Showing Posts For NinjaEd.3946:

Legions, Lodges, Krewes, and more

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Posted by: NinjaEd.3946

NinjaEd.3946

Aside from doing the hearts around Tyria that involve them, we really don’t see or get to interact with the various branches in our home nations. Like orders and races, they could have some sort of special quest line and offer exclusive skins, titles, or even items. Since these are chosen in character creation, you simply can start the quests whenever but they will have a level difficulty so you must level up to continue finishing their quests. Some ideas could be:

Norn: Upon becoming a shaman for your lodge, animals of that species will be neutral to you at all times. They can still be attacked and will fight back. Additionally the shapeshifting linked to your lodge is buffed so you have stability for a short duration upon activatng it. Does not work for other shapeshfts if you arn’t part of their lodge.

Charr: Upon becoming a Captain in your warband, Racial utility skills recharge quicker. Also, warband support allows one of the summoned members to place a banner. Banner choice varies between the legion you chose.

Asuran: Upon becoming the (teacher) of your krewe, you gain additional experience from kills. Additionally, your 7-Series and D-series Golem skills will activate a “self-repair” at 50% health and heal themselves slowly. Heal amount is minor(20-35% max health) and would not counter any high damage enemy.

Human: Upon attaining a Captain title from your army, you refresh the cooldown of your utility racial skills upon reaching 25% health (2 minute cooldown) Additionally, Avatar of Melandru lasts 10 seconds longer (no stability after 20 seconds).

Sylvari: Once you learned the way of those awakened by (night, dawn, dusk, noon) you may regenerate health quicker when out of combat. Additionally, regeneration effects from racial skills are more potent.

As racial skills stand, none of these would (or should) appear attractive and would only serve as a slight bonus.

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

Bring Previewing back.

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Posted by: NinjaEd.3946

NinjaEd.3946

Pros: Lets people show off their cool armour and stats. Also people can see the various stat groups players chose and see how it plays out by either watching them or being in their party.

Cons: Many people still wear rare or Master quality armour. Some (althought not all) would be rude enough to kick people from parties if they have this as they don’t see that player as “good”. Player skill far exceeds any armour but nonetheless, this would happen.

I’m for previewing 100%. With how much CoF armour people have and legendaries, I basically see copies of everyone already. Maybe they need just more dye colors (maybe lightly glowing dyes?) because thats what really keeps those people seperate from looking like twins. There is still a lot of different ways to shape your character to look unique with dyes, your height, armour skins, mixing and matching dungeon armours, etc. But the cons are very heavy on some since there are tons of kittens who enjoy being rude when possible.

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

Legendaries... You can buy them?

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Posted by: NinjaEd.3946

NinjaEd.3946

Not complaining so much about them not making a story line, as much as I’m upset that Legendaries can be bought. Making them account bound upon making one would solve my one issue, but I suggested something more like a mini story line or specific actions in world events so it isn’t just a little bandage on a clearly open wound. Legendaries are still and were designed as simply a cosmetic. If you want one, great. If you don’t want to make one, no loss really. But end game content like these should have been more in depth. Like you said, they managed to do something like that for Ascended gear which I like. It isn’t exactly adventurous since it all takes place in the dungeon but it is a step in the right direction.

Maybe to further ascended items in the future they can make a specic drop off a specific mini boss within the fractals, or an explorer mode path to get the recipe going instead of just a universal token from that dungeon. Works well for dungeon armour, but in the end people will just choose the easiest path and be done with it. It is nice to see great updates like the fractals but we (the hard place) stand behind ArenaNet because we know what they are capable of. And legendaries are kind of lacking that potential.

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

Legendaries... You can buy them?

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Posted by: NinjaEd.3946

NinjaEd.3946

The answer is, yes. If the seller decided to be reasonable and had the money to list one, they could make, then sell and entire legendary. I was under the impression that legendaries were end-game content that people had to work towards (even though it is just a dull grind) and made you feel “cool” or unique for having one. Now its just, another thing on the tradepost.

Whoever was in charge of developing Legendary skins, they really should have put more thought on obtaining them. Many people in Lion’s Arch mentioned that the materials to make them can all be bought (except for 1 which is map completion. THAT I like but the rest…). Its been mentiond numerous times before but time for a recap. PLEASE add a “personal” story for unlocking Legendary skins.

Not some material grinds and playing the trade post but an actual adventure. Perhaps a zone “dungeon” like personal story but of various events relating to the first owner or creator of the weapon whether it be in the present or past. Little “personal story” instances where you need a good amount of people to complete or succeed with good teamwork on a rare drop. Or even a specific event during various world events that you need to complete like shooting the cannon at Tequiti the Sunless or firing mortars at the Shatterer when it flies up or something along the lines of hard to acheive actions during various world events. Some sort of unique, thrilling, and global adventure. Could make use of a lot of emptiness in the unpopulated zones. Anything…

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

Why Stealth?

in WvW

Posted by: NinjaEd.3946

NinjaEd.3946

Yet another Q.Q post from those who don’t do their research on thieves… Just learn to AoE, dodge, and done deal. We arn’t invulnerable during stealth… <.<

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

Most annoying class to deal with in WvW?

in WvW

Posted by: NinjaEd.3946

NinjaEd.3946

for some reason, they believe that highest burst dps, perma stealth and highest mobility is balanced, lol. this is hands down the most imbalanced stealth class I’ve ever seen. ridiculously broken.

they come out of stealth pretty quick, and if the dozen or so of your teamates can’t react quick enough to burst down the thief when they come out of stealth or, dare I say it…… use AoE skills then I’m inclinded to say your server blows kittens. Thieves arn’t invulnerable during stealth, only untargetable. Use an aoe near you that immobilizes or cripples and dodge, done deal. Not to mention the dozen of traps that immobilize or cripple or the simple Tap+Kb combo that many professions are capable of. Starting to think those who complain about thieves have not invested a single minute into figuring out the numerous counters to us…

As for the post, I have to say mesmers. I never know which is the real one when there are 3 of them sending endless clones at me or teleporting up walls.

