Showing Posts For Orion Templar.4589:

wooden chest loot is not dropping correctly?

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Posted by: Orion Templar.4589

Orion Templar.4589

I’d prefer they drop the requirement to press a key to pick up loot and just have it auto-loot items into your inventory (still have loot appear briefly on the right side like it does already). Saves time and saves needing to have the game render the gold sparklies or the wooden chests.

Daily Vet Kills - No Vet Counts?!

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Posted by: Orion Templar.4589

Orion Templar.4589

I had the vets daily today also. I was in Frostgorge Sound. I don’t remember what all the vets I fought were, but I know three of them were grawl vets in the Magellan’s Memento cave. They all counted correctly toward the daily.

Remove Transmuting.

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Posted by: Orion Templar.4589

Orion Templar.4589

All legendaries have the same stats. So if you transmuted it, you lost your true legendary and it will not get updated.

I see what you mean. If the new patch works as intended I suppose if you transmute now the new item will retain legendary rarity and would thus be correctly updated in the future if ascended weapons are implemented. I agree though this would be pretty risky to take on faith. Much safer to not transmute a legendary and just wait.

Dailies and Forced Grouping - Not Fun

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Posted by: Orion Templar.4589

Orion Templar.4589

I’m with you Eldric. When the combo with ally daily first appeared I was dismayed. Not because it was hard to do or anything, but because it forced looking for another player. Is playing with other people a bad thing? Of course not. But I want to play with others when I want to, and solo when I want to. The combo with ally forced looking for others to help complete the daily which was not good. I’m glad it was removed. Once it was, I found today’s dailies to be fun. The dodge was fulfilled quickly and I happened to be in Frostgorge Sound at the time near the event where you revive castaways in the water so within a minute or two I had the revive daily fulfilled too.

tl;dr: I support your point and don’t think grouping should be forced – but for the other dailies, give them a try – they weren’t bad and were rather fun (and pretty easy).

Remove Transmuting.

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Orion Templar.4589

Except legendarys, Never ever transmute a legendary!!!

Why do you say that? Isn’t a legendary just a skin, and especially with the latest patch I thought I read that during transmute weapons will retain the higher rarity between the two items.

My thoughts on Ranger Trait Problems

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Posted by: Orion Templar.4589

Orion Templar.4589

Yep – added bold to prior post.

Agreed – that would be acceptable. Have each pet maintain their own stack, and have each pet only reset the stack when the pet or player is downed, but not upon pet swap.

My thoughts on Ranger Trait Problems

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Posted by: Orion Templar.4589

Orion Templar.4589

I think the happy medium here would be to remember stacks individually on Pets, and wipe it if they are moved out of the Pet Management selection or downed. You’d have to build stacks separately on each pet, but you wouldn’t have to lose that effort everytime you wanted to switch pets, which is generally pretty often and usually for a variety of reasons.

Agreed – that would be acceptable. Have each pet maintain their own stack, and have each pet only reset the stack when the pet or player is downed, but not upon pet swap.

My thoughts on Ranger Trait Problems

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Posted by: Orion Templar.4589

Orion Templar.4589

Agreed on Master’s Bond. I really would like to see Master’s Bond not reset on pet swap. It should only reset when either the player or the pet is downed. To me it should be similar to sigil of bloodlust where swapping does not reset the counter. Just because a pet is swapped he should not lose his stat buff since he is not dead/downed. It’s especially annoying if you run/swim through a patch of water for two seconds and lose the bond stack.

Anyone else tired of Ranger hate?

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Posted by: Orion Templar.4589

Orion Templar.4589

Glad to see this thread. I primarily play overworld PvE and I’m not really into PvP or WvW. With that scope in mind, I’ve found my Ranger to be a very strong profession. True there are a lot of bug fixes needed and I’m not downplaying those. But for me the important thing is having fun (this is a game after all) and playing the Ranger for me has been a ton of fun. Others may argue that anything the Ranger can do another class can do better. I won’t argue that either way since for me playing overworld PvE, the Ranger fits my style and is the most fun to play.

