I wish they weren’t all PBAoE.
The part about god’s having their own realms in EQ….
Reminded me of whatever happened to god realms in guild wars? I would love to see that come back because you can get really creative with what they look like and how they function.
Since when did GW2 become a Hardcore MMO?
in Guild Wars 2: Heart of Thorns
Posted by: Redfeather.6401
Anet did suggest/hint before HoT launch that guilds would matter a lot more, so need to give them credit for that. That said, it is a lot less solo friendly.
Me, I vote with my feet. ATM I don’t even login for dailies There are many other games out there, including some 8 year old games that are more fun than GW2 is atm. Maybe they will fix it, maybe they won’t. I will certainly check in gain if they promise some solo-friendly changes but otherwise I will go elsewhere, as will may fairly game-company friendly credit card. They are a for-profit company. They know how much I spend. They can bring me back or not, as they see fit.
Happy about HoT? No, absolutely not. Sad about losing a game I used to enjoy? Yes.
For everyone person who votes with their feet, another will come back to the game for the new challenging content. However the content really isn’t as hard as most people make it out to be.
I offered in another thread to help show people how to get through the new content solo. Not one single person took me up on it.
I guess people would rather complain.
It’s mostly a GAME, people don’t want to spend so much effort on how to deal with the trash mobs on the way in open world.
omg, so much this. I dread certain areas because it’s not just a patch of something I need to be careful about, like some smokescales or pocket raptors, but because it’s dozens of regular mobs seemingly placed just to make exploring a nightmare.
I love some of it, but not others.
My last time playing was a mix.
Getting sick of the areas where everything that moves exists only to kill my character and send them back to a waypoint. But I also did an event helping a frog village from a wyvern and that was actually really cool thing to stumble across. Made me feel like a hero.
There’s some gems of wisdom in there. Thanks for posting!
Gave me some ideas for things I wish to see in games, but I’ll sit on that for now.
The core game personal story ending reminded me of GW1 campaign endings.
All this comparing HOT to EotN.
EotN was the remains of a campaign canceled before it was finished.
For example, it was originally planned to include new professions before the decision to release what they had started working on, and shift focus on working on a GW2.
http://wiki.guildwars.com/wiki/Guild_Wars_Utopia
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Number 3 slot should be throwing the staff, rolling back (breaking immobilize) and then staff returning like a boomerang.
I was definitely one of the people using this xp trick, lol. I knew it would get nerfed eventually I had the whole thing down to a science and I was making about a million xp an hour. But, in my defense, the other events that I worked to do hint hint metas… always disconnected me, its not bad having a nice bug for a change. Sorry for those that need it. I’m sure the solution involves having XP nerfed or entirely removed for repeated users. Or at the least, made more difficult as sad before.
Was your character a charr? XD
Just that I saw a player doing it over and over and wondered why.
Skills that truly did stink always had the possibility of seeing a game update change the functionality of the skill bringing it back into interest.
And some of those updates happened more than 3 years after the initial release
And no the vast majority of GW1 actually didn’t see any kind of use
Yeah, the functionality changes were very late in the game.
But as for the niche skills. What you believe isn’t going to change what is.
Although, maybe that’s the answer to complaints that HoT is content light. Just add sixty new points of interest to each map. So much new content! Two-hundred and forty new points of interest. There’s your endgame right there.
And you know that’s similar to what GW1 did. Hey let’s add hundreds of new skills nobody will ever use because they are useless and say the game has lots of skills!
The majority of GW1 skills were useful… just a number of them were situational. The GW wiki used to have little icons to mark which skills were actually garbage. Such skills didn’t necessarily remain considered garbage as at any time a viable build could have been found to utilize the skill.
Skills that truly did stink always had the possibility of seeing a game update change the functionality of the skill bringing it back into interest.
My gut feeling is that the manifesto was more in line with Jeff Strain’s perspective on mmorpgs. I’m pretty sure Strain did play a role in why the original GW was pretty different from the standard online rpg fare. He left the company years ago, so his perspective probably went with him.
I never finished Prophecies once I got Factions. Spent all my time in Cantha. It certainly felt larger than Prophecies.
The feel of thief is the only reason I have stuck with it.
The numbers suck.
So true.
How can anyone play a thief/engi/ranger and not love longcoats nor want to start a collection of 50 ugly longcoat skins?!
I’m sure they’re fixing the fact that, even after completing it, subsequent bacon tastings continued to reward 10k+ experience.
You’re not allowed to have your experience. No sir. That goes against the ToS.
