“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
Improve the UI for map bonus rewards to add more information there.
This would help in Tyria. I keep going back to the world map to check my progress, because the minimap doesn’t seem to have the same reward tracking available in HoT zones.
Add additional mastery points to several maguuma achievements so that players are not pressured to do the mini-game adventures if they don’t like them.
Make adventures always available whenever it is possible.
In the very least, make Adventure requirements for masteries Bronze and Silver.
And add access points for adventures that lead to instances if they’re unavailable, with the warning that doing them will wipe map progress.
Improve the rate of tokens that you get from dungeons, so that players can be better rewarded for their effort and work for their collections without the need for the game to inject liquid gold into the economy.
Please. If Dungeons stand as an area of ‘unique’ rewards, let that happen without obnoxious amounts of grind. With the gold adjustment, running dungeons should be rewarded with more tokens.
Add yours.
If I’m honest? Mystic Forge recipe book and better interface.
But even then, the real argument here is if they are necessary or not, which in my honest opinion they are not.
Try fact, then? While you may not have to get gold on all of them, in order to unlock all the HoT masteries, you need to get at least Silver on all of them. There aren’t enough points to go around, otherwise.
Adventures are required.
Yes they are required, and at least silver, I can’t even get bronze on some of them, and others I gave up on altogether.
How can they even call this stuff “Adventures”, because it’s not an adventure, it’s torture.
Give us some other way to make these mastery points, not these crummy so called “Adventures”.
“In order to unlock all HoT masteries” they are required. However, unlocking all masteries is not.
For map completion, for the full game experience, which we paid for, they are.
You can take the existential “well technically nothing is required” sentiment to the dumpster it came from, because that includes living in real life, and it’s an idiotic one to have when talking about game design.
Plus one to this.
For christmas I want mace and hammer to be fixed. Hammer needs a dps increase across the board. Mace needs an identity
When they nerfed hammer, it was to separate control from damage. But they forgot to buff the non-CC skills (all one of them lol) to compensate. In the least, the auto attack needs a damage buff. Or a speed buff so Merciless Hammer works. Or scrapping Merciless Hammer altogether and starting over.
And I always did look at Mace as “that other CC weapon with the stuns,” but it never really stood out.
And +1 on sustain, please.
Merciless Hammer
I hate the sound, but I don’t want it removed. What I want is a sound option that I can turn all the way down to disable the sound without having to turn off all special effects sounds and ruin my nominal gaming experience. Call it “Player-Based Sound Effects” or something and have it include the Hero-Tron backpack too.
You might as well have copied my post word for word. :P
Bwahaha, two forum specialists, and they both hate Dreamer. I look forward to the impending nerf.
I shall laugh for you the laugh of my people:
NEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGH
Warriors don’t need buffs, they need CHANGES including weapons, traits and skills.
Adding damage , reducing cooldowns and stuff like that will just hide the problem.
There can be change without improvement, but there can be no improvement without change.
-Historical Person (Too lazy to look up the reference. XD)
See, I read it as..
If that bottle’s a focus, then he’s perhaps a mesmer …every person in Tyria is one…
Jennah, Anise, Kasmeer, Faolain?.. Mesmers. Mesmers everywhere.
Of course, Mordremoth’s domain is the dream, so maybe we’re all just imagining the mesmers everywhere. ..Ow, braincramp.
-I will Never touch a mini game AGAIN!
- No replay value, (thats what you want from your game, players to say…“my god I’m finally done with that garbage…. I WILL NEVER do that again.”)
I imagine a lot of people will have that sentiment.
What are the rewards for completing Adventures after the mastery point?
A smattering of XP, and lame loot drops: blue, green, and rare.
..woo.
when it comes to stances they should be something that can be toggled on and off on command, and have it deplete adrenaline at a rapid rate. It would have good interaction with adrenaline building traits to help stay in the fights. If the stance is not monitored and the player allows adrenaline to reach zero, there would be an exhaustion debuff putting all stances on cooldown and a negative effect to adrenaline recharge and or attacks speed.
Just some ideas that could make it more fun.
Making them more like Facets would provide much more skill-based play for warriors. It also adds more risk/reward and makes their buffs appear on demand, rather than waiting for excessive cooldowns.
