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Well thats where part 2 came into play. Gear that is Master quality or higher and hasn’t been worn yet would come with a base dye(s) on it. You can still preview gear before it is soulbound so thats how you visually see as for knowing what color dye that is, its based on judgment. The higher quality dyes have a very small chance to show up on them but for how many rares and master quality pieces people find a day, it would still show up often. The key is to make Salvaging these pieces not a core profit so very low chance to recover the dye. Some pieces can have up to 4 dyes so thats 4 chances at an expensive dye like white or abyss or celstial. Perhaps the quality of the base dye(s) would get less and less for every availible slot of dye the piece has. Also AreaNet to do this could combine some cool color combinations for us to try out. No sense in mixing purple and yellow hues.
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For armour mainly, since thats the only piece that applys here. When salvaging with a black lion salvage kit, or the last tier salave kit (Including mystic salvage kit) you have a small chance to recover the dye(s) from that piece. Only works for pieces that are Master quality or up and only works on gear that is not soulbound (So you can’t buy some expensive dye, put it on some cheap master set and possibly gain 5 gold out of it.) You can’t dye any armour you arn’t wearing anyways so there is no way to abuse it. All this would do is add a little bonus for salvage kits.
I guess gear that is made or found would have to come with a dye on it to begin with so previewing gear that isn’t soulbound would show what dye it has in it. That way you can see what potential reward you can get for salvaging it. It sounds like this would just hurt the economy more but salvaging gear means that piece won’t be in the Trade Post so theres a less consistent profit already (Salvaging exotics and rares is usually less profitable than just selling the piece so not much money to make) and like I stated, a small chance. Nothing that would make spamming this promising.
Feedback?
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A. Several posts already about mounts. Actually too many to care for but in any case, post there.
B. Mounts would ruin many things in the game. Such as skipping over content by running past it all, cluttering up hot spots with large animals, Permaswiftness would just be extremely unfair in WvW since the whole goal should be keeping teamates alive and pushing forward, not respawning and running back to battle quickly to resupply your server meat shield. Mounts worked ok in some games but it serves no need in this game. Even as a aesthetic since we got titles, skins, and dyes.
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Personally I think the skill unlocks are rather quick already. Granted Eles have to unlock them 4 times, I gained all 5 skills from any combo on my thief within just a few minutes. Getting every single skill unlocked would take me probably 30 minutes (Not trying to brag, its just its literlly that easy.)
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If so, I’d like “Ambush” thief spawn to stay until killed as well. Just my 2 cents.
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Sub job’s or professions work for some games. But not soo much with this game. There is already a ton of “balance” issues being worked on (or in other words, QQ posts about thief being to strong) adding a sub profession would just be too difficult to approach at this time. It worked well in GW1 since there were soo many skills to choose from so it opened more builds up but all professions have access to different types of skills here so its hardly the case.
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I think the post revolves around finishing downed players when in stealth but if you think about it, the downed skills still work. Guardian knockback still knocks you back, Necro fear still fears, thief teleport still teleports, engineer still launches you. Most downed skills have some sort of defensive AoE so being stealth or not it doesn’t make you any less effective. You either get lucky and kill off a low hp target to rally or channel a heal that gets interupted if you get hit. Not many options regardless of the enemy being invisible or not.
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Dont think thieves can 1shot you anymore with the recent Assassin signet nerf but stealth finishers are a little unfair (I play thief and I notice it)
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Gear imporvements after 80 is somethin ANet doesn’t want to do, plain and simple. It gives disadvantages to the people who can’t put fourth the amount of time as others may. (Due to family, work, school, social life..) This game needs more end-game content but putting something like this will just bring us back to the old MMO ways which were getting really dull and if you pay any attention, those games lost a ton of regular players. (WoW, FFXI, LOTRO, etc.) Your ideas would just imbalance soo much, don’t like constructive criticism? dont reply anymore.
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New professions dont imbalance anything unless you make them to be. New professions gata come with new conditions, new skill kit, and most importantly a new playstyle. They already added too many options to some professions in my opinion like giving mesmers dual swords and elementalists daggers. I understand giving players options to playstyle but things like that limit the room for new professions which usually adds new content. Not to mention its something new to explore or something new to learn for those who are finding ways to counter them.
