Simple enough, we should not be allowed to buy end game content that was designed to be worked for. (Yes, end game is essentially skins so a legendary counts.) Exotics may appeal to some more than others but from how legendary skins are made and from their various effects, it is that special case that should be handled by the player’s effort and not their credit card. I beleive more than just making them account bound once forged should be looked into but this isn’t the post for that.

-Sub-Sub forums for suggestions. As it stands, it is kinda just a jungle of various suggestions. Maybe not going to the trouble of adding a sub-sub forum but maybe a tag or icon you must set that best represents what kind of suggestion it is (profession, new content, additions or changes to current content such as a new dungeon or new pvp map or new seige weapon for wvw, racial, etc) Helps those on the forum better find what they are looking for and could also help the moderators who look at these forums.

I apologize if any of these have been responded to by ArenaNet. But I have looked and seen nothing hinting otherwise. I tried to not post any suggestion that isn’t already being looked into such as TP preview or joining people on different fotm levels.

“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

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Posted by: NinjaEd.3946

NinjaEd.3946

I gotta chime in here. I played Wow for about 6 years, mebbe a little more. The one thing that kept bringing me back was Raiding. From my first Kills in Karazhan, my first Raid Drop (that gaudy green dagger from Moroes), the first time the Big Bad Wolf killed me. ( RUN AWAY LITTLE GIRL! ). Later raids Like Ulduar, which is still one of the best raids ever, that had a purpose and a story that brought you through the whole place.

Raids were something challenging, something to work for as a team, that taught you to play your class and fulfill your roll better.

I believe that Anet Could create raids in a way that could work, that would require teamwork, synergy between classes, and a real sesne of achievement and accomplishment in groups larger than 5, while still not being just a mindless Zerg press of bodies.

They would have to offer compelling rewards of course. One of my few problems with GW2 is the randomness of Gear on one hand (Boss Chests) and then the ‘Token Grind’ on the other. And when they do introduce ‘rare’ items, it’s not a 5% drop, or even a 1% Drop, it’s a crazy tiny thing. Cursed Chore has no real appeal, it’s not rewarding. Orr has no Unique Rewards for people to gather in Great numbers to do, save the Karma Exotics. People Will Complain about the ‘Carrot and Stick’ of other games, but this game sometimes feels more Stick and No Carrot. Perhaps have Dungeon Chests have a Chance to Drop Dungeon Specific weapons/armor as well.

I’m kinda going all over the place right now, but my point is, with the right group, and the right design, Raiding can draw players and really ensure people keep coming back and have an investment. Some folks like to play casual, I do too, or PVP, not always my bag, but I also miss Raid nights, and I dont wanna go to Pandaland

http://wiki.guildwars2.com/wiki/Precursor

Orr temples can drop precurors or other random exotics. Not goin against the topic of discussion, but your statement is wrong. As for offering compelling rewards, they would really, REALLY have to be challenging to the point where only good groups with Voip can do well because good rewards should never be repeatable every so often. Remember raids can be fun, but with more people comes more coordination and more room for error (because some people are just plain kitten). With a higher chance to fail, and then adding great rewards or a higher chance of great rewards would do the trick. It’s the same reason why loot from dragon chests is usually depressing although sometimes, you see a couple people get random exotics. It’s essentially spammable hence why the drop rate for good items is so low.

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break. I feel like they should be back by now..”

The thief and its gameplay - Your feedback [Merged]

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Posted by: NinjaEd.3946

NinjaEd.3946

I just found this post actually. Got bored of looking at thief Q.Q posts in the suggestion sub-forum. If i need to pass relebant info to devs, I would say I love thief but it needs some minor tweaks… no one’s fault.

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The thief and its gameplay - Your feedback [Merged]

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Posted by: NinjaEd.3946

NinjaEd.3946

Well, If you play a profession long enough you eventually learn some neat tricks to them. Such as the utility skill [ShadowStep] where you can teleport to, then teleport back within 20 seconds and remove 3 conditions. Part 1 breaks stealth however part 2 does not.
I have dueled against 5 or so people by myself in WvW with my condition thief. wiggled 1 target (I’ll harrass only 1) to low health used [Shadowstep] to get out of there, then poped a stealth skills ([Hide in shadows] but [Blinding powder] is much quicker) then used part 2 of [Shadowstep] and finished off my target. Switch to SB and teleport out again. Ofc the 4 or w/e people remaining can raise that guy but you still get that satisfaction

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Your Ideas for Future Legendary Weapons!

