Showing Posts For Nurvus.2891:

Offensive name should be renamed, not banned

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Posted by: Nurvus.2891

Nurvus.2891

Um, at this point, you do realize Mildread was a trap, right?

And you keep at it. It was all your plan, and we fools fell for it. Good for you.

Doesn’t change the fact you’ve been proven wrong regarding your naming policy stance, both by examples and arguments, and now resort to ignoring others’ arguments, changing the subject or nitpicking at technicalities.

Have fun.

(edited by Nurvus.2891)

Mini-Pet Slot

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Posted by: Nurvus.2891

Nurvus.2891

Mini-Pets should simply disappear during combat.

I agree it would be nice to have a slot for them, though.

Offensive name should be renamed, not banned

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Posted by: Nurvus.2891

Nurvus.2891

Having said what I did, I agree Mildread doesn’t seem deserving of a ban at first glance.
However, if a simple google search can show you that it’s considered insulting or offensive somewhere in the world, you should just rest your case and accept ANet’s decision.

Names like Do It To It, however, are unacceptable in a persistent world MMORPG.

ANet has many flaws, but naming policy doesn’t seem to be one of them.

(edited by Nurvus.2891)

Stats & Trait Bonuses 2.0

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Posted by: Nurvus.2891

Nurvus.2891

As the game mechanics settle in, it’s becoming more obvious what – and why – certain builds are clearly superior.

The way traits and stats interact is effectively broken and needs a change.
Changing numbers in itself isn’t enough.
The mentality behind the various trait lines, bonuses, stats and interaction between stats needs to change.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

Sprinting is technically the same thing as swiftness or a skill like Bull’s charge/Ride the Lightning/…

That’s like saying Parry is technically the same as Blocking (Guardian’s Shelter, etc).

It’s not.
Skills don’t share a resource – except for Thief.
They have individual cooldowns.

What I’m suggesting here, is to offer a broad variety of Actions that share Enduranec as a resource and are available to all Professions.

This means if you use your Endurance to Sprint, you can’t simultaneously use it to Dodge or Parry – but you can still use Bull’s Charge or Shelter.
Likewise, if you use it to Parry, you can’t use it to Dodge or Sprint – but you can still use Ride the Lightning.

The inherent gameplay is quite different – it’s about decision-making.
It’s not a “boost”.

Furthermore, constantly swapping between combat, travel & gathering skill setups is neither fun nor skillful.
So this also makes out-of-combat travel a little faster by allowing players to sprint around at a decent frequency, while having their favorite skill setup – rather than the most effective for traveling.

(edited by Nurvus.2891)

True Progression - Skill Variants

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Posted by: Nurvus.2891

Nurvus.2891

I couldn’t agree more. While I appreciate and enjoy the new content, we are playing old builds in old ways. Key word here is play, meaning to figure something out as much as to explore. No matter how much new environments we get, the old abilities (let alone the less favored ones, for obvious reasons) will grow bland.

But save something for expansions I was told =p

Well, the best thing ANet can do is enrichen the game with a high degree of customizability such that players actually have TOO many builds they wanna play.

This is one way to reach it.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

To be honest, I simply think none of your skills while downed should be as good as the skills while standing AND your downed health should also be alot smaller.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

Due to MaXi.3642 input, I added the indication that some weapons would be less effective against Spells and others against Physical.

Furthermore, it’s important to note, that, while wielding a Shield, Parry is effectively an on-demand partial Block, although you use both hands.

Emote System that should be in Every Game

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Posted by: Nurvus.2891

Nurvus.2891

Well, the amount of characters you have access to with your left hand in a quick motion aren’t that many.

That’s why a sequence of 2-3 characters focused around the qwerasdfzxcv is best, as it provides MANY emotes accessible in a second.

Emote System that should be in Every Game

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Posted by: Nurvus.2891

Nurvus.2891

I’m liking this suggestion a lot too and shouldn’t be very hard to implement.
I’d also like seeing the GW1 emotes again (they are already used in GW2, since they don’t give any errors, just not implemented) plus a /kiss (throwkiss) emote should be very required for some players I believe. This is admittedly a LOT of animator work, but I think many players would appreciate it hugely.

It’s also found in a game called Tribes, I believe.
It’s a very useful system.

True Progression - Skill Variants

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Posted by: Nurvus.2891

Nurvus.2891

@Guns and Giblets – I must say League of Legends is proof of a truly free game, where the cash shop is purely about services and vanity that does not impact the game, and due to its variety and customizability, will sell even without the concept of progression.