New Dailies

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Posted by: Orion Templar.4589

Orion Templar.4589

We’ll see tomorrow how the dailies change, however I personally am not pleased with the combo kill with an ally one. It likely isn’t that hard to do, but it forces me to find someone to help me complete the daily. Before today’s patch, dailies could be done solo or with a group – player’s preference. Now you have to find someone. I’m not complaining that finding someone is necessarily hard – but I am complaining that it forces a playstyle and takes away some of my freedom to play as I want to.

Now that the combo kill with ally item was removed, I found today’s dailies to be a lot of fun. I’ve seen some grumbling about the daily dodger, but I found that to be a fun one and it didn’t take that long to fulfill either.

Combo Killer

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Posted by: Orion Templar.4589

Orion Templar.4589

The combo killer has been removed from the weekly rotation, clearly not working as intended.

Excellent – thank you for removing it. I really hope it stays removed at least until the “pick your own daily” mechanism makes it into the game at a later date. For players who prefer the daily being a solo activity, the forced ally thing was not cool. Not that playing with others is a bad thing or even all that hard – it’s just not cool to take away player flexibility and the ability to play as we want.

The Orichalcum vein in Southsun Cove

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Posted by: Orion Templar.4589

Orion Templar.4589

I wonder if having all resource nodes move around and be random in location would foil the “under map” bots that pop up, harvest, and disappear…

New Dailies

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Posted by: Orion Templar.4589

Orion Templar.4589

We’ll see tomorrow how the dailies change, however I personally am not pleased with the combo kill with an ally one. It likely isn’t that hard to do, but it forces me to find someone to help me complete the daily. Before today’s patch, dailies could be done solo or with a group – player’s preference. Now you have to find someone. I’m not complaining that finding someone is necessarily hard – but I am complaining that it forces a playstyle and takes away some of my freedom to play as I want to.

Personal goal: lvl80 of every profession

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Posted by: Orion Templar.4589

Orion Templar.4589

I’m not as far along as most of you, but I’m getting there. I have two characters at lvl80, my Ranger and my Guardian. I have one character of each race, but don’t have all the professions yet. My plan is to get the five of them up to 80 eventually, but it will take a while.

Thank you for Orr

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Orion Templar.4589

All temples can be done with 10 people. One of them is even soloable.

I’ll take your word for it since my experience with the temples is limited to Lyssa and Balth. But from what I’ve personally experienced, tackling those two temples with a small group will usually end in failure, meaning the time will expire before the boss is defeated. For Lyssa the shields go back up, or for Balth he will go back into his statue.

Thank you for Orr

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Posted by: Orion Templar.4589

Orion Templar.4589

when we arrive there, it was all crickets

I know what you mean. Earlier this week I was at Malchor’s and a group of about 10 of us were trying the Lyssa event. It’s pretty much impossible to keep up with the spawns of multiple veterans much less try to attack the high priestess before the shields go back up and you need to reclaim one of the side nodes with such a small group of players. Clearly the temple events were designed with a larger group in mind, however I’d like to see the dynamic event scaling work even for these types of events so that a smaller group could have a tough challenge but with coordination and skill could still see victory.

BLTC displays blank

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Posted by: Orion Templar.4589

Orion Templar.4589

That happens to me too the first time I open the trading post window during a gaming session. I usually let it wait for 10 to 15 seconds and then things will populate. Then on subsequent times opening the TP window, it will be fine. Not sure if that’s what you’re seeing or not, but thought I’d share my observations.

Keep both items when transmuting

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Posted by: Orion Templar.4589

Orion Templar.4589

I think they should adopt a skins unlock system, similar to how the dye system works. Once you’ve unlocked a skin, you can apply it whenever you want. Unlocking a skin would likely need to occur when an item is equipped (so your first one is soulbound.)

Remove the speed from the Risen

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Posted by: Orion Templar.4589

Orion Templar.4589

I’ve noticed that when I use a speed buff to apply swiftness to try to outrun a risen mob, the risen speeds up too. Like they get swiftness at the same time as me or something. It is strange and a bit annoying.