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

WvW Vs. PvE.

in WvW

Posted by: NinjaEd.3946

NinjaEd.3946

Good progress, keep it coming. The more answers the better. FYI: This post has or asks for nothing against WvW or PVE. Simply asking how much the average player who participates in WvW will spend time in casual PVE.

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

WvW Vs. PvE.

in WvW

Posted by: NinjaEd.3946

NinjaEd.3946

Do you play Gw2 mainly for WvW?
If so, do you also play any aspects of Pve (Map exploration, dungeons, helping low level guildies/friends with low lvl zones?

Trying to gather some information and curious as to how much the two are participated in by the community.

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

Can we give Thieves Axes Please?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

1) .
However axes serve no purpose a thief would want, they are not precise weapons. Axes are squarely in the “hack’n’slash” style of combat. No precision, just general ideas of targets as precision with such a weapon is nigh impossible, the way they are balanced prevents it.

Normally I would agree however we are Thieves. Also we have one of our steal skills, give us dual axes and whirl around. I can definitly see this as a viable thief main-off hand weapon but I really want to see dual swords first ^^ (Why do mesmers get dual swords and thief don’t?)

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

Counter-Combo Fields

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Striaght to the point, combo fields would alter how enemy projetiles, leaps, whirls, and blast finishers would react. Maybe it would be smarter to just add new combo fields or maybe it would be best left untouched as the current system does work fine. However these are simply ideas that would add a little more strategy and possibly new builds for things like WvW. Again, these would only effect the combo finishers from interacting with enemy combo fields and would not affect the skill if it has no finisher nor do they change what the fields do for allies.

Now onto the additions(if any are blank, its because nothing would really make sense to add to it or I had no clue on what to make it do):

[Dark] Projectiles life steal from allies.

[Etheral] Strips 1 condition effect at random from projectile; disables combo finisher for leap (keeps dmg); blast dazes allies of the caster (1 second); Whirl confuses the caster (2 seconds).

[Fire]

[Ice] Projectils get weighed down and lose 150 travel distance; Blast will freeze nearby allies for 1 second

[Light]

[Lightning] Projectiles lose their travel speed by 25% (Does not effect travel distance); Blast will launch nearby allies for 1.5 seconds; Whirl will pull in nearby allies(200 radius).

[Poison] blast will weaken allies in range, leap will put vulnerability on caster.

[Smoke] Leap will dim your screen for 2 seconds, blast will dim screen of allies in range for 2 seconds, projectiles can be intercepted by allies (neutral projectiles).

[Water] Leap will knockdown for 1 second, blast will be absorbed and do no dmg.

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

Mounts, please please please!

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Posted by: NinjaEd.3946

NinjaEd.3946

No, they just feel that mounts are soo important that they must repost it a kitten load of times before ArenaNet or someone of high authority says,“No.”

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

Venom/enchantment change.

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Posted by: NinjaEd.3946

NinjaEd.3946

This goes for all venom type skills across any profession. Currently the system goes, that once you activate the venom or enchantment your next X attack (s) have that effect. However some of our weapons of choice are either really quick thereby wasting the venom or you wana use the venom on target Y but target x sets a wall or shield absorbing the venom without doing damage to them. I think a new way of choosing when to apply the venom would be nice in a way as such:

Activate Venom/enchantment, applies 1 of the attack automatically on your next attack. However the remaining hits are left on the venom, you reactivate the skill to reapply. Since venom durations are usually for 30 seconds, you will have 30 seconds to reapply and use up all the charges of the venom but you chose when to apply. So if I’d like to apply immobilizing venom on Disabling shot perhaps, it could be done and then my next attack would be without the venom unless I chose to click to reapply the venom/enchantment. I think this would allow people to pick their hits more accurately without wasting any of the venom/enchantment charges.

For those who may be overwhelmed by this, you can hold down the venom skill to apply your next however many hits to apply the venom without having to reapply. That way no one is left behind with some new learning curve intended to help not harm.

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

Please add fishing

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Posted by: NinjaEd.3946

NinjaEd.3946

I’m for this. Could open room for some new food recipes that work only underwater or something new and inviting. Plus why shouldn’t we be able to do what npcs do?

And a side note, why does everyone in these forums compare the devlopers of ArenaNet to others? They are different people, so I’m sure they would approach these suggestions very differently specifically so they continue to be the fresh game of 2012 and not some copy.

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

+1 Please add native gamepad support

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Posted by: NinjaEd.3946

NinjaEd.3946

Its a MMO. MMOs arent meant to be played with game pad.

FFXI was an MMO. And you had to use a game pad or be noticably kitten. ArenaNet said this game would address all types of gamers from hardcore to casual gamers(like OP). I personally prefer k/m but I know others who would rather see it on a gamepad. The only major problem I see with making it on the gamepad is ground targeting but other than that its completely doable.

