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Suggestion- Transparent Map Overlay

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Posted by: Swagger.1459

Swagger.1459

Please make the option to have a transparent map overlay for our screen.

Thanks

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Suggestion- Bladed Coat Purchasing

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Posted by: Swagger.1459

Swagger.1459

Sell the bladed coat box for 1000 airship parts.

Thank you

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Suggestion- auto loot for HoT owners

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Posted by: Swagger.1459

Swagger.1459

Please make auto loot a qol option for HoT owners and make it work in wvw.

You can add in something else to “Advanced Logistics”.

Thank you

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Suggestion- single click option

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Posted by: Swagger.1459

Swagger.1459

Please make an option to single click stuff. Our hands will appreciate it.

Thank you.

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Suggestion- Candy Corn Gobbler

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Posted by: Swagger.1459

Swagger.1459

Please speed up the “gobble” rate.

Thank you

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Suggestion- mid range weapons

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Posted by: Swagger.1459

Swagger.1459

Would be great to give warriors more mid range combat options. Example, axe could get the “ranger” treatment.

Axe 1- 900 range and bounce like ranger axe 1.

Axe 2- 900 range and functions like ranger axe 4.

Axe 4- 900 range, high damage “dual throw”.

Make it so!

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Healing design- real talk updated

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Posted by: Swagger.1459

Swagger.1459

Yeah, every time I go to heal I’m severely disappointed with this design.

They have a long way to go on game and profession mechanics. A long way.

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Healing design- real talk updated

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Posted by: Swagger.1459

Swagger.1459

The Druid experience…

-Must do damage to generate AF.

-Damage draws aggo and red circles from adds, mobs and bosses.

-Adds, mobs and bosses have different ranged, aoe, area… attacks or they chase you around.

-Everbody, including myself, needs to constantly dodge and “bob and weave” to stay alive because that’s how gw2 was designed.

-Among the dodging, red circle, graphics blur from powers… madness, I notice those barely noticeable health bars going down and proceed to enter CA form to save my team…

-Players then fall one by one because everyone body is running outside of my little heal circles and I can’t catch them because I’m all over the place too getting chewed up by mobs and red ground damage. Alternatively, I can jump in the fray and get chewed up there while some of these animations are taking forever…

Conclusions…

GW2 lacks all the proper design and support mechanics for team healing.

This Druid design is only efficient and helpful when the team is standing still, stacked up tightly and you do not have any aggro on you.

The design of this healer spec has limited viability and effectiveness in any “harder” content.

I’m sure Druids will look like healing gods in Orr while teams are beating up lone champs for their bags, but the nature of “chaotic” combat and necessity to move, random aggo generation, lack of highly visible health bars, needing to aim a reticle while needing to keep myself from wiping… all make for a very unpleasant experience.

I have 15 seconds to make the difference to avoid party wipes, but I’m spending half of those measly 15 seconds dodging, getting knocked and missing heals because everybody needs to move. Most of the cast and effect times take way too long considering I’m forced to work within a timer in the first place.

Playing a serious healer will be infinitely worse in wvw. In spvp, opponents will quickly learn to focus fire Druids. GG healers…

Fixes…

“Real” taunt powers/traits/skills should be given to the heavy armor professions or put into all profession trait lines designed to make for a studier frontline fighter.

Increase radius of all ranged heal skills to 360. That means staff 2 and 3, and CA form 1 and 2.

Staff 5 should be a 360 radius DOME instead of a wall.

Preferred fix- Make CA form a “stance” that is maintained until downed (risk vs reward thing) and adjust timers appropriately.

If you refuse to make CA form a “stance”, then it needs to last 30 seconds at the very least. It also needs innate stability and damage reduction.

Cast times and animation speeds of CA form skills need to be sped up.

Add burning conditions to Druid staff attacks.

Add cold damage and slows to all CA form ranged heals.

Thanks

Also, Please fix up the sword. Allow for axe 5 to be mobile. Give dagger some love. Make short bow bleed from the front as well.

Thanks again

Edit- change vine surge to a 360 aoe so that Staff can be useful for wall combat in wvw.