That might explain why when I was making attempts to do it there was a guy there the entire time completing it again and again. :O
I even commented that they were good at it.
GW1 way to capture skills from bosses was awesome! different game tho
Capping elites was the best. Such a thrill. And it would take ages to acquire every elite skill in the game… but it was completely worth it. No regrets.
And for anyone not familiar with GW1, and are curious…
http://wiki.guildwars.com/wiki/Signet_of_Capture
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Did you know that you can get CHILL TO THE BONE in the middle of bound dodge negating it freezing u midair? Its fun.
Reminds me of how in cities when we use the party table we try to jump on the petrification effect. XD
Feels like thief profession mechanics are pretty weak until traited.
I don’t think the thief should be wasting their traits trying to get flanking damage bonus, stealth on steal, and anything that is treated like ‘flavour’ thief stuff. I think stuff like that needs to be innate.
Then traits can be added in those vacuums to augment where thieves generally fall behind compared to other traited professions.
Just my feeling so far.
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Bro, I feel you
lol, I love that pic.
flips out, decaps mid and bounce outta there before he gets his butt whooped
:O
You got your character to look just like a ninja. That’s awesome.
I’ll still take dash. The immob immunity is gold in WvW, and the reduced damage stacks nicely with scrapper runes. The damage on interrupt trait more than makes up the damage imo. I play a tanky CC build with no stealth though, bound is definitely better for PvP in general if you play with more standard gear.
My PvE trapper build has no stealth skills, so I went to a whole lot of trouble to craft Rune of the Trapper. So far it’s been going well. Something to consider.
For PvE I prefer the dash right now. I know it misses out on dps boons, but it suits my trapper build just fine and makes map completion on the wide open older zones much easier.
The best thing you can do is hunt down and convince the lead skill designer to play a new main. lol
Is good in that you can be either reactive or proactive, since you don’t have to worry about cooldowns and every weapon has an evasive move.
Once you unlock Daredevil you can take things to the next level as their mobility is amazing.
That skill is very hard to use as an interrupt, but at least it has a low recharge. So far I’ve only successfully used it on ettin’s super ground pound, as that move for ettins is slow enough to see coming a mile away. XD
I do really like the low recharge interrupt. The mechanics are probably to balance that.
My revenant is the first human character I made. Because racial skills don’t apply to revanants and I wanted to see what playing as an ugly human was like.
I have a elementalist/tempest, engineer/scrapper and revenant. And so far the 3 of them are unique enough to warrant dabbling in all of them.
Go with revenant if you like the GW1 feel of having lower recharges offset by energy costs. And GW2 finally bringing in sustainable skills is actually really awesome.
I play with headphones on and it’s kind of jarring to suddenly hear a voice and not understand where it’s coming from. I keep thinking an NPC is trying to get my attention.
Maybe tweak the sounds to use effects like the wraith moves in Shadow of Mordor? Those all have a subtle whispy echo effect applied to them. It would make them easily identified as revenant skills.
https://www.youtube.com/watch?v=_0Wi7AFjUnE&t=1m39s
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Would anyone know how to keep the game from making my PC so hot?
I’m not understanding why games like Saint’s Row and GW2 make it so hot, when games like Shadow of Mordor and Sleeping Dogs:Definitive Edition does not.
[PC] PSU fan very loud during Guild Wars 2
in Account & Technical Support
Posted by: Redfeather.6401
Same thing is happening with me.
Shadow of mordor, sleeping dogs:definitive edition, evil within, dragon age:inquisition all run smoothly…
And then I play games like GW2 or Saint’s Row 3&4 and the heat just skyrockets. The fans get so loud it scares me.
Even though I stopped playing GW2 for a year, I came back knowing that it did some things better than other mmorpgs. And I missed those things. XD
GW2 heats up my pc too.
Games that heat up my PC and make the fans loud.
Guild Wars 2, Saint’s Row 3 & 4, Dying Light
Games that play fine without any loud fans ruining the fun.
Shadow of Mordor, Sleeping Dogs: DE, Evil Within, RE:Revelations 2
I have a feeling it’s cpu intensive games that do it. As I have an amd fx 8350 and those can get pretty hot.
I just hope EQN class system gets people excited. I’ve waiting too long for an mmo to have a fun and free class system.
LFG tool, WvW getting orbs back (or something similar) after all this time, and bosses get worked on to not be a zergfest.
These are long overdue and I’m glad living story is taking a break to get this stuff in-game.
Now all we need is new skills and traits…
Why are they so blue and tacky.