Traits
Reduce cooldowns on all weapon skills. Then we won’t feel the need to have baseline Fast Hands, because we’ll have our weapon skills more on demand.
As someone who uses Heightened Focus over that pathetic Hammer trait, I could go for a 12 sec Heightened Focus. It still requires a <50% HP target, but better uptime is always desirable.
All stances need cooldown reductions. They’re fantastic skills, but the huge gaps in uptime limit their utility to the point where I don’t consider them. InterInter, your assessment on AoE utility boons from other classes is spot on. Direct case of “other classes do it better than Warrior.”
Warrior needs better access to on-demand stability. A few seconds of stability on a ridiculous cooldown won’t cut it in PvP or HoT content. Warrior could really use more frequent, shorter bursts (1-2 sec) to really be the unstoppable bricks they’re supposed to be. (Or, y’know, my tiny Asura Engineer with a flamethrower is somehow a better beatstick…)
Adrenal Health: Adrenaline level 3 healing: 351, 15% return on HealPow. So, yeah, looking at about 117-170 per second, which isn’t even a 1%/second return on HP. So yeah, could use a buff in exchange for the sacrifice in damage.
Not sure on Brawler’s Recovery, especially if you’re looking for baseline Fast Hands. Granted, conditions happen way too quickly for a single condi clear to make up for it, so in HoT/PvP environments, it’s not too much to ask for.
No teleports, but closers that actually work would be grand!
Would like to see Spiked Armor’s cooldown drop or duration extended.
Skills
Axe 2 gaining a smidge of vuln wouldn’t be much to ask for. It’s decent for where it’s at.
Axe 3 is kinda meh. Not sure what to do to fix it.
Greatsword throw should apply a knockdown. You just threw a big kitten sword at someone! And it would help with closing. Not that GS needs any particular buffs. Path fixing, but not buffs. It’s already the go-to metaweapon.
- -
As for bringing up the rest of the unloved core:
Physicals: Mending should be Physical. Rampage needs to be dealt with to make the rest of the Physical line more adjustable. Trait needs to offer something that isn’t garbage. To stay in theme and purpose, either add Quickness or Stability to aid the follow-up attacks after the CC. Lower cooldowns across the board.
Or, add follow ups on successful hits:
Kick pushes a target back, which puts them out of melee range.
Banners: Reduce cooldowns so downtime isn’t 30 painful seconds. 15 seconds is a good compromise from the previous, traited 6 seconds before the nerf. 15% traited cooldown would be solid.
Shouts: Fine as is, mostly. Someone brought up adding a Taunt to On My Mark. That would help in group play and be the first on-demand Taunt for Warrior. Vulernability is too easy to stack in group settings, so a 10 stack chunk isn’t all that useful. Right damage boost for solo/PvP, but it needs better utility outside of that.
Hammer: Reduce cooldowns across the board. Raise damage of autoattack. (One of their design decisions was to segregate control from damage, so those skills got nerfed.) Change the trait to something a hammer-wielder can use. If it must use the “disabling” theme, add a unique debuff to the target that raises damage taken from the Warrior for 5 seconds.
Rifle/Longbow: Semi-decent at ranged damage, it’s something we begrudgingly accept. Little at all in AoE, both weapons need Piercing as baseline. (See Rev Hammer auto.) The anti-pressure skills are laughable. Pin Down and Rifle Butt? Longish cooldowns and piddling effect. Shorten cooldowns on both. (And maybe make Rifle Butt like some Halo melee kitten. Insta-down! …nah. But a 1 second daze wouldn’t be uncalled for.)
[blag, for other weapons, go see other threads. I’m tired. XD]
Boon kit: We see a good amoungs of Might, Fury, Swiftness, and Regen, with some stances giving Stability or Resistance++, but overall, there’s a lot of self-oriented boons Warrior should have filtered in its design, so that it can be melee-monster it’s supposed to be. More Stability, Resistance, and Protection. Not as AoE buffs, like Guardian, but short duration bursts that contribute to warrior sustain. If the Warrior is supposed to take punishment, more access to Retaliation.