Edit 2- For a(the) dev(s) reading this… I hate to make comparisons, but I use to play a highly mobile game called city of heroes for years, and their “professions”, power design, power customization, combat mechanics, condition/counter condition systems, stealth/counter stealth mechanics, roles and role diversity among “professions”, a ton of other stuff… were, and still are, far superior to what we have in this game. Those devs really dug deep to create a fun, fast paced, user friendly, sensible and “easy to play-difficult to master” experience all around. There are a lot of things you could learn from that game, a whole lot.

Edit 3- With all due respect to Irenio and the maker of the video, I have to say that this perfectly highlights the Druid healing mess in any zerg or pressure gameplay. A healer role (or any role) should be fun, user friendly to control and really fit into the combat design, but this is not it…

https://m.youtube.com/watch?v=ZyWtN_9qj7Y

If the above video is what you are aiming for (pun intended), then you will have to make changes and this just reinforces my general/basic ideas of what should be done in addition to the above…

-staff changes as above.

-again, CA form 30 seconds or maintained until downed with skills and timers adjusted appropriately.

-movement friendly animation speed for seeds.

-reduce the self healing (from these powers only, not our regular heal) by 25% and up the healing to others by 25%.

-again, X% damage reduction and built in stability while in CA form.

-CA 1- keep this one a reticle aim heal, but increase radius to 360. This will be our 5 target ranged heal. Add in low damage dot chill damage and slow effect that affects 3 targets.

-CA 2- no aiming reticle. 360 radius pbaoe heal and condition removal seed that lingers for 10 seconds. This way the seed becomes like a timed Ventari tablet players can utilize for a bit of healing and condition removal.

CA 3- no aiming reticle. 360 pbaoe heal and daze. Add a 5 target low damage dot chill so if players break stun they a slowed for a couple seconds. Becomes a good set up for CA 5 if you keep it an immobile skill.

CA 4- 360 radius.

CA 5- I’d prefer it if this skill was mobile, but I’d be satisfied if you implemented a chill/slow to CA 3 if someone breaks stun or you can’t stun the “boss”.

By implementing these changes to staff and CA, it will be infinitely more fun to play and be a better support role. It will give the Druid improved backline support with staff and make CA a more suitable frontline support. This style also fits in thematically to the duality design and work better with the nifty glyphs you created.

So, Druid style gameplay becomes… Back support until needed up front. Ancestral grace to jump into the action when needed. Pop CA form and bunker up the frontline where there is more risk/reward gameplay… These changes purposefully encourage being in the mix more, provides better power design that matches combat designs, and will function more effectively in the chaos so the role of team support will be far more enjoyable to control and play for the end user.

Now onto an easy to follow video the gives a basic example of what I’m talking about with a ranged and frontline design. After watching this video you can then understand how the staff and CA form would function together, and how it gives the user much smoother and sensible control.

https://m.youtube.com/watch?v=7lDETnhPs1o

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(edited by Swagger.1459)

Merge the bottom 6 tiers and be done with it

in WvW

Posted by: Swagger.1459

Swagger.1459

That are going to megaserver wvw soon so don’t worry.

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Is WvW Really Dead? [Merged]

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Posted by: Swagger.1459

Swagger.1459

Anet should have just given the borderlands a really nice facelift, some tweaks and additions and introduced most game rewards for badges of honor. I mean look, it’s going to take wvwers 10 years to get a set of those mist weapons…

Also, incoming blue megaserver vs red megaserver vs green megaserver…

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Bladed Coat Gate

in Guild Wars 2: Heart of Thorns

Posted by: Swagger.1459

Swagger.1459

So disappointing… There are other incentives you could use to complete the zone events besides a chance at ONE piece of gear.

You guys and gals boggle the mind with many decisions.

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Devs- Night Fury Q and Suggestions

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Posted by: Swagger.1459

Swagger.1459

I have them. I think they are awesome. One question, though, why was night fury designed in such a way that it makes a piece of gear invisible? Super secret master plan or most cost effective and time efficient design choice?

I’m asking this because I feel it limits appearances in exchange for a cool effect. Yes, some may argue that it’s just a shoulder piece, but I believe it could be handled in a much better way.