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Posted by: NinjaEd.3946

NinjaEd.3946

I would like to see legendary weapons similar to Lord of the Rings Online. We could craft them, name them, and have them level up as we use them, which in turn would increase certain stats on the weapon as it leveled up.

What would really put this over the top would be if we could add existing legendary cosmetic concepts to the weapons, such as changing appearance or other aesthetic additions as they level up (Giving your armor aura’s, character wings, special footsteps, different animations for existing abilities).

Perhaps there could even be a mini achievement tree that allows your weapon to gain titles based off what it has slain and such.

What if you could always trade these weapons so their legacy can live on with another owner?

I think this addition would just blow the minds of those who like to customize.

Gear progression is the thing ArenaNet is trying to avoid. I can see some ups to that idea(although it would be a complete rip off from LOTRO) but end-game is more so about skins. Also trading legendaries is just silly, why make end-game content purchaseble? I would love to see a sort of legacy lived through as a quest line for them or to make them but not to make my weapon stronger in any way.

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break. I feel like they should be back by now..”

Post Your Build Thread

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Posted by: NinjaEd.3946

NinjaEd.3946

Hard to look through each and every post but, anyone got a good Venom build? And more so, how do you choose the stats for venom build? Is it looking into cond dmg with them or is it a crit build with traits offering various effects for venoms (i.e Leeching venoms, Venoms give might, Venoms last an extra strike(does this count of Basilik venom?), Venoms given to allies, etc) Thank you.

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The thief and its gameplay - Your feedback [Merged]

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Posted by: NinjaEd.3946

NinjaEd.3946

You’d be suprised how much of a nuisance I can be with those ^^

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Signet of Malice: Activation Time Fix

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Posted by: NinjaEd.3946

NinjaEd.3946

Signet of malice really only works one way. If you have a lot of hits to make. But you also have to know what counts as a “hit” for it.

Every tick from Shortbow skill #4 heals you per enemy hit.

Beleive same goes for caltrops from trait or utility.

Dagger storm, dear lyssa what a heal.

Death blossom, each enemy hit heals you.

Combine something like Signet of Malice with the trait that heals you per initiative spent and you will see how effective the passive is. As for the Active, it really should have a quicker activation time or be slightly more influenced by healing power. As it stands, it is pointless to use the active unless you just defeated a mob and it’s DoT is about to kill you.

“I’m waiting for the staff to get off their lunch
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The thief and its gameplay - Your feedback [Merged]

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Posted by: NinjaEd.3946

NinjaEd.3946

implement other defensive mechanics other than stealth

Shadowstep? Spammable evades? Just sayin…

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Temple of Melandru

in Players Helping Players

Posted by: NinjaEd.3946

NinjaEd.3946

So it is actually better to split off for the animal part? I mean I believe the first round we did that and he healed to about 80-90% health by the time we got them down. I would like to retry for the event but usually people leave after the 3rd fail attempt seeing as how discouraging the chest is (from what I’m told, I havn’t gotten it before so can’t say for sure)

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Bleed Stack Plan?

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Posted by: NinjaEd.3946

NinjaEd.3946

+1. However I believe this should only apply to World Event bosses like Champions or Legendaries. If you allow groups to just bust out full conditions on one guy and raise the limit of burning or poison or bleed it just gets out of control. I run a condition thief and I sometimes get upset when I see others spamming conditions when they arn’t even a cond build. I imagine it would be extremely difficult to approach this even so, since enough people doing conditions would just facemelt the boss’s health away when combined with strong direct damage.

“I’m waiting for the staff to get off their lunch
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Stealth mechanic: adding reveal debuff

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Posted by: NinjaEd.3946

NinjaEd.3946

i would jus give long cooldown between vanishing

Considering the whole point of the class is to be stealthy and deal high burst DPS. I really can’t see this being a solution. The debuff idea isn’t terrible. They have interrupts, cripples, and snares. Why not buff some commonly used skill to also reveal all targets within 400m? With a 30sec CD of course :P

It will give you a chance to possibly gain an foot hole when you see a thief stealth near you. Hell, you could even make it so the buff will prevent stealth for 5 seconds or something.

