Oh yeah digiowl. I see what numbers we talking about now.
The game’s worst enemy are the type of players who want things that lead to inflation for the sake of inflation.
They need to hide more treasure chests around the island.
Add some world completion bonuses somewhere in there too.
And then add some event chains that lead to a world boss with unique drops.
I have a question. Condition damage bypasses defense rating?
If so then some boss mobs can have their defense upped and health dropped. That way condition damage is an attractive option in those situations.
You know what would help condition builds in group play?
Is if when a stack cap is reached, a threshold effect is created that is very helpful to the group.
Mortar is already a craptastic kit mechanically. Did I mention it is craptastic.
If not, then I’ll say that before I leave. Mortar is craptastic!
It’s really bad for players who can only log in during off-peak hours and are on a server that gets dominated during that time. It needs the developers attention eventually.
I like the concept of condition damage a lot.
Since it is way of circumventing certain defenses, it has a great deal of strategic potential.
I just think condition effects need to be altered to play that role more effectively.
Bleeding = Move the “heal potency decreased by 33%” effect from poison to Bleeding.
Poison = Up the damage done and add an “endurance loss” effect. Like a Degen for both health and endurance.
Burning = Add an effect similar to disease from GW1 (disease in GW1 spread to other targets when they got to close to each other).
Confusion = I think the skill should be both a combination of Backfire and Diversion from GW1 mesmer and not stack in intensity, but instead stack in duration. It’s already got a backfire effect.
http://wiki.guildwars.com/wiki/Backfire
http://wiki.guildwars.com/wiki/Diversion
Chill = Add an effect that lowers affected’s skill activation time and drop the increased skill recharge effect.
Cripple = I think it is fine as is.
(edited by Redfeather.6401)
Including wvw for map completion was the epitomy of wishful thinking on the developers part. Way too many factors beyond any players control, that can completely block all progress towards map completion. Excluding that snafu, I still think gift of exploration is a good requirement from a design perspective.
I only really heard it in Everquest. And since then in mmo games that copy how Everquest did its thing.
I mix and match skills/weapons to see what handles certain PvE monsters/areas better.
And I keep the combinations that are a more ‘actiony’ and mentally engaging experience.
It means carrying with me lots of (cheap) equipment though. XD
In my opinion prestige items should never be awarded for doing what bots do. It rewards the type of behaviour that games should be discouraging.
One of the things needed for a legendary, that I feel promotes a healthy gaming goal, is this…
http://wiki.guildwars2.com/wiki/Gift_of_Exploration
Did a rocket scientist come up with that, because compared to the other legendary requirements GoE is the only one that required a developer typing more than an RNG% or amass 250 of X + 250 0f Y.
http://wiki.guildwars.com/wiki/Item%27s_Attribute
System allowed a player to swap their character’s headgear to get some leeway in point redistribution, without having to do a full respec. It was a good system.
Thoughtless, you’ve completely missed the point.
It’s not really a long term goal when it depends on extreme luck or beating out market inflation to bypass RNG.
What happened to Anet doing stuff like this…
http://wiki.guildwars.com/wiki/Black_Moa_Chick
(-_-)?!?
Yeah, I see em to as Ascalonian.
http://gw2armorgallery.com/armour/human/human-light-dung-ascalonian-female.jpg
I bet in 5 years, we’ll still have this…
http://wiki.guildwars2.com/wiki/Sigil_of_Conjuration
(see notes if you don’t already know what)
I’m old and Breached Wall frustrated me. But eventually I got it… and missed the vista.
I’d just buy karma gear and mystic forge it. Who knows you might get lucky.
We should be able to make Obsidian armour with the Shards.
But I am guessing if that happens it’ll cost 250 shards + 250 tears of jesus + 1 soulless orphans(crafted from 999 ectos + gift of god(crafted from 666 giganticus lupus fangs) to craft 1 piece.
I’d rather see the studio just trial and error their way through development. XD
I don’t know. It worked before in that it made the item account bound even though it says soulbound. Or maybe that is just with skins? But I haven’t tried it lately and don’t know if it’s been changed since last patch.
Maybe just add it to a white item and see if it can be transmuted off that with your mesmer?
(edited by Redfeather.6401)
Can you use your ranger to transmute the rune to a level 60 white item, and then transmute that with your Mesmer?
Who would actually like rng ?
A game designer who thinks that it will promote reactive play in every context RNG can be used.
But as many of us know, most combat RNG in GW2 is akin to a character randomly doing kitten, or not, and the player is tasked with trying to make it work out to succeed in a binary outcome. It’s like engaging in a gunfight where the gun’s ammo randomly changes between hollow points and blanks.
It’s towards the end where he sums it up.
I think the game’s social areas could use NPCs with this icon above their head…
http://wiki.guildwars2.com/images/b/bc/Event_star_%28map_icon%29.png
…that start a mini event.