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

The boat ride and what it should be.

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Posted by: NinjaEd.3946

NinjaEd.3946

Those were boat rides to far away continents however. I don’t think anyone would wana sit through a 30 minute boat ride or however long it would be. between Lion’s Arch and Southsun Cove or even Claw Island is a quickittentle journey but it was made a little too quick since it just happens. Theres no sense of exploration as you sail across the Sea of Sorrows. Heck they could even make a little easter egg and have a large figure in the back break the surface momentarily and dive back down (bubbles?)

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

The boat ride and what it should be.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Not trying to be unfair by rebumping but I wanted to add one more thing to this post without simply reposting the entire thing.

I’m not sure about the Vigil or Priory but during my Main story line, one of the missions was to raid an Orr ship, take it over, and attack the Risen from the sea. Now the main post is about the trip from La to SouthSun Cove (Which I still REALLY would like, along with fishing as It was kinda fun to do in FFXI, and could prove to be an enjoyable, relaxing activity.. im getting off track). This would be sort of an Orr update with a new event. A bone ship appears (I think Cursed Shore would be the best place) and an event starts. Swim to the boat, through all the risen in the water, and board the ship from the broken hull. Get on board and kill the captain (Champion). Then the Pact will board the ship and steer it towards Captain Rotbeard’s Ship since lets face it, no one seems to do that event. Along the boat ride, smaller risen ships and risen forces will try to stop you etc keep them away from the pact or it fails. When you arrive at Captain Rotbeard’s ship, part 2 of the event is done. Part 3 is use the weapons on board to destroy the ship. During it, Waves upon waves will attack the ship and Rot beard will start ordering the risen on his ship to set up cannons. Destroy the ship before he sets up cannons to succeed and get a chest at the end with a new temporary waypoint on the ship (Really would be nice to have a south side wp in cursed shore.) The ship and wp dissappear after a while with simply, the ship starts to fall apart and the pact “evacuate” it.

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

Preview in the Trading Post

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Posted by: NinjaEd.3946

NinjaEd.3946

I agree 100%. But I just typed preview in the search bar… and like a dozen other posts about this have come up. Should really just add onto them instead of reposting

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

A Spark of life for Tyria (PVE) Weekly?

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Posted by: NinjaEd.3946

NinjaEd.3946

Also an idea for a Order elite skill. No this would not be anything comparable to profession elite skills, it would fall under the same category as Racial elite skills do but ofcourse offering something relating to the order you chose.
-Elite Skill(Rally): Call upon a single recruit to aid you in fight, recruit depends on your order.

[Vigil=Beefy, centered around toughness] Weilds a hammer and has access to Warrior hammer skill 1, 3, and 5.
[OoW=glass cannon, centered around power] Weilds a sword and dagger and has access to thief s/d skills 1, 3, and 5.
[Priory= Support, centered around boons and vitality] Weilds a staff and has access to Elementalist staff skills 1, 2, and 5.

All have Cooldown 200 seconds and last 30 seconds or until killed.

“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)

Camera Lock onto Target Option.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I tried look for the post in this forum relating to this but no luck so sorry for the repeat. Title says it all though, I believe this option for keybinding would really help those who don’t have good mouses and don’t enjoy shifting their wrists rapidly to face enemies. Please consider ArenaNet

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

Is there a way to "lock" your target?

in Players Helping Players

Posted by: NinjaEd.3946

NinjaEd.3946

Try using the “Promote Skill Target” option. It’s supposed to lock the target to whatever you are attacking. I think.

It’s under the Combat section of the main Options page (F11).

It only locks onto a target when you hit them. So if you are blindly swinging and hit something (unless they’re invisible) it targets. I too really wish they added a keybind for “camera lock onto target”. It would really help those who don’t enjoy the rapid shifting of their wrists just to face the enemy.

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

GW2 Mounts Suggestion

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Posted by: NinjaEd.3946

NinjaEd.3946

You want movement speed bonuses on mounts OP? Pick a utiltiy skill that has a movement speed increse. Otherwise, use wp to get around. And for the love of Tyria, use the search bar you <insert negative comment>.

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

A Spark of life for Tyria (PVE) Weekly?

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Posted by: NinjaEd.3946

NinjaEd.3946

Hi there, before you frown upon anything understand I looked for a thread realting to this topic (someone else started the idea, but I can’t find it through search bar) but with no luck, I’d like to post it up with some different ideas. Now onto the topic.
The world of Tyria is so vast, so splendid, so diverse and yet we don’t really revisit these old places. Why? More like why bother, sure the scene is nice but in terms of rewards, which is all people really want from playing pve in the first place, there absent. Dungeons offer tons of goodies, WvW offers insane amount of exp if you’re on the winning side, and Orr is just event after event. One thing that keeps some parts alive is Dailys and starting a new character. However I have noticed several threads asking, and replying, on the “best” spots to complete dailys. That just digs a deeper hole. I like dailys, and I like monthlys, but how about weeklys? Better yet, weekly contracts with various rewards based on what you do not just for completing a task and moving on. For example:

A Asuran visits Hoelbrak, nothing exciting since norn citizens don’t really see a reason to ask a stranger for help. But a Norn visits Hoelbrak and in the generally populated area like the lodges or near the bank, a town crier approaches them asking for aid in a region and will point you to an event area, telling you to complete that specific event. Return to the crier for a reward.