The thing is, stealth builds are very popular for thiefs. You don’t see too many condition builds or beefy builds for thief simply because we are best suited at high burst damage. However the main thing I see with all thief nerf posts is one core problem. The vanishing and re-vanishing along with some issues on how they vanish. I play thief main and I used the stealth build. Have to say adding a reveal debuff would make everyone completely disregard building it no matter what the cooldown on the debuff was. The thing thiefs only need to sort of balance them a bit is increase the duration between stealthing as Tirth suggested. It’d be like asking to add a debuff that knocked people out of blocking, or a debuff to see which is a clone and which is the real mesmer. Going in and out of stealth is fine but I have fought a stealth thief 1v1 and it isn’t easy. (it is possible though, you just have to know how to counter)

If for whatever reason they decided to add a stealth reveal, they would have to increase the duration of stealth a bit to compensate that weak spot and then we go from “Stealth reveal” to “Lower stealth duration” posts.

“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

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Posted by: NinjaEd.3946

NinjaEd.3946

Completely agree with EliteZ. and domxnik with guild halls because anyone who played GW1 missed having those (comon, be honest). Aside from Tpvp, WvW, or helping with crafting guilds don’t get to do too much together. Adding increased party size would be one step in the right direction but there still needs to be that event designed for a large structured party and not a bunch of strangers grouping up for a temple that has no real cooperation. Even though FoTM continues to be fun for most, PVE needs attention outside of small 5 man dungeons.

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

Mounts

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Posted by: NinjaEd.3946

NinjaEd.3946

HOLY KITTEN! USE THE SEARCH BAR

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break. I feel like they should be back by now..”

Temple of Melandru

in Players Helping Players

Posted by: NinjaEd.3946

NinjaEd.3946

Well we had over 15 people at the event, all targeting the same acolyte, then moving to the next. I’m not sure if we just don’t have enough people or the temple isn’t working as intended atm because I have seen it taken before. But for weeks now it has always been contested.

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

Temple of Melandru

in Players Helping Players

Posted by: NinjaEd.3946

NinjaEd.3946

How the kitten to do this? Is it currently bugged because he morphs everyone into a worthless animal while you have to somehow kill 5 acolytes before he heals himself all the way. and from what I’m told the loot from the temple is something you wrap up and mail to the npc for copper coin. Regardless, any sure fire plan to this event?

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Your Ideas for Future Legendary Weapons!

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Posted by: NinjaEd.3946

NinjaEd.3946

I would love a Legendary dagger, with the moonshank skin used as a precursor (different dagger though since you can’t just up and decide to put “precursor” on a weapon. The dagger would look like something along the lines of this:

http://demonssouls.wdfiles.com/local--files/swords2/lsos-on-hand.jpg

but of course be smaller in size, and have a dark blue sparkle radiate from it. A faint trail of dark blue sparkle would be left behind when you swing the dagger.

“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

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Posted by: NinjaEd.3946

NinjaEd.3946

I’m sorry, I really don’t think GW2 would benefit from any sort of structured raid. What it does need is more end-game areas with large boss events with better rewards (and bigger repercussions for not running back when you die.)

I think the Temple of Grenth is a good example of a boss fight with interesting mechanics that will wipe the entire zerg if people don’t pay attention to them. But the boss himself is too much of a spank.

I think the Gates of Arah is a good example of a boss fight that’ll wreck your face off (like in that one movie with Nicholas Cage and John Travolta) if people aren’t paying attention to him, but he lacks interesting other mechanics.

Orr is a great “raid” scenario that many people enjoy. However it has many flaws due to the fact that it isn’t organized. When one walks into Grenth, they usually walk in with the mindset that, “I’m goin to do damage, and stay alive. I’m sure someone else will work on getting downed people up or raise.” However it is clearly not the way that temple seems to work unless you get a kitten load of players screaming in map chat. Raids are basically organized temples of orr. Before going in, you would tell player X, “ok, work on getting downed people up” player Y, “You will keep boss busy with damage”, Player z “you and your group will take on addons” etc etc.

Now the whole comparison to World of Warcraft is both silly and bull kitten. The developers of ArenaNet approached many common MMO elements very differently and most of which with great success. OP isn’t asking for some 20-30 man party where you just grind out some unnecessary events. It is more along the lines of an organized dungeon with many people working together and not just for themselves. You just don’t get that sense of teamwork with a mere 5 man party or a couple dozen randoms in Orr… Not to mention it would promote more large scale guild events seeing as how there really arn’t many activities for guilds to do. Not everyone enjoys WvW.