ANet would make more money for having a solid game system and a purely service & vanity based cash shop, than they do right now.

Changes aren’t made because they’re making alot of money now.
They should be made in order to make more money then.

Monster Spawning Mechanics

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Posted by: Nurvus.2891

Nurvus.2891

Fair enough.
I didn’t really consider that.

While spawning, some creatures might have the equivalent to “downed state” attacks, like clawing your feet, etc.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

- I agree there can be a distinction between spell and physical parry effectiveness.
Some weapons might be better at parrying spells, others better at parrying physical attacks.
There’s alot of possibilities.
- The costs for the suggested abilities are placeholders. You might be right about Tumble being more fair with high Endurance cost. But remember, if you get out of a knockdown/knockback, you are now unable to Dodge an attack for a while, wich might be another Knockdown/knockback.
- Faster recovery while standing still, is meant to reduce the overwhelming need to kite every and anything, by rewarding you for standing your ground and using Endurance abilities at the right time.
The epitome of this is Parry, the ultimate reward for those who want to stand their ground, yet still different from Dodge.

Monster Spawning Mechanics

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Posted by: Nurvus.2891

Nurvus.2891

Yes, but if they spawn in a visible (digging themselves out of the ground or slowly getting up) and audible (braaaiiiinnnnsssss) way – a way you can react – would make the game 10x more immersive.

Imagine the spawn animation takes 5 seconds.
Instead of instantly spawining 30 seconds later, the spawn animation can begin 25 seconds later, wich means you get a 5 second “warning” before the creature actually goes for you.

Combo Concepts

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Posted by: Nurvus.2891

Nurvus.2891

That kind of chain interactions would probably be tougher to design and balance, but would be awesome indeed.
It seems like it would have to be skill specific, or at least each skill would need a bunch of “tags”, in order to help determine what it does in what circumstances.

I’m merely suggesting a few additions that use what we already have, with minor modifications.

Revamp - Gathering & Salvaging

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Posted by: Nurvus.2891

Nurvus.2891

Also, I don’t really like the idea about extracting upgrade and keeping items. Mostly because of random Rares and Exotics that might have pretty good runes. And it would put a price for Karma, because you could buy the 42,000 Karma armor and extract the Superior Runes and sell them on the TP. And that’s exactly what ANet wanted to avoid.

While I can see that being able to keep the upgrades would make people more willing to use Major Runes/Sigils in their stuff, I can also see it making level 60-79 content too easy, as you would be able to put your Superior Runes and Superior Sigils and know that you won’t lose them or the armors. Would result in people using Runes/Sigils from their level 80 character to boost their level 60s, then swapping those Runes/Sigils back to their main once they’re done.

Well I suggested that when you extract upgrades, the item becomes account-bound (or even soulbound), so it’s not an issue.
The salvage kits could also change a little in value and drop rate to accomodate this change.

Combo Concepts

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Posted by: Nurvus.2891

Nurvus.2891

How about Target Combos? (placeholder name) – Whenever you use a Target Combo attack, you will add a mark on that target for a few seconds. If someone else uses a Target Combo attack, it will count as a combo. Basically, the first Target Combo attack adds a mark, and the next removes it and adds an extra effect.

Awesome ideas btw.

Anything they do to refine the combo system will be a great addition.

Guild Wars 1 sold for its amazing variety and customizability.
Guild Wars 2 should follow the example.

Monster Spawning Mechanics

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Posted by: Nurvus.2891

Nurvus.2891

I have to say I believe bug fixing and new features are probably dealt with by different devs, at least if it pertains to different areas.

Example: combat mechanic bugs and designing spawn (animation artists), are completely different areas.

[Sollution] Condition Stacking & Boons

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Posted by: Nurvus.2891

Nurvus.2891

It’s simply a bad mechanic at the moment.
Condition damage seems designed for soloing, dungeons and to some extent sPvP – but that’s it.

My suggestion, even if not perfect, would be an improvement.

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

Also as a assumptive guess Elona will be opened before Cantha, seeing as there is way more about Elona in the game currently then there is about Cantha.

I agree. But it doesn’t need to be connected.
Elona and Cantha could even be partially, but simultaneously opened.
Anything goes.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

The players are not less dazzed by the allure, and understand better the ins and outs of the combat system.