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====Custom Map markers: While in a map, pressing M will allow you to place 20 map markers on that map only and are only visable while in that map. These markers can be used for noted orichalcum nodes, or events you enjoy, guild gathering spots, or perhaps an rock that looks like a face that just makes you smile when you pass it.
====Guild “Last logged in” column in rooster: Very useful and lets you know whose been naughty and whose been nice (By logging in).
====Lock item to bag slot: Some items that we don’t want to sell like food, an alternate weapon swap, repair canisters, etc would be locked. To lock, right click the item and select “Lock item”. While locked ,that particular item cannot be sold, moved to mailing, or moved to bank and will not show up on vendor lists or Trade post when trying to sell. This just helps pick out your needed items from what you plan to sell a little better.
====Dual sword on thief. Mesmer’s have it for some odd reason, and Warriors do but no thief? Q.Q
====Some possible skins for “Christmas”: Ginger bread man shield, Candy cane staff, Reindeer antler dagger, Bow wrapped in decorative lights, wooden toy hammer for well hammers, snowball rifle, fireworks that generate snow, a snowsled on high up mountains in shiverpeaks as a game to make it to the bottom without crashing!, Mystic forge turned into a giant present box (Since you don’t know what you’ll get out of it!). I’m sure theres more but thats all I got.
====SB thief summon from thief skill “Thieves Guild” and “Ambush”. They would utilize cluster bomb, basic attack, and that smoke screen they pop.
====Moose as a Ranger Pet.
====If things scale with the amount of people present(Excluding dungeons) then why no larger parties for end game zones? Like Orr, Frostgorge sound, Fireheart rise, WvW. Max party size increased to atleast 8 for these zones. Its a small step but no sense in jumping to 15+ and looking at a list of complaints the next morning about w/e…
====Splash effect for jumping into water, as well as lower brightness the deeper you go into lakes and oceans. Like really dark, with some sea monsters that only appear towards the bottom. Perhaps a giant squid or viper fish.
====Remove talking to NPC’s while in combat. Very annoying in dungeons or any world event where npcs help you out and you click on them above all.Perhaps to those who don’t mind make this an option.
====LFG channel tab seperate of Map channel tab. Zones like LA can get filled very quickly with random chat making group finding or forming more difficult. Also since chat fills up so quickly they are almost forced to repeat their message and end up getting blocked due to excessive messaging. LFG channel knocks two birds out with 1 stone.
====Map completion, the reward that keeps on giving: Possible rewards for map completion that only affect that zone could be larger node detection range on mini map, slightly higher magic find (5%), discounted wp costs to any wp in that zone, Event list that shows the position and location of active events all around the zone, Map markers(Mentioned above). Any of them could be possible rewards or all of them. Just things that don’t make you stronger in any way like reduced dmg or increased dmg or any stat bonus besides Magic find.
====Barber shop: Lets you add/remove hair styles and beards as well as color.
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I’d like to see a full oriented dps class, without support or defensive utilities, just raw dps or magic dps. A violent glass cannon class for clearing dungeons faster killing everything :P
your idea=trinity build which = no show in GW2. No profession currently is fixed onto a role which is excellent in numerous ways. (No searching for a role no one likes playing such as healer, no limitations on what kinda play style you like just because you picked Warrior or necromancer or w/e, and forming parties is much easier.) More classes would be nice but if they were to be added, it would need to be something completely new and worthwhile and above all, NOT over powered. Many people have posted great suggestions on new Profession ideas with skills, cooldown and duration values, as well as names and what kinda resource they use(cooldown, something like initiative, etc.)
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@Kneemin. I felt the same way, however many people pointed out and I’ve played dozens of MMOs including a few widely known MMOs to understand why AreaNet did what they did with end game gear. Yours or my definition of “Casual player” may differ so someone playing once a day for an hour or two vs someone who only has time to play a few times a week due to work family and possibly school, it isn’t equal. The people who can play almost all day every day would get these pieces much quicker and regardless if the stat difference is minor, it is still an impact. For example, WvW scales you to level 80 so you feel like you are equal to those around but, there are still traits. Traits are little bonuses here and there but make a HUGE difference depending on your build. Same goes for weapons. towards 80, weapons start getting a lot more dmg each tier so what may seem like 100 more attack power, could be the difference between an 8k crit or a 9k crit which is significant. Some (Not all) of the visual effects from the Legendaries are cool and definitly add some flare to your character but like I said… They are too easy to get for being end-game content. Lazy people can buy them and people who work towards them won’t say it was easy but they also won’t say it was fun or enjoyable. More Legendary skins would be a start but there needs to be some sort of quest line as welll as making them account bound once made. Let me ask people who have reached end-game in other MMOs: Which of those MMOs let you trade/sell those pieces? Or sell/trade the materials to make those pieces?