“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)

Norn shapeshift forms

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Posted by: NinjaEd.3946

NinjaEd.3946

As a norn from the start, I really wish the shapeshifting was more attractive. Not some beastly (haha) elite that shredded enemies apart, Racial skills are made to not be as good as profession skills to avoid people from picking them in combination with a profession. However It would be really nice if Norn shapeshifting skills could be used on the move (only snow leapord can. I don’t get the reasoning). Or if each shapeshift form had access to some sort of healing (only Wolf form can heal a good amount. The rest are miniscule) Sure you double your health bar but when you talk about higher levels, that 20-40k goes by quickly if you can’t heal or be mobile.

Avatar of melandur from human is just laughable on all levels….

“I’m waiting for the staff to get off their lunch
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Ranger without Pets

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Posted by: NinjaEd.3946

NinjaEd.3946

I did miss having the pet as an option for my Ranger in Guild Wars 1. Now it appears no matter how many times I press “stow”. However the way things are for ranger’s now, they would need to completely rework it due to various traits and skills that benefit your pet.

I especially hate that there are only 2 commands for pet behavior.

A. Attack everything and anything that hits you.
B. Does nothing.

How about C. Only attacks what you attack, will not attack things on it’s own.

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

Open world Duels [Merged]

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Posted by: NinjaEd.3946

NinjaEd.3946

I whole heartedly agree.

Thumbs up for dueling. And inspecting.

I see nothing against dueling, as long as one can turn off duel requests. And I would love for the home nations to have more activities like Rei Hino said in the Black Citadel Arena. However inspecting is a bit different. Some people, (especially those running high level Fractals Of The Mists runs) generally are asking for high quality armor and Agony resistance. Basically if they allowed inspecting many people would simply kick a person for not having good armor which is rude and uninviting to casual players.

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

Remove stealth

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Posted by: NinjaEd.3946

NinjaEd.3946

I love how these posts pop up, and they offer no solution that seems at all worthwhile. “just remove it, because its kitten and I can’t get around it”. Ok? So mesmer’s should no longer have clones becuase I die to often trying to find out which is the real Slim shady. Engineer’s should no longer have turrets because they are damage I don’t get. Ranger’s and necromancers shouldn’t have any summons because it is also damage I don’t get. You’re ridiculous OP. I played against stealth builds in wvw, and pvp. It’s called dodge when you see your health start dropping mad, or use AoE skills ontop or in front of you when they use shadow Refuge. Not that hard, you just fail to try anything out after rage quitting because someone out smarted you.

Best advice is to roll a thief and learn how each and every of their stealth skills work. Then you will see the tricks to them and maybe stop hating on thieves soo much.

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

Mounts...

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I don’t understand why anyone would have a problem with mounts. They should be present in the game, both ground and flying. And PvE and PvP and WvW, not only that but mounted combat should also be allowed.

I think of it like this. When battles occur, whether in real life or fiction, very rarely do the sides fight “fairly”. So I don’t see this as a “fair” battle issue. So you have some footmen who get slaughtered by a knight on horseback, that should be part of PvP. If the person is good enough to combat while on a mount, allow it to happen.

And I don’t see a P2W issue either. Who cares if someone acquired their gear/level/skills from the store? We all know time = money, so for those who don’t have enough time to put into the game, they just pay some money, for those who don’t have money, put in some time.

All is fair in war. And personally I would love to ride and fly around the world.

You’re the perfect example of why those against mounts continue to kitten on this over-used topic. There are numerous reasons for being anti-mounts, the main one being it doesnt fit the lore at all. Regardless if 90% of the population (just random number, I’m sure a large portion however does not pay any attention to the cutscenes or any lore) doesn’t care to know anything about the life of Tyria, doesnt mean the devlopers should start breaking it. Asuran gates and waypoints are a reality in Guild Wars 2. Get used to it.

The only thing they need is actual boat ride instances(A.K.A boat ride to southsun cove) or airship ride to far away continents. I wouldn’t be very unhappy if my first visit to Cantha or Ring of Fire was a teleport :/

“I’m waiting for the staff to get off their lunch
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Making Legendaries more "legendary"

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Posted by: NinjaEd.3946

NinjaEd.3946

+1. I’ve pleaded for a story line behind legendaries for so long. Many people have come up with awesome ideas to make them more special such as swapping the stats with a drop down menu to adjust to you’re build w/o having to transmute (cuts down the excess weapons we keep in our bags but doesn’t make anything stronger than it should be) and more importantly making them account bound rather then sellable items on the TP.