In other words, for doing a town crier quest in your home nation rewards a better reward or reward chance and will take you to any zone in the region the city resides in. So Hoelbrak will lead you to a random world event in the shiverpeaks, Black Citadel will lead you to a random world event in Ascalonian lands, etc. Lion’s arch town criers will yeild lesser rewards but still count towards a “weekly” and are completable by any race. This makes old cities relevant, and brings some old fun world events back into the atmosphere. Thats 1 of the options for the Weekly assignment. Part 2 is availible to those who are intiated into an order and yeilds very enjoyable rewards. (Order contracts arn’t limited to any 1 region and can take you anywhere in Tyria.)

Order Of Whispers===
-Locate Champion/Veteran ______ And elminiate them. These would only be for humanoid enemies such as branded human/charr, Risen humans, Seperatists leader, inquest, sons of svanir, Flame legion, Risen temple Avatar, etc)
-Or, you are sent to the location of a Caravan event and must escort it. Those who have a order contract up when they partake in a caravan event scale the event up as an additional member.

Vigil Crusaders===
-Defend a town/village/city from an enemy attack or seige. You are sent to a location of where this event applies.
-Take an enemy camp for your allies. You will be sent to the area of an event that requires you capture the camp/fort/structure.

Priory Expedition===
-Test a weapon/transformation on X number of enemies/structures. You’re sent to a random location where a weapon/suit needs testing.
-Find a rare species and collect a sample to determine their origin for the priory. These are similar to OoW contracts however deal with non-humanoid enemies such as champion sharks, veteran risen sea scorpions, Champ ice wurm, Champ branded devourer, etc.

All contracts whether they be racial/LA or within your order reset weekly providing 3 different events each time. Orders have 3, and each city has 3. Players can either do their nation or LA or both. Only 6 contracts per week are availible so you can mix 3 racial, 3 from LA, and 3 order contracts in any way adding up to 6. Races may not do other races contracts (excluding La which is a mix)

“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)

XPadder setup for 360 and PS3 controller, Enjoy!

in Players Helping Players

Posted by: NinjaEd.3946

NinjaEd.3946

Do you sometimes have an issue where the analog stick will keep registering movement even when its at rest? Im wondering if this is a problem with xpadder or my controller (using a pc controller). Also how do you approach ground targeting skills?

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

Love the skin make-over, however 1 request.

in Black Lion Trading Co

Posted by: NinjaEd.3946

NinjaEd.3946

A complete make-over kit costs 350 gems for 1, and the Hair Style kit costs 250. Complete make-over lets you change phsique, skin markings, color, hair, horns, etc while the hair style kit only lets you adjust your hair. Could the cost of hair style kit be lowered to like 150? I love that our voices have been heard but with the sky rocketing gem prices 250 for 1 change vs. 350 for a full change seems a bit drastic.

Or better yet, offer a 400 gem purchase for $5. I would like to buy it but I feel like everytime I wana get something from the gem store no matter how small I need to spend $10 for something worth $1-$2.

“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)

[Thief][Weapon] Rifle, Guerrilla Fighter

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Posted by: NinjaEd.3946

NinjaEd.3946

the idea is interesting but thief with more range is broken =p

How? Every other profession gets 1000-1200 range and we get 900. Thieves are extremely hard to play in WvW when you gata get super close up as a squishy profession just to even hit something. I’d rather see a crossbow added since rifles are sort of loud and not “stealthy” although I like you skill ideas (except the rapid shadow step skill, that would be too confusing for both the player and any enemy they are against). The basic attack of a long range weapon for thief would have to be just above SB basic attack since sb basic bounces leading to higher dmg if there is 2 enemies there (it bounces, bounces back for 2 hits). Still interesting skill ideas.

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

Those are long cooldown spells. But do you switch to a different attunement when those skills arn’t availible or just kite until they are? And if you switch to another attunement do you burn all of those cooldowns to? Becuase if so thats exactly my point. Perhaps to make energy viable for elementalists 50% of their max energy could be recharged over a short duration (2, 3 seconds) when swapping attunements. I see how energy may discourage one from switching attunements if they have no energy b4 they swap. But make a built in profession passive that gives a good amount back over a short period of time and then they still will have enough energy to use spells or since basic attacks (#1) don’t consume energy they could actually give back a small amount of energy on successful hits. That way constantly hitting and normal kiting will still give you plenty of energy to play with.

Energy doens’t have to be some 10k + resource at level 80 that just gets to hard to even look at. But simple 100 with maybe 5 energy a second, with either 50 energy gained over 2 seconds on weapon swap or another 5 energy gained per successful basic attack. The whole goal of energy is to not be something you literlly have to keep an eye on and make sure you don’t starve yourself halfway through a fight. The goal is to discourage players from tossing a dozen skills out in rapid succession, so they may play smarter. And not all skills have to costs energy to begin with. Utility skills are usualy situational and healing skills are a must so they shouldn’t affect anything then having their basic cooldown. Elite skills can’t be spammed in any way so they arnt a real issue either. But weapon skills are quick and easy to toss at enemies in a short time frame. I played Ranger and elementalists in Gw1 and I don’t remember having that many issues managing energy unless I decided to equip heavy energy costing spells and throw them all together. I was actually forced to think on when to use skills rather than use them because they are off cooldown.