Some suggestions…

Like we have infusion slots, we could have “effect” slots. This way future effects can be added to pieces of armor without sacrificing looks. This would be much better for players if you intend to connect these effects to armor. It’s important to remember that the emphasis has always been on aesthetics, and players have invested a lot of time and/or forked over a lot of cash for their character’s gear. It really is a shame to have to make a choice like this. Night fury is great, but it should be an addition to our characters appearance, not detract from our current looks in any way.

Second option would be to have these “effect” slots in back pieces, rings and amulets because those are already “invisible”. *BTW, Night Fury seems for fitting for a back piece.

Third option would be to have something like “effect” slots in the character panel that are not tied to any equipment. So for example, characters are given three “effect” slots to use… In one slot we put in night fury to give us the bat effect. Another effect item could be called “mist fury”, and that generates a misty effect around the character. Next could be a item called “storm fury”, and that creates lighting effects…

Having the “effect” slot would also make it easier to release new items/skins like this through recipe, reward track, gem store, black lion chests… without having to think of “what gear could the player live without” roadblock, and I’m sure players would be happier about that as well.

Think of these cool possibilities with the “effect” slot idea…

Flying demons, fire and smoke…

Butterflies, floating flowers and sun glow…

Flying insects (similar to necro), falling spiders and “spooky” fog.

Flying Birds, falling leaves and wind…

Flying fractal stones, falling crystal shards and swirling mist energy…

You get the idea. These would also be individual effects so players could mix and match as they see fit.

Thoughts?

And if you are the dev that pops in to reply, thanks for taking the time to do so.

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(edited by Swagger.1459)

Suggestion- Bat Wing Backpack

in Guild Wars 2 Discussion

Posted by: Swagger.1459

Swagger.1459

Doesn’t work on back pieces unfortunately.

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Suggestion- Bat Wing Backpack

in Guild Wars 2 Discussion

Posted by: Swagger.1459

Swagger.1459

Can you change the bat wing pack to BLACK instead of brown? If not could you make a another set that is black with a different model?

Thanks

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Night Fury wings bugged

in Bugs: Game, Forum, Website

Posted by: Swagger.1459

Swagger.1459

the bat effects disappear after using waypoints.

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ANet might've overreacted?

in Guild Wars 2: Heart of Thorns

Posted by: Swagger.1459

Swagger.1459

To begin with, this is not a discussion about masteries or hero points, but the expansion as a whole.

We all know there was a large group of people who were asking for challenging content in GW2, and I was one of them. But I think the way they implemented in HoT was something like “They want hard content? We will give them hard content! YOLO!”.

You don’t make a whole expansion cattered just for the a certain group of people, there needs to be a balance. There were other MMOs that went full hardcore and we all know how they ended.
Now you got the situation where the more casual of the players (which are quite a lot) are uttermost frustrated and are not enjoying the content.

They could’ve left the meta events in the maps and raids as challeging content, while leaving the general maps accessible for those who are just interested in exploring, gathering, doing little events, etc. That way you would please both groups of players.
Adventures are a good example of content done right, you have the Bronze tier pretty much accessible to anyone, while the Gold tiers will probably be done by those who want a challenge.

I don’t think any of the hardcore players really enjoy random packs of elite mobs placed everywhere for no reason either.
The new maps feel like Orr on release, with more leaves. And we all know how Orr ended up, even now after the nerf, the only people who go there are the ones doing the Cursed Shore train and the ones going for map completion.

And please think about this in general, do not mindlessy reply, do you think releasing an expansion designed to a single target audience is good for the game in the long run?
Do you think the casual players will quit the expansion maps after the hype is gone? And if yes, how will that affect the game in those areas?

Keep in mind that a lot of the casual players cannot afford to improve, they have limited gameplay time, real life responsabilities, etc and they just want to relax a couple of hours a week for example.

They are starting to balance things out already, as you can see by the recent changes. Considering most of the content required groups, these recent changes are good.

If you think just be able to explore, gather and find that rare event before was ok then you are wrong.

Your challenging content is coming. Raids are coming, the dragon event, certain event chains are all group required so those are enough… Not everybody plays 20 hours a day or wants to be in groups all the time so these recent changes are the devs acknowledging that. Balance doesn’t mean 95% of hot content needs to be “tuned up”.

