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I’m a GW1 player, and I know GW2 is designed to pigeon-hole characters into a place where the only means to escape feeling stale is to engage in really tedious resource sinks.
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Yes, I would love to collect 250 wooden planks, 250 coral gemstones and a gift of carpentry to make an armoire that I can place in some puny personal instance.
From what I saw of Elder Scrolls online, the skill system is just mimicking what Anet did.
The land of parrot people. Why figure out what it is about something that people like, when you can just mimick what people liked.
I did the hidden garden jp recently and only got common gear. I think you just lucky.
A culled berzerker’s thief probably.
OP, I think you are okay.
And by okay I mean… there is literally nothing you could have done to survive.
I’d prefer it too if healing that work on allies were buffed up. But I’d also like it to be more conditional. Such as "apply regen, but also heal ally for X amount for every boon on the ally.
omg, Resonance I can’t believe you did that. ty for giving me a chuckle before I head to bed. XD
I feel the same way resonance.
Look at this list of games…
http://en.wikipedia.org/wiki/Grinding_%28video_gaming%29#Various_games.27_approaches_to_issues_of_grinding
The description of Guild Wars is pretty accurate. The description for GW2 is erroneous.
New skills introduced that aren’t supported by a player’s gear and trait commitment won’t be used anyway.
The NPC sidekick idea is nice though. If the NPC can be customized as easily as the heroes in GW1 could. It would allow some diversity in playstyle when you need it.
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I loved playing an Inquisitor in EQ2. They were like evil clerics with domination, CC, healing and inspiration skills.
Yeah, it’s annoying. I used to put siege into bank, but realized how much of a headache that becomes because each piece is soulbound.
I did whatever it is we do to get karma from it.
Eat it, tear it up, shove it into our ear. I have no idea… but I did it.
Specialize, BiS, bored.
I have an idea for Mortar.
1. Make it remote controlled.
2. When you use it, your elite skill turns to Destroy Mortar.
3. Your tool belt skills turn to Mortar skills 2-5.
4. Run around and call out ground target spots to fire at, to support you while you fight.
5. Or sit back in safety somewhere and call out spots.
6. Be glad that in WvW you don’t summon it just to have another player quickly grab it first.
What’s the first thing you’re going to do?
Start development on Guild Wars 2.
Oh, you cheeky monkey. XD
I hate to say that I know what you mean. Honestly thought GW1 knew what it was doing, where it was headed, and why. But GW2 went in a direction that every mmorp has already gone through. Now I have no clue if GW1 was simply a fluke of genius.
Yeah, I use rampagers on my engineer, and I don’t care for power. The precision is just for applying conditions.
I’d much rather armour have multiple slots and we just add the pieces we want, but if stacked they work like runes.
eg. You get a chest piece with 3 slots. You add 3 Gems of Precision. Like Runes the Gem has stages.
Stage 1 gives you 50 precision.
Stage 2 is a penalty like adding 2s to weapon swap recharge.
Stage 3 gives you 100 precision.
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Ease of following progress through them is wonderful. If I don’t have much time when I log in to play, the current method makes it easier the gauge what I’ll need to do to complete each. Before with the tiers the amount total needed to complete was ambiguous.
I really like the new dailies. It’s refreshing to log in and see what I have to figure out how to accomplish.
Jabberwock, I found Veteran Oakhearts are common enough to use them for the veteran daily challenge. They are fun to fight too and before I had no reason to bother with them.
It’s about a giggidy gig.
No. I wouldn’t mind extra quests for more trait points though
Veeery interesting. I think that would work in PVE at some point in the future.
Is similar to this…
http://wiki.guildwars.com/wiki/Attribute_point#Attribute_point_quests
I would prefer the game introduced new PVE only skills that can put all these skill points to use. And introduce new content that requires thoughtfully building synergy between PVE only skills and regular skills to tackle the new content.
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In the mists, if you swap to a kit, the status is displaying the PVE loadout. It is for me at least.
So maybe the mists is a bad place to compare stats.
They should just reduce barrage damage and have it apply some stacks of confusion for a few seconds.
Do the same to mine field while we are at it.
% is not file size. It’s number of files.
The food you are looking for is called veggie pizza. It comes in different qualities.
Everquest 2 had heritage quests that rewarded special items. I think they were similar to the quests this topic is about. Each one would take a long time to do, covered many smaller quests and sometimes even a raid like event, and you couldn’t do it alone unless you were massively over-leveled and very patient.
You can just buy rascal armor on TP and transmute the look to whatever you are currently equipped with. It’s what I did for a bit with my engineer dude. I liked the mask and pants.
They are resource farmers. It won’t be fun to play with them anyway.
GW2 PVE was inspired by this.
http://www.youtube.com/watch?v=8xsqXo8pW2c
Get better stats or more people to win.
It means you found the fish and got past the middle of the film.
Was it in in the cupboard?