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No but one does notice people starting to get legendaries which only means a matter of time before everyone will be in CoF armour with a sunrise or twilight or The Dreamer… call me crazy but depending on whether the player has the funds, Legendaries are too easy to obtain.
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Grinds have a time and place, and it being the only path for end-game gear is what is depressing. Taking the time (And funds) to design a unique story line or armour set from a mini boss for everything just isn’t practical which is where grinds come into play. I don’t mind the grind as much as I get bored by only grinding. The story line lasted a long time and served its purpose but… now what? Grind for a Legendary?
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I dont want 58 skills per character..if you want a game like WoW so much..go play WoW..the most Id want is more weapon slots and less cooldown on swapping weapons
I understand wow as very popular (To some) but it isn’t the ONLY successful MMO to compare to this game. Many others were very well respected and worked great while having dozens of skills, even 100s. FFXI b4 all the abyssea garbage came out was supurb at diversity. Every “Job” as they called them was played because every job offered something different and unique to bring to the table. There was some Jobs that were literlly mixes of 2 other Jobs and yet they were played because of how they combined them offering unique playstyles, skins, and some different “utility” skills. Its ideas like these that dont unbalance the game and break it, rather offer options. You can never have “Balance” in an MMO. If this game was truely “Balanced” there would be 1 profession and all players would have the same kit of skills to choose from. The goal is to make things as close to balance as possible which means it is flexible to a point. Adding new skills doens’t unbalance anything unless you make the skill to be unbalanced.
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You take what was said out of context. I’m not saying there should be better stats for end game gear, I’m saying the fact is you grind for them which is lame and not something that’ll keep people interested forever. Everything and I mean everything so far end game is just grind a dungeon for tokens or grind materials for Legendaries or grind rares to sell to buy the materials to make legendaries. Nothing is interesting and unique. Its just dull. I played GW1 and I know they have done a good job before but at the moment, things arn’t looking to well. Yes many things were just grinded out in Gw1 as well but there were some pieces as well as skills unique to a certain mini boss which they kinda left out here. Everything can drop any gear piece in its level range leading players to just search for the most veterans or most waves of enemies to better their chances at getting something worth selling.
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[Suggestion] for Legendary Story line.
Each race has some sort of life test they prove whether it being norn’s boasting about a mighty beast they’ve slain, or Charr competing for dominance as the top Legion, Sylvari with their wyld hunts, Asuran being the brightest and most advanced, and Humans seeking legacy amoung their people.
With that in mind and the dozens of zones that don’t get touched that often by the Main story line, this Legendary weapon creation could take you all across Tyria in places you would least expect with some instances in those areas and other times being you look for a “Suspicious spot” that rotates every few days or even just a small drop rate off a world event. (Maybe even doing something specific for that world event such as throwing rocks at the enemy with a chance of the rock turning into the item you need or shooting a Mortar at the tail of a dragon to knock off a scale you need for a recipe, many things could be thought of) The story lines for these would all be different depending on three factors: Your race, the weapon you’re after, and if that weapon is dual weild capable. So if you are looking for one dagger, it is different and easier but not the same as looking for two of those daggers. That way, if you intend to dual weild legendary daggers you won’t have to repeat the story line again, repetition is what is slowly cutting this game down. Each weapon will have some sort of story to its original owner or creator and along this story line, you will visit the place it was created or meet (or fight) the original owner whether they are alive or in ghost form. Perhaps one or two of the ghostly owners could be a side mission in Ascalonian Catacombs explorer mode. At the end anything from a master craftsman will make it for you or you tossing the items into some asuran technology to reconnect the pieces, will reward your efforts with the weapon(s) you worked for. There will be no grinding of an item, no item that makes the weapon will be purchasable by any means. The end result will be account bound, and you chose the stat set it comes with (Power, vitality, toughness; power, prec, crit; power, prec, magic find; whatever) following an epic story of how the weapon came to be and its legacy can be carried on through you.
