Showing Posts For Overkillengine.6084:

Home instance obelisk disappointment

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

It’s more that a skill node that resets daily and involves absolutely no risk of combat to visit would be a little over the top as a benefit. A person could make alts to collect them en mass for little more effort than logging in.

Plus, a resettable skill node would take extra programming than the current one.

So good luck persuading ArenaNet you should get one.

Pristine spores

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

Is there any chance of a resource node for these being added to our home instances or a source being in game on an extended basis via invasions like how clock cogs are handled?

Otherwise it seem such a shame that the potential for all the runes, sigils, and consumables would eventually starve out and go to waste.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

My response in that thread.

RE: Necro changes

Some of it is good, but I really don’t think enough is being done to actually make the Blood and Death lines an attractive choice. I want to spec in them, but right now the sustain and defense gained from them is too low to bother with. One thing that would help is minor traits that were more generalist in Death instead of MM focused; and Blood traits need to just not suck.

Plus I don’t appreciate feeling forced into the faceroll Dhuumfire spec if I want to run conditions, which these changes don’t really help out with.

On staff; while your conclusion from your datamining about how many Necros use it may be that it is a top of the line weapon/skill set; what you may be failing to realize is that thanks to lack of disengage we are forced to carry it for fights where the only safe distance is 1200, as that gives us (barely) time to break off and run early if our screen folds or wanders off chasing a squirrel. We have no other 1200 range weapon options; and we are too slow and do not have enough roots and snares to get away if more than a couple people ignore our melee screen and assist train us at shorter ranges.

So having the staff skills burdened with an exception to mechanics that everyone else to my knowledge gets a blanket pass on (full recharge on interrupt) on top of a major stealth nerf to one of the only good support options the class has (putrid mark; team condition manipulation) seems unnecessarily punitive and detrimental towards viability and diversity. We use staff because of lack of good alternatives, not because it is face-roll easy.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

I find the new design ok. Some people act as if GW2 only has revealing female armors. You want full covered armors? There you go, knock yourself out…

http://www.gw2armorgallery.com/armour/human/human-heavy-dung-sorrow-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-dung-citadel-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-dung-crucible-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-legacy-heritage-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-stand-wornscale-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-stand-banded-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-stand-reinforced-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-stand-guild-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-karma-heavyplate-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-karma-dark-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-karma-temple-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-cult-1-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-cult-2-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-cult-3-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-dung-caudecus-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-dung-twilight-female.jpg

http://wiki.guildwars2.com/images/e/ef/Aetherblade_Heavy_Armor_Skin_human_female_front.jpg

http://wiki.guildwars2.com/images/2/2e/2012_August_PrimevalArmorSkin.jpg

Just quoting this because it deserves it.

As for those complaining that the female phalanx isn’t identical to the male phalanx. I have some bad news for you. The male phalanx is so generic you can pretty much put it together by mixing and matching the armor sets above. The only thing really unique is the shoulders and helmet. You can get the shoulder design from the female set, so really you’re down to simply complaining that you don’t get the helmet. A fair complaint… The female helmet looks stupid.

End of the day, Female characters actually got a new armor design and males just got more of the same.

Arenanet please give that Phalanx helm to females somehow.

I have some bad news for you; those sets all have different proportions and seams so if you even attempt to mix and match them to as you assert will have the same end result, they will look like cobbled together crap clipping all over the place. And that ignores the difference in reflectiveness and luminosity in materials that makes syncing them up almost impossible.

The male Phalanx armor ported to a female model is not an unreasonable request. People need to wake up and stop acting like it is. We are not asking for you to not have access to something you want; so stop trying to block our access to something we want.

Why is this such a difficult concept?

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

I find the new design ok. Some people act as if GW2 only has revealing female armors. You want full covered armors? There you go, knock yourself out…

http://www.gw2armorgallery.com/armour/human/human-heavy-dung-sorrow-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-dung-citadel-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-dung-crucible-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-legacy-heritage-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-stand-wornscale-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-stand-banded-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-stand-reinforced-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-stand-guild-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-karma-heavyplate-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-karma-dark-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-karma-temple-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-cult-1-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-cult-2-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-cult-3-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-dung-caudecus-female.jpg

http://www.gw2armorgallery.com/armour/human/human-heavy-dung-twilight-female.jpg

http://wiki.guildwars2.com/images/e/ef/Aetherblade_Heavy_Armor_Skin_human_female_front.jpg

http://wiki.guildwars2.com/images/2/2e/2012_August_PrimevalArmorSkin.jpg

Of course, in case you didn’t know, you can always mix individual pieces to create a somewhat unique look.

