[Warrior Elite] - [Battle Standard] doesn't revive fallen allies with low down state HP
Posted by: Replect.3407
There have been no warrior updates at all since weeks like everything is perfect, hmm…
I mean, I’m not doing something wrong, how could I? There is a downed player, I place the banner easily in range of him and he gets revived… or not, if his downed HP is too low already, he just gets a boost in his downed HP… How could that be my fault? Hmpf…
And what about the thing that your banner gets on full cooldown if you interrupt it with a dodge for example… It’s on full cooldown then, even if you didn’t place it… Sometimes you actually see the animation, but you haven’t placed it and you don’t get any boons or such things, it just is on full cooldown.
[Suggestion] Not ONE should have to bear the costs for WvW upgrades
in Suggestions
Posted by: Replect.3407
@Nels
From what I’ve read I think that you won’t move from your point of view anyway and you are right if you have anothe people that have confidence in a person to give them their money… But players shouldn’t be penalized just because they probably don’t have that confidence in someone but still want to help upgrade stuff.
And if you talk about karma (even if the costs aren’t that much)… You can’t share these!
Skill activation doesn't seem to work every time (especially in WvW) - Lag or bug?
Posted by: Replect.3407
It didn’t happen that often the last days, but it’s still present from time to time… Not sure if that was just luck that it didn’t happen that often or if they are actually doing something against it, probably it’s related to lags after all, I don’t know…
Unfortunately it seems that nobody really cares, though it actually is something quite important… I mean, isn’t it bad not to be sure how a trait is actually effecting your build?
Yeah, just yesterday I sold one of my 2 axes by mistake because of the fact that one axe moved into a inventory slot the day before yesterday when I swapped weapons!
I didn’t expect something I want to use in there and just realized it too late when I wanted to swap back two 2 axes again! What a mess…
Currently we are far away of knowing all the little details, faaar away!
Skill activation doesn't seem to work every time (especially in WvW) - Lag or bug?
Posted by: Replect.3407
Something such basic and it just gets little attention, that’s interesting :-/
[Suggestion] Not ONE should have to bear the costs for WvW upgrades
in Suggestions
Posted by: Replect.3407
I really hesitate for every bigger investment… I really want to help out in WvW, but I don’t want to be broken just for a single bigger upgrade! Splitting it between the team would really help me to get me paying for it…
[Warrior Elite] - [Battle Standard] doesn't revive fallen allies with low down state HP
Posted by: Replect.3407
Good for you, really! :-)
But if I have a downed player, his downed HP has just left about 10% (or less), then the banner gets placed, he is in range, his downed HP increased instantly to 90%+ because of the banner, but he doesn’t revive from it, you wan’t to tell me it failed because of my missing player skill? Are you serious?
And just today I experienced the same in PvP… 2 times… Downed ally, battle standard right in this face, no revived ally!
I’m back, but don’t be afraid, I try to do it right in the first place!
So, I want to say something about this:
- Redo the weapon skill system: make the left side of the bar customizable.
- -Add 2 new skills for each slot, for each weapon. 58 new skills per class.
>The ideas is that each slot can be chosen to have a skill that reflects a specific quality: such as Damage, Control or Support.
>Although control does not necessarily mean immobilization, an support does not mean a solid heal.>For example, a sword is currently setup for conditions. You would be able to instead, set it up for more of a support role with Melandru’s Strike which grants buff/heal, or Igneous Rage which may grant a small daze.
I’m all for it when talking about more options when you equip one of your weapons, but I think the weapon and its skills should still be tied to their current goal!
So, if you see someone with mace/shield and hammer, you should know what to expect when talking about his role. Like: Ok, this guy is coming with some heavy CC!
So, that’s my disagreement with that, but I like your approach with your so called MESA system… So, with keeping the goal of the skills, but still giving options in a way like you try it with your MESA system, I would think about, the hammer skills you can select from, should still be defensive/supportive skills like dazes, weakness or crippling, but the way of execution is the main thing you could choose from.
An simply example would be let’s say the warrior hammer skill Backbreaker:
This knocks down your foe for currently 2 seconds.