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Unaceptable pet location behind a 2h event

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Posted by: Swagger.1459

Swagger.1459

I wouldn’t complain if, ya know, pets we able to be stowed, but that’s not the case… Pretty silly thing to do to Rangers.

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ArenaNet please stop nerfing content.

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Posted by: Swagger.1459

Swagger.1459

HERO POINTS SHOULD BE SOLO FRIENDLY.

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Suggestion- gliding on all pve maps

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Posted by: Swagger.1459

Swagger.1459

So you eliminate it from being used in jumping puzzle areas and you’re all set

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Suggestion- gliding on all pve maps

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Posted by: Swagger.1459

Swagger.1459

This is a great idea and you all know it!

Thanks

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Hero points.

in Guild Wars 2 Discussion

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Swagger.1459

I’d just like to thank all the people out there that complained about the high req for hero points. Had full Herald on day 2. Spent 20 hours farming hero points in central Tyria on day 1 so I could be a day 1 Herald. Thank you for wasting my time.
But congratz to anyone that actually was doing what I was and not whining about the high req.
Yes I’m whining but, I don’t care.

I see, so you don’t like it when people waste your time huh?

That’s exactly how many of us felt about the 400 requirement… Don’t worry, though, you’ll still be able to use those precious hp in the future.

Out of curiosity, how many characters do you have?

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Druid Astral Force Out-of-Combat Degeneration

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Posted by: Swagger.1459

Swagger.1459

THERE IS ENOUGH MICROMANAGING DURING COMBAT. A VITAL ROLE SHOULD NOT PUT PLAYERS INTO A POSITION WHERE THEY ARE MICROMANAGING MECHANICS LIKE THESE ON TOP OF A TON OF OTHER STUFF…
NO, STAFF DOES NOT CUT IT FOR HEALING AT ALL.

Your intention was to build a team healer, but this spec will enter the meta as the self healing trapper bunker and players will not join serious stuff to be healz because…

1. This form is very temporary and cannot maintain a consistent level of effective healing.

2. After the first day the “build up force and spam stuff” gets old real quick.

3. Trying to heal on a timer while getting chewed up by mobs is NOT FUN. It’s not fun in pve, not fun in wvw, will not be fun in pvp or raids/fractals.

4. Yeah, lets put a timer on CA and make the response time on some of these skill slow, and throw in a long activation skill (#2) and a long to cast rooting skill (5) for good measure…

5. THIS SPEC AND THE HEAL NUMBERS ARE GOOD ON STATIONARY DUMMIES/AI, but that’s it. In combat situations it is NOT ok and it is NOT the same. Having to chase down moving targets with a silly reticle in hopes to do my job and heal them is not fun. Especially when I need to move too and am getting knocked all over the place while my timer is just ticking away…

6. This game does not support healing… Where are my health bars??? Why am I needing to chase players with a ground target heals while they are running around and dodging, and me needing to do the same… THIS IS WHY OTHER GAMES HAVE TANKS, SO A HEALER CAN DO ITS JOB WITH REASONBLE EFFICIENCY… Here it’s just mass chaos, red circles and having important roles behind terrible mechanics like the current CA form. I can look at every profession here and see the “learn the gimmicks to be gud” design. NO, it’s not about skill here, it’s about learning the wacky profession mechanics better than the other guy…

7. YOU DO NOT PUT MAIN AND IMPORTANT ROLES BEHIND ENERGY BUILD UP MECHANICS AND FORCE THEM TO FUNCTION WITH TIMERS TICKING. IT’S BAD DESIGN.

8. I had like 20+ characters in city of heroes and I’ve played heal, support, control, disruption, tank, melee and ranged dps… in pvp too… you guys could learn a few things from that game…

9. If you keep this silly timed role in place, then you are going to make it not fun to be a support/heal Druid.

10. Getting back to city of heroes… I really think you guys and gals need to look at how the developers of that game handled the nuts and bolts of “professions”, powers and combat mechanics… Those developers actually made “profession” and roles fun to play, and they worked hard to eliminate many balance issues and frustration mechanics. They made thing used friendly unlike here, but it still took skill and practice to get good… Feel free to watch and raid or pvp match on youtube and you’ll see how “professions”, powers and mechanics should be done in a fast paced game. Trust me when I say that city of heroes was ten times more fast paced because of travel powers and such, but gw2 is ten times more frustrating to play…

11. “Different” isn’t always good…

Sorry

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(edited by Swagger.1459)

Druid Astral Force Out-of-Combat Degeneration

in Ranger

Posted by: Swagger.1459

Swagger.1459

Hey all,

I’m looking into the combat degen resulting in too heavy a gating of Celestial Avatar in PvE situations; from what I saw over the weekend it seemed overly restrictive in open world battles. If this continues it then the degeneration when out of combat is likely to be removed.