“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)

Sell unidentified dyes or ID them first?

in Players Helping Players

Posted by: NinjaEd.3946

NinjaEd.3946

Its an ingame slot machine. Either chance at getting white and mdinight dys (like I have several times) or risk getting common dyes for dirt copper. Its up to you tbh.

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

Playing GW2, with a game controller?

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Posted by: NinjaEd.3946

NinjaEd.3946

I’ve also tried googling my issue and attempted their suggestions but it doesn’t work either. I really have no clue whats wrong but any help is appreciated.

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

Why no mana?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

).
Also, what is wrong with cool downs being the main resource? People who spam abilities when they are off cool down are still bad players, and are rewarded as such.

But they feel like they are good because of their potential dmg output. When they are able to spam all skills currently on cooldown they get the idea that they are doing whats right. If you add something like Energy, they will see how “oh, I ran out of energy. Maybe I’m supposed to think of my spell combinations before throwing spaghetti at the wall and seeing what sticks”. It would, in theory, actually promote players to play smarter because now they have to think of what their doing instead of seeing the cooldown timer comeing off and repeating their same mistake.

I would love to play a necromancer but I feel like it would be just a elementalists with a different theme and more summons. If I saw something like lifeforce as a resource and skills regain some of it back on successful hits (Think Vladamir in League Of Legends, or some MMOS that have warriors consume health on a powerful skill) there is a tradeback but the reward can be exhilarating. Thats not to say this alone makes me disregard rolling a necromancer but it certainly would attract me and possibly others if they saw this. Its all in the eye of the player.

“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)

Playing GW2, with a game controller?

in Players Helping Players

Posted by: NinjaEd.3946

NinjaEd.3946

Can you provide me with a link to a site that works? Maybe I’m just getting faulty copies of xpadder. I went on their main site but the only download they have is the $10 one. I will buy it if nothing else works but I’m told the 5.3 version is free and works fine. I also run windows 7 64 bit but everytime I try to run the program it says it only works on “advanced” systems… xp.. 2003.. etc.. Idk whats wrong.

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

Playing GW2, with a game controller?

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Posted by: NinjaEd.3946

NinjaEd.3946

This isn’t a question for me, I use a multi button mouse and find it more comfortable to play than using a controller but my brother, who is used to FFXI and other mmo console games, would like to play this game using a PC controller. The only problem is I can’t find a free program that works on windows 7 to map out the controller. Seeing as how ArenaNet doesn’t support game controllers at the moment does anyone know of a program that is free (no virus, spam, etc) that works?

I tried Xpadder but every version I get doesn’t seem to run on windows. Even a cheap $5-$10 program will be fine just as long as it works like Xpadder. (Ive seen posts and videos on it, and very much like how it works. You can make holding and clicking a button do 2 totatlly different functions which is exactly what my brother is looking for.) Thank you.

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

I agree, at this late in the game adding any sort of resource or changing any existing resources is very difficult to approach without upsetting those who were happy with the old ways. Thats not to say the majority agree with the way things are but ArenaNet won’t look at this with 49% vs 51%. I’m sure they expect a huge thumbs up on something like this to submit it to the game developers but thats where forums like these come to use. Community feedback adds up and I’m not saying my orignial post or any posts beyond that are perfect, but never the less I stand by them as a potential solution to these balance issues without simply altering the skills’ values.

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

Seasons & Dynamic Weather

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Posted by: NinjaEd.3946

NinjaEd.3946

I would love Mother Tyria herself to feel alive and not just its inhabitants. Shiverpeaks have light snow, The path to Orr is just a little rain in some spots, and Mount Maelstrom hardly impacts the zone it resides in. Weather effects may be an option but dyanmic weather really could be game changing for those who want a little spice for going to those zones. Things like:

Snow: Heavy blizzard rolls in every few hours. Blizzard limits visability similar to the Fractal of snow(or w/e it is called) and ice based attacks will be buffed a small %. A debuff will occur but it won’t stack to any point where you NEED to find fire or die. It will however keep you in “combat” and force you to find a norn shelter, camp,a cave, or place a Combo Field: fire to get warm. There are tons of cabins around the Shiverpeaks or taverns, so this would make people WANT to visit them for awhile. Perhaps even certain spots can start a Dynamic Event where you must find the Ice elementals or Sons of Svanir conjuring the blizzard and put an end to them.

Heat wave: This can applied to many zones, but primarily deserts (Crystal desert?) and Nearby Mount Maelstrom. heat wave will roll in and vision will be very slightly blurred (similar to being drunk ingame but a lesser effect) and fire attacks will be buffed by a small %. Basically nothing significant to stop the heat wave could be done since it is a giant volcanoe but basically as a group you will want to avoid fire based mobs for the duration as they will be much tougher.

Rain: Random Combo Field: water will appear in certain areas for short duratiosn which are neutral. So both enemies and players may use them. Rain will slightly dim screen brightness and have random lightning like how WvW has it (nothing damaging). Also oceans and lakes will have little wave animations throughout that slow movement going against them, boost movement going with them. I’m sure some events can be added for that alone^^. This covers the missing puddles slightly and adds a little more of a rain storm effect.