Now let’s have a look about what the alternative skills could look like:
Backbreaker (Movement way)
You leap to your foe and knock your foe down for 1,2 seconds (or whatever is balanced)
Backbreaker (Effect way)
Probably what it currently is, 2 seconds knock down
Backbreaker (Survival way)
You hold your hammer up for 1,5 seconds to block the next (melee) attack, with a knock down of 0,5 seconds if you blocked
Backbreaker (Active way)
You knock your foe down for just 0,5 seconds, but the skill has a shorter recharge time
I didn’t took the damage or such things into account, I just wanted to explain what I mean with keep the role, give options about the execution!
What do you think? I mean, I see that this isn’t what you try to accomplish with your MESA system, because you want to put each weapon into one of those, but I hope you got my point…
(edited by Replect.3407)
[Suggestion] Not ONE should have to bear the costs for WvW upgrades
in Suggestions
Posted by: Replect.3407
Only way to upgrade keeps is currently to put money/karma in, and that by one single person…
Well, if done right it should be totally fine that it costs endurance.
A big hit probably could just cost 2/3 of what a dodge costs and the rest balanced around that number.
The evade/block time should be less then with a dodge, but therefor you have the choice, do I handle this attack with the block that has to be timed better or with a dodge, which costs more endurance…
To be honest I was hoping that it would actually work kind of how Demons/Dark Souls is handling it initially… You have your endurance and every block, dodge and attack costs some of your endurance, based on the damage!
Having that kind of mechanic for defensive weapons would be great, if balanced right!
That’s fine. I have far more to do than read what others posted.
Because I have spend my time doing research and posting it. If you are too lazy to read, so be it. I have compiled a lot of the information for people just like you, who cannot bear to skim over a few page. If it takes you 4 hours to skim, you have some serious reading issues that you should probably address.
First, english isn’t my native language!
Second, probably my fault, but I didn’t mean that I would need 4 hours to read through all of that, I did mean that I would need 4+ hours to argument against what I’ve read here! And I’m more willing to sacrifice my precious time in things that I agree with/support, then things I disagree with. With work, family and rebuilding the home for our up-coming child, I have to handle my time carefully. But what am I talking, you most likely don’t care, and that is absolutely your right! :-)
Don’t get me wrong, I think you mean everything for good, but that doesn’t mean that I agree with what you want to achieve here in all the points!
Of course! If was here to destroy the game, I would just troll you like Nerva. (; Who, by the way had his entire post ignoreddddd. Not even going to honor him with glancing at it.
You don’t need to be sarcastic, if I say something like that, than probably because written text often looks like something provocative and I just want to make clear that this isn’t the case in advance… If you don’t care about these kind of words, ok! :-)
So, I’m really sorry for bringing nothing new to the table, I just wanted to make clear why I did what I did! Sorry for probably wasting place with this post in here, not my intention at all!
About topic:
If everything you really want is to bring more skills/traits to the game, without throwing the hole combat system out of the window, I’m all for it! But as someone said before, you don’t have to and actually shouldn’t write a novel if you want to bring that message out to the folks! Makes it hard to get your point!
I like the idea to have a little pool of weapon skills I can choose of, and there certainly gonna come more skills on the right side of the health bar and most likely new weapons (with therefor new skills) for every single class!
But I don’t think that damage output and cooldowns are too high in general! With the lack of energy, the cooldown is the only factor that stops you from spamming your skills! And because of the damage output and the cooldowns, you are fine with 2 dodges in 8 seconds, if you don’t waste them on attacks that aren’t one of the big ones! If you dodge a big attack, you know that your next dodge is available if you gonna need it, if not, hopefully you have a usefull defensive skill with you or a friend that is going to take the damage for you…
(edited by Replect.3407)
I did read about 80%+ of these 3 pages here and I don’t take 4+ hours to argument against a lot of things that I don’t agree with. Yes, there are a few things I would agree and I would like to see as well, like “let us choose from a small pool when we equip a weapon”, but there are a lot of things I disagree like “traits are bringing nothing to the table”, because they are for example a big part when I play my warrior in a supportive role, just alone the major trait “Shouts heal” is effecting how I gonna setup and actually play my build!