Is the need for an improvement to the Endurance system more apparent, or do you feel the same way?

True Progression - Skill Variants

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Posted by: Nurvus.2891

Nurvus.2891

Given the latest changes, and now that the game is a little more seasoned, perhaps this suggestion is more relevant to the current problems the game has.

Please discuss.

Combo Concepts

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Posted by: Nurvus.2891

Nurvus.2891

We really need Combo Fields to become more meaningful, because no one really bothers building around it..

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

I would like to see the Dervish back in the game.

First of all though, I expect ANET to add more skills.

As for rest of the content you can sleep safely. They know what to do They probably don;t even read all thsoe long threads. They are masters at this trade at last.

Masters too learn from their students. And when they do, it’s glorious.

Revamp - Gathering & Salvaging

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Posted by: Nurvus.2891

Nurvus.2891

We can always hope.
I’m confident they take a peek at the forums every now and then.

All we can do is try to ensure that when they do, they have decent threads in the first few pages to look at, rather than a bunch of unconstructive complaints.

Give players Defiant.

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Posted by: Nurvus.2891

Nurvus.2891

I second the notion of using stability. Most classes have more than one way to gain stability, and it’s sometimes coupled with a stun-break. You are sometimes forced to change your skills to deal with certain enemies. Get into the habit of it

Also note, most of the enemies that hit you with knockdowns do so in close range. Hit them with cripple/immobilize/chilled, knock them back, kite, etc. to keep a gap between you and them while you dish out the damage.

This game is too focused on kiting already.
Measures should be taken to move the gameplay towards other directions.

Trait Concepts - Superior, Elite & Stats

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Posted by: Nurvus.2891

Nurvus.2891

Under the latest changes, now that the game is a little more seasoned, and the initial allure of graphics is giving the spotlight to gameplay, I imagine there is a bigger concern regarding the customizability Traits offer (or lack thereof).

Any comment on that?

[Sollution] Condition Stacking & Boons

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Posted by: Nurvus.2891

Nurvus.2891

Very good suggestion. I hate how things get buried in the suggestion forum, though

Was directed to this from a different forum.

Wich forum, might I ask?

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

It makes sense to Parry a group as much as it makes sense to Block a group.

But you tend not to be able to block a group. The only block that blocks ‘groups’ is when using a Shield and Mesmer Mimic (that I can tell). Every other block tends to have a number attached (blocks 3, blocks twice, etc).

It makes sense to block a group with a shield. Doesn’t make sense to parry a group without one.

Guardian’s heal blocks everything.

I suggested Parry to only block attacks from the front.
I never said Parry would be a static stance where everything that hits you is parried.
It’s not hard to imagine the character adjusting the position of his weapon with every Parry, giving the impression he’s Parrying each hit individually, rather than using the weapon like a wall.

This game also needs tools to allow/encourage players to stand their ground as well, from time to time.
Endless Kiting isn’t fun.

(edited by Nurvus.2891)

More Skills please?

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Posted by: Nurvus.2891

Nurvus.2891

I completely agree.

There are two threads I created pertaining (but not limited to) skill variety and customizability, namely Expansion Concepts and Skill Variants.

You can find the links in my signature.

Currencies

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Posted by: Nurvus.2891

Nurvus.2891

I think the best sollution – one that keeps the same currency functionality, while removing the bag clutter – is to make Currencies no longer occupy Inventory Space BUT remain Account Wide.

Right now, you can farm AC with character A to get your character B some level 80 gear and nice skins.

This change would keep that functionality.

Please don’t change all dungeon currencies into 1 type.

Revamp - Gathering & Salvaging

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Posted by: Nurvus.2891

Nurvus.2891

Too bad ANet doesn’t read awesome forum posts like this one.

With the help of constructive criticism, they just might!

[Sollution] Condition Stacking & Boons

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Posted by: Nurvus.2891

Nurvus.2891

Indeed, Spencer.1386.
That’s precicely what I attempt to address.

It also affects more than just Bleeds and Confusion – Burning and Poison are affected by the current situation as well, because if 2 apply Poison, they queue after each other, and you may never get your part of the poison to deal its damage at all (enemy dies, or dispels)

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

I’ll check it out.
What about the rest of suggestions made here?

Ritualist was just 1 of many.

all possible 3 stat + combo on all gear

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Posted by: Nurvus.2891

Nurvus.2891

I have to disagree with you on one point, Olba.