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Grind for skins because it looks good.
Grind for different kind of equipment to have a larger variety of stats in the equipments.
Grind to make a different kind of build.
OP’s suggestion is terrible and should never be considered.
The 3 things you just listed are basically the problem, not his solution. Troll somewhere else and I agree with the OP. Currently everything is just an excessive grind for looks or purchasable by lazy people who buy tons of gold for the items to make those pieces. It is irresponsible for game developers to leave such a repetitive end-game when the whole time up till 80 was always different and unique. levels 1-79 was fun and challenging if you didn’t level in zones matching your level, always a few ahead. When I reached 80 it seems like the motto is grind for looks…
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Very well thought out and I like the idea of a Light armour based melee class. (Why did they give Elementalists daggers? idk.. poor decision however.)
I also suggested a sort of Magus Fighter which would be a medium armour mage based fighter. It is a mix of Mesmer, thief, and Elementalist but completely different kit and style of combat.
https://forum-en.gw2archive.eu/forum/game/suggestions/Suggestion-Profession/first#post392965
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@ Soki. Yes a million times. I really hope they add the 3 new suggestions I posted (few response up). Grinding hungreds of items or if you’re lazy just buying them all, why even bother? Legendaries won’t make you feel special with this current system. I would like a stat boost but however, it does make it a necessity then which just puts others ahead of those who don’t feel like putting THAT kinda effort in which I think AreaNet does a good job of doing. The whole goal is balance but with the lack of end-game content, how about a story line for a legendary that is ridiculously hard (as in you’ll prolly need 5 people for some parts) or maybe make a world event boss have a small chance to drop the item you need from a chest and you use these soulbound drops to complete parts ot the recipe. This accompishes a TON since it makes high levels revisit old zones and also adds more things to do since in PVE, we are lacking that desperately. Please AreaNet for the Love of Lyssa, add a story line to these Legendaries. It is much easier said than done I understand but atleast reply to this thread saying how it is considered.
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The problem is many servers are WVW based which makes the pve world seem too empty. Sea of Sorrows used to be full of players in PVE but now we got too many WvW guilds walking in and its basically a solo trip around Tyria. Personally I think its kitten that WvW is 24/7 forcing a major population of the server to only do WvW. WvW should be server specific so the reamaining servers are availible for those who like pve.
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Another thing since they are very hard to obtain, would also make them a sort of “Dye” for your weapon. That way if for w/e reason you delete or lose or transmute incorrectly, you can retrieve the legendary skin without having to make another. Wouldn’t be common but like the sell back feature, things happen and you may want it back.
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THe thing is, and yes this post has come up b4, is that racial elites are intended to be weaker than profession elites. The reason is so that no one picks a race based on skills being super powerful since it would just lead to an over population of that race. However playing norn, I do agree that some elites need attention to be more attractive just still at the same level of being under profession elites. As a thief I usually use dagger storm since its a short CD and AoE or Thieves guild if its a single target like a boss. I would like to use Shapeshifting more but its a 4 minute cooldown, offers hardly any survivability, and does horrible dmg. I also don’t see many use charrzooka or the Asura power suit leading me to believe none of the race elites are worth the costs…
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Getting to 80 doesn’t relieve you of any duties. You would not know what to do, how to play your proffesion, and be horrible under geared. Not to mention ,why pay $60 for a game and then buy gold to level to 80? You’re basically asking to bot or buy a powerlevel service which is something ANet kinda fighting at the moment. No one is pushing you to get 80 asap but yourself.