And that is another thing, you complain about customization most of the time because you can’t create that much builds like with GW1, not even close.
First, how long did it take until all the players realized what skills can work in what way? Certainly more then a couple of weeks!
Second, what about games like LoL or CS? They don’t give you much customization in the way how you build your character as well, but are they bad and un-fun games because of that? Not in my opinion and obviously not in a lot of other opinions as well! And for me the combat system of GW2 is much more like one of those games than GW1 or one of the MMOs out there… You don’t have to like that, but because you don’t like it, that doesn’t mean that it’s a bad system!
Don’t get me wrong, I think you mean everything for good, but that doesn’t mean that I agree with what you want to achieve here in all the points!
(edited by Replect.3407)
I can clearly state, as a fact that Guild Wars had a far greater level of customization for your build. That is obvious, just from looking at the sheer number of skills, not even factoring in team synergies, or stats.
Sheer number of skills isn’t a fact for anything… You can have 1000 skills, but what does it mean if 900 are doing quite the same? My answer to that is: Nothing!
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: Replect.3407
I just want to add a little general thing:
Whatever will hopefully be implemented to make all the events (no matter if one of the smaller or bigger ones) more interestening and challenging, especially when more players are participating, they should keep in mind that single target attacks of any encounter should be replaced through something that matters to every player. When there are 10+ people around and an encounter (especially if there is just one of them) just does damage to one player, all the other players get the feeling to be in a no-brainer event, because they take no damage whatsoever… That single person that has aggro and takes damage of those single target attacks, that will probably have to work a little bit, but that isn’t just anothe to involve all the players.
I stood 15 minutes at the foot of the Shatterer without taking any damage at all. And I didn’t move or dodge at all, just spammed my DPS skills!
And that’s just one single example, most events are getting no-brainers because of (at least that is my thought) encounters that don’t hurt all the players from time to time, just a small group in the hole fight, if at all!
Please, stop creating threads about the same topics all over the place!
in Suggestions
Posted by: Replect.3407
My luck, because I mean it absolutely serious!
@Blackhand
Well, your suggestion wouldn’t work with what I had in mind, at least not that easy.
My suggestion includes that you have every single weapon combination in this weapon set menu… So, not just additional general weapon sets, actually weapon sets for each weapon combination that your class is able to handle… So, each weapon set menu would look different depending on the class!
But probably with a little tweaking ArenaNet could do something like this for gems… Anyway, that is something ArenaNet has to decide, I’m just hear for the idea in general!
Please, stop creating threads about the same topics all over the place!
in Suggestions
Posted by: Replect.3407
Hi,
when I scroll through all the threads, I’ve the feeling it’s getting worse and worse in here! There are so many threads about the same topic and people start new ones every day.
This should really stop, because that will help nodody! It’s hard to keep track of what’s going on in here and therefor will most likely slow down ArenaNet working through all that stuff!
If you have something you think it is worth talking about, use the search function and make sure that there is no similar thread before you start a new one!
A single push of a thread that probably got lost in the dark here, can be revived through that push and the discussion can continue to grow on that what was already told in there. With a new thread, you most likely will get the same discussion over and over again and just slow down any progress…
So, TL;DR: Stop flooding the forum with the same topics over and over again!
Thanks for listening,
Rep
(edited by Replect.3407)
Well, I thought as well that trait icons and descriptions would be kind of placeholders, but obviously they are not!
There have been several topic about that already and I always had to agree…
The spawn system isn’t innovative and the spawn rate can really get in your way easily if you explore by your own or with just a few friends…
So, are you ok if I take your example for the moment in my OP? :-)
Oh of course. I am not a fan of that specific layout myself, I just thought I’d visualize the idea. Anet would definitely come up with something better. :-)
Well, I’m not very talented, but this is kind of how I had it in mind, not very different, if at all!