Zodiac weapons previously looked more like celestial constellations.
When you are in game do this.
Type /wiki and then the skill name you are curious about.
eg.
/wiki Shield of Absorption
You’re internet browser will open and go to this page.
http://wiki.guildwars2.com/wiki/Shield_of_Absorption_%28sequence%29
There you will see how much healing power affects the skill. It is the little ‘?’ when you mouse over it.
Erasculio, I think you meant CORPG like GW1. A small typing oversight. XD
But we have to admit that GW1 had farmers too. Lots of solo farm builds in that game.
P.S. I haven’t seen your name in ages. Not since my gwonline/guru days. :O
I saw a video of this once. It’s awesome. It’s why creative mmo communities are awesome.
Perhaps randomize spawn locations and tweak spawn rates. Adjust the reward as necessary to keep the players motivated to stay, but they’ll now have downtime to make doing other activities, or chatting, a nice filler option.
Check out Engineer and stick with it longer than 20 levels.
May not be what you are looking for aesthetically, but it is great for a lot of what you mentioned. Plus you can greatly customize their play-style.
If 20 people were beating on me this is what I’d do.
If I take a certain amount of CC I’d just get desperate.
-Cue Blind-Fire Mode-
Shift preference to AoE attacks
Gain Quickness Buff
Gain Recharge Buff
Increased AoE range and quantity
Start using my super secret stun-breaker move
Do that until I calm down.
If I take a certain amount of damage within a time limit, then I just get furious.
-Cue Focus-Fire Mode-
Always target highest dps in group
Gain Swiftness Buff
Gain Critical Hit Chance Buff
Decreased AoE range
Start using my super secret CC move
And do that until I calm down some.
The point of those modes to introduce an action oriented skewing of the risk/reward ratio of the group relying too much on a particular combat style.
edit: The point at which I’d go into those modes would be adjusted by the number of participating players. So it’d be a scaling mechanic.
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Here is what I wouldn’t mind seeing.
Not only in this rune set, but future rune sets.
Major Rune of Perplexity
(1) +28 Condition Damage
(2) 15% Confusion Duration
(3) +55 Condition Damage
(4) 20% chance to inflict Confusion with hits (15 second cooldown).
Superior Rune of Perplexity
(1) +28 Condition Damage
(2) 15% Confusion Duration
(3) +55 Condition Damage
(4) 20% chance to receive Confusion when hit (5 second cooldown).
(5) +120 Condition Damage
(6) +15% confusion duration. Causes 10 seconds of Confusion on interrupt.
From my example. Major is just about what you’d expect from a rune. Superior is different. Set effects (5) and (6) are stronger than your average rune. That’s why set effect (4) is a disadvantage**.
**Unless you are a necro. Then it can be an advantage. >_>
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They can start adding modifiers and balancers to gear.
Good for min/maxing along different paths, but won’t result in stat inflation.
eg.
Increased Skill Recharge Rate + Decreased Power.
Increased Block Duration + Decreased Toughness.
Built-In Retaliation + Decreased Health.
Those are just really quick ones. I’m not giving it much thought. But just want to convey the idea.
Yeah it’s the difference between playing with content, and playing through content. However, the game actively commits to rewarding consumption over creativity. A mind-boggling direction IMO.
Yeah, it’ll probably get nerfed to the point where it’s useless unless utilized by a min/max confusion build. And even then the nerfed results would probably pale in comparison to alternative rune sets.
Looks at it this way.
Major Rune of Perplexity
(1) +28 Condition Damage
(2) 15% Confusion Duration
(3) +55 Condition Damage
(4) 20% chance to cause Confusion on hit (15 second cooldown).
Superior Rune of Perplexity
(1) +28 Condition Damage
(2) 15% Confusion Duration
(3) +55 Condition Damage
(4) 20% chance to receive Confusion when hit (15 second cooldown).
(5) +100 Condition Damage
(6) +15% confusion duration. Causes 10 seconds of Confusion on interrupt.
That’s some pretty cerebral rune design. And I actually find it easier to assume a pretty cool idea was simply misunderstood/miscommunicated and ‘fixed’ rather than a line of programmers and testers screwing up.
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The hilarity comes from realizing that the very first incarnation of the rune wasn’t a hugely embarrassing error on the rune designer’s part.
Checks and balances, my friends.
Think about it.
The Class Ability is gold.
It has both strengths and weaknesses built into its use. Like a reverse Echo, where you can be punished if use it predictably. And it makes for some really imaginative skill design.
Good job, lordhelmos.
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