Showing Posts For ObsidianSaint.1079:
Yeah, the number was kind of flexible. Just an idea though. Would be interesting to see the effect it would have on combat.
I was really excited about all the conditions and the great system in place with sigils and runes.
I personally wanted to be really different and have runes/sigils to do with applying chilled to enemies. It’s different and people won’t expect it but the real problem I had is that the chilled condition is pretty useless.
In it’s current state it’s an over glorified cripple. I have one simply suggestion that could potentially make this condition more valuable;
Scrap the slowed recharge times on skills which doesn’t really have much of an impact and instead slow the attack rate by 50% much like the quickness currently does to speed up skills.
Let me know what you all think
Guide to the brand new dungeon from a thief but it is a general guide so anyone can use
I made a complete guide to the new dungeon that just came out
Hope you enjoy it, lots more will be coming soon.
Channel and Character name: ObsidianSaint
This is a simple guide basically giving a quick run through of what to expect in the new dungeon
With hints and tips.
I can play the game pretty well on my comp but whenever I try to sell it usually doesn’t work and trying to buy has the greyed out buy icon.
It works very rarely but only when the loading screens are really fast. It’s a real problem and kind of making me bored of the game
which I really don’t want, I just get tired of hoping to get really rare drops because I can’t reliably buy them.
I don’t mind the different currencies because it forces you to do different content, I think that all the different currencies should have the same gear added; crafting should have ascended as should some vendors for huge amounts of money. I don’t think the O kitten uggesting converting currencies.
I just think people should be able to play how they want to play and still get the gear they want instead of having to do dailies just to get a really epic ring.
It is so easy to create a new titles as well and there are so few of them currently! Skins are pretty easy to create as well, much easier than some massive event. Skins and titles need to be the new incentive.
I don’t think the answer is allowing all currencies to be converted into each other at all. I think the answer is to give the same rewards for each of the currencies.
We should be able to craft ascended (with crazy high loot of course)
We should be able to get unique titles, skins and minis for each of the currencies as extremely high rewards, not crazy good armour.
Me: Laurels and guild commendations? You’ll find little of both here.
Anet: No man, Asuran or Charr, no creature threatens Anet!
Me: You bring the currencies of many kinds to my gaming experience. You insult my patience. You threaten my integrity! Oh, I’ve chosen my words carefully, Anet. Perhaps you should have done the same!
Anet: This is blasphemy! This is madness!
Me: Madness…?
[shouting]
Me: This is WvWvW!
This is a massive problem with the thief at the moment and it is not just limited to this trait.
It also occurs when you are shooting the pistol and use blinding powder, shadow refuge etc. Anything that stealths you instantly.
It’s down to the fact your bullets hit the target after you cloak and it counts as a hit which causes u to uncloak.
I agree that lone single handed weapons do seem a tiny bit pointless. They should perhaps make it so you get 5 skills just like with dual weapons but less powerful? Give a bit of variety to players.
Currently in WvW people can set up trebuchets in the Garrison and if someone takes the adjacent keeps they simply pound away at the wall until it crumbles.
This leaves the people in the keep with no option but to launch a full on attack against the GARRISON which takes a united effort and they are expecting it.
You can tell that it is basically an exploit because they have to build their trebuchet on the very edge of the castle and they just barely touch the keep but it does do damage.
Just a tiny tiny reduction on the range would solve this problem. Has anyone else experienced this?
Thanks so much for telling me this! Deleting thread
I surely cannot be the only one who is tired of trading all my items in a pile when all I want to trade is one.
When I want to give my friend 1 slice of cake but I have a stack of 9 I have to first trade him all my cakes and then have him mail me the leftovers???
We need a simple right click option to separate the piles. Some function called “Extract” which allows you to remove the typed amount from the total amount of the item.
We also need a secure trading system. I’m pretty sure this has been suggested, it is kind of a big deal. Even Runescape has safe trading and that game is 11 years old.
Surely everyone feels this way?
This is already suggested in the sticky topic at the top of this forum.
The problem I found with world vs world is that there is just no direction. WvW only became fun, and I mean really fun, when a commander came into the world and gathered a large group of players.
There is also no incentive for players to stay inside a tower; it is boring and the lack of attackers causes people to just wait for a while, get bored and then leave. I did notice a small interactive quest inside the tower where it said protect the builder as he reinforces the gates but I think this could be improved on massively.
The lack of direction and the unappealing nature of defending a tower causes this constant game of capture and then watch that territory get re-captured as soon as you leave it.
I think there should be a few additions to WvW to make it a little more focused. There should be tasks to do in towers and keeps, tasks like;
- Carrying resources to workers whilst the re-enforce walls and gates.
- Manning cannons, maintaining them with oil and practicing on targets to keep them accurate.
- Escorting supply to that keep to ensure it can build. I know this is already there but have more of an emphasis pointing you to the closest supply depot whilst in the tower.
- Some optional additions that cost a lot of supply; watchtowers, alarms, etc.
Let me know what you all think? Maybe add some suggestions?
I love that game so far guys but one thing I feel affects the game is carrying around all the different tools so you can gather without wasting valuable pick uses.
- Using higher level picks on low level resources should reward the player with a chance of receiving more of that resource depending on the level of the tool.
- It should have a chance of not using a “use”.
This might hopefully save space in inventories by nudging all the level 80’s to use the oricalcum tools.
These are just a rough suggestion, I’m sure the numbers would need tweaking to make it worth while.