Let’s face the facts here, shall we? Sex … sells. No attitude or movement of any kind will ever change this simple discovery. Never. The only thing that is legit here, is to expect some revealing stuff for males as well.

This right here…was going to post something similar.

There are PLENTY of non-revealing heavy armors in GW2.

But not plenty that actually look good. If they don’t look good, they subjectively may as well not exist when it comes to actually wearing them.

Time For New Armor

in Guild Wars 2 Discussion

Posted by: Overkillengine.6084

Overkillengine.6084

Honestly youre just complaining. The only way you cant afford 50/100 gold is if you play one or two hours a week. If thats how it is, then I completely understand and im sorry. However if you pure in 2-3 hours a day, and you cant get gold, then youre doing everything wrong. I just made 11 gold doing 3 arah paths that took me 4 hours. They literally throw gold at you in this game. The armor being in the Gem store is cheap and effective tbh. I actually prefer it over dungeon tokens, but thats just me.

Or you hate running boring kitten content over and over and over and prefer to have fun. Then the gold costs become prohibitive.

Time For New Armor

in Guild Wars 2 Discussion

Posted by: Overkillengine.6084

Overkillengine.6084

More armors, more account unlocked purchases please. One time use skins just mean I am going to be a skinflint about buying gems. CoH had account purchases and I couldn’t throw my money at them fast enough.

HINT
HINT
HINT

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Overkillengine.6084

Overkillengine.6084

RE: Necro changes

Some of it is good, but I really don’t think enough is being done to actually make the Blood and Death lines an attractive choice. I want to spec in them, but right now the sustain and defense gained from them is too low to bother with. One thing that would help is minor traits that were more generalist in Death instead of MM focused; and Blood traits need to just not suck.

Plus I don’t appreciate feeling forced into the faceroll Dhuumfire spec if I want to run conditions, which these changes don’t really help out with.

On staff; while your conclusion from your datamining about how many Necros use it may be that it is a top of the line weapon/skill set; what you may be failing to realize is that thanks to lack of disengage we are forced to carry it for fights where the only safe distance is 1200, as that gives us (barely) time to break off and run early if our screen folds or wanders off chasing a squirrel. We have no other 1200 range weapon options; and we are too slow and do not have enough roots and snares to get away if more than a couple people ignore our melee screen and assist train us at shorter ranges.

So having the staff skills burdened with an exception to mechanics that everyone else to my knowledge gets a blanket pass on (full recharge on interrupt) on top of a major stealth nerf to one of the only good support options the class has (putrid mark; team condition manipulation) seems unnecessarily punitive and detrimental towards viability and diversity. We use staff because of lack of good alternatives, not because it is face-roll easy.

(edited by Overkillengine.6084)

Collaborative Development: World Population

in CDI

Posted by: Overkillengine.6084

Overkillengine.6084

The game could use a revamp of its supply line modeling in the borderlands and EB.

I have attached a picture of what the current supply lines are like, as well as a proposed revamp of those supply likes from the perspective of the Blue force and Green force on the Red Borderlands.

The issue with the current supply lines is that it is very easy for a zerg to dominate all needed supply points and not need to stay and defend them thanks to the recap timers on the camp boss being longer than what it takes for a zerg to obliterate a smaller defense force at nearby towers, plus the camps generating supply out of thin air even when isolated from friendly control points.

This combination makes it difficult for small mobile havok teams to have the impact they should be able to have in cutting enemy supply lines, forcing the enemy to spread out to defend captured locations instead of moving in a singular mass.

Alternate supply modeling should be used to help combat the natural inertia of mass numbers.

The overall goal of such a redesign of the supply route model would be to make it increasingly difficult to assault additional objectives as each side has a static amount of supply being distributed per tick to all available camps, towers, and keeps.

Each portal keep should be the sole supply generator for each side; and caravans should all originate from there and radiate outward in a web pattern that requires a drop off point to be friendly before the caravan can continue on.

There should be no recapture blackout timers at any camp or tower; either defend it or lose it. The timers disproportionately benefit the side with greater numbers as is.

This would allow small groups greater ability to disrupt supply availability to the current front line in each zone by either destroying caravans or capturing undefended objectives. This would force an assault zerg to reallocate a portion of its forces to guarding each successive captured point; allowing defense forces on the other factions much needed breathing room when outnumbered.