I really am waiting for a worthy Legendary dagger skin, I mean GS got 3 of them… Also if they would adjust the materials needed for 1handed legendaries vs 2handed legendaries.

“I’m waiting for the staff to get off their lunch
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Please no repair and no map travel cost.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

At first, waypoint costs were a bit outrageous. But the thing is, you gata look at where you are teleporting to before saying you’re losing too much coin. If you are teleporting to CoF but the gates are closed, I’m sure you participate in the event(s) to open it up. Each event plus the loot from it, you made your wp cost back and more. Same for arah, or if you’re teleporting to anywhere in orr to do events/gather. Repair costs on the other hand, have its ups and downs. It makes you play better otherwise you simply throw coin at the anvil. THe downside is for things like WvW, you are most likely going to die a couple times. It isn’t avoidable like dungeon deaths are so those costs should be lowered. Perhaps when in WvW, you get a global buff to reduce the wear and tear of your armour upon death so the costs don’t go so high but the costs should still be there.

Personally I’d like to see a 1 item repair canister recipe from crafting (only repairs 1 item if it is damaged, not broken). Would make more crafting money but also helps a ton in FotM if you wipe alot(Yes they have repair canisters, but the currency exchange from gold to gems is just outrageous.)

“I’m waiting for the staff to get off their lunch
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Stealth Modification

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Posted by: NinjaEd.3946

NinjaEd.3946

Haha, typical stealth class players, all you can do is troll rather than try to educate people, like myself, in a constructive manner.

I guess I just prefer the old school DAoC style of stealth. All these wusses that use stealth to cheat you of a kill are ridiculous.

It is a game, stop being a pansy about dying in a 1v1.

/rant off

Seems like you are the one trolling here by starting yet another stealth Q.Q post. I think what you are asking for is possible, but your appraoch.. HORRIBLE! NO stealth in combat? Might as well remove all of our stealth weapon skills and call it a whimsy dagger weilder. And as for retargeting, mesmer’s can go stealth, pull out a bunch of clones and boom, we are in the same problem. Thieves are not overpowered, you just havn’t tried to educate yourself enough.

The only thing they might do is increase the time between stealthing but I doubt they will ever remove it or nerf the durations.

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

Dragon's flying above Orr... Theme, or event?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I’m sure we’ve all done it the first time we entered Orr with our sound up. We look up to see War baloons fighting undead dragon minions and for whatever reason the dragons always win (Maybe Trahearne was piloting that baloon?). Now as you continue you to look up, you still see that same dragon circling the ghastly sky around Orr but, no more. I like the theme of this however the land, air and sea should be alive in a zone with soo many events.

When roaming Orr, one must always keep a look out ahead for the undead before they stumble upon dozens of them. Why not add more panic to Orr and add the challenge of dragons to drop down and start an event? Not those Dragon Lieutenants that require standing in a designated zone due to their massive size. More like the Size of those Veteran Risen Giants roaming about but a bit more threatening and suprising to those who get attacked by it. Each zone of Orr where the dragon’s hover over will have multiple spots a dragon can drop down from the sky and start such as:

Striats Of Devastation- Conquest Marina, Din al-Jindi.

Malchor’s Leap- Outside Village of Wren, Shark’s Tooth Isle, and North-West of Valley of Lyss.

Cursed Shore- East of Caer Shadowfain, South-West of Seachange Tidepools, North-west a bit of Village Of Ewwan, and Outside of Deaths Anthem.

These are only suggested areas for this event, mainly just need a few open areas for each zone of Orr where something of moderatly large size can walk about

At most, each zone can have 1 dragon up at a time but upon killing it another one will not respawn in that zone it was killed in for another 2 or so hours. They would have good loot but no world event chest as it is a randomly occuring event and not part of a chain. The dragon’s will be in the sky, then fly down and land knocking back foes a couple hundred units and starting the event. The event? Kill the Champion Undead Dragon Minion. You fail the event if it is not killed in a certain time limit, and it will fly back into the sky and dissappear. Now onto potential dragon minion skills.

Screech- 50% chance of heavy poison damage, or 50% chance of fear. Durations would be short for fear, and longer for poison.

Summons Allies- Simple. It will summon some Risen enemies but more so quantity than quality (numbers over difficulty). A veteran or two will be summoned as the “enemy you might ignore”.

