I used to run with Rampager, but I joined the partyline… and went Berserker starting last week.
Holy cow. Shows how often I’ve used it. That would get irritating with med kit. XD
1 second deflection bubble. For those twitch addicts.
Is the kit refinement effect on a 10s timer?
I honestly think engineer was the rush job before release. XD
I used to stack confusion on a target for fun.
Throw Elixir U and if you get the veil, then throw wrench.
Magnet pull, pry bar, and then concussion bomb.
I think it gets up to 9-10 stacks.
An asura can get even more, but my engi is sylvari.
WP costs don’t affect farmers one bit. Just casual players who want to find people and events.
It’s all part of the game’s ingenious suicide plan.
The entire stat system needs an overhaul.
When stats are baked into items, there gonna be both distribution bloat and distribution gaps.
I would like to see a hood/mask combo similar to the Reinhardt crew in the movie The Black Hole.
http://www.munchkinpress.com/cpg149/albums/userpics/10254/David_Mattingly_Black_Hole_mid.jpg
It’s just a hood + shiny full face cover.
And it would be nice if it didn’t cost 250 crystallized unicorn toenails + Tear of Cuckoo Bird, which is basically 500gp in this game’s economy.
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Thanks for the tip Lord Aargadon. I’m learning lots of neat nuances over time.
Ooops. I meant love, not live. Funny that I didn’t notice that.
I love your way of describing em, Entropy. XD
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I actually want to see giant floating globs of water. And you can jump into them and swim through them. I have a basic idea of how water areas are added to games, and I don’t think it’s possible.
I musdt try sylvari story and check that out redfeather
I wish u would tell
with spoiler tags maybe?
I forgot about spoiler tags. It involves hallucinations that make you wonder if things are really happening or not. It gets pretty silly as the affect becomes stronger on your character. The dialogues has its moments too. "Welcome young and old, asura and charr, sylvari and... quaggan. Really? We have a quaggan. huh..
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The Sylvari personal story called “Trouble at the Roots”.
That was an awesome experience.
I don’t want to spoil it, but it subtlety gets more and more trippy… until it’s hilariously over the top.
What it lacks in polish, and balance, it makes up for in playstyle options.
In PvE, you can change up your bar so often and so easily, that no two fights will feel the same. I’ve played every profession, but keep coming back to my engi, as I still haven’t come close to feeling that I’ve seen and done everything an engineer can do.
Oranisagu, I thought so too until I saw duffy’s galleries. There are on average 60+ skins to each weapon type. And they increase every month.
Eventually I think it will be possible, especially if reskins are done to create more items.
What I’d really like to see is champions drop anything interesting that can’t be farmed into massive stacks or simply sold to become rich. I love thinking about it, and hope everyone shares some ideas.
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I bet there might even be some players with a thousand skill points by now.
I think the game should change Champions to Named NPCs, and give those Named NPCs a decent chance at dropping a unique looking skin or even a bundle to pick up and play with around the zone.
Then a lot of players might fight them more often to collect alternative looks for their gear or alternative skills to play with. And it won’t be about dropping ‘better’ loot that can be farmed by the thousands.
I want storing/swapping sets of gear easier. And make respeccing traits easier.
I want horizontal progression. The ability to play multiple roles with one character without it being a mess and a chore.
But it’s not going to, nor ever going to happen. I can list many fundamental design that make it impossible to change now.
I remember in Everquest 2 being asked for money by newer players. It was because the market had inflated to prices that pretty much only supplied to twinks. It made me pretty depressed.
Caladbolg is very pretty. I sat in the personal story quest just to play with it.
omg, ASB it wasn’t a flaw. XD
How do stat capped players tackle monsters that had no restrictions. The players had to rely on earning new skills, tuning builds to tackle specific areas, make the effort to engage in more thoughtful tactics, and develop more conscientious attribute spreads.
They simply had to become better players. It was just like sports and I thought it was genius.
GW2 isn’t much of a gear treadmill. It will feel like a huge one compared to GW1, cuz in GW1 there were no level restrictions on gear, and it was attribute distribution that affected skill potency.
As for people who prefer vertical progression over horizontal… they haven’t been around the block enough to figure it out. The rest of us are waiting patiently. lol
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It could be done if it were made conditional. Like with a trait or skill.
Evil Midnight Bomber What Bombs at Midnight:
At 25% health your explosive skills count as blast finishers for 12 seconds.
That’s a really good idea Kioso.
Thumbs up from me. d(’_’d)
As Jeff Strain once said… "Before you start building the ultimate MMO, you should accept that “MMO” is a technology, not a game design. It still feels like many MMOs are trying to build on the fundamental designs established by Ultima Online and Everquest in the late ’90s."
And to add to that, it feels like many non-subscription based MMOs are blindly mimicing the same designs which subscription based business models use to generate their revenue.
In the end, a lot of MMO developers have no good reason to be borrowing what they are borrowing from other MMO games. Stop it. XD
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Hammer or dual wielding shields.
Dual Wielding Shields.
Dual Shields.
I <3 Shields.
Today I could have gone on when I came home from work, but I work again in the early morning. So no daily for me today. XD
It’s only a grind if you are killing 2000 enemies, completing 200 events, reviving 400 people/npcs, and performing 600 dodges successfully to only get an infused amulet. Most people do dailies just as part of their game, and don’t care for the laurel con.
I bought one for guardian just to see what sort of gear I would get. I got two swords, one of them had a +poison duration sigil…. You know, for all my guardian poisons I apply….
Even though it sucks, I think it is good to buy at least one. To witness firsthand how the rewards are only meant to appear appealing, but in reality are a net loss.
What happened was the game relied on short-sighted vertical progression as a crutch.
It’ll catch up eventually.