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OK, for starters, I have a ranger, and I have a thief which are the two sides to this post. I like both professions in different ways but equal, however, I have one problem(others may too, but this is my opinion not stating facts here)
SB on thief, is good for aoe, poison, and a short utility of escape skills although is very costly which I have no problem with as teleporting 3-4 times away would be unfair in pvp and almost everywhere else. Then we have Ranger SB which is quick, offers bleed, poison, and cripple, a stun/daze, and a good escape skill if you hit the guy. The problem I come across is range. In GW1 there were 4 different types of bows. Idk if the arch length made a difference however they didn’t carry over range too well. Ranger SB has 5 skills at 1200 range all of which are part of a good kit while the longbow on ranger still has 1200 range but only on 4 skills. Yes that 1 skill is a knockback which is fair but still if you look at the overall, Longbow has less range which just is nonsense. Thief SB has only 900 range with 1 skill at 1200. This creates HUGE problems for me in WvW and pve in general. The Thief SB basic attack is horrible anyways unless you wana aggro entire groups or proc fire sigil, and 4 skills are at 900 range. The 1200 range bomb shot is very slow and easy to predict since it lights up the area its about to hit b4 it lands. Now that the basics are covered about the issue, a possible resolution.
SB on ranger- Reduce range of skills to 1000 range. This atleast makes the Longbow for long range slow speed rangers while keeping the shortbow at its quick but up closer build. For how quick the SB is it almost seems useless to use the longbow other than for barrage.
SB on thief-Increase range to 1000. This atleast puts thief SB skills up to par with other professions in range and being how squishy they are, doesn’t put them in any more risk than the others for. Pistols are very strong on thief so I feel as the range for them is ok regardless of real pistols being literlly farther range, this isn’t real life…..
Some may say, “Well thats not balancing thats just buffing one and nerfing the other.” To you I say, how is there balance when 1 profession has 1200 range and the other has 900? It may seem like a small difference in numbers but it does make an huge impact time after time after time in any pvp encounter. Besides, 1000 doenst equal 1200 so rangers still win if they use longbow.
Every thief I talk to say the range on SB for thief is laughable and everyone I’ve asked about ranger say go Condition with Sb. In other terms, one build is over used and another is under used. With this change atleast longbow on ranger feels like a long range weapon while shortbow is still far but more quick attacks. As for thief it allows more participation for thiefs to use the SB attacks instead of getting bombarded by skill shots because of how close they have to get to hit anything.
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Reducing costs of being downed: Waypoint fee PLUS repair costs?
in Suggestions
Posted by: NinjaEd.3946
I definitly agree and posted this idea several times on this forum. We already pay repair costs, which is fine, but paying for wp costs to revive? Thats not reasonable. The nearest waypoint, which is easily calulated and doesn’t allow abuse to free map travel across Tyria, should be free on death. It lets players get back into combat quicker and encourages people to finish the event instead of saying “kitten that, I’ve spent too much already..”
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Keep in mind, we’re only two months into Guild Wars 2. As time goes on (and more people obtain legendaries and the precursors), it’ll become cheaper to get them.
Thats the problem I have. And not to rage, but I basically changed the post through responds since I understand how higher stats on weapons and armour makes it an obligation to get it or get left behind which is what ANet doesn’t want. But legendaries are esentially bought or you farm the materials and gold and make it. But the “buying” part bugs me since these are legendary. Whats the point of selling high end-game skins for any currency? I guaruntee that once legendaries start getting out there people will praise the ones with them but how many of those people do you think made it vs. just bought it to look cool?
I should prolly change the original post to reflect the changes I suggest but basically, I suggest 3 changes to how legendaries are:
1. You chose the stat set it comes with. So you don’t have to transmute, have it come with the set you want. Isn’t NEEDED but taking an extra expense of getting the exotic with the right stats and then transmutation stone to make out of the equation would be a relief for some.
2. Account bound. Since they are extremely hard to make it would only be fair to share these pieces across the account. This also removes anyone who intends on buying them out to keep it as a unique skin you work for. (No working towards gold doenst count because you can buy gems and sell them for gold to buy them if you wanted as I’m sure many would try.) Perhaps to keep this as an end-game account bound item, make the transmuation of them not allowed on any weapon below 80 so you don’t see a level 20 running around the The Sunrise or The Dreamer.
3. Maybe instead of making them just a recipe, implement (although it would be a little late) a quest line seperate of the main story line to get the items to make it. Currently making them is just a grind for karma and gold (or the materials if you wana save a little) which seems insignificant for a “Legendary”. One thing and sorry to bring it up a lot but FFXI did well was making these important character pieces feel special and not just drawn out grinds for hundreds of an item. The quest lines werent short, or easy and some took groups to help get the item. Someone mentioned a sort of Story behind these legendaries which would really help make these items live up to their title along with being account bound as to feel unique.