Supply camps under this would no longer generate supply; but rather serve as a lightly defended stockpile point with a respawn beacon that consumes supply per person spawned there. This would put greater emphasis on fighting efficiently; as poor tactics focused on brute force can easily drain your side of supply at those camps; which means greater travel time to rejoin the battle as well as making it more difficult to quickly bring siege to bear on remaining enemy objectives.

This is a very in-depth analysis offering a sound and possibly very interesting and tactical mechanism. Should there be some kind of capture points that are held clear of enemies at all times or the likes in order to make sure zergs have to split up?

I would suggest any spawn camp under this system be unusable for respawn or teleporting as long as the camp is contested (enemy in the capture circle).

A small force or even a wily individual could cut supply and reinforcement lines at a critical moment this way unless regular patrols are made, which would force a zerg to slowly fracture as it captured more objectives to defend them or immediately lose them to an even moderately persistent havoc squad.

Edit: and the reason I suggest this is that in order to cut down on “server stack to win”, you also have to address “zerg to win”.

(edited by Overkillengine.6084)

[Necromancer] Putrid Mark

in Bugs: Game, Forum, Website

Posted by: Overkillengine.6084

Overkillengine.6084

It’s an important group support option that really should be restored.

So, bump.

7+ hours on queue @ WvWvW

in WvW

Posted by: Overkillengine.6084

Overkillengine.6084

I think it’s hilarious too; people stacked to win and now are finding out it wasn’t the land of milk and honey they thought it would be after all.

Collaborative Development: World Population

in CDI

Posted by: Overkillengine.6084

Overkillengine.6084

The game could use a revamp of its supply line modeling in the borderlands and EB.

I have attached a picture of what the current supply lines are like, as well as a proposed revamp of those supply likes from the perspective of the Blue force and Green force on the Red Borderlands.

The issue with the current supply lines is that it is very easy for a zerg to dominate all needed supply points and not need to stay and defend them thanks to the recap timers on the camp boss being longer than what it takes for a zerg to obliterate a smaller defense force at nearby towers, plus the camps generating supply out of thin air even when isolated from friendly control points.

This combination makes it difficult for small mobile havok teams to have the impact they should be able to have in cutting enemy supply lines, forcing the enemy to spread out to defend captured locations instead of moving in a singular mass.

Alternate supply modeling should be used to help combat the natural inertia of mass numbers.

The overall goal of such a redesign of the supply route model would be to make it increasingly difficult to assault additional objectives as each side has a static amount of supply being distributed per tick to all available camps, towers, and keeps.

Each portal keep should be the sole supply generator for each side; and caravans should all originate from there and radiate outward in a web pattern that requires a drop off point to be friendly before the caravan can continue on.

There should be no recapture blackout timers at any camp or tower; either defend it or lose it. The timers disproportionately benefit the side with greater numbers as is.

This would allow small groups greater ability to disrupt supply availability to the current front line in each zone by either destroying caravans or capturing undefended objectives. This would force an assault zerg to reallocate a portion of its forces to guarding each successive captured point; allowing defense forces on the other factions much needed breathing room when outnumbered.

Supply camps under this would no longer generate supply; but rather serve as a lightly defended stockpile point with a respawn beacon that consumes supply per person spawned there. This would put greater emphasis on fighting efficiently; as poor tactics focused on brute force can easily drain your side of supply at those camps; which means greater travel time to rejoin the battle as well as making it more difficult to quickly bring siege to bear on remaining enemy objectives.

Attachments:

(edited by Overkillengine.6084)

Elite mobs in open world now

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

Elites don’t give enough to make it worth fighting them; making them worth fighting would make dungeons into farm bonanzas given how many elites are currently in them.

Maybe adjust the speed bump spawns to have an elite as the boss; 3-5 vets as guards; and some regulars for flavor and rallies. That would help make the spawns not a complete waste of time to kill but still keep completion as the preferred method.

Or; have an optional mission in each dungeon to kill elites for some sort of decent reward that is only given out upon dungeon completion. Maybe an extra bonus to tokens and gold; with a chance at a random rare/exotic roll that uses MF.

(edited by Overkillengine.6084)

Infected Daily

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

This one was annoying; they need to spawn as corrupted at a minimum.

That daily was terrible

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

Zoom it in a few clicks; they’ll look just like leafy green plant nodes, but in clusters instead of singles.