ANet can make certain stat combinations require combinations of fine crafting materials to produce, instead of a single, new type.

That being said, I don’t think it’s worth developing more stat combinations, until ANet actually makes all combinations useful.

Combinations that make little sense:

  1. Malice & Power
  2. Malice & Prowess
  3. Prowess without Precision
  4. Precision without Power nor Malice (Precision + 2 Defensive Stats)

The 4 above eliminate alot of combinations.

Proposal: 90 trait points

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Posted by: Nurvus.2891

Nurvus.2891

4 things should be done:

  1. Redesign the bonuses you get from investing in a tree to be more meaningful, interesting and scale with gear
  2. Allow you to get traits from other trees (perhaps 1-2 slots dedicated to cross-tree traits)
  3. Separate traits into minor, major and superior, because currently there are alot of traits that are simply too gimmicky
  4. Increase the amount of traits available

Balancing PvP vs PvE vs Fun vs Bots

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Posted by: Nurvus.2891

Nurvus.2891

In light of the announcement regarding changes to Dungeons, I think this topic has become more relevant.

In GW2, most creatures are just a health bar with 1 auto-attack and 1 telegraphed skill.
This doesn’t make the world feel rich.

I have adjusted the original post and added specifics regarding how to change Defiant and Unshakable boons that Bosses have.

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

I would like to see the Dervish back in the game.

First of all though, I expect ANET to add more skills.

As for rest of the content you can sleep safely. They know what to do They probably don;t even read all thsoe long threads. They are masters at this trade at last.

I would say they “were” masters in GW1, because they threw away alot of the stuff that made GW1 awesome, and replaced it with things from other known MMOs, even though they forbid us from comparing GW2 to other MMOs.
Ironic, isn’t it?

Anyway, just click the +1 on my suggestion if you support it, and it might get seen by the devs.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

This would be an AWESOME idea. I’m behind it 100%!

Well, I’m not exactly sure how the “+1” works, but I suppose if enough people support the thread by clicking it, the chances of it getting seen by the devs is higher.

New Condition - Forsaken

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Posted by: Nurvus.2891

Nurvus.2891

So you’re saying that a coordinated “focus someone down” + “remove boon” + “apply forsaken” would be OP?
That much coordination deserves good results.

The opposing side can also have coordination:
“remove conditions” +"apply aegis/block/protection/etc" + “heal up”

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

Sirendor, deciding between clicking V or clicking direction+V isn’t really about who taps the fastest, nor does it require anymore skill than now.
It’s just less mindless kiting.

Put regular utility skills into Elite Slots?

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Posted by: Nurvus.2891

Nurvus.2891

Daecollo, I think your idea is a bad tradeoff, because it encourages to ignore part of the game mechanics (Elite skills).
Anet is better off making Elites attractive and balanced, instead of encouraging players to ignore them by giving them an easy alternative.

New Condition - Forsaken

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Posted by: Nurvus.2891

Nurvus.2891

Poison already reduces healing taken
I think it would be interesting to have a condition that prevents or absorbs Boons.

I see this as some kind of “curse” with a holy/unholy theme.

In addition, Guardian lacks a stacking damage condition, and none of the existing ones would really make sense.

Forsaken

  • Effect: Deals damage over time and prevents target from receiving Boons by sacrificing 5 stacks per Boon it prevents. Stacks up to 25.
  • Damage per Second: ~75% of Bleed.
  • Duration: Same as Bleed.
  • Professions: Mesmer, Necromancer, Guardian.
  • EDIT: Certain types of Boons might consume different amounts of Forsaken stacks.

This means everytime a Boon is applied to a unit suffering from Forsaken, 5 stacks of Forsaken are removed instead.
This means that despite the Boon being ignored, it will at least lower the damage from Forsaken.
If Forsaken only has 4 or less stacks, neither Forsaken is removed, nor the Boon is prevented.

(edited by Nurvus.2891)

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

I simply tried to preserve differences from other professions as much as possible – there are enough zealots nitpicking at every similarity with existing GW2 professions.

Most Spellcaster Dervishes were usually multiclass for synergy with other professions. I see the Dervish as a mage-fighter.

I suggested Javelin, in Elona expansion. My suggestion has 2 posts.
The idea on the Ritualist is that, as you recall, each Spirit had a specialty.
I thought giving the Ritualist the ability to “commune” with the Spirits and inherit some flavorful bonuses would be nice.