How about making CA form a “stance” that can be maintained until downed? All you’ll need to do it adjust cool downs.

Maybe add a low damage burning condition to the heals?

Increase radius of skill 1?

How about a Druid trait that provides stability in CA form?

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Pact Commander Feedback

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Posted by: Swagger.1459

Swagger.1459

The more I think about it, the more it needs to be a free qol option for all hot owner.

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WvW proofs suggestion

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Posted by: Swagger.1459

Swagger.1459

Account bound proofs (not just boxes).

Put them in wallet.

Thanks

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Ranger staff improvements

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Posted by: Swagger.1459

Swagger.1459

Staff is mediocre in pve and not good in wvw.

Skill 1- decent except for sound. Maybe a more “beefed up” beam.

Skill 2- increase radius and add burning damage.

Skill 3- good

Skill 4- Make it a ranged aoe that so you can hit stuff on walls in wvw. Keep the effects the same… Immobilize/damage/remove conditions…

Skill 5- Make it a healing dome that heals and removes conditions. Have it centered around the caster and keep the “incoming ranged attacks are turned into heals” part.

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HoT already slowing down...

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Posted by: Swagger.1459

Swagger.1459

Judging by today, I get the feeling these new zones will be southsun cove 2.0 soon enough… Only the die hard players trying to complete these reward tracks and gather hero points will occupy the zone in a month. Regardless of the hero point requirement for specializations, I think more and more players will drop like flies due to the grind, gates to achievements and group requirements throughout these zones. This will in turn lead to the following predictions…

Devs will drastically lower the required hero points for elite specs and make hero points account bound.

Champions guarding some hero points will be dropped down to elite so they can be soloed.

Zone event credit will be easier to achieve, and events and will be tuned down a lot.

Required mastery track xp will get lowered and have many unlock perks condensed.

The devs will design it so you can earned xp for any mastery track in any portion of the game.

Rewards will be greatly increased in an attempt to keep the zones populated.

Anyone else get the same impressions from today?

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(edited by Swagger.1459)

Guild bank bugged- losing items

in Bugs: Game, Forum, Website

Posted by: Swagger.1459

Swagger.1459

Nope, I put it in then immediately took it out.

It just appeared in my bag so it’s must be the lag from lions arch

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Guild bank bugged- losing items

in Bugs: Game, Forum, Website

Posted by: Swagger.1459

Swagger.1459

Just put a Vassago axe skin in the bank then tried to retrieve it, but it does not show up in my inventory now.

I had two on me from opening tot bags and only one remains.

Beware of taking stuff out.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Swagger.1459

Swagger.1459

gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate…

So you level up to rank 2 to get into the tunnels thinking your going to get that hero point… Guess again folks, you have to level that bar up to three lol…

Why are you wasting players time devs? Ya know, sometimes ya gotta say to yourself this would be stupid to do… Be reasonable anet, stop being stupid with this stuff honestly.

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Story Gating, why?

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Posted by: Swagger.1459

Swagger.1459

Did Anet REALLY have to gate story behind hours and hours of grind?

The point I am at requires lvl 4 Itzel Mastery…..it’s taking forever to get level 3 gliding, been at it for about 3/4 hours (events are sluggish with exp etc) and I’m only half way…half way to gaining an ability to LEAN when I glide.

So you are telling me I cannot access the story because you want me to further grind?

If mastery points/exp was fun and not repetitive to get then yeh, fair enough, but you have made it necessary to zerg about with a commander (yet again), to equip my lootstick (yet again) and mindlessly follow a crowd because;

1. The events are far from soloable.

2. Only so many hero points are doable without grinding mastery and many you need a grp for.

3. Exp trickles into mastery bars. I get you want to make certain stuff ‘hard to get’ but GRINDING ISN’T DIFFICULT, IT IS BORING, A POOR MAN’S ‘INVESTMENT’.