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this kid still upset that he can’t see invisible people? Stop trolling, and stop feeding this troll post. Bottom line, you havn’t done your fair share of homework on stealth and found out the numerous counters to stealth (As listed above several times over and over)…
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These stacks wouldn’t add extra DoT like bleed does, they would be like the sigils that you collect stacks for and at 25 or 26 have some sort of effect and reset once you reach those stacks. My Ideas for burn and poison would be:
~At 15 stacks of poison, your target gets Plagued (Condition). Plauge slows movement and attack speed by 33% for 3 seconds. Considered Crowd control so Champions with stacks of defiance can ignore.
~At 15 stacks of burn, the target is scourched (Condition), leaving them with reduced healing effects for 4 seconds. Healing is 25% less effective for 4 seconds.
The stack numbers could be lower since reaching this many stacks is difficult but it would have to be a high number so places like PvP and WvW don’t see this as an reocurring issue.
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I don’t think they will follow GW1 skills to closely. It would be nice but there were dozens of skills no one ever used and they never really got touched. Giving variety would be welcomed and appreciated however the current underused skills need attention first. Mainly elite skills as I’ve seen many posts asking to make the Elite slot as an optional utility slot, meaning people would rather play without the elites because they don’t see them as powerful enough which destroys the whole reason of elite skills.
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@Bruno
That what I’m sayin (for that specific part atleast) The Veteran and champions just appear but serve no purpose other than for looks atm. Like I posted up top, the Shatterer veteran should be dangerous and possibly raise an army of banded (I know that in BEW that players could defend some place around The Charr region and if they were killed by branded, they would turn and be able to attack other players for a short time. ) Having 50 or so people fighting The Shatterer and suddenly you have 10 extra branded players on top of branded spawns swarming you, it could play out really well. In theory.
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This isnt a request for a nerf, its just a request for a counter built in the game. mesmers have stealth anyone with a smoke field and blast has stealth, rangers have a stealth. So before you knock on the idea and get super defensive its a COMBO field change. Would it be hard to avoid the stealth removal if you were a good thief?
no ,this is a nerf without you considering how harshly this idea would affect thieves. Yes other professions may stealth, but it isnt a core to those professions. Thief NEEDS stealth for numerous reasons. Survival, attempting a BackStab, depending on traits it gives them initiative or heals them or gives them 100% crit chance. You say ranger can’t counter them well and also that they are apparently “immune” to projectiles which is a flat out lie. Ranger has skill shots they can target in the general direction on SB, and LB has a cripple AoE they can place in front of them so the thief has to still go around or they won’t make it to the target in time. Rapid Fire channels for 3-4 seconds and we only get about 3-4 seconds of stealth so if they are stupid enough to stealth during this channel you got a full on tracking skill for them. Stop asking for nerfs to professions you troll on and learn to play your professions better. This message seems harsh only because ppl like you constantly ask for thief nerfs and it is gana make the class useless very soon if it continues. Your next post might as well be remove thief from profession list…
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Um… stealth is what thieves live off of. You can’t rage at a mechanic you clearly havnt look into countering because if you played ranger, you would know there are traps, channeling still works on thieves when entering invisible, and oh yeah back away? Thief stealth is 3-4 seconds at most. Ppl need to stop asking for thief nerfs and learn to play their profession better.
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that idea in theory would seem epic, like seriosuly, but it is easier said than done. Dragon’s dont move too often because they are huge, and also programing them to be in different spots is very challenging with making open areas, animations not clipping too much, etc. I would love if they took notes on skyrim dragons (A+++++ job on those) so dragons were put out as a terrifying experience but its hard work especially for an MMO. If they could manage that somehow (like the Orr idea I suggested except for the 3 big dragons), it would really bring dynamic events to the front page and I would just dragon hunt all day ^^
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Hi, I’ve played this game actively since the release date and having reach 80, completed all dungeons, participated in almost every event in some way and slayed countless world bosses. However I find the Dragons (Mainly Shatterer as that is what this post is for) are lacking the fear they ought to bring. Jormag is my favorite not just because it’s the lvl 80 dragon but because he flies around, crash lands, sends people flying away unless they play safe. Some Suggestions I have for the shatterer to spice up this nearly forgotten dragon that may or may not make the event worthwhile.(along with some General Dragon buff suggestions)
-When The Shatterer starts, he brings with him a huge cloud of dust and also landing makes more dirt fly up into a giant cloud visualy blinding and putting a blind condition onto all foes within range. Same can go for him swinging his claws or flying up and falling down which will throw up dirt and blind nearby foes along with its original knockback. This added entrance really makes the player feel the force behind this dragon but lets not stop there.