I didn’t change the suggestion as I indicated in your thread – that the Ashes would add skills to the F1-F4 skills, rather than 1-5.

(edited by Nurvus.2891)

Add a Chain to all Healing and Utility Skills

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Posted by: Nurvus.2891

Nurvus.2891

I think all Healing and Utility Skills should have a Chain Skill as well.
A Chain Skill is a skill that becomes available after using the initial skill.

Examples:

  1. Necromancer
    - Well of Blood -> Call of Blood – Heal and Warp to the Well of Blood (remove initial heal from Well. but strengthen its periodic healing)
    - Well of Power -> Call of Power – Draw conditions from nearby allies and Warp to the Well of Power
    - Well of Darkness -> Call of Darkness – Warp an enemy into the Well of Darkness
    - Well of Suffering -> Call of Suffering – Warp an enemy into the Well of Suffering
    - Well of Corruption -> Call of Corruption – Warp an enemy into the Well of Corruption
    - Spectral Grasp -> Spectral Hold – Damage target while channeling. If he is Chilled, he becomes immobilized as well.
  2. Guardian
    - Smite Condition -> Smite Boon – Remove a Boon from nearby enemies and damage them. Damage increased if a Boon was removed.

You get the idea.

Put regular utility skills into Elite Slots?

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Posted by: Nurvus.2891

Nurvus.2891

That’s not fixing the problem, that’s just covering it up.

The real problem is the lack of usefulness of most Elites.
You don’t fix that by letting people not use Elites.
You fix the Elites.
Elites need to be more synergic.
Perhaps we could use an additional Utility Slot, or perhaps each Utility skill could come in duos (like a Chain after first use).

Ritualist, Dervish, and Paragon

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Posted by: Nurvus.2891

Nurvus.2891

You can just check the Expansion Concepts thread in my signature and reply there too, as it has all the suggestions I mentioned plus more.

Ritualist, Dervish, and Paragon

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Posted by: Nurvus.2891

Nurvus.2891

Panda, it’s inevitable to have people post in a destructive manner, quickly indicating reasons why your idea doesn’t work, but not making an effort to try and help making it work.

This is the suggestions forum, and you do well to make suggestions.
The more elaborate, however, the more easily you will avoid those kinds of comments.

  1. Paragon’s unique mechanics and playstyle can be incorporated into Guardians.
  2. Assassin’s unique mechanics (lead, offhand, dual strike) – wich I must insist have nothing to do with the current Thief’s mechanics – can be incorporated into Thieves.
  3. Dervish, as you said, is truly unique.
  4. Ritualist is also unique. People try to dumb its image down to a pet profession, like Engineer, Ranger, Necromancer, or Mesmer, but in reality they are quite unique because of their whole kit:
    - Skills that gain bonus effects when near a spirit
    - Manipulating spirits (pull, destroy, consume, etc)
    - Ashes

(edited by Nurvus.2891)

Will we get Mouseover Targetting?

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Posted by: Nurvus.2891

Nurvus.2891

Normal targetting, tab targetting and focus targetting is so 2012

Mouseover is superior to any other mode of targetting because it gives you complete freedom.

I’m fighting enemy A, if I see enemy B do something nasty, I want to be able to use a skill on that enemy without changing my target – perhaps I want to shoot a cleansing bolt in that direction.
It’s just awesome and no one would suffer from the existance of that option.
Furthermore, the mechanics for it already exist in the game:
- When you target something with your mouse, the game checks if there is a valid target underneath your cursor when you click.
Now imagine that the check is done when you press the skill, and there is no need for a click whatsoever.

Even easier: What I want can be described as “fast-ground targetting for single-target skills”.
—-
GW2’s combat isn’t any more active than the average game.
It just has more movement input and less skill input – everyone is a kiter in GW2.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

It makes sense to Parry a group as much as it makes sense to Block a group.

If you notice, however, I suggest that you only Parry attacks from the front.
Plus, regarding Parry vs AoE, if there’s an explosion, and you have a pillar in front of you, you are protected from the explosion (unless the pillar shatters xD).

In this case, the pillar is the weapon, the explosion is the AoE.
You get the point.

But I’m not saying I disagree completely with you.
Some AoE doesn’t make much sense to be Parried (like a pool of poison).
Others, like spinning attacks, etc, make sense getting parried.
Perhaps if attacks can be flagged as “Impact”, they can be Parried.

(edited by Nurvus.2891)