I seriously feel like I grind less in wow compared to this game.

You should probably sort it Anet, cus if my memory serves, during the PAX announcement this came up about the mastery system;

“You do it once, this is all part of our no-grind philosophy for Guild Wars 2.”

Sheesh ONCE is enough and that still feels like a grind.

https://www.reddit.com/r/Guildwars2/comments/2tjxe8/pax_announcement_wordforword_transcription_of/

^ this is a link to a transcript of the PAX announcement.

Mastery does not feel like progression, it feels like another layer of grind that is in the way of me enjoying the game.

Just encountered this “we don’t make grindy games” part of the story… Seems to permeate into everything. Grind of Thorns is kittening off a lot of people with the gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate within a gate.

The least they could do is ease up on elite unlock and play. There are many options they could use for that…

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Change staff auto attack sound

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Swagger.1459

Please. Thank you very much for your kindness.

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I don't want "everything" right now

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Yup I agree!!!!!!!!!!!!!!!!!!!

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Pact Commander Feedback

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You know, they have this feature since the 3-day headstart launch called “AoE Loot” that can be bound to a key.

I also have this mouse that is the Razer Naga Epic that has my whole number pad at my thumb. I know a lot (not all, but a lot) of players here use gaming mice like the Razer.

My “AoE Loot” is bound to the “-” key which is at my thumb. I press it after every kill out of reflex no matter whether I’m playing PvE, PS/LW instances, WvW, or PvP.

Players using gaming mice can set the “AoE Loot” to one of their extra mice buttons.

Why do we need an auto loot?

I’m fully aware, thanks for the input.

Apparently you are not aware that this is a reward for level 5 reward track…

In addition to an annoyance, it’s s hand health issue with all this extra needless clicking and spamming of buttons.

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Players have been asking for the auto loot for a long long time… long time….

This can only be leveled up in PvE… not WvW… Seriously? WvW is the place where you need to focus on fighting, not mashing buttons to pick up loot while you are trying to use tactical movement and positioning to beat the enemy. WvW is where you lose out on loot the most… Do you guys and gals not WvW?

Ideally this should be a FREE option added to HoT owners who plunked down $50-$100 bucks on the game.

If you refuse to do this then add these tracks to WvW and lower the requirement to level 3.

You people really have to start taking HAND HEALTH more SERIOUSLY because you have overdone it with all this required clicking for everything and picking up.

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My experience with half a Druid

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Look at this too please…

Hi, yet again I see traits seemingly dropped into all sorts of random places and this sincerely needs to be addressed…

Look at this for Warrior…

Warhorn trait and long bow trait in the same line… I’m not trying to be rude, but come on… How about long bow, rifle and speargun instead???

Greatsword/spear trait and axe trait in another line… How about Greatsword, Hammer and spear instead???

How about put axe, sword, mace, shield, warhorn in one line instead? Or make a main hand line and offhand line…

How about ranger… Maybe put both bows and harpoon in the same line? Greatsword and single handed sword in the same line? Main line and offhand line as above?

I could go through every profession and find poorly placed traits all around. Maybe a good rule of thumb to follow for all professions is…

Two handed weapon line with both ranged and melee
Main hand weapon line
Off hand weapon line
Defenses (protections/regens/condition defense) line
Offensive (power/condition/hybrid dam boost) line

Can you please start making more sense with traits, cut out the fat and the redundancy???

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My experience with half a Druid

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Zap enemy with staff 1 and strafe to hit team, while team is running all over moving and dodging attacks. Crappy amount of healing

Staff 2 radius sucks and barely does any noticeable healing. Players standing that close to enemies were getting eaten alive anyway.

You can’t even tell who needs healing so you spam stuff which leads me to staff 3…

Staff 3 was to jump in to enemy group, hit CA form, spam stuff… because two of five staff abilities, plus glyphs if you have them, plus the new Druid designed self/team heal are all about needing to stack to be useful… So jump into fray, spam stuff and dodge roll out. Rinse and repeat ad nauseam.