Throw- Very dangerous. It will prepare to fly so you can see it coming, then it will fly forward and up while picking up any player it comes into contact with straight up (1500 units?). Basically you take heavy falling damage from it but it can be dodged or even interupted if it has no stacks of defiant. Cannot be blocked or reflected. Range of pick up would be like 1400 or more units but you are only thrown upwards as to not launch you on top of buildings you’re not supposed to be on.

Consume- Eats one of it’s summoned allies to regain some health. Making killing his minions necessary especially his veteran summon.

The idea is to make a crazy event start with a challenging mob but if you can group together and defeat it, get some good loot, karma, coin, etc. Not to mention to scare the kitten out of some unsuspecting folks.

“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)

A few thief skills change.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

First off I play a thief, and a Ranger. I know people always complain about thiefs being “OP” which is just people crying for attention. Do not post anything suggesting thiefs are too strong as is, as this post is not aimed at buffing them. Now onto the suggestion.

Thief Utility skills are excellent for the most part. They offer anything a thief build would want and don’t constrict you to any one skill. However some skills are simply not attractive enough to make any thief want to equipt them regardless of them being in a dungeon, pvp, WvW, or simply roaming Tyria. I see these 2 utility and healing skills almost always on thiefs (Hide in Shadows, Shadow Refuge, and Haste). Some skills just don’t get enough love for thiefs (Signet of Malice, Tripwire, Needle Trap, Shadow trap, Havnt seen much of Infiltrator’s Signet either suprisingly anywhere). How about that love?

Signet of Malice: Increase life per hit slightly. Also double health gain per hit on criticals. Critical builds would love this healing skill if they knew their precision was healing them significantly.

Tripwire: Knock down for the 3 seconds, then marking the foe. Activate to shadowstep to foe.

Shadow Trap: Same as before however you leave a smoke field at the location while retaining stealth when you shadow step to the foe activating the trap. Similar to summoned thiefs.

Needle Trap: Change to Poison and cripple foes in it while it pulses every second for X seconds. As it stands, it is a one time trap that activates only against 1 enemy really. It should last a bit longer and continue damaging/crippleing foes that stand in it as a means of escape or for condition builds.

Infiltrator’s Signet: Grant fury for X seconds to allies after shadowstepping to a foe. More for direct damage builds. The passive is great, but the active is very risky since they can’t retreat with it. This doesn’t allow a retreat, but does allow a more aggressive inititation.

I’m sure many professions have their list of un-used utility skills but these are the few I found on thief. The suggestions are just part of the post, but the idea of buffing unpopular utility skills is the main idea.

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

So, how bout that Southsun Cove?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I do hope that the little faded out islands on our world map within the sea of sorrows turns into some sort of island hopping. Maybe we will run into the first minions of bubbles
But as it stands, really only one zone is open to us in that region and it gives little to nothing now that the Ancient Karka has been slain. Just wish they made more “Orr” like zones with continuous events. (I hate orr)

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

I beg you, don't increase the level cap

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

i don’t care about levels but i absolutely need/want more trait points because 70 isn’t flexible at all for my class.

You shouldn’t feel like you can achieve the best of both worlds with your profession. Thats the point of traits, being unique. They add little differences but it shapes your character a lot. If they increased trait points then you would just see glass cannons turn into rocks with dual rocket launchers and infinite mobility, and no one wants to fight that :/

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

So, how bout that Southsun Cove?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Players will not go there because Karka are annoying enemies; just like the Risen in Orr.

With that statement, there is nothing countering spicing up Southsun a bit. They are annoying, especially the veteran egg layers. But they could be counted as the Champion risen abominations, or a weaker temple avatar. Either way they are both challenging to fight but with hardly any events giving the karma/experience people are looking for its not very alluring.

The zone has a very nice theme. Some remote island filled with monsters never before seen and a hive surrounded by shipwreck. I suggest the pirates only because they are generally known to want loot so they could see potential from the island.

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

New Quest Type

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

+1. I wish the groups you associate yourself with in character creation offered more ways to get involved with them to do little quests. Like the lodges(norn), Colleges(Asuran), Warbands(charr), Branches of army (human), Time of awakening(Sylvari). Soo much to offer but aside from a little statment in the story line, they don’t offer much.

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

So, how bout that Southsun Cove?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Yeah, one time event. Literlly, one time. Besides running in to snag that rich Orichalcum node the zone is just bleh.. Nothing worth revisiting even though the theme of it and the hard work I’m sure ArenaNet put into it, there is nothing that makes that zone worth staying around. With soo much opportunity with a new zone, could there be more chain events?