Weapon set menu point: http://i.imgur.com/7mwoo.jpg
Weapon set selection: http://i.imgur.com/dQTc4.jpg
I was also thinking that in addition to a graphical button to click, you could pull up the weapon swap menu with a double tap on your weapon swap key ( ` by default).
Well, this probably goes already quite far into detail, I just wanted to present the overall idea (that would fit in the UI in general) and hope that ArenaNet will come up with something like that :-)
@jeremo
Well, other classes (apart from elementalist and engineer) have 2 weapon sets they can swap in-combat with one button click… But there is no way to change one of these 2 weapon sets out of combat without messing around with the inventory to some degree… As soon as we want to change one of our 2 weapon sets, we have to do the same like you with your 1 weapon set…
As already said, there have been quite a lot of threads concerning that and I still think that my solution (this thread) would help every single player, no matter what class… So, that’s why I link to that in any thread that talks about additional weapon sets for elementalist and engineer!
I think you agree that it isn’t great to have a lot of small threads about this concern, if we could have one that gets the necessary attention… I don’t care which one that is, but mine seems so far to be the only one with a general solution, for everyone! :-)
It would need some improvements, but overall the Hunger Royale event was great!
I’m all for it! But I’m not sure if sPvP is the right place for that kind of content…
I had designed it quite different in my mind then what you came up with, but it’s certainly not that far away!
Your quick mockup is moving in the right direction! Well done…!
It’s currently hard to find time, but I always had in mind to create a visual example by myself!
So, are you ok if I take your example for the moment in my OP? :-)
@Video James
First, he is talking about weapon swapping out of combat! But I think you already got that… :-)
Second, read this and say that this wouldn’t be a nice thing? :-)
Well for 2 minutes is long, but I experienced problems with not being able to move for a moment or until I used a movement skill… I think it happened after I was immobilized / stunned or so and still effected me even after it was gone…
Experienced that a couple of times, in PvE as well as in WvW I think, haven’t played that much sPvP, but I think it doesn’t matter where you are!
I don’t want to spam, but a hint at this thread again, solution for everybody, not just elementalists!
Why so many threads for single classes, if all could have something for this weapon changing stuff…
Haven’t played since patch kittenwork!) but lags have been quite annoying anyway from time to time since launch… I was hoping for improvements with that concern over the time, but if this is true… Wrong direction! :-(
Well, this (the leck of a user-friendly UI for weapon changes) bothers me every day a little bit more and more, if you are changing your weapons quite often depending on the situation, especially if I change from 2 one-handers to 1 two-hander… One of my one-handers gets placed somewhere in the inventory and if that is already kind of full, I have to search for it the next time and make sure that I don’t sell it at the next vendor.
It’s not the biggest problem ever actually, but if you do it quite often, it really starts to get annoying!
[Warrior Elite] - [Battle Standard] doesn't revive fallen allies with low down state HP
Posted by: Replect.3407
I wasn’t saying that it should revive dead players, it just doesn’t even revive downed players when their health is low… It just pushes the downed health bar up again, like it gives you a specific amount of health back, but if that health isn’t anothe to completely fill that downed health bar, the player won’t get revived by it…
@Lily Miranda
The thing with a “hardmode” PvE instances could be nice. I would still favor changes in difficulty/challenge in the “official” instances, but if that won’t happen, than I would like to see something like that…
[Warrior Elite] - [Battle Standard] doesn't revive fallen allies with low down state HP
Posted by: Replect.3407
Still no changes here when I look in all the patchnotes…
Additional to the above comes the fact that even if the banner doesn’t trigger at all because of interrupting it in any way, it still goes in full cooldown!
[Suggestion] Not ONE should have to bear the costs for WvW upgrades
in Suggestions
Posted by: Replect.3407
If something like this is done, all the costs would have to be re-balanced.
Could be the case, but is that an argument against changes in the way you pay for those upgrades? I don’t think so…
If necessary, pricing should be re-balanced, but currently it isn’t quite right that one person has to cry for some money or just bear the costs alone…
[Skills] often don't trigger after activation! (No general lag issue!)
in WvW
Posted by: Replect.3407
I’m (and know of others) still experiencing this! Are they aware of that, are they working on something here?