-The Charging crystals that heal the Shatterer will glow bright, “charge” up, and explode once destoryed for heavy dmg unless far away or dodged. It makes this short defensive part of the fight a bit more scary for those who just like hitting some buttons till its killed dead.
-Spawn multiple lietenants of The Shatterer. Those little versions of him are somewhat hard to kill but its only one. With how many people(used to) show up to this event it hardly scratches participating players. OR Make him a bit stronger with mechanics like wide radius lunge that hits heavy and when ever he kills a player he will heal himself for like 5-10% of its max hp. Also if killed, the player can(as in a chance) spawn into a “branded” form and is forced to attack nearby players. This will make surrounding players WANT and NEED to kill it otherwise it will slowly go around wiping the whole party and raising an army. Adding multiple fights to worry about during a world event helps create panic and require ppl to think instead of just press a button or two to slowly wiggle the boss’s HP down.
-There is a ton of room behind the Shatterer. Why not make this fight a “Tug-of-war” type battle? The whole goal of the event could be protecting the vigil cannons and mortars while the shatterer slowly progresses towards them. If your group does enough dmg or some sort of event like having them run back to place landmines in a designated area to keep the dragon at bay could make the fight seem a lot more alive. If you fail do keep it at bay it will slowly but surely destroy the vigil forces ahead and Fail the event. There isn’t room to fly around like jormag but there is plenty of room for a tug-of-war type fight to make players push hard instead of staying on its side hacking at its paws.
Now for some general Dragon change suggestions:
-Spawn time bumped 2-3 hours longer. A Few things would have to come along with this however which will be explained.
-Better rewards and make Gold and silver participation harder to acheive.
-Harder dragons. (Jormag is alright, shatterer possible buffs listed above, idk much about The Sunless but enough to know it is weak)
This Makes dragons more “unqiue” instead of just a quickly rotating event you can spam. I imagine the rewards currently for dragons are aweful just because how quickly they come and go. If rewards were just bumped without addressing how the event plays out, it would be too easy for players to get rich and just breeze through the tp with high end armour.
-All dragons should carry with some heavy weather effect(Ofcourse this can be lowered so those with already low fps don’t lag up and disconnect). Jormag bring with a thicker blizzard around the battlefield, Tequiti brings a dark rain storm, and The Shatterer just dims the screen further but since he is radiating lightning you can still see him fine. This is just for more visual effects.
-Dragons of orr flying around will occasionally land down and start an event. They will be like Champion risen giants as in their slowish movements but have massive attacks and AoEs. If the dragon isn’t killed or attacked for long enough time, it will fly back up into the sky and continue reigning hell in the skies. This would make Orr like 10X more scary since you will almost always check the sky to make sure the dragon isn’t about to swoop down and eat you (not literlly although watching this happen to a botter would be hilarious)
Thats all folks! PLease comment and post your own Dragon ideas here to bring these once fearful creatures back to the list of things that make this game epic!
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I agree. Dungeons are fairly easy to “speed clear” which is why I imagine the rewards are such garbage currently. Making a truely hard dungeon with much higher change of worthy rewards could really bring people into dungeons more.
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YES PLEASE! And more hood options as head pieces are one of the most visible armour pieces. Tattered hoods, basic hoods, hoods that show the whole face, hoods that barely show your mouth, royal hoods (for those who like shinies), “Ghastly” hoods maybe? (Makes your head look like a skeleton at night? ) MOE SKEENS!