As Brigg pointed out, being able to remove specific, troublesome effects would also add a lot of play for Warriors: to fight out of or ignore Blindness or to shred defensive boons like Protection.
But even then, the real argument here is if they are necessary or not, which in my honest opinion they are not.
Try fact, then? While you may not have to get gold on all of them, in order to unlock all the HoT masteries, you need to get at least Silver on all of them. There aren’t enough points to go around, otherwise.
Adventures are required.
Please do something about this troll weapon. -_-
The design is cute ’n all, but that audio needs to die.
gawdyes, anything. In the very least, it should be whipping out a huge number of bolts, somewhere in the 8 or 16 range, so at least it more likely guarantees a nearby target gets hit, and close ones get punished more.
Hopefully the fix happens before I get home. Otherwise…
NEW BUILD AVAILABLE! STOP EVERYTHING NAOW! :P
Regarding banners, I’d like to see them buffed in light of the new engi Gyros.
- Reduce normal banner duration to 60s and cd to 70s. Increase Battle Standard duration to 120s and reduce the cd to 180s.
- After summoning a banner, have that utility slot change to a skill that allows the warrior to basically collect a banner (in range) and wear it on their person so the field emanates from the warrior at half the radius.
- Have the utility slot become “Plant Banner” while the banner is worn
- Double the number of allies affected by a banner when planted in the ground
- Trait increases effect radii by 50% (i.e. 900 when planted; 450 when carried)
- Trait adds a specific pulsing boon to each banner: Defense – Protection or Aegis, Discipline – Vigor, Strength – Might, Tactics – Regeneration, Battle Standard – Stability. The different boon durations and pulse frequencies can be adjusted for balance (e.g. permanent uptime of protection would be ridiculous). Another approach would be to add the buffs when for longer durations when the banners are summoned and reduce both the durations and cds of the banners themselves (to increase application frequency of summoned boons)
The above gives better utility and value to banners that’s inline with gyros, imo, while filling a different niche (less dramatic but more widely applied buffs). It also makes slotting in a banner, even if running solo and/or not traiting them, more justified.
It’d increase the buffing value of warriors in large groups by quite a lot, but I feel that’s justified given the increased threat level in large fights since HoT launch and I don’t think it’s an unreasonable buff
On a completely unrelated note, I’d like to see a 2s Taunt added to “On My Mark!” or have that shout’s cd reduced by 50%. A dev already acknowledged the UP nature of that shout in relation to Sundering Leap, and we really should have more access to Taunt anyway.
I personally favour adding Taunt over reducing the cd, and I think it would even lead people not using a shout build to slot the skill.
+1 to the above.
Especially the out-of-the-box statement of changing how carrying banners should work. I can’t think of anyone who actually uses carried-banner skills. Having its functionality rolled into the actual banner skill slot makes more sense.
Even if ANet wasn’t keen on it (though they should be), Banner could have a secondary skill to trigger on command with a cooldown: banner-dependent effect, wider radius, Blast finisher, etc.
Overall, banner’s already a good, unique support choice, but without a secondary effect of some kind, it’s very passive gameplay with a low skill cap. Being able to carry them without swapping to a bunch of kitten y, low power skills and actually have triggering effects on setting them back down would do wonders for the utility line.
And broomstick!
Could I play in HoT all day with my Charr air-surfing on a broom?
One way to find out!
@Yashuoa
Liked some of what you put down there.
A Defense trait for survival would be in theme. Gain 10 Toughness every time you’re hit, stacks 25 times. Duration 8 seconds, or something like that.
Maybe give an offensive version under Peak Conditioning, Gain 10 Power every time you’re hit.
Or every time the warrior hits.
Either way, for a PvP setting, it encourages disengaging from the warrior, which gets even more difficult against bow/rifle swaps.
On blocks, I’m wondering if Warrior should get a unique debuff. Call it Unbalanced or whatever, and keep it off the usual Boon/Condi line. (One of those square-icon’d effects with no cleanse.) Keep it short, 2-3 seconds, but make it so it prevents Blocks from working during the duration. It works for the warrior independently, but it also opens up party play by letting allies pile on. A few of the heavier skills could have that, and a tweak to On My Mark would (5 Vuln, Unbalance 3 seconds) be fantastic.