4 Utilities

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Posted by: Orion Templar.4589

Orion Templar.4589

Agreed. This suggestion has been posted before (a few times) and it is a good idea.

Confirmation before reviving

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Posted by: Orion Templar.4589

Orion Templar.4589

Another option (probably in PvE only) would be to have the game damage your armor as usual when you go down the first time, however if you are rezzed and your keyboard and mouse haven’t been touched and you go down again, armor isn’t damaged. No special approvals, popups, or tags are needed that way. If you rez someone you don’t have to worry about whether they are AFK or not, since if they are you aren’t doing them a disservice since their armor won’t break past the first time.

Confirmation before reviving

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Orion Templar.4589

Not opposed to the OP’s idea per se, but honestly with all the alternatives available, I’d say even if this idea was adopted it should be very far down on the priority list. There are so many other bugs and features to be fixed or added that are higher priority. So even though this idea is interesting, I’d say now stick with the Mists, HoM Portal, Logout, or Alt-F4.

How to determine in-game time?

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Posted by: Orion Templar.4589

Orion Templar.4589

Thanks, everyone. The conclusion I’m drawing is that there’s no in-game setting for this. I’d love to see them add it to the game, but I’d be the first to admit that this would be very low-priority. There are definitely other features and bug fixes I’d want to see them implement prior to this. Would have been nice though.

How to determine in-game time?

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Posted by: Orion Templar.4589

Orion Templar.4589

Thanks, Esplen, although that’s not precisely what I’m looking for. (Although it may be the closest we’ll get.) The Ghastly Weapon may tell me if it’s day or night, however just looking around I can usually tell that. What I’m hoping the game can provide for me is “what time of day or night” is it exactly? Especially in the day, is it morning, forenoon, noon, afternoon, evening, etc.

ground targeting mouse snap to target

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Posted by: Orion Templar.4589

Orion Templar.4589

Unfortunately for you, and many others, the game was designed for you to adjust the camera with the q/e keys during combat.
A lot’s been expected of the hand dealing with the keyboard. XD

Hopefully, they’ll allow rebinding of the right-click sometime soon.

Sounds like I need to grow a few extra fingers for my left hand.

How to determine in-game time?

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Posted by: Orion Templar.4589

Orion Templar.4589

My apologies if this has been answered before. I tried searching but since the keywords I’m looking for are common, I couldn’t narrow down my search very well. My question is: Is it possible to determine the in-game time? I know there’s an option that can display the server’s real-life time, but what I’m looking for is the “time of day” for the map I’m in. Since a day or a night in GW2 is quicker than a 24-hour period, I realize in-game time wouldn’t relate directly to clock time, but I was still curious if there was a way to know approximately what phase of day we were in.

If you’re wondering why I want to know this, it’s for taking some specific screen shots I’m adding to my wallpaper collection. For some of the daytime shots, I’d like to make sure I’m as close to “noon” as possible for highest ambient brightness. With some maps, it is tough to tell exactly if it is morning, noon, or afternoon. I might take a screen shot thinking things look bright only to find out 30 minutes later that I could’ve had a better shot if I’d waited.

I Heart Tybalt! [Spoilers inside]

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Orion Templar.4589

I liked Tybalt too. I noticed the other day during the story mission “Starving the Beast” during a dialog with a Mouth of Zhaitan that the Mouth used Tybalt’s voice. Either the voice actor was reused, or else Tybalt became a Mouth after he died.

ground targeting mouse snap to target

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Posted by: Orion Templar.4589

Orion Templar.4589

“Fast cast ground targeting” in options will also automatically target ground effects on the mouse cursor, as if you’d double-tapped the skill.

This is true, but my mouse cursor is rarely visible since I hold down the right mouse button while I play. My camera is always in motion while I’m in motion. If I use the fast cast ground targeting option, the skills go off in some random location since the cursor is in the last location it was before I started holding down the right mouse button.

I like the OP’s suggestion since it simply adds options for the player. As was mentioned above, having ground effect skills go off at the target location isn’t always best, since you often have to lead your target or be more strategic about effect placement. That’s why the option to have effects on target should be optional. That way players who are nimble with the mouse and can place those AoE targets without losing combat momentum can keep things the way they are. But others can opt to sacrifice a bit of strategic placement in exchange for effects going off at the target location with less mouse manipulation.