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

For thief, you’re right on the same page as me. Increasing the initiative cost of heartseeker would displease every thief imaginable and would just accomplish nothing but throwing them into the dirt. A .5-1.5 second cooldown of skills #2-4 (for dual dagger, and possible some other builds like s/p, p/d) would do nothing but make thiefs actually use more then 2 skills. The 5th skill for thieves I havn’t seen one that is really overpowered in any way. They can lead to a good dmg output or even drastically help with aoe blind but the initiative costs for them outweigh any chance to abuse them.

As for Inkubus, some might ask why thief gets a spammable resource while everyone else is left on long cooldowns. It goes both ways, the thing is energy could be considered, BUT i’m sure ArenaNet would need to look at some (but not all) of those skills that now rely on energy and consider lowering their cooldowns. IT is a complicated and delicate process that would take more than just tossing in a bar with some numbers onto everyones’ HUD. But it is an option that may solve many balance problems.

“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)

New Weapon Ideas?

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Posted by: NinjaEd.3946

NinjaEd.3946

Diving knife for underwater (main or off-hand) Would be up close quicker attacks with 1 sort of ranged attack.
Wand underwater (like scepter) but more spells involving ice, poison, and magic.
Buckler underwater for those who don’t want to dual weild diving knives and as the off-hand for wands. Shockwave skill with a defensive ricochet skill.

Would love Xbow for thief, we need a long range weapon in WvW (SB is laughable) and it would ofc need to be single target since who ever heard of shooting dozens of bolts out in rapid succession?

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

The goal of this post, whether it fell apart throughout or not, is offering different approaches to balancing. The thing is energy is seperate of cooldown (if it was added) so just because a skill combo that may seem like it would drain you completely of energy due to longer cooldowns, doesn’t necesarily mean it will be designed that way. The only goal of energy is to be a quick regenerating resource, that can be traited or what not to be quicker, that limits how many spells in a short period of time certain professions may use spells excluding skill #1 (basic attack)

I play thief and I played against thiefs in pvp, so thats why I suggest the minor cd. Many people I run into say thief in pvp takes no skill. Just c/d, backstab, 2 2 2 2 2 2 . A .5 or 1 second cooldown on skills like Heartseeker, dancing dagger, and death blossom would be excellent as you would be forced to use a different skill after another but still be able to burst skills out( I see no reason for a cooldown on c/d as it doesn’t do much more damage than regular attack and consumes a ton of initiative). You won’t see “22222222” anymore, you’ll see a combination of all their spells but still rapdily.

And when I say pvp, I don’t mean tpvp. I’m sure things are much different there but for casual, jump into a pvp match this is the issue.

“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)

0.0000000001% chance legendary weapon ldrop

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Posted by: NinjaEd.3946

NinjaEd.3946

one lucky sod could craft at first attempt a precursor… what’s the difference?

Because legendaries were designed to take up our time, not be some lottery. ITs like asking for the new ascended gear to be a .0000000001% chance to drop throughout tyria. Sure the odds are low, but you will come across a few who got lucky. It will basically become a few got lucky and didn’t really work for their gear or the thousands who actually participated in what the game had to offer and earned their piece.

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

2H handles and quivers.

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Posted by: NinjaEd.3946

NinjaEd.3946

These are attatchments to 2h weapons only that alter the behavior of the weapon. They don’t add an additional condition or increase any stats (power, prec, toughness, vitality). Simle little bonuses. Some ideas are:

Quiver——————

Arched arrows: Bow attacks move in a medium sized arch to avoid hitting low walls/objects. ceilings still obstruct. Does not slow arrow speed, however does slightly increase travel time.

Cloaked arrows: Arrows have reduced visability to foes.

Feather arrows: Arrows move slightly faster. Does not affect attack speed, only reduces travel time slightly.

Concealing Quiver: Camouflage for 5 seconds if you stand still for 5 seconds while in combat. Being hit resets timer. Cooldown 1 minute.

Narrow tipped arrows: First attack when entering combat is unblockable, first attack when swapping to this weapon in combat is unblockable.

Mystic quiver: Arrows will fly up to double the range or until hitting an object. Any skill beyond the normal range deals 75% reduced damage, and of course isn’t homing (like when you are in range, your character will shoot in a way that the arrow will meet up with them on their path of travel, this quiver disables that) Wildfire, basically with either lucky shot or hitting a stionary target. Does not increase skill or ground target range for bow.

2h Handles————————-

Leather strap: reduce all skill cooldowns by 5 seconds when swapping to this weapon in combat. Does not affect elite or profession skills.

Brass Grip: Increase up close attack range by 30 units.

Bladed Hilt: Hit foes directly behind you when attacking for 75% reduced damage. Behind attack range 100 units.

Infusion grip: Take 5% less direct damage. Take 10% more condition damage.

Protective Handle guard: Grant 3 seconds of protection when entering combat.

Cursed Cloth Strap: On-Weapon-Swap sigils last 1 second longer. If there is no duration for the sigil, no effect. ONLY effects on-weapon-swap sigils.

“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)

New thief skill: Shadow Mark

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Posted by: NinjaEd.3946

NinjaEd.3946

This is a lot like Shadow trap, but with the option to teleport back instead of it being triggered by a foe. I like it. I wish there was some sort of profession skill however the altered our stealth. Like

[Passive] Gain 1% crit strike chance every 2 seconds you don’t hit a target. Ends on hit or downed status.
[Active] Increase duration of next stealth skill by 3 seconds. Coming out of stealth, increase duration of returning to stealth by 5 seconds.