The Ancient Karka may have been slain but there is no reason to avoid that nest of theirs. Same goes for those dual asuran lazer cannons. That zone would be a lot more fun if it had the events and rewards for those events to be at par with or close to Orr. Regardless of map size, there is plenty of room for events. Some ideas could be:

-[1a] Deep sea creatures are retreating from something from afar. Investigate the waters near Sawtooth bay to find traces of a monster. (You will have to locate a strange substance and “investigate” which will spawn a various sea creatures in the area in an agressive mode that you must fight for an event item to turn into the Lionguard NPC. There is a time limit to collect the items or else you fail the event.)

-[1b] Escort LionGuard NPC back to Pearl Islet to turn in the samples to a consortium researcher to learn more about these creatures. (Like any escort event, things will spawn or ambush you along the way. Mostly karka but some pirates.)

-[1c] Upon reaching the destination, npc will talk about what they found, the researcher will say they have seen this creature on a expedition trip before but can’t remember where. Then you are attacked by Young karka waves since they smell the items you have collected. Turns out karka enjoyed eating these things. (Defend the items you collected from the hungry karka. They will try breaking boxes of the items to “eat” them and become veteran Young Karka if they succeed. They will attack you if you attack them so keep them off the supplies. Towards the end, a Veteran karka layer will jump in to protect the young. If they eat all the supplies you fail the event.)

-[1d] The researcher asks you to escort him to an observation point where he “thinks he last saw the creatures”. Escort him to the eastern edge Dappled Shores, just north of pearl islet. Quick escort, very few karka attack you. Upon reaching that spot, the researcher turns out to be a Pirate Captain in disguise and calls upon his ship. Defeat the captain to dismantle his plan to control the island for resources. (He will be a Champion pirate Captain. He can call upon his ship to barrage the area with cannon balls which deal high damage and launch, and summons pirate allies of various weapons.) You fail if you do not kill the Captain within 11 minutes. Other players may swim to the pirate ship off shore, and press their action button at the anchor rope near the ship to climb aboard. Plant explosives at key points to sink the ship disabling the Captain’s Barrage skill. However many pirates will be on board and a few veterans. Planting an explosive in the hull, and at each mast takes a couple seconds and is interupted if you are hit. A Large chest is rewarded at the end if you succeed and offers items similar to Orr temple chests.

-[2a] Karka are regrouping outside Scoured plains gathering in groups around Veteran Karka Egg layers. The recent activity has been noticed by the Lionguard and they request those in the vicinity to dispatch them before their numbers are too many. (Kill the 3 populated karka areas outside of Scoured Plains camp.)

-[2b] The Lionguard are suspicious of the gatherings and seeks to discover the source. Escort the Lionguard into the hive entrance once more. (Normal escort but with only karka.)

-[2c] Upon moving towards the entrance, a Champion Karka elder will appear. Keep the Elder back so that it may not gather its young to retaket the island. (This karka elder may call upon several young karka and some Veteran Young karkas to aid it. Also it may target a foe, and then pull them in every once in a while. The karka Elder will move towards the Asuran lazers and seek to destroy them. It moves pretty slowly but if the group cannot deal enough damage to keep the Elder at bay, it will move forward without being able to be pushed back. Players an either stay in front of it dealing damage or make use of the Asuran Lazers every minute or so which will deal high damage. If the Elder Karka reaches the Lazers, it will quickly destroy it and then move to the next one. If both lazers are destroyed, you fail the event and it jumps far away on top of the hive. If you succeed, a large chest reward for the world event is rewarded with items simliar to regular 70-80 world event chests.

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

Scorpion Wire range too far

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Also, Anet just upgraded the range to 1200. It’s pulling beyond the range of the LONGEST ranged weapon. I think it safe to say they broke it while trying to fix it. Its also working through solid objects! This is a patch that needs to be reverted back.

If you read it at all, its 1200 range. So it is equal to the longest ranged weapon. And you wana talk about unfair? How about the fact that rangers can trait their off hand to throw further than my thief can shoot its bow? Or how their shortbow has 300 more range than mine? Or about how every other profession has 1000+ range on the majority of their ranged skills and thieves get a mere 900? No, you’re definitly not starting a Q.Q post…. you just need to learn to press that dodge button and play with your eye sight perpendicular to your screen.

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