When you die, be patient and wait for a bit!

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Posted by: Orion Templar.4589

Orion Templar.4589

A while ago a group of maybe three of four players were fighting a boss event. I went down and waited for one of the others to rez me. After some moments went by I finally chatted “rez?” A player immediately came over to me and rezzed me and I thanked them. Them they said something like “sorry for the delay, I just assume everyone is a bot”.
Not sure if that is a normal experience or not, but it got me thinking that I probably need to ask for a rez sooner rather than later and not just assume someone will come over to help.

Fastest moving character in the game?

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Posted by: Orion Templar.4589

Orion Templar.4589

As mentioned above, all professions are fastest if you count the usage of swiftness. But apart from that, you can find details here. Looking at the passive effects of signets, you’d be okay with Ranger, Thief, Elementalist, or Necromancer. Thief has a trait for 50% movement buff while in stealth (out of combat).

Can we please clean up ability tooltips?

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Posted by: Orion Templar.4589

Orion Templar.4589

Agreed – the traits especially need specifics added to them. There are so many traits currently that say vague things like:
“lasts longer” → how much longer?
“increases damage” → by how much?
“burns foes” → how long a burn?
“effects are improved” → improved how and by what degree?
“…heals you” → how large a heal? any internal cool down?
etc.
I’m sure most players go to the wiki to find out the specifics, but we shouldn’t be forced to do that. The details should be in the game.

Server with highest pve population?

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Orion Templar.4589

I’ve played on Borlis Pass since the beginning so I cannot compare it to anything, but I’ve found it to be well-populated on most maps with cool people who are usually willing to help out.

Offline experience jar

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Orion Templar.4589

I think the OP needs to go back to the problem they want to address. If I understand it correctly, it is something like:

  • I don’t have much time to play.
  • I had fun leveling up one L80 character, but it’s not so much fun leveling up another
    -> with my limited time, I’d like this to be easier.

If that’s the case, there are other ways to address it, instead of offering rewards to people for not playing. For those with disposable income, you can already buy gems, convert them into coin, and use that to buy materials to level up via crafting. That’s faster, more efficient, and (arguably) more fun than double-clicking another consumable.

+1 to this. I’m not in favor of offline experience points, since if you don’t do it, you don’t play it, you don’t experience it → why get experience points? As mentioned above, assuming the stated problem needs a resolution, there are other ways to tackle the problem. Crafting definitely helps. After my first toon was level 80, I had plenty of mats in the bank to get my second toon nearly to crafting level 400 without having to outlay any coin. That gained me quite a bit of experience.

Let me switch factions...

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Posted by: Orion Templar.4589

Orion Templar.4589

Just make it so that if you’re not part of the faction, everything costs 10×. You love goldsinks Arena.net, you nickel and dime us for everything. Here I am willing to give you 10 gold for just one single piece of armor… It’s an easy, change. Just take my gold.

Agreed with this.
I don’t like the idea of going back and switching orders or re-doing a story choice you regret. However I do like the idea of the order vendors (and the racial vendors) being willing to sell their wares to “outsiders” at a premium.

Rune/Sigil Extraction Device

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Orion Templar.4589

Agreed – similar to the perfect salvage kit from GW1

Dynamic respawn algorithm - "respawn range"

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Orion Templar.4589

“A new player enters the designated area” is the same thing as a constant check.

Good point about the server resources. I suppose you could mitigate that somewhat by putting the “should I respawn?” check on a timer itself, like 10 seconds or something. The longer you make that “check” timer the less server resources you use, but the tradeoff is that it makes the overall respawn algorithm less dynamic and opens more windows of opportunity for new players to miss a chance to trigger a necessary respawn.

I was wondering the same thing. Would it be so hard to make spawn rates scale, like it happens for dynamic events?

Indeed – if event difficulty can dynamically scale to the amount of players in the area, it follows that somehow respawn rate should be able to adjust to the amount of players in the area as well.

was neat to see a dev answer questions and return back to respond to the people who responded to his for a more through q and a session.