Also remember on-swap Sigils work on every Kit Swap. So Sigil of Doom would work fine if you regularlly swap kits, whether you actually need the extra Poison though is rather debatable.
I don’t think all of the weapon swap sigils do. Sigil of Doom I haven’t gotten to work. I read on the wiki Sigils of Doom, Intelligence, and Leeching don’t work with elementalist, and can only assume the same applies to engineer.
I agree, although most GW1 players won’t. I do miss the drive to get better gear, and the teamwork needed to raid. I really miss feeling a part of a team like I felt in WoW.
Luckily for you, there’s a convenient list of MMOs that are heavily based on raiding that you can play instead of GW2.
If you manage to find a decent online rpg without a gear treadmill system, I bet a lot of us would be very interested in knowing about it. I’ve been searching for one since GW1 stopped releasing new content.
A cooldown reduction based on turret health % is awesome, Toolbox.
Would make Tool Kit skills ‘smack’ and ‘throw wrench’ very tactical options too.
kokocabana’s idea is just as good, just implemented differently. Would make turrets just as exciting and give Tool Kit skills better tactical options.
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If a second player runs up and hits the champion once while you’re fighting it, does that mean you’ve griefed?
I honestly would pull up a lawn chair and watch instead. Just to see their chat dialogue after beating it and seeing what it drops. XD
ENGINEERS!
So convoluted, so many bugs, so many underwhelming effects.
It’s like the complete opposite of this…
http://en.wikipedia.org/wiki/KISS_principle
Which is probably the joke.
I never did runs in GW1, but in GW2 at a very early level I decided to go to Ebonhawke, before knowing about the portal. duh-oh.
I don’t disagree with your judgement of bunker, plasmacutter.
Hopefully we are on the same page where it comes to the point of my post.
Yeah, we essentially have 9 skills and a flavour ‘panic button’.
Would be nice if future expansions offered some new elites that had greater synergy and lower recharges.
edit: I just realized we got more like 8 skills, plus a flavour auto attack, and a flavour panic button.
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GW2 has to flesh out specializations and make them more effective, but I think it’ll have to be part of a learning process. First it has to be seen what the community can come up with from the mechanics they are given.
For example there was no ‘bunker’ specialization until somewhere in beta testing players developed one.
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In my opinion…
The Good:
Importance of Positioning
Effectiveness of Movement (including dodge, evade effect on skills)
Control Effects (push, pull, launch, etc.)
The Bad:
There are too many passive combat effects that rely on stacking to be effective
RNG
Absence of a ‘target skill monitor bar’ to aid reactive game play
It’s funny but there are some waypoints where if you go afk at them you’ll die. I know because I warped to waypoints and sometimes saw a dead player there. So I revived them thinking I was doing a favour, but later came back to see them dead again.
I don’t play a ranger, but I think it’d be cool if they got a camouflage skill.
Not invisibility but a skill that blends them into the scenery very well. And one that stays active while standing still, and works a lot better against certain environment colour palettes.
That way the ranger is encouraged to think like a hunter and find good spots to camouflage and ambush.
I think the way capes worked in GW1 won’t work too well in GW2. The race models are probably what makes it difficult. Capes were essentially sprites that could flow as you move, but I imagine they’d clip quite a bit on some of GW2’s races.
My pve character’s skills. For those who didn’t play GW1, the skills with gold borders require finding the boss that uses it and capturing that skill from them. Takes a long time!
Edit: Forum seems to despise my attachment.
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I think a big part of what made the skill capping and skills in general so cool, was the broad amount synergy acquiring a new skill opened up.
Getting a new skill meant seeing how it complimented every skill you’d already acquired. From that, finding successful pairings between old skills and the new one often meant being able to function better in a role or as a counter to a role.
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It becomes a grind when progression is essentially combating forms of inflation within the game model.
This skill could be changed…
http://wiki.guildwars2.com/wiki/Static_Shield
Make it so that blocking an attack simply ends the stance, but if the block duration ends without being hit, you create a PBAOE lightning field.
The skill’s recharge and difficulty in getting in close without being hit are more than a fair tradeoff to get that ultra elusive lightning field as part of an engineer’s repetoire.
Static Shield already applies daze if you throw it, change will give a group synergy option while maintaining the same theme.
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I liked GW1 a lot. It was unique and I’m glad it did well.
But the mainstream is probably where the money is made.
Hopefully Anet makes enough off GW2 to think about going back and making a game similar to GW1.
Certain teleports do not cancel channeling of skills, so they have their uses.
For example you can start channeling a churning earth and then lightning flash before finishing the churning earth casting.
Each scholar class has one.
http://wiki.guildwars2.com/wiki/Phase_Retreat
http://wiki.guildwars2.com/wiki/Lightning_Flash
http://wiki.guildwars2.com/wiki/Necrotic_Traversal
Don’t know about adventurer and soldier classes.
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