Once you know where to find them; that daily becomes ridiculous easy to do.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

I usually encounter the phenomenon of: “Oh these shoulders look great on a female character, let’s check out the male version …. NOOO.”

In my ideal dreamworld one set would look very similar and have only slight changes from one gender to the other.

If it’s skimpy on women it should be skimpy on the guys too.

This. Either mismatch irritates the bejeesus out of me.

Or seeing something that looks great on a human; but when I preview it on my Norn or heavens forbid a Charr….floating pauldrons bigger than my kitten head.

There is suspension of disbelief and then there is “wtf is this crap?”

So about 99% of pauldrons I can’t stand to use on a Norn or Charr because they look so horrid.

/emote rageface.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

Please, stop using word troll, its childish and quite frankly makes you look bad.

My point is – it’s not correct to rationalize irrational game, different variations should be available for everyone and all tastes. I understand why some might be upset over male/female difference, however the difference doesn’t make it bad.
It’s also wrong to assume that everyone who likes revealing armor is a pervert or someone who objectifies women.

Personally, I dislike JRPG armors, I dislike “chain bikinis”, however I want variations, I’ve been wearing same heavy armor for months now, and I want something new and unique – the new Phalanx set gave me this option.

You insist on attributing arguments to me that I have not said. How else am I to interpret that other than as an attempt to troll?

Perversely, you agree with me still; I also was happy to have another heavy armor option at least on my male characters; it was unique and it did not look silly.

Too bad my female heavy armor user did not get that option too. I’ve had the same pieces on her for nearly a year now.

(edited by Overkillengine.6084)

'Beaten Bloody' achi in party?

in Blood and Madness

Posted by: Overkillengine.6084

Overkillengine.6084

Just did it last night with some guildies; same instance every time. Not sure what why you’d have issues or even why it would bother to spawn extra instances to place people into.

That daily was terrible

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

I must be blind or something because i just spend 30 minutes mostly looking around in kessex hills and couldn’t find any random harvest spots. walked to fort salma and all. “officially giving up”

You must be incredibly blind or amazingly impatient. They are all over. Did you actively try to avoid looking at your minimap or have it zoomed so far out that no resource nodes show at all?

Keeping us entertained

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

I think all races could stand to come together to celebrate the glory of Meatoberfest!

All other activities should of course cease to give everyone time to properly appreciate this event.

(edited by Overkillengine.6084)

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

The whole GW2 is irrational man.
There’s no magic in real life, so there, lets make everyone wield melee weapons.
Rationalizing irrational game is tedious.

-There should be armor options for everyone and all tastes, not just you.

Have you actually read my posts or are you just inserting strawmen so you can troll? I could care less if someone else has high fantasy armor on; what I care about is what is available to me and to those with tastes like me.

There actually isn’t much available right now at all that both looks good and fits those tastes. So I guess in your last line you agree with me then. There should be enough armor options for everyone and not just you.

The whole GW2 is irrational man.
There’s no magic in real life, so there, lets make everyone wield melee weapons.

Bows/rifles/pistols exist, so it shouldn’t be melee weapons only :p

But I’m still of hte mind that the two heavy armors should have been split. full plate (like male currently) for both, and a separate ‘skimpier’ one (like female currently) for both. Kinda tired of all the heavy armor skirts (even on males they’re there).

I’d be immensely happier if they even went back and revised the chest and leggings to attach all belts/skirts to the chest pieces; would make mixing and matching different sets so much easier if we didn’t have to play the “will these clip horribly?” metagame so much.

(edited by Overkillengine.6084)

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

The spellcaster = lighter armor design is usually rationalized as the heavier armors interfere with spellcasting or the caster just did not have time to train in both.

So there’s your justification for a minimum level of suspension of disbelief if you are actively interested in one instead of trolling.

GW1 partially avoided this trope with dual classing. Yet GW1 was also a fantasy game.

Also; turn your sound up. All classes have sound bites they randomly say when using skills. It would just be annoying as hell to listen to them every single time.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

There are more of us than you would likely care to recognize that really don’t care for all the gimmicky skins; and have had to scrape by on what little non-tacky low-fantasy offerings the game has. And it’s getting old.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

Not entirely; a lot of the more conservative armors I refuse to use for either my male or female characters because they look freaking awful. Too WoW’fied and covered in gewgaws on one end, and the others like the lowbie chain sets just look too slapdash or spray-painted on. I had been limping along using the legacy set as something knightly but not overly ornate on my Norn Guardian…which brings me to the second part:

The new set was great for males; it just really annoys me and probably others to have something assigned to the females that does not even look like it is the same set at all on top of the prior issue.