So for example, blinding powder with a stealth duration of 3 seconds would become 6 seconds. However once you exit this stealth you cannot return to stealth for the next 8 seconds. Its a fair trade off for those who need to escape or get further behind enemy lines without just simple incresing stealth.

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

This is very st…. step back idea. If mana returns to the game, then the potions for mana returns, also it requites trinity dogma (tenk/healer/DPS), decrease versatility of professions (i.e. warrior and thief should no longer use ranged weapons, most professions should loose heal ability and give it to mana users only), return of toon gear based advantage over actual player skills…

Elementalist : Most people make berserker version of it casting fire. Some people make Arcane elementalist with rampager gear. This is true power of elementalist and make it very unique while rotating elemnts. Also elementalists are the profession with smallest weapon base and they can’t swap weapons.

I don’t think you read all the posts. I know something like this would be challenging, and especially at this point in time very hard to test out. The point I’m making is that, excluding thief, all professions I see just toss all their cooldowns at the enemy to acheive victory, or kite long enough to do the same thing. Spells/skills have different cooldowns but I hardly see combinations other than just press the button when it is availible. as for bringing trinity system back, huh? This isn’t asking for a monk, or to give guardian a taunt or even adding potions, so not even sure where you get that from.
And your description of elementalists is exactly my point, they only tend to use fire and occasionally I see earth. They dont have weapon swap because every weapon they choose has 4 different skill kits, yet the vast majority of people I see in pve areas like orr, or dungeons and many people in wvw, only use fire. There is certainly room to be unique, but ppl seem to just use what does the most dmg. Mesmer same story only difference I see is how people trait which affects which skills to use but I see very few combinations other than a million clones, stealth with daggers, and Gs zapping people to death. Energy resource isn’t a necessity, but there are still tons of balance issues in pvp and pve which something like energy might fix if ArenaNet found a way to approach it at this point in time.

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

What you call “mana” is still in the game. But now it’s only used for dodging.

There’s suggestions about using that resource for other things, like parry or sprint.

Endurance isn’t really skill consuming. Its only for dodging. I have read those posts on things like sprint, or a recover from knockdown/back but thats a different management. I’m talking more about a resource similar to energy from Gw1 for some, but not all the professions. And no, Atomic Sharks, energy wouldn’t kill elementalists. You said it yourself you have tons of skills on cooldown. I highly doubt you have every single attunment on cooldown, energy would make you think twice before spamming those 5 abilities and moving to the next attunement to do the same. Energy for elementalists was fairly easy to manage in GW1 as elementalists, as long as you didn’t have large cooldown spells all used at once. The regeneration of energy was like at +4 base so it was hardly a problem. The only thing I suggest energy be added is to prevent people, who are strictly working off cooldown, to bust out every skill asap to kill a target. Instead you should have to strategize and manage yourself instead of “1-5, dodge, kite, dodge, back to 1-5, run in a circle, dodge, etc”. I dont see many elementalists switch between more than 2 attunements so maybe (big maybe), energy would push those to explore the other skills at their disposal.

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

Lions Arch PvE Arena

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Posted by: NinjaEd.3946

NinjaEd.3946

I like the idea, however Lion’s Arch gets too much attention. Nothing for the other main cities but for 100% world completion or keg brawl in Hoelbrak. I know black citadel has an actual arena you can roam but nothing happens in there. Maybe this could take place there as well? Fight against the different branches of charr legions against pve mobs to beat their score or something and get just regular loot for it. Only availible once a day to keep rewards controlled.

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

Thats the kind of mindset that makes this community just worse and worse. I’m not stating no “mana” or energy is game breaking, I’m just stating that AreaNet visited and had it before in Gw1, and it worked great (IMO). Everygame will have its problems, and people will always complain about those problems. But there is more than 1 way to balance a game rather than simple adjusting a damage value and displeasing population of players that use that skill.

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

With mana you would think twice before using magic spells you say? What, with what we have right now, you don’t need to think? I don’t think so.

We do need to think, most of us. But some people just like to ask or google the best possible dmg output build and follow a trend that leads us to nerfs and unhappy customers. Mana or energy might aleviate some of these balance problems by preventing people to just toss every skill they got because it is availible. I think something like bringing back energy at this point in time would be extremely challenging and might upset a few along the road but the way things are currently arn’t much better anyways (for balance). Pvp should be timing and precision not waiting and rapid clicking/button smashing. I see many good players in pvp, and I don’t get upset when they slice me in half before I have time to react. But the majority I see are just kittens who found an obnoxious build and abuse it because it works. I’m sure this is hardly the case in tPvP but for casual pvp, it is quite obvious who just plays to be annoying.

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

Exactly nurvus, now I dont think adding a “mana” or energy resource to all professions except thief is a good idea since we would just be back at square 1. But some professions like elementalists, mesmer, guardian could use energy. Necromancer some abilities could actually consume life force but then have ways of getting that back. Warrior I think is fine however their old adrenaline system in GW1 was very well done and I liked how we needed to be in combat to use skills, Engineer and ranger are probably best left at cooldown since their wide variety of skills would be hard to find an appropriate balance of a energy or resource use.

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

Seperate pet, from Ranger.

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Posted by: NinjaEd.3946

NinjaEd.3946

NinjaEd…if you want to be just an archer…make a warrior. That’s the class that has the non-pet related ranger things.
.