Staff 4 is a joke because you are just using it to use it. Players can’t even tell if there are conditions on others so just spam it. The immobilize is negligible and you have to aim it instead of having it like other “snap target” ranged attacks.

Staff 5 is a waste in this red circle meta, so maybe make it a “dome” instead where players are healed from all aoe ground and ranged damage..

No stability meant at times I’m getting knocked around while trying to do this 20 second "role” that I have to keep “earning”.

Some enemy models are big so the point radius for ranged aoe heal on staff 2 and CA 1,2 seemed useless. Plus I players are moving around like chicken with their heads off so it was “drop heal and hope for the best”.

Yes, in the ideal set up against an AI, and if your team is stacked up and not needing to dodge damage, then the Druid can do its job. As is, though, players are running all over dodging red circles, while avoiding melee hits too, we can’t see health bar and we are also needing to bob and weave to keep ourselves alive…

So basically this is spam useless staff skills. CA is spam what you can because of timers. Waste of time because it’s not about skill, it’s about spam stuff that has a negligible effect in “real” combat setting.

Want to fix staff? See that necro staff? See the radius on necro staff? There ya go… Make it a medium damage and medium heal set up.
Want to fix CA
? Make it a stance and adjust powers to reflect it, adjust radius of skills, design it so you can stay in form until downed/killed… This would be the high heal and low damage condition role.

Listen, I don’t mean to be negative, but I’ve gamed a long time, and while I’m not near the best “twitchy” player around, I spent many years playing heal, support and disruption in a game called city of heroes… Gameplay was 10 times faster, “professions” and powers were designed far better, play and counter play was far superior… and surprisingly enough we could do all this with capes on (you guys can’t even do that in 2015 with superior tech).

Here it’s auto attack, stack-spam-hope for the best… All while we are not given the right UI tools like simple health bars and your aoe targeting system, for both players and enemies, sucks…

Very early on I brought this up when I started here because I came from a vastly superior combat game during the WoW era, and we are basically given this modern “junk” and UI to play.

Seriously, you guys need to sit down and see where a game like city of heroes got it right with powers, combat, stealth, healing, support, build flexibility and customization, roles, targeting, conditions… There is a reason that players call gw2… Dodge wars, condition wars, Gwen wars…

Sorry, but I’m tossing hundreds of dollars at this game and it’s been such a waste. Somebody has to gather up the professions and powers team and get this stuff together…

Sorry Irenio, I’m not blaming you so don’t take it the wrong way. I know you have been given round pegs to fit into square holes, because some “visionary” there is striving to be “different”, but it’s not working out for players who care about combat, and the nuts and bolts of these systems and mechanics. We want fun, fluid, balanced, sensible stuff to play with, not this mess.

Mobilize the team please.

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(edited by Swagger.1459)

Astral Force is a failure.

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Posted by: Swagger.1459

Swagger.1459

My experience last night..

Zap enemy with staff 1 and strafe to hit team, while team is running all over moving and dodging attacks. Crappy amount of healing

Staff 2 radius sucks and barely does any noticeable healing. Players standing that close to enemies were getting eaten alive anyway.

You can’t even tell who needs healing so you spam stuff which leads me to staff 3…

Staff 3 was to jump in to enemy group, hit CA form, spam stuff… because two of five staff abilities, plus glyphs if you have them, plus the new Druid designed self/team heal are all about needing to stack to be useful… So jump into fray, spam stuff and dodge roll out. Rinse and repeat ad nauseam.

Staff 4 is a joke because you are just using it to use it. Players can’t even tell if there are conditions on others so just spam it. The immobilize is negligible and you have to aim it instead of having it like other “snap target” ranged attacks.

Staff 5 is a waste in this red circle meta…

No stability meant at times I’m getting knocked around while trying to do this “role”.

Some enemy models are big so the point radius for ranged aoe heal on staff 2 and CA 1,2 seemed useless. Plus I players are moving around like chicken with their heads off so it was “drop heal and hope for the best”.