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Suggestion is to face away from enemy. It may seem long but from experience, looking away for a second or 2 is long enough to turn around and backstab without breaking stealth. I hope you arnt using the venom signet BS trait line.. Those people are causing flamers to arise and ask ANET for yet another thief nerf :/
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and yet, there is a dodge button, and tons of escape skills on numerous professions… I dont run signet and venom BS build( i only hit about 8k Backstab) so maybe those builds need rethinking but the way thieves are designed are not OP. They arn’t unkillabled and certainly arn’t impossible to counter. Flamers post that thieves take no skill. Not true. Good thieves take thinking within seconds and putting skills together to maximize dmg or else they get targeted and die quickly due to low defence and hp. Rangers get pets and long range, and engineers get long range and turets so they can play safe for awhile. Thieves have to risk being up close and vulnerable.
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thieves are not OP, stop trolling posts like these because you can’t counter us soo easily. we can stil get crippled, still get channeled onto while entering stealth which reveals us, and oh wait… DONT STAND STILL WHEN YOU SEE US DISAPEAR… Stealthing has been around for years and years in MMOS and if people honestly don’t know how to avoid that then they should stop playing MMOs… I guess we should complain about how much healing guardians get because you know, they are better than thieves at healing :/… Stop raging because professions are better at some things than others.
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You dont play thief, otherwise you would notice the little boon that pops up not allowing you to restealth for X seconds. If you wana coward in stealth for the whole time thats your problem and you get nothing out of it. But there is no way(I’ve tried) to premanetly stay in stealth unless you plan to waste every single cd to do so which leaves you at nothing. You obviously are flaming at thieves because they have a mechanic you can’t adapt to counter which is extremel easy.
Ps. Dont stay still when they stealth, how about run away and dodge since they kinda added that to the game :s )
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I understand making profession elites more appealing than racial(otherwise all that would be left is Race X with Profession Y over and over because of a cool elite) but the point is, norn race elites are very VERY unapealing. Not just from cooldowns but from effects. I can’t speak for all race elites as I only made a norn and human. But 4 minute cooldown for an elite that does less dmg than being in human form? There should be some sort of benefit such as the ones I’ve listed if not some other kind that doesn’t make “Norn” shapeshifting the obvious choice, but one that feels worthwhile. You want professions elites to be stronger, but atleast make picking a race for more than just looks and story (which is alright, but as soon as I meet Traherne or w/e his name is, downfalls quickly.)
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Why is GW2 combat sooooo BORING???
BTW: Even Diablo 3, with all its criticisms, at least managed to make their combat system fun and engaging, with enough skill customization to allow personal variety. Maybe Anet can borrow a few ideas.
Don’t bring that garbage here, everyone from that game used the same build in the game. There was no variety, just spam the build that did the most work. They need new skills obviously but the question of balance and use comes to mind. GW1 had dozens of skills to chose from but how many of them did you honestly see? I imagine GW2 team is workin on making new skills attractive as well as unique instead of just tossing new ones that serve no meaning again.
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The whole idea is that thieves are near useless in WvW, and there are hundreds if not thousands of thieves. They may be able to appear and disappear but in events like WvW, do you think the tug of war line stays the same the whole time? No. Its very dangerous for thieves to push forward as they have no tank abilities other than stealth which has a cd inbetween stealthing which only lasts about 4-5 seconds at best(and you can still be crippled, if not channled onto revealing you the entire time). I don’t agree to a 1200 range since thats more of a far caster but atleast 1000 base from a trait line so its a sacrafice for WvW thief builds that want to be more beneficial to their server.
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would help a lot, mainly for DoT aoe’s kinda is hopeless to try to survive in them :/
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Well exactly, the skins mightn not appease all players. The dungeon tokens atleast give you options to pick what skin you like but for legendaries? its all the same. only the 1 skin. There should be numerous skins as well as the option to pick what set of stats you want (Power+prec+crit dmg, toughness+cond dmg+power, etc.) Its a large investment for a skin people may not like. Trophy/show off piece or not, it should be attractive to everyone in the game.
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would be nice for areanet to explain their ingame system b4 sending it out. Is it drop quality or chance? The 50g question…
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There is no perma stealth… Maybe the cd between stealthing needs a longer cd but its not like thieves can tank in any way. They are glass cannons so they die easily without some sort of defensive mechanic. If they get a longer stealth cooldown they deserve a 1-3 second longer stealth time. Just because you can’t learn to counter thieves doesn’t mean they should uber nerf them.
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