Agreed! Jeffrey, even if ideas like we’re discussing here never make it into the product, I must say thank you for taking the time to discuss the ideas with the community as you’ve been doing. Talking through ideas and their pros and cons and letting the community know you’re interested in their ideas is great!

Dynamic respawn algorithm - "respawn range"

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Posted by: Orion Templar.4589

Orion Templar.4589

If they passed through and were not in range when the timer hit 0, the creature would not respawn.

Correct, however the “should I respawn?” question isn’t asked just once. During the normal timer (95-120 seconds) countdown, new players could indeed pass through the respawn range and they wouldn’t trigger a respawn because the normal timer is still in effect.
At the end of the normal timer a check for new players would be made. If none were in range, no respawn occurs. However as soon as a new player enters respawn range (and the timer is expired) then respawn occurs. The respawn range would by necessity be fairly large, possibly at or beyond normal visual range for open areas, and following pathing logic for caves, tunnels, etc.

Dynamic respawn algorithm - "respawn range"

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Posted by: Orion Templar.4589

Orion Templar.4589

With a dynamic respawn algorithm, a player wouldn’t be able to prevent spawns like that. Walking through the steps it would look something like this:
1. Players A and B kill a boss
2. Upon death, the boss checks which Player(s) are within its respawn range
3. The boss’ normal respawn timer starts counting down (95-120 seconds)
4. At the end of the normal timer, a check is made – have any new players entered the boss’ respawn range that weren’t seen in step #2?
a. If yes, the boss respawns
b. If no, the boss does not respawn
c. Also if the checked players have left the area of respawn range, the boss respawns

So how would this look for a second player entering the area looking for the boss? If the original players have just killed it (within the normal respawn timer) the boss would be dead, just as it is today. However if the new player enters the area (respawn range) after the normal timer was expired, the boss would respawn.

Under this logic, the newly arriving players enjoy the event or fight as expected, however if no new players are around anyway, small groups or solo players don’t have to worry about aggressive respawns, especially in enclosed areas.

Dynamic respawn algorithm - "respawn range"

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Orion Templar.4589

That is no different than today’s simple timer respawn though. In other words, with today’s algorithm, the mob would respawn in 95-120 seconds no matter if new players were around or not, so to use your words, the first player’s day is foosed up. With a dynamic respawn range detection, the mob could still respawn in the 95-120 second range if new players were around, but with new players around the problem of aggressive respawn is somewhat mitigated anyway. Another way to look at it is that dynamic respawn could only make things better for explorers. For example if you clear a path to a skill point and no one joins you, the path will still be clear on your way out and no junk mobs would have respawned while you whittled down the veteran or champion. However if new players joined you after the 95-120 timer was done and early mobs respawned, it’s less of a problem than it is today because you’re no longer alone.

Intensely Aggravating PvE creature re-spawns

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Orion Templar.4589

Here is the other thread Jeffrey was refering to:
https://forum-en.gw2archive.eu/forum/game/gw2/Enemies-respawn-too-fast-in-my-personal-opinion/first

Also here’s a thread with a suggestion about making the respawn algorithm more sophisticated:
https://forum-en.gw2archive.eu/forum/game/suggestions/Dynamic-respawn-algorithm-respawn-range/first#post1171374

Preview in Black Lion Trading Post

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Orion Templar.4589

On the wiki this is apparently an upcoming change. It is under the “mentioned” category so no date or details have been announced.

Swappable weapon skills

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Posted by: Orion Templar.4589

Orion Templar.4589

I’m guessing this will come in a future major update or campaign. My guess is that weapons will have additional skills added for each slot. You’ll still be limited to 5 active skills for two-handed, 3 skills for main-hand, and 2-skills for off-hand. However when out of combat, the little arrow would appear above the skill icon and you’d be able to pick from a couple different weapon skills suited for that slot.

I’d guess that not all weapon skills available for a given weapon would be available for each slot, but probably just two or three options per slot that were designed for that slot. For example slot 1 likely would have the no cool down auto-attack type skills, and the higher slots would have their unique options.