And the idea of objects you can interact with to initiate something is cool.
Also, even loot drops that can be inspected and start a quest would be neat.
There are lots of lively environments that offer no sense of potential adventure. The charr area of the city his video refers to is the perfect example of it. So much going on there atmosphere-wise, but nothing you can play with.
One person at Anet has said the RNG is a good thing. It’s not going to change regardless of how much of the PvP community loathes RNG.
Devs ain’t gonna do jack for FT after all this time.
I like your suggestions though. Is fun to theorycraft.
lunarminx, February update not live yet.
It was probably hiding in the seaweed.
Depends on if it is Darby or Sasha. Darby hides in the seaweed, and Sasha only comes out at night. You can tell which whale is which, by the fact that Darby has a soulless vacant stare, while Sasha winks once every 42 minutes.
Combo fields are quite dull. Its just a puddle on the ground that gives your abilities X, Y or Z. I understand that its there for large open world group play but, it’s not a combo that provides much control.
Shoot your arrow through the fire field and it becomes a burning arrow. Oh… cool… yeah… that’s nice. What about an explosive arrow that causes knock backs?
Yeah, combo field/finisher effects don’t even last that long. I’m not going to worry about repositioning a character to leap or whirl through a field just for a few seconds of chaos armor or retaliation.
Most of the time combos are just projectiles from a zerg, stacking 1 second poison/burning on trash mobs. Or a group spamming blast finishers on water fields. That’s about it.
The dye packs is safer and potentially more profitable.
The gear packs you wont be getting exactly what you want, and you won’t be selling the gear for as much as the 10 unidentified dyes.
Stop it Deified! You could have bought 4 of the dye packs and made close to 7g instead.
We are trying to help you! aiyeeeeeeeeeeeee
The “Pressure” Charge mechanic is just a way to vary abilities in a way that is more Engineer-like, as supposed to just a simple Great sword Warrior. Also the “Bladesaw Kit” could actually give the Utility skill “Elixer U” some pvp applications.
I have to be honest, I was exhausted when I wrote that. I’d probably think my remote control was too complicated back then. XD
I love people getting creative and brainstorming cool ideas. Share more if you have em!
Would be nice if Anet held a contest for the community to come with with skills that synergize well.
I made up an engineer kit revolving around skills cross comboing with each other. It is really fun to think about too.
It should be bannable. If I found a way to swear at someone in wvw until they had to quit, it would be less offensive than what spikefruit abusers are doing to other players. It’s all about intent, and the abuse that intent commits.
Yes, but that’s kind of like you banning someone for using a item wich you are selling and allowing then to use in the first place, it’s just as wrong.
I have no idea what your point is, but I can guess. Is your point that allowing people to use chat, but banning them for abusing it, is wrong?
Only real engineers could wrap their head around this kit’s mechanics.
It should be bannable. If I found a way to swear at someone in wvw until they had to quit, it would be less offensive than what spikefruit abusers are doing to other players. It’s all about intent, and the abuse that intent commits.
It’s been brought up before. Hopefully it doesn’t get ignored.
I was disappointed and salvaged them. Found out that if I wanted gear it was better to get the dye pack, sell it, and keep the profit after buying 2 pieces of gear I wanted.
I think people would zerg less if The Mists had an auto immune system.
The Mists enjoy glorious battles, not mindless manhunts.
A massive bloodclot of players appears, and the clouds over them start to darken, then lightning rains down randomly killing players.
Kakeru, you know I once thought it was hopeless… but there is something that can be done in 3 steps.
1. Higher level enemy behaviours in PvE need to be more thoughfully designed.
3. Higher up traits need to be redesigned to become the more conditional, reactive and strategic options. Right now they are often passive steroid effects.
3. Higher level PvE needs to be redesigned to favour a more reactive and thoughtful form of combat.
(edited by Redfeather.6401)
It’s a mixture of some shallow skills, and how many PvE fights are shallow.
Good suggestion Bobaloochi!
I think PvP armor can only be used in the Forge in the PvP Lobby. It’s by the gear merchants.
I wanna Shield MH.
Then you could have Shield/Pistol to use blowtorch, but still have some defensive skills.
omg, it’s an engineer… is they a Pistol/Shield or Shield/Pistol?!
Also you could have Shield/Shield to be a legend on the battlefield.
I think Retrospek was talking more about something similar to templates from GW1.
You could store and select builds, which saved skillbar setup and attribute point spread.
In it’s current form it’s pretty poopy.
If it’s buffed straight out then it can be abused by groups.
I think changing its functionality would be safer and more interesting.
For example, it could be kept as it is, but add that if allies are on fire, the heal amount is greatly increased.
You can throw your bouquet like in a wedding, and the person behind you can catch it. Someone yesterday gave me a bouquet and I ran around throwing petals everywhere. lol