Yes, in the ideal set up against an AI, and if your team is stacked up and not needing to dodge damage, then the Druid can do its job. As is, though, players are running all over dodging red circles, while avoiding melee hits too, we can’t see health bar and we are also needing to bob and weave to keep ourselves alive…

So basically this is spam useless staff skills. CA is spam what you can because of timers. Waste of time because it’s not about skill, it’s about spam stuff that has a negligible effect in “real” combat setting.

Want to fix staff? See that necro staff? See the radius on necro staff??? There ya go… Make it a medium damage and medium heal set up.

Want to fix CA??? Make it a stance and adjust powers to reflect it, adjust radius of skills, design it so you can stay in form until downed/killed… This would be the high heal and low damage condition role.

Listen, I don’t mean to be negative, but I’ve gamed a long time, and while I’m not near the best “twitchy” player around, I spent many years playing heal, support and disruption in a game called city of heroes… Gameplay was 10 times faster, “professions” and powers were designed far better, play and counter play was far superior… and surprising enough they had capes (you guys can’t even do that in 2015 with superior tech) lol…

Here it’s auto attack, stack-spam-hope for the best… All while we are not given the right UI tools like simple health bars and your aoe targeting system, for both players and enemies, sucks…

Very early on I brought this up when I started here because I came from a vastly superior combat game during the WoW era, and we are basically given this modern “junk” and UI to play.

Seriously, you guys need to sit down and see where a game like city of heroes got it right with powers, combat, stealth, healing, support, build flexibility and customization, roles, targeting, conditions…

There is a reason that players call gw2… Dodge wars, condition wars, Gwen wars…

Sorry, but I’m tossing hundreds of dollars at this game and it’s been such a waste.

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(edited by Swagger.1459)

Astral Force is a failure.

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Posted by: Swagger.1459

Swagger.1459

Locking and limiting a vital role is the most asinine kitten I’ve ever seen in an mmo.

Here’s the format.

Ranger Stance- boost damage because they suck.

Druid Stance- hybrid damage/heal

Celestial stance- heal and minor condition damage so people get credit. Fix radius because we are sick of stacking and you can only affect 5 people anyway.

Whatever… You know what I’m talking about…

Players are going to feel like they are playing an elementalist with a ticking timer on attunements.

Enough with the gimmicks. Seriously

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Astral Force is a failure.

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Posted by: Swagger.1459

Swagger.1459

Make CA a stance. Adjust kitten so it becomes a stance.

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Elite Specializations & Hero Point Feedback [Merged]

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this is the poorest design I’ve ever encountered in an mmo. If the design intent was to annoy the crap out of players then mission accomplished.

I’ll finish my ranger because I’m halfway there, then do Revenant and I’ll leave the rest to sit there.

I will not invest anymore $ on gems/gold for the three other 80s I have until this is changed.

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Astral Force dissipates outside of combat

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Swagger.1459

And it’s design choices like this that makes me say Ventari will be better in the long run. There will be less goofing around.

I really dislike the way this healing spec is designed. CA form should be made a stance/toggle and adjusted appropriately so players can just heal without gimmicky mechanics.

Revenant is looking better and better honestly.

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buying the 400 hero points with gems

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Hero Points are content to people? Laughable and pathetic.

Yeah, I love this argument. The devs know this is not content, it’s for time gating, and an unnecessary one at that.

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Grace of the Land, too strong for raids?

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Swagger.1459

But umm 15% is still 15%

15% of 1000 = what?

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Swagger.1459

YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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Entangle/Ancient Seeds major problem

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Knowing anet we will have to plant the seed then shoot it with solar bean for 30s to activate

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YES!!!!!!!!!!!!!!!!!!!!!

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Swagger.1459

…and here’s another one of the nerf threads popping up in the ranger forums, even before the release of HoT.

Seriously, are there a bunch of people out there, getting together as lobbyists trying their very best to keep this class grounded, or what the heck’s the problem?
There are too many threads like this, sometimes in this section of the forum, sometimes “hidden” in other parts of the forum, all crying for nerfs all over the place?

If I weren’t such a nice person, I would probably say something like GTFO.

But FIFTEEN PERCENT!!! Do you know how close that brings us to server meltdown?!?!?!

;)

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15% = 15%

75% = 75%

Maths

5% speed buff x 5 targets = 5% speed buff

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Reapers are far too strong, they need the nerf stick

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