Allow Normal Skills in Elite Slot

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Orion Templar.4589

Agreed – this topic has been around before, but it’s worth seeing again. In GW1, many of the elite skills were balanced by the fact that you could only have one of them on the skill bar at a time. In GW2, it feels like the elite skills are balanced by long cool down times. Many of the elites are lackluster anyway, but even the ones I like I find myself avoiding their use because I might need them at a more critical moment and the CD is so long. But often that critical moment doesn’t happen so for most of gameplay the elite goes unused.

Also I’ve seen some folks say they don’t support this idea because an extra utility skill in slot 0 would be overpowered. I guess that underscores how weak the elites are if an extra utility skill would be overpowered…

Dynamic respawn algorithm - "respawn range"

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Posted by: Orion Templar.4589

Orion Templar.4589

There have been a number of discussions about mob respawn rates, and I wanted to post a suggestion I’d made in a different forum here in the suggestions forum. The original post is here.

The suggestion revolved around the thought that a simple timer for determining if a particular mob should respawn is probably not the best method. Here’s the text of the suggestion:

Clearly some form of respawn is required in a non-instanced world, however the 95-120 second range of a simple timer means that small groups or solo players will fight three or four enemies near each other and the first enemy will be respawned before the last one is defeated. This is especially true if one of the mobs is veteran or high HP and takes longer to defeat.

What I wanted to suggest for a possible future enhancement is some additional logic to make the respawn determination a bit more sophisticated. The suggestion involves every mob having a “respawn range”. For enemies out in the open, this range would be fairly large and in all directions. For enemies in a cave or tunnel, the range would be limited to the directions the cave or tunnel extends to.

Whenever a mob is defeated, a check would be made to see all Players that are within that mob’s respawn range. For 95-120 seconds, things operate as they normally would. However at the end of the time, a check should be made to see if any new Players have entered that mob’s respawn range. If new players are within range, (and the normal timer is expired), then have the mob respawn. If new players are not within respawn range, then the mob should not respawn. At such a point as any new player enters respawn range, then the mob would respawn.

This would greatly help solo or group players to take down tough foes or larger groups of foes without the first enemies respawning while the fight is still going on.

It also should not have a negative impact on other Players exploring the world since if another Player has cleared the area ahead of them, as soon as the second Player enters respawn range which would be at least as far or farther than visual range for most areas, the mobs would respawn and the Player would enjoy a normal gaming experience.

Another example where this would help is for example if a solo player enters a cave, kills the mobs at the entrance, kills the mobs in the cave, and collects a skill point or whatever was needed in the cave, under today’s logic the mobs at the cave’s entrance would have already respawned by the time the Player was moving back out of the cave. This gets old pretty quickly. Under the suggested logic, as long as no new Player had entered respawn range of the cave yet, the mobs at the entrance would still be defeated.

Enemies respawn too fast in my personal opinion

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Posted by: Orion Templar.4589

Orion Templar.4589

I love the idea! really, post it in suggestions, man! This sounds clever, makes it better for people killing and does not affect anyone who have not killed it yet.

But I think you should add to it a longer timer to “checked” players too. so that mobs respawns to people who did kill them already, but at much much longer timer. Because otherwise if one clears an area which is not too populated, he would be forever walking on a desert land.

I’ll go ahead and post it to the suggestions forum and see where it goes.
I’m not sure about the timer on checked players though, since the idea was that if no new players had entered respawn range, the mob wouldn’t respawn at all (not just a longer timer.) This helps preserve immersion when possible, and makes for a better experience for folks trying to clear out a tough area, for example the enclosed areas often found around skill points.

My Review after achieving my first level 80

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Orion Templar.4589

Glad to hear you’re having fun with the game. My experiences with GW2 are very similar to yours. My first lvl 80 was a human Ranger. My next toon I spent time with was a norn Guardian which is just a few levels away from 80. After that I’ll probably work on my engineer or elementalist – haven’t decided which one yet. I also like how most of GW2 is solo-friendly. I like when grouping is optional, or even encouraged, but I dislike when it is mandatory. Around the forums you’ll hear a lot of people say “it’s an MMO, therefore you must group” but I disagree with that. I like how I can interact with people in GW2, join up for events, etc. I dislike dungeon content forcing groups though, especially story mode which should be solo. I’d love to see options for grouping being encouraged or rewarded but not mandatory for all game content.