I prefer the ranger skill kit, its just if you played GW1, I had the option to make my dps good along with some interuption abilities, or make my pet dps really good with some interuption abilities. Now, I’m forced to mix and match and I only have access to control 1 of my pets abilities. So trying to combine combo fields like leap isn’t easy because of even with a pet, I don’t have much control over it. Also I can only have the pet on passive which it does nothing unless I command it to do something, or aggressive where it attacks anything I target even if I [Tab] to the wrong target. I dont suggest remove pets, I played more of a beastmaster ranger in GW1 towards the end but I did enjoy having my own dps without carrying a pet around. Maybe I just have to really look for a build to accomplish this but it is still very limiting. (btw, how is the attack speed on longbow for ranger? MY only concern is if I did pick that build that I would hate it for being so slow in combat that my dmg would be minimal.)

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

So apparently WoW is the only game in the world that used mana? Stop bringing that title here, you make it seem like AreaNet would copy exactly everything they would do if they approached it. LoL has mana, FFXI, has mana, LOTRO has mana, SRO has mana, almost every console rpg had some sort of “mana”. IT isn’t a WoW thing ,its an MMO thing.
Now to be constructive, energy controls how people combine spells. There arn’t really too many spells where you have the option to throw 3 large cooldown spells at once on an enemy foe but you take longbow ranger for example, they can use kb to get the target away from them, then 3 to put vulnerability up and get pet boost, then 5 or muddy terrain to keep the enemy away for longer. Right there you used 3 big spells or skills which can be done in about 2 seconds depending on if you use 5 or muddy terrain. Then you got time to just toss multi-fire or switch to shortbow and toss another 3-5 spells until they are on cooldown. I feel like strictly cd based skills are a little to similar in how professions fight. Just burst all your cooldowns to overkill a target and wait a bit for the next encounter or kite till your skills come off cooldown rinse-repeat. Many people arn’t satisfied with the running in circles combat due to how the flow is all the same. I like that I must move around during a fight and actual stay on my toes so to speak, I don’t like how the fight always looks the same.

I see this more in pvp or WvW the most since in pve things are usually easy enough for you to mess around with your build and have fun. In pvp or wvw people seem to just pick the combo that deals the most or gets ppl killed and kite until they can do it again. There is no punishment or restriction for playing like a fool. I occasionaly see people play more defensivly and make use of other skills to wear out the player and their cooldowns which I think is awesome that some ppl out there try to be unique. But most of the time its just bust your entire skill kit out and hope you get someone…

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

Siege with wheels = movable

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Posted by: NinjaEd.3946

NinjaEd.3946

I think your asking to roll a balista or arrow cart into place. That would be pretty bad IMo. You either know where to place seige equipment or waste the supplies to be short on aim. If anything they should add a salvage seige equipment option for the original maker for half the supplies used. It helps move the equipment slightly without full on returning it to you.

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

We NEED GM's. Agree or Not?

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Posted by: NinjaEd.3946

NinjaEd.3946

GM’s were very, VERY strict in FFXI (good game though, before abyssea). I liked how they maintained the community and did their best to solve customer issues in game rather than through a ticket system on their website. The thing is, we have GMs around Tyria, they just don’t reveal themselves. They are constantly watching things happen like major events and keeping an eye out on what the community has to say about certain aspects. I think the only problem is they don’t go far enough. They need to whisper players who are harrassing(or even teleport them to a Lion’s Arch court ^^) and warn them of their behavior. Also to go around populated botter zones and do what they can. It isn’t practical but 1 step at a time, so you don’t need to send or hire enough people to send 1 to every server of orr.

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

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

Firstly, don’t twist my words into WoW slang. I’m not talking about mana being a slow regenerating resource, I’m talking about a secondary resource that makes players think twice before tossing all their spells to fry someone. I see where AreaNet wanted fast pace combat and making more munitiions (such as arrows, bullets, “mana” or enery) would get in the way of that. But lets face facts, many skills are still unbalanced as is, some more than others. Guess it can be coined energy like how Gw1 had it however the regenration rate would definitily have to very between the professions that use it like how Elementalists in Gw1 consumed large quantities of energy but it came back fairly quick so you could throw another spell out, which I found to be enjoyable. It made my skills feel more powerful but I wasn’t god and able to toss all of them at once to obliterate a group. I like initiative a lot, (thief is my main by the way) however I feel like managing initiative becomes unaware at higher levels with how many traits are set up. For thief, to fix some issues with pvp that many complain about still, I think 2 things could be done.

A. When you hit 0 initiative, your regeneration of initiative stops for X seconds, including traits/passives. That way you must actually be aware of how low initiative goes otherwise risk being slightly vulnerable for a duration.
B. Give skills a 1 second cooldown. I like being able to burst skills quickly, but it seems literlly like a burst of the same skill in pvp and pve. C/d, backstab, sometimes death blossom depending on situation, then heartseeker them to death or toss haste in there and just 1/2 them to death. Normal weapon skills never have cd, but I’m talking about a 1 second cooldown or even .5 second cooldown for 2-5 on thief that way there is a burst still present it just makes you either wait the short time to reuse the skil or actually take use of other skills.
To any who played or play League of legends, I like how their burst mages are. They have short cooldowns but they are still there. The larger skills consume tons of mp while burst skills consume little amounts and some of them have reduced costs or more costs each conescutive use. It doesn’t let you full on machine gun your target to death with spells, but you still feel like your tossing a kitten load of dmg onto them.

“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)