In the first place that sounds like a good idea, but I see problems when everyone is starting such a private zone… The real zone will probably just be an empty place or at least not that filled with many players any more like it should be! But probably this could be handled with a well-thought implementation…
If it’s for primary the challenge, I would favor changes in actually zones/events!
Return of the [Aura around targeted encounter] - Instead of the circle
in Suggestions
Posted by: Replect.3407
I really can’t understand from a point of overview how someone couldn’t like that aura thing, it’s really hard to keep track of that circle in a big group of encounters… And I mean, you have a big group against you quite often!
For me this and a lot of things are just present because of one main problem: Events are no-brainers / zerg fests with many players!
If those events are still challenging (what would at least include mobs which don’t die in an instant, and more challenging, more hurtful (AOE) attacks) with more players, these problems wouldn’t be (that) present anymore!
Just the thing with that supportive players, that help other players to survive and ress downed players (as far as even necessary with those no-brainer events), wouldn’t be fixed by that change to the events! So, this should be looked into beside the challenge of the events!
I would appreciate if you would comment in this thread, not because I want to see that thread on the top, but I think it provides a solution that would help every single player, no matter what class!
Second, this is actually the 9th thread about elementalists or engineers asking for an additional weapon set… With the solution in the linked thread, everyone should be pleased and the forum wouldn’t be flooded with many, but small threads about this kind of topic!
If you agree and comment in the linked thread, you would increase the chance that ArenaNet gonna hear us, one thread with more comments is certainly better than many small ones… :-)
(edited by Replect.3407)
You can log out (or at least back to character selection) and log back in to get back where you came from, but that isn’t really usability friendly… It’s certainly not important, but there should be a option in the future!
I make it short… Agree! It’s not the most important thing in the world, but in a beautiful world like this that pushes you to explore it, you shoudn’t be stopped by invisible (kind of obvious) walls!
I don’t have problems with the travel costs, but I understand those that do have problems with it. I would already kind of happy if just travelling to any of the main cities would be for free! At least travelling to LA… I mean, currently most players are travelling to the mists, using the portal there to LA to get this result! That’s an unnecessary step…
So, waypoint costs are fine!
Waypoints in/to a city should always be free!
(edited by Replect.3407)
The two guys that are saying it is fine…
Well, the argument from the first guy is free of sense!
The second one things that it’s ok if 95% of PvE is a no-brainer (zerg fest) and the only answer is dungeons, explorable mode, really?
It’s not about being akittenhard challenge, there are a lot of difficulty/challenge levels from no-brainer tokittenhard… And somewhere between those difficulty levels should be most of the events are positioned. But currently almost every event is a no-brainer.
And I’m not talking about world event bosses, I mean events in general!
I stood 15 minutes at the foot of The Shatterer without moving, dodging, just spamming my DMG skills 1 and 2… What do you think how much damage I took? Well, exactly zero, null, 0!! And that was just one single example… And you say that is fine? You can’t be serious!
I would appreciate if you would comment in this thread, not because I want to see that thread on the top, but I think it provides a solution that would help every single player, no matter what class!
This is actually the 8th thread about elementalists or engineers asking for an additional weapon set… With the solution in the linked thread, everyone should be pleased!
If you agree and comment in that thread, you would increase the chance that ArenaNet gonna hear us… :-)
(edited by Replect.3407)
Hi,
I recognized that you aren’t able to take the additional supply to get the total of 15 supply (from the guild buff) when you already carry 10+ supply around. If you have less then 10, then you take whatever brings you to a total of 15 supply in that base!
Thanks,
Rep
Hi,
it’s probably intended, but you don’t have any indicator whatsoever, if you take a capture point, no matter if it’s a camp, tower or keep… You are not able to claim it for your guild for quite a long time after you have taken it for your server!
Bug, feature?
Anyway, it should get fixed when it’s a bug, or should be a indicator how long it will take until you are able to claim it!
Thanks,
Rep
Hi,
if you invite someone to your party and he/she is already in one, you don’t get any message at all!
That’s kind of confusing!
That’s it,
Rep