Guardian Speed

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Posted by: Orion Templar.4589

Orion Templar.4589

Having spent most of my GW2 time thus far on my Ranger and some on my Thief, I was accustomed to a high level of mobility and getting around both in and out of combat fairly quickly. Completing maps and working toward world completion with a passive speed buff active was definitely useful. Now working on my Guardian everything feels a lot slower. Granted I don’t expect my Guardian to move around as fast as my Ranger or Thief, especially in combat. But for out of combat world exploration, I would really love to be able to pick up the pace a bit without needing to build around using the staff or shouts for swiftness. A passive speed increase at least for out of combat would be great.

Are you happy with our elite skills?

in Guardian

Posted by: Orion Templar.4589

Orion Templar.4589

I’d agree with the OP. Generally speaking I’m not as impressed with how elite skills are fashioned in GW2 as compared to GW1. In GW1, the elite skill was usually the core of your build. You used the skill often and the other skills usually complemented it. The elite skill was balanced by the fact that you could only have one elite skill on your bar. In GW2, it feels like the elite skills are usually balanced out by their long CDs rather than the fact that they are limited to one elite on the skill bar. I’d like to see some of the elite skill CDs reduced just a bit. They are supposed to be “elite” after all. A normal skill that had a powerful effect would be balanced by a long CD, but a elite skill should not have as long of a CD.

Directly related to the discussion about the Guardian elites, I don’t find any of them to be a build-definer for me. I would much rather just pack an extra utility skill in most cases.

Item naming bug

in Bugs: Game, Forum, Website

Posted by: Orion Templar.4589

Orion Templar.4589

Just wanted to confirm this one also. The blue rarity shoulders are named correctly, but the green rarity shoulders have the names crossed between medium and heavy.

Enemies respawn too fast in my personal opinion

in Guild Wars 2 Discussion

Posted by: Orion Templar.4589

Orion Templar.4589

Thank you Jeffrey Vaughn for your feedback on this discussion – much appreciated! I wanted to respectfully inquire if a simple timer for determining if a particular mob should respawn is not the best method? Clearly some form of respawn is required in a non-instanced world, however the 95-120 second range of a simple timer means that small groups or solo players will fight three or four enemies near each other and the first enemy will be respawned before the last one is defeated. This is especially true if one of the mobs is veteran or high HP and takes longer to defeat.

What I wanted to suggest for a possible future enhancement is some additional logic to make the respawn determination a bit more sophisticated. The suggestion involves every mob having a “respawn range”. For enemies out in the open, this range would be fairly large and in all directions. For enemies in a cave or tunnel, the range would be limited to the directions the cave or tunnel extends to.

Whenever a mob is defeated, a check would be made to see all Players that are within that mob’s respawn range. For 95-120 seconds, things operate as they normally would. However at the end of the time, a check should be made to see if any new Players have entered that mob’s respawn range. If new players are within range, (and the normal timer is expired), then have the mob respawn. If new players are not within respawn range, then the mob should not respawn. At such a point as any new player enters respawn range, then the mob would respawn.

This would greatly help solo or group players to take down tough foes or larger groups of foes without the first enemies respawning while the fight is still going on.

It also should not have a negative impact on other Players exploring the world since if another Player has cleared the area ahead of them, as soon as the second Player enters respawn range which would be at least as far or farther than visual range for most areas, the mobs would respawn and the Player would enjoy a normal gaming experience.

Another example where this would help is for example if a solo player enters a cave, kills the mobs at the entrance, kills the mobs in the cave, and collects a skill point or whatever was needed in the cave, under today’s logic the mobs at the cave’s entrance would have already respawned by the time the Player was moving back out of the cave. This gets old pretty quickly. Under the suggested logic, as long as no new Player had entered respawn range of the cave yet, the mobs at the entrance would still be defeated.