You have much better odds dealing with TP. If you must earn laurels and spend them to get gear, then buy the 10 dye pack for 5 laurels. Sell that and use the money to buy 5-6 rares with the exact stats you want. Your total stats will be 1% lower than what they could be if you gambled for exotics, but who cares.
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It’s what makes the engineer so cool. They don’t respect this world’s authority.
I think if Anet allowed us to the turn the trackers off it would be okay. I don’t care for it, and don’t want to see it while playing.
It’s really quite funny when you look at it objectively.
Dulfy, your website is the best. I love everything you put together!
I like Asura Radiation Field.
And Sylvari Take Root.
Maybe this one Ygdrad.
http://gw2armorgallery.com/armour/norn/norn-light-order-priory-female.jpg
It makes sense, and would be cool to see that kind of thought put into traits someday… but first engineer traits need to have all their bugs fixed.
IF GW1 PvP had the ability to change build when not in combat, it would have been been a godsend. No more cheap FOTM messing with what at heart was a truly good system.
GW2 has potential, but it really needs to look at what GW1 did that a lot of players miss.
^It’s quite a nice idea. Maybe just increase the cooldown of the skill for balance reasons and you’re all set.
It’s a complete functionality change and probably something a programmer and balancer wouldn’t want to bother with, but in my opinion I think it’ll be worth it! It’ll lay down the groundwork for similar functionality in future game expansions.
My suggestion in another topic was to change mortar to a remote turret your toolbelt gives commands to.
Once you activate mortar your toolbelt skills change to the current mortar skills 2-5.
The elite slot changes to destroy mortar. Toolbelt skills ground target areas to tell the mortar where to fire. You can now run around and supplement the mortar’s attacks with your own weapon skills and kits. The sacrifice is losing your regular toolbelt skills while the mortar is out.
As for range. It is now extended. The range of the mortar is the range of the skills from your position. But if you distance yourself from the mortar too much, you’ll lose the connection to mortar and you’ll lose the mortar toolbelt skills.
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Best suggestion I saw so far on the forums, was a Turret CD based on their health.
A destroyed turret is on full cooldown. A fully healed one, that gets picked up, gets little to no CD.
My engineer is wearing Leather right now. It’s cheap and I like the look.
http://gw2armorgallery.com/armour/sylvari/sylvari-medium-craft-leather-male.jpg
It seems to be like that with a lot of professions. A GW1 necro would decimate a GW2 necro. Same with GW1 mesmer vs GW2 mesmer (I know right?! But is true). And ranger is in there too.
Don’t know about GW1 monk vs GW2 guardian… I think they just /roll that one out. lol
Grapple and Booby Trap interrupt PvP Stomps. The timing is balanced around that in sPvP. But in WvW it might be nice to have those in separate CDs that are tweaked.
Only once did I manage to avoid 2 stomps in WvW with grapple and booby trap. And I was only kitten (that seriously got censored?! What is this 1929. lol) lucky there.
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GW1 player here too. Though I have played quite a lot of other MMOs too. I have a different perspective though. I see GW2 as different game from GW1. There are similar aspects and stories, but it’s ultimately a different game. Like a game that evolved from GW1.
@Redfeather, I strongly disagree with your view. Grinding for any single thing makes it stale, so I avoid that by spreading my gaming over bits of time, and by doing different activities. If you seriously play this game casually, then you shouldn’t feel like you’re grinding and having a tedious experience. If you play “casually” like I do, then stats don’t matter to you. I still enjoy the game without max stats lol. My guild and friends always joked about how I am badly geared (I had 78 exotics for like 1 month before I cared to upgrade), but it didn’t stop my enjoyment. I COULD HAVE upgraded to 80 exotics much earlier, but I didn’t out of laziness and saved up my gold and emblems.
It’s really not that bad as some of you guys make it out to be. If you reached exotics, you don’t really have to get ascended. You could if you wanted though, and it’ll give you a small stat boost for your efforts. But if you dislike grind, then don’t go for it. Just slowly gather up fractal stuff for like 2-3 months and then use it, or wait for when they add more ways to get fractal items.
I’d agree with you if GW2’s action styled combat was enough to carry the game on its own. It isn’t. It’s certainly very interactive for an RPG but not enough to be an actual action game. It’s great that the gameplay alone is enough for you but it isn’t for others.
A major source of enjoyment that I and other GW1 players find involves experimenting with different builds of traits, skills and equipment. Part of the reward comes from simply having a novel play style, but it also comes from the fact that you know you’ve crafted a quality and competitive build, having considered the constraints and trade-offs. GW1 catered to this play style by having dirt cheap basic maxed armor and a plethora of skills. GW2 has fewers skills, no secondary profession, expensive exotic items and grind-worthy ascended items. It is the opposite of GW1.
Exactly.
I could have been clearer in my OP, but thank-you Czar Peter for explaining it better.
GW1 allowed PvE players to spend more time experimenting and exploring build options, which is IMO quite stimulating.
GW2 puts a lot of it’s PvE emphasis on gear acquisition and gear supplementation to make builds effective. Which is one of the many roadblocks to what GW1 allowed.
The thought of acquiring multiple sets of armour/runes/trinkets/weapons/sigils to supplement more than one character role in GW2 is absurd. In GW1 it was both feasible and fun.
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To a lot of players it’s an email blast and splash page created to market what appeared to be an incredibly small in-game scavenger hunt. Should have held off on the marketing push until whatever this Living Story was got well under way.
I think the combat could use purging a lot of the RNG, reworking the mechanics of weak effects that require heavy stacking to have any impact, and toning down the gross favour given to Power/Precision/Crit Damage builds.
Also I hate how much a build revolves around acquiring 50 pieces of gear to supplement it. That ridiculous gear commitment is only in PvE though, where I think the combat is pretty dire in general.
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