However we aren’t discussing taste, we’re discussing availability of styles; Conservative vs. Revealing. You can’t say “well there are armor sets that are conservative but I don’t like them, therefore those armors don’t count” because unfortunately the game was designed with more than just you in mind.

I can understand why people may be upset about the set being different from the males, but that doesn’t mean people who do enjoy the set should feel invalidated.

The point is, GW2 is an MMO. It has to cater to a countless amount of people’s styles and tastes. Personally, I think it does an awesome job. And the best part about the gem store armor, and all the armor in the game, is you don’t have to use it if you don’t want to.

Correction; you are solely worrying about availability of styles. And trying to say that I am invalidating the satisfaction of those that like the current female phalanx armor is an incredibly disingenuous argument at best. I don’t mind if the current appearance is available to those that want it; more power to them. So you can attempt to keep trying that argument but it does not make you correct.

What I and I suspect others are getting upset about is that the current male phalanx appearance is denied to us unless we reroll characters to either be male or of races that tend to have issues with the majority of armors looking horribly stretched and deformed.

Add into this a middleground demographic that is craving armor appearances between plain and tacky and not being well serviced when it comes to that….

Let’s just say I think ArenaNet can do better. They obviously have the potential as shown in the male Phalanx armor.

(edited by Overkillengine.6084)

That daily was terrible

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

You can find them even if an event is not active. They just show up near the current event spots usually. This daily is easier than the regular daily gather to be honest.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

http://www.gw2armor.com/human/female/heavy_list.php

And please, insult how I present myself more to validate your argument against armor styles in a fantasy MMO, I assure you that it helps your cause.

Thank you, actually. I’ve never really played humans or looked at their cultural gear. I’ve seen it on males plenty of times, but never on females until just now.

I apologize for offending you. What I said wasn’t necessary and was particularly badly worded. I hope to be able to avoid such mistakes in the future.

Edit: That’s a good list, thanks. It’ll be useful in the future.

That’s the issue in it’s entirety I believe. People focus on the few more revealing armors (that most people use, because god forbid they like them) and choose to ignore the vast amount of conservative armors that exist.

My point, is that it’s tiring how people can’t be excited for something that is their taste without having it instantly attacked for being debauchery, yet you don’t hear people like me complain when armors such as the ones listed previously exist. There are different tastes, and I think GW2 does an excellent job at having a balance for everyone.

And no offense taken.

Not entirely; a lot of the more conservative armors I refuse to use for either my male or female characters because they look freaking awful. Too WoW’fied and covered in gewgaws on one end, and the others like the lowbie chain sets just look too slapdash or spray-painted on. I had been limping along using the legacy set as something knightly but not overly ornate on my Norn Guardian…which brings me to the second part:

The new set was great for males; it just really annoys me and probably others to have something assigned to the females that does not even look like it is the same set at all on top of the prior issue.

(edited by Overkillengine.6084)

Elite mobs in open world now

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

This change has actually been needed since launch. As noted, we’ve already been using these difficulty mobs in content, though in a more limited way. That was due primarily to the fact that both species ended up being named “Veteran”, but one was solo-friendly, the other was not, and all it did was cause confusion. There will be more updates in the future to bring the rest of the species at this difficulty level in line with this change.

Update the loot, too, please. Greater difficulty should mean greater reward. Do not give them loot boxes/bags. I want my account-wide magic find to actually mean something, please.

^ Can’t really add anything more to this except that it should happen BEFORE all the other species of Elite make it into the game. Kill two birds with one stone so that when they are introduced it’s looked at as a QoL thing by the community and not whiners saying, “Oh great! More of these dudes to kill and their random garbage drops!”

This. Or at least, a materials bag + a piece of masterwork gear being very likely at base; with MF actually allowing us to roll higher on the gear.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

If the current female phalanx armor had just been part of a different set that had a similar male counterpart; I’d have not likely given two kittens.

Just annoying as hell to see a chance at well done general purpose plate armor slip away from my female warrior.

PS: For the next kitten that links a list of crap lowbie armors and dungeon armors? They don’t fuggin count because they look either awful or have some weird kitten theme I don’t care for.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

This of course blithely ignores how utterly horrid most of those look or the fact that mix and matching them often creates unacceptable clipping issues, because for some reason the art asset designers aren’t being held to some standardization of where to place the seams at, and we have no real way of altering the texture shine levels to make different set pieces not look out of place.

So seeing how well done the male version was then seeing what was foisted onto us as the female version is just insulting.

By all means make what they had for the female version as a separate armor set; just give us something that actually resembles the current male version without having to reroll Charr or Asura (both of whom also tend to look like crap outside of very specific sets)

Edit: And actually, most of those armors look so bad I don’t even consider them an option for my male Norn Guardian either.

(edited by Overkillengine.6084)

"Finish Them!" in PVE -- no, please?

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

It’s a step closer to pvp/pve parity by designing the mobs to have the same mechanics as players. I tentatively approve.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

Sounds like you need L’Oréal for those hairs you are splitting.

I had a look through the heavy female armour and I can’t understand what people are talking about.

http://www.gw2armor.com/human/female/heavy_list.php

Most of those seem to be fully covering the body. The balance of full body coverage to armour showing skin seems to be in favour of the full body coverage. This new set seems to be offering some much needed variety.

That being said I do have critique for the new set(s): They’re once again steampunk to the max. Can we have just one set that doesn’t sport powergloves and isn’t covered in goggles pretty please?

I want female heavy armor that does not look stupid in either the venue of not leaving horribly impractical coverage gaps; nor looks stupidly ornate with some weird kitten overly fantastic theme that prevents mixing and matching; nor has a model that looks like badly proportioned crap in the case of remainder of the mundane armors.

A female version of the phalanx armor that was closer to the male one would have satisfied all of these conditions, easily.

But no, we got this god awful parade armor instead.

(edited by Moderator)

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

Human females are for people who want to play dress up.

Yes? and?

We want to dress up as a chick in badkitten armor.

so what exactly was your point?

You can play a chick in battle armour. Play a female charr or asura. They can wear all the male armour.

If you want full body armour on a human female, there are several options available. Just look at Primeval. The skimpy female armours are generally more popular than the full bodied ones. It makes sense that they would offer more of them as it likely caters to more people, that doesn’t mean they didn’t make something for everyone.

It’s not the case that the fully body armours don’t exist for human females. There are less of them, but there’s also likely less people who want them.

Most of the full body heavy armors currently available for human/norn/sylvari females suffer from one of two flaws:

a) Lowbie armor that looks like crap.

b) Overly specific theme that makes it near impossible to mix and match to personal satisfaction.

So no, they didn’t make something for everyone.

Edit: The part that is so disappointing is they made a kitten armor that isn’t stupidly ornate and has a elegant yet general purpose look…..for male models only.

(edited by Overkillengine.6084)

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

I’d rather my female warrior look like she was ready to wade through a field of blood and gore and get kitten done….not like she was going to cosplay at a convention.

The male phalanx armor looks perfect for it. The female version looks nothing like real armor.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

The female phalanx armor looks like it should be an entirely different set. Was really hoping for non stripperific yet good looking armor for my female warrior, something closer to the male version.

What to do with Rabid Armor?

in Mesmer

Posted by: Overkillengine.6084

Overkillengine.6084

http://gw2skills.net/editor/?fgAQNAW7flwzKqHQTqGb9IipHBHyBcoPcdlZMbXIA-jEDBIMDamWAgqIzkHQ5PKr5QCilhFRjVJDQzATbaR1GxAOEMa1iAYWD-w

Here’s the Blackwater variant I am currently using; also utilizes Traveler runes for keeping up with my havoc groups. Adds confusion on shatters as well as might; rewards shattering every chance you get; without being totally reliant on it since if they preemptively kill my clones they get conditions.

Note: You ’ll have low condition removal even for a Mesmer, best played like a psychotic vulture at the edges of the battle.

(edited by Overkillengine.6084)

Next up: Reanimator and Prot of the Horde

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

I’d like to see a minion trait that allows Necros to bypass summon cooldowns by spending lifeforce. Would make MM a lot more viable.

Collaborative Development: World Population

in CDI

Posted by: Overkillengine.6084

Overkillengine.6084

Allow lower cost to almost if not totally free transfers from a high pop server to a low pop server.

Display average queue times as a radial icon on the world transfer window. (2 12 hour radial clockface icons with green pixels for <1 min, yellow for <15 min, red for >15+ min.)

Allow guild leader ranks the ability to majority vote to move the guild to another server; just attach a cost to doing so to keep abuse to a minimum while not forcing guilds to start completely over.

7+ hours on queue @ WvWvW

in WvW

Posted by: Overkillengine.6084

Overkillengine.6084

Then enjoy your queue. It’s not going to change until you do.

That’s why back when transfers were free after release people should have been scouting out servers that had a queue time that they could tolerate.

If you didn’t it’s your fault for not doing so. My guild transferred multiple times to lower tiers as bandwagoners tried to stack servers in the first few months. Now we are on a server where we rarely have a queue during our preferred timeslot; and there is often a good fight to be had.

Anyone here dissatisfied with their experience has only themselves to blame.

7+ hours on queue @ WvWvW

in WvW

Posted by: Overkillengine.6084

Overkillengine.6084

Transfer to a lower pop server or deal with it. This is not giving Anet a free pass; it is just not letting players get a free pass on their decision to stay on a stacked server.

Anet should not have given players the option to be shortsighted and stack server populations as high as they did. They should have released more WvW maps with lower population caps to combat zerg lag. But they didn’t. Players refused to wise up and compensate for that themselves. Enjoy your queue.

(edited by Overkillengine.6084)

Outrunning my own Dark Path

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

They should change it to a Mark that teleports you to whomever triggered it. Avoids the whole slow projectile getting blocked and outran shenanigans; plus it still requires an enemy to set it off.

labyrinth frustration

in Blood and Madness

Posted by: Overkillengine.6084

Overkillengine.6084

this is why people do these events as soon as possible.
they become so much harder to do later on, there are less and less people doing them everyday, everyone is pretty much burnt out on doing it, and the rewards toward this place are quite bad.

i saw how much it would cost/grind to get the mats in order to get those recipes, for the pails, and for the mini prince. i completely gave up on it and just a levels a few of my toons and sold candy corn on the tp for a few gold.

I’m a casual player, even if the mats needed were 1/3 of what they are now, i probably would have skipped it. I’ve had to come to terms with the fact that I can’t do a great deal of stuff in this game and maintain a life.

This. Add in their insistence on making so much stuff on a daily progression cap (to keep daily login numbers up I assume) I find myself getting either burnt out or left behind. Feeling forced to log in every day sucks. Wish they’d convert the dailies to weeklies and let us schedule our playtime as we see fit.

Charr witch armor preview

in Blood and Madness

Posted by: Overkillengine.6084

Overkillengine.6084

Yeah the functionality is a bit clunky. I hope someday they decide to revamp that; would think it would be higher priority in a game where the emphasis was on visual progression not statistical.

Please some utility to the torch

in Ranger

Posted by: Overkillengine.6084

Overkillengine.6084

I’d love it if one of the Ranger torch skills did a boon strip; meta still kitten boon heavy as is.

Beware of Condition Mesmer

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Marks Marks Marks. I play a Blackwater Mesmer variant and a Necro; the Mesmer will not have good up time on condi clearing usually, so your best best is to spread out marks or any other AE condition abilities constantly if you suck at retargetting and try to only eat a shatter while in DS.

Save your roots and snares for when you know their purge is on cool down.

(edited by Overkillengine.6084)

necro and mobility

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

We’re not supposed to have a lot of mobility. At most we get swiftness, otherwise all of our “mobility” skills are designed solely to chase, or create distance while in a fight, but not leave it completely.

well that’s …dumb.

We have the ability to run into a zerg with 50,000HP, 5000 Toughness, and then pop into another 15,000 HP Shroud cover, while the death around you regenerates this pool. What would be dumb is if we could do this and then suddenly pop out of the fight when kitten hits the fan. That’s just my opinion because I play a Thief as well. And generally my thief is spongy even has a Condi/Toughness/Vit build. Where he does shine is the fact that I can leave the middle of a battlefield consistently, but that is only fair because I can be taken down incredibly quickly.

Now if only it worked how you described.

And Necromancer is a class that can rip glue apart.

I think what you mean is, it can scratch of the glue while still being stuck with the thing that was glued to it. A simple medium cooldown blink is farm more efficient.

Lightning Flash/Blink has a 40 second cooldown. If you get snare locked even once, you won’t last very long.

  • Necromancer have tons of snares. Every weapon set has some sort of snare except off-hand dagger. Even if you do equip one, you still have a main weapon set to snare the player away.
  • Necromancer has an healing all-clear condition removal skill to stop snare-locking.
  • Deathshroud has distance makers too. If you got a player on your face, you can use doom to fear the player away from you. Tainted shackles immobilizes.
  • If you have Warhorn, necros can use locust swarm to cripple pursuing enemies. The melee enemy dps goes down dramatically.
  • If you still want a blink, use spectral walk or Flesh wurm.

Despite you complaining, I hardly ever got caught down as a necromancer. Necromancer has so much tools to slow enemies down.

One on one, or a couple enemies; sure, a snare or CC helps to get away.

Issue is they are nowhere near enough when the entire enemy group decides to train you the moment they know what you are. You won’t have enough reapplication of snare and CC thanks to cool downs and short up-times to keep most of them off you once they purge; which is needed to buy time in order for your team to take advantage of the enemy monofocus. So you can’t snare kite them nearly as effectively as other classes with avoidance+mobility mechanics can. Note that I mean kiting in combat, not disengaging.

Necros had it easier with the lake before, since for some reason, the mobility spectrum is reversed underwater (thieves are really easy to catch, necros can escape almost anything).

I found it was almost always a function of initial distance combined with availability of an obstacle or ally to put between the enemy and myself; if I did not have enough of either they could catch me before I could drop combat and port out or reach shelter.

(edited by Overkillengine.6084)

necro and mobility

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

RE: WvW and Necros. Part of the issue there is the fact that there are a lot of open areas with little to no ways to break line of sight. The change to remove the middle lake helped a lot in that regard when it came to being able to traverse that region; you had ways to not be noticed/focus fired so easily.

So maybe we should in part be asking for more clutter in the WvW terrain. It also helps breaks up the supremacy of zerging by making asymmetrical warfare more viable.

Bloody Prince's armor

in Blood and Madness

Posted by: Overkillengine.6084

Overkillengine.6084

The lack of a reusable skins + skin locker makes me less apt to sink any money into cosmetics as well.

I doubt I am alone in that.

necro and mobility

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

I think a trait that turned incoming CC for x seconds when triggered into stability would be hilarious, especially if it stacked. This would likely have to wait until after they went through with their duration stacking limit/nerfs for boon and conditions that was being talked about at one point.

Or something. Right now solo, small group roaming, or ZvZ, it’s usually the best option to spike any Necro first; because they can’t get away from it as easily as everyone else and Necro tools are not up to par to making that an inefficient enough tactic. Add in the condi burst that Dhuumfire and the extra Fears caused, a Necro becomes pretty much the highest value target to eliminate.

necro and mobility

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Unlike in GW1, we can no longer curse, summon minion army or sacrifice health for major benefits.

Might as well call us attritionmancer.

All of those things though are attrition. Lots of smaller damage instances that win in the long run. The only thing we’re missing from GW1 is “health sacrifice for benefits” skills. BTW, in the concept/art book, it talks about how Anet initially tried to make those types of skills work. However, they found it to be too complicated on top of everything else, and merged it into the DS/life force generation we have now.

If some middle ground were created, I would like skills that spent life force for abilities. Like a skill that summoned jagged horrors for Life force, or a skill that sacrificed life force to heal allies around me.

Or just let us use lifeforce as fuel to bypass recharges on our weapons and utility skills if we direly need them.

necro and mobility

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

No need for mobility. All necro need is a 1 second immunity when they enter DS. This alone will fix everything in high level dungeons.

Boss one hit kill attack? No endurance? No speed? No dash? No problem I can survive by going into DS at the right time.

We did have the ability to soak up one-hit-kills with DS; albeit at the expense of all remaining life force (which was perfectly balanced and acceptable to the necro community) . Sadly, following the July 23rd “balance” patch, it was nerfed when they made damage overflow from DS to our normal health bar.

In response to complaints regarding this change, we were treated to the following from Mr. Sharp:

I say play it a while and then see how you feel. (emphasis mine)

We did a big set of improvements to Necro recently (this is in reference to the Dhuumfire addition and Tainted Shackles; again, emphasis mine), and we want to make sure we don’t over improve their defense capabilities.

We want to shift more focus to death shroud throug main hand skills, but, again, we don’t want to do this too fast, ESPECIALLY with a major Pax tournament right around the corner.

So death shroud gains may not be as high as you would like, but we’ll keep monitoring them and looking at further improvements to make.

Well, we’ve played it awhile, Mr. Sharp. I don’t speak for every necro out there, but all I can say is the removal of our sole means of one-hit-kill damage mitigation sucked then and it still sucks now. With still – almost 3 months later – nothing to compensate the loss of such a critical defensive mechanic.

That’s a content design issue that creates the inequality between survival mechanics. We need to be asking for less insta-gib mechanics and and more attrition based enemy mechanics to help equal those out.