Adrenaline and Cooldowns
An idea I like, definitely, and one that could roll into baseline. Rather than re-designing each skill’s cooldown (though that still should be done), we could encourage more risk/reward with using Bursts in order to reduce cooldown times. For every bar consumed, reduce all cooldowns (weapons, utlities, healing, weapon swap, maybe not Bursts) by 1 second. Aggressive warrior plays get a ton more skills to use, and it breaks the need for Fast Hands. It’s elegant without requiring a huge amount of complication.
If I still wanted to play them [platforming games], I’d buy a game that SPECIALIZES in them and has the right interface/mechanics.
The controls on Adventures are, to say without apology, crap. I realize that the crew has a deep love of old-time games, hence all the jumping puzzles, SAB, and Adventures, but the game’s engine does not execute them cleanly at all.
Grandmaster trait that grants signet active effects to party. BAM signets of might for everyone! This would require balancing.
Very sexy idea, though.
It would turn a very selfish play into a group-oriented one.
…zomg, and popping the Elite signet. Brutal.
Or AoE heal/resist.
Curse you for making me want this.
How about this idea reduce the CD on Battle Standard atm its the longest Elite CD of any class. In the past we had a trait to reduce the CD on banners including Battle Standard but now they baseline the reduce CD on every banner except Battle Standard.. I think it should be a 180 CD like most Elite CDs there are other rally skills but no way near a 240CD
All the banner cooldowns need to come down, but a fine point on Battle Standard. 180 cooldown for that, and 105 for the others.
Elementalist. It gets you range, AoE, and condi all in a nice package.
Necro can do some good AoE with Epidemic, but otherwise I don’t see many group skills for them besides Wells, which are melee/mid range. Mesmer tends to be very single target, even if you go with a shatter build.
You could probably spoof some melee AoE with Guardian symbols Radiance/Zeal, but I’m not sure how well it’d work in a PvP setting.
tl;dr: Elementalist. :P
Yadda yadda Grind Wars 2, etc.
I’ve found that the HoT content irritates me to no end, but I’m enjoying Fractals being more accessible and actually, finally, going for a Legendary.
(The precursor collection had nothing to do with it. In fact, I bought the precursor to spite the collection. :P)
Hopefully there’s never an Outfit + Glider bundle ever again.
Definitely not a fan.
Especially since it’s an obvious ploy to out-price the gold→gem transactions and provoke more direct cash sales.
Oh, should mention, if you do lots of PvP, the reward tracks can help you get some passable Exotic gear. I say “passable” since the gear has only 3 stat combos, but it might not be what you really want.
You can also flat-out buy Exotics off the trading post for a few gold, so endgame gear is easy to get. Ascended is only really necessary for Fractals, though it is also best in slot for PvE.
I generally recommend Weaponsmithing and Armorsmithing.
Most of your good weapons will come from weaponsmithing, and you’ll want armorsmithing for crafting your Ascended set.
If you’re looking to go with Longbow or Rifle as ranged options, you’ll want a character with Huntsman. Stuff you make isn’t soulbound, so you can have another character for that.
PvP is separate gear for armor and amulets. Not 100% sure about weapons and how they scale, but you do have to own the weapon you want.
For dungeons, angle toward Fractals. You might get really lucky and score an Ascended box for some kind of gear, which saves a ton of cash/gathering.
I will say that leveling weapon/armor simultaneously hurts. You’ll need a lot of metal, so it might be good to get familiar with farming spots. (Iron in northwestern Brisban Wildlands is a popular one.)
Agreed with a good 80% of this list.
Good luck with your break, OP. Hope you come back soon.
We had a fix go through internally on this on monday scheduled for the 12/15 release, but it was a partial fix and the tester failed it back to be looked at again by the developer, because well… partial fixes kinda suck just as much as not-fixed.
O_O Red post. With details. About in-development stuff?
I could cry with joy. Thanks so much for keeping us in the loop, Lauren. I decided Howler is going to be my first Legendary, and I’ve held off a long time because of all the reported issues.
It feels more biweekly, actually. It’s just that the outfit qq threads show up every week. :P
The dungeon staff was poached by the Black Lion Trading Company, who apparently needed a dedicated vendor for each skin type that you’ll never purchase.
…That explains so much. >.>
I also managed to get an asura named Limpy Shortstaff and a Sylvari named Hardwood Morninglog.
Reminds me of a risque Charr I saw out in VB: Scratch Ironbulge
Oh my.
@Rauderi
Why complicate a problem that’s so easy to solve?
Baseline Fast Hands or cutting it up into several trait lines really is the easy solution. It’s almost elegant. Thing is, it wouldn’t shake up the meta that much, because we’re still going to see FS/GS, locking in two trait lines anyway. And Discipline still has the +25% movement boost for melee, which is another “must have,” unless you’re slinging Traveler runes. A baseline Fast Hands is merely going to move the core Warrior meta from Strength/Tactics/Discipline to Strength/Tactics/Defense.
Saying so is an oversimplification of the state of warrior, of course, but we’re locked into a max of roughly 3 “decent” builds at the moment, depending on game mode. FS/PS for PvE, and a mix of Bow, Greatsword, and/or Gunflame for PvP.
I was also following a whim, partially because Warrior doesn’t have much high-end skill play, as it’s a very direct class. And while that may have been the point of Warrior, it also makes for the relatively low-reward state we’re seeing now.
I don’t expect ANet’s re-balancing to be anywhere near my suggestion, honestly. I think Warrior would do well enough with under-used weapons have reduced cooldowns and there being at least one other method for reducing swap cooldowns, so Discipline isn’t so “required.” Probably a trait revision somewhere in Arms.
They dont do this out of spite, they do it because outfits are easier to design because they don’t have as much clipping issues as mix and match armor skins.
Monk outfit says hi. :\ Remember the big kerfluffle over phantom legs and gigantic hips on female humans? I think it also hit the Norn gals too.
The sniper outfit on Charr also says hi. It clips with my face.
My. Face.
If they’re going to justify “no clipping” as an excuse, they could at least do the job right.
This has been a topic that has come up numerous times on these forums, and typically it comes up more frequently around the release of a new outfit.
I could set my watch by it, honestly. It’s tiresome. -_-
The previous director responsible for this has said:
Skins are in game content.
Outfits are gem store.
There are likely some technical limitations for the separation.
But, there’s a new person in the director’s chair, so maybe that will change.
It does seem like a better monetization plan to sell Outfits as a whole piece and unlock individual skins to go with it, so I hope they’re investigating that as an option.
It’s like they’re trying to drive players away from dungeons or something…
:\
Back to the Fast Hands argument (I know, it just won’t die!), I got an idea that might help.
Break Fast Hands up and disperse its effects into several trait lines. Then, replace Fast Hands with something else in Discipline, while giving some of that effect to its replacement. So long as the traits stack (which is uncommon to traits, for some reason), it would give most warriors some level of faster cooldown.
Example:
[Discipline Master Trait]: Some nifty bonus. (I’unno, gain 25 Endurance on swap) Reduces weapon swap recharge by 2 seconds.
Add to Tactics: Weapon swap recharge reduced by 2 seconds.
Add to Arms: Weapon swap recharge reduced by 1 second.
Or, give other ways built into the minors to reduce weapon swap times that are more related to trait lines:
Strength: On evade, reduce weapon swap cooldown by 1 second.
Goes well with Strength’s endurance theme and the Greatsword swirl.
Arms: On critical hit, reduce weapon swap cooldown by 1 second. (1 sec cooldown)
It’s the warrior Crit line, and a heavy-crit build could expect a 50% reduction in weapon swap times.
Defense: When hit, reduce weapon swap cooldown by 1 second. (1 sec cooldown)
Gives the defensive warrior some offensive oomph for taking hits.
Tactics: Apply a boon to an ally reduces weapon swap cooldown by 1 second. (zomg 1 sec cooldown XD)
Shouts and banners would have a 50% reduction in swap time.
Discipline: Reduces weapon swap cooldown by 3 seconds. (sounds nerfish, until you mix the above) Swapping weapons reduces the cooldowns of weapon skills by 2 seconds. (Maybe that ought to be 1 sec, or moved to Grandmaster.)
Definitely encourages swapping.
It might actually make for a more interesting and active warrior playstyle overall. Use a few cooldowns, score some hits, swap. Use other weapon for a few seconds, swap. Cooldowns start to trigger faster, so the warrior’s getting more uptime on his weapon skills, using them more often, but it’s all based on combat performance. Strength has to dodge skillfully, Arms has to hit, Defense takes damage (but not too much at once!), Tactics does what Tactics does, and Discipline is the raw bonus which ties it all together, and gives better access to those hard-hitting weapon skills.
But more importantly, it releases Fast Hands as the linchpin of so many builds, and encourages getting weapon swap cooldown reduction elsewhere.
I’d only passed by one set of snipers on the way around, somewhere around the first third of the race. If you swing wide enough around them, they don’t seem to notice you.
Also, F this thing. These stupid minigames need to tell us what masteries are required before I go wasting my time on them. Without unlimited gliding, there’s no way in hell I’m getting Silver, much less Gold.
Selling rares instead of “gambling for ecto” is generally a bad idea, right? For example, it makes sense to sell a rare sword for 61s or a rare staff for 58s instead of salvaging, but it is better to salvage rare leggings that are selling for 32s on the TP or a rare spear going for 28s. Or maybe I am doing it all wrong?
The gamble is better if the rare is below ecto value, yes. So, below 30s you probably want to salvage.
But, RNGsus forsakes me, so I don’t bother with the disappointment. Though, for cloth rares, I still take the chance, because silk.
… PvP players are longer online than PvE/WvW players.
Potentially incorrect assertion, but I’m highly curious about the factual data on this. Factoring out daily AP/chest players and the like, it’d be interesting to see who the bigger market is. By market, I don’t mean play hours, but those who actually buy gems, with money, not gold.
I suspect they could fetch even more cash with “Twitch RP Theater” streams with all the committed players who “play dress up dolly” and also buy a ton of outfits that are “just perfect for this character”.
(That is not a criticism, as I’m an avid roleplayer away from GW2 and, apparently, an outfit whale. >.>)
But, given that, maybe we should have little orange star notices pointing to Black Lion Trading Company vendors, instead. :P
“ESL Tournament” = “English as a Second Language Tournament”
I always read it that way first. XD
And judging by the names of the teams, that only gets reinforced. -_-#
On topic, yes please. I’d like the option to turn off useless notifications. I’ve no interest in DvD tourneys or “let’s not play the game so we can watch Twitch” streams. I have far too much to do to just watch.
We don’t really need more wings, but we already have many back items that do not have a glider version, but would look so good as gliders that they are practically a must:
- The jetpack would actually look like a jetpack, firing large flashy flames off its nozzles and leaving behind 3 fiery trails as you glide. When using leaning techniques, the flames fired off the nozzles would be stronger.
- With the spinal blade packs, only the tempered and attuned (static, dynamic, synergetic) packs would have a glider version. They’ll have much weaker trail and flames than the jetpack, but the blades would extend and project holographic wings, kind of like Falcon’s hard light wings from Marvel comics. The tempered wings would have a warm orange color.
- The small wings such as the holographic wings, daydreamer’s, fairy’s, and tequatl should have larger versions as gliders, but the back items should remain small. The glider versions would not flap even if the back versions do flap.
- Then you have the Toxic Spore. The glider version of this one would attach to the character’s back with some roots, and its leaves extend and start rotating like a gyro’s rotor. This animation could then be used for other gliders, like a scrapper themed one that looks like a gyro with a large rotor attached to your back.
- Since none of the god backs would make much sense as gliders, Dwayna’s would not have a glider version, even when it features a pair of wings.
+1
ANeeeet, look at all these wonderful ideas up above here!
I’d be especially jazzed at having my holographic wings turning into an awesome glider. (And then maybe we can get Dragon Bash back and give others a chance to earn them. Win/Win!)
Cool, a hood I can hide my face in while contemplating the other 2,274,119 prayers about fixing WvW! Huzzah for the gemstore!!!
Because this thread is the obvious place to complain about WvW? lol
On topic: I really like the grenth hood. Though I’ve had it for a long time, I’m glad they brought it back.
I’m glad it’s back for other people to enjoy.
Not me, though. I don’t see the allure of looking like a bleary-faced Ood with a calcification problem. :P
The majority of player-base are angry and suffering under the new economy. Only some dedicated farmers or exploiters of TP are profiting under the current system.
I’m neither mega-farmer or TP-exploiter, but I’m doing relatively okay for the investment of play time.
I’d be doing a lot better if ANet would stop screwing me over with “salvage this thing for rare materials, OOPS YOU DIDN’T GET IT HAHA TRY AGAIN” but now I just sell rares instead of gambling for ecto.
I’d also be doing a lot better if ANet would review their drop rates on certain rare items (specifically, named exotics), so they’re actually available for reasonable sums. And no, I don’t care about kitten from TP barons who have to pay fees to relist exploited items at lower prices.
The real problem is when you equip one two-handed weapon (e.g. staff) that un-equip’s two single handed weapons (e.g. daggers). I always have to search my inventory for the second dagger.
Stuff like this is a big case for build/gear templates.
I know it’s something ANet wants to do, but I wonder when they’ll find the time for a huge QoL improvement like this.
I’d recommend making invisible bags as a primary measure. The craft formula is basically the same as the normal bag, but you add in the appropriate dust.
For what it’s worth, I wanted Lost Precipice, but I was outvoted by the guild.
It’s like getting screwed over by the Electoral College. ;_;
Fast Hands doesn’t really need to be baseline. Rather, we need skills with reasonable cooldowns and skills that friggin’ matter for weapons. Would it be nice? F-Yeah, it’d be nice. But it’s not necessary.
Blocks
I could see it happening in a trait line (Strength or Discipline?), but not at the rate you suggest. On swap means unblockable every 5 seconds. It’s game-changing enough that it’d probably be a Grandmaster trait. Something like “Activate Signet of Might after an attack is blocked.”
Evade
Focusing on Endurance makes this a purely PvP line of thought.
Besides, if I wanted an elite shout: Taunt, gdangit. It’s pathetic that Berserker barely gets access to it, and it’s absent in the rest of the class.
Closers
Change dashed out for leaps, and maybe we’ll get somewhere.
Rage / Physical
Yeah, Physical skills and their big brother skills probably need more love. I can’t specificy for Rage skills, but Physicals need, need something better before they’re worth slotting.
Blind
I like the trait suggestion, especially if it extends to other players. That would make For Great Justice amazeballs in the right situation.
I’d also be okay with a Blind Fighting trait: “When Blinded, clear the Blind condition and become immune to it for 3 seconds. 8 second cooldown.” Or something like that.
Give them time.
They’re carefully crafting your Legendary Experience by choosing exactly which event string you’ll need to convince the zerg to fail for your collection.
I’m still aghast that they’re so poorly designed for Charr. Mask clipping, boot clipping? WTH? It’s a shame, too, because the actual outfit part looks pretty boss, but I’m not buying it with half my character’s face sticking out.
Some of “That Guy” are trolls, some are rude, and some are simply oblivious. I try not to be any of those “That Guy”s.
If I’m running through an area (gathering, exploring or whatever) I keep track of whether I have developed a “train” of mobs or not. You can bind a key to look behind you, which makes it a lot easier. If I’m pulling a train past someone, I make sure that they don’t aggro any of the mobs in the train. And if I’m pulling towards someone who happens to be in my path, I about-face(there’s a key bind for this as well) and kill all the mobs before they get to that person ahead of us. It doesn’t matter whether they’re AFK or not, it’s a matter of courtesy.(And sometimes it’s hard to tell if someone is AFK, anyway.) I’ve also had players attack and kill mobs in my train.(Perhaps to help me, perhaps thinking I’m oblivious and trying to help the hapless players I might drag my train onto.) In this case I turn and help them kill the mobs. Because I really don’t want to be any type or form of “That Guy”.
I would like a mankini for my asura.
Now everyone will picture that.
You’re welcome.
Some people will still f*p to that.
Now you’re picturing that.
You’re welcome~
Though, we have been asking for summer wear outfits since the outfit system landed. Still want.
I’m going to be selfish and say “Yes, please